Example #1
0
def game_init():
    global screen, font, timer
    global paddle_group, block_group, ball_group
    global paddle, block_image, block, ball

    pygame.init()
    screen = pygame.display.set_mode((800, 600))
    pygame.display.set_caption("Block Breaker Game")
    font = pygame.font.Font(None, 36)
    pygame.mouse.set_visible(False)
    timer = pygame.time.Clock()

    paddle_group = pygame.sprite.Group()
    block_group = pygame.sprite.Group()
    ball_group = pygame.sprite.Group()

    paddle = MySprite()
    paddle.load("paddle.png")
    paddle.position = 400, 540
    paddle_group.add(paddle)

    ball = MySprite()
    ball.load("ball.png")
    ball.position = 400, 300
    ball_group.add(ball)
Example #2
0
 def __init__(self, tank_file="tank.png", turret_file="turret.png"):
     MySprite.__init__(self)
     self.load(tank_file, 50, 60, 4)
     self.speed = 0.0
     self.scratch = None
     self.float_pos = Point(0, 0)
     self.velocity = Point(0, 0)
     self.turret = MySprite()
     self.turret.load(turret_file, 32, 64, 4)
     self.fire_timer = 0
Example #3
0
class Tank(MySprite):
    """docstring for ClassName"""
    def __init__(self, tank_file="tank.png", turret_file="turret.png"):
        MySprite.__init__(self)
        self.load(tank_file, 50, 60, 4)
        self.speed = 0.0
        self.scratch = None
        self.float_pos = Point(0, 0)
        self.velocity = Point(0, 0)
        self.turret = MySprite()
        self.turret.load(turret_file, 32, 64, 4)
        self.fire_timer = 0

    def update(self, ticks):
        MySprite.update(self, ticks, 100)
        self.rotation = wrap_angle(self.rotation)
        self.scratch = pygame.transform.rotate(self.image, -self.rotation)
        angle = wrap_angle(self.rotation - 90)
        self.velocity = angular_velocity(angle)
        self.float_pos.x += self.velocity.x
        self.float_pos.y += self.velocity.y

        if self.float_pos.x < -50: self.float_pos.x = 800
        elif self.float_pos.x > 800: self.float_pos.x = -50
        if self.float_pos.y < -60: self.float_pos.y = 600
        elif self.float_pos.y > 600: self.float_pos.y = -60

        self.X = int(self.float_pos.x)
        self.Y = int(self.float_pos.y)

        self.turret.position = (self.X, self.Y)
        self.turret.last_frame = 0
        self.turret.update(ticks, 100)
        self.turret.rotation = wrap_angle(self.turret.rotation)
        angle = self.turret.rotation + 90
        self.turret.scratch = pygame.transform.rotate(self.turret.image,
                                                      -angle)

    def draw(self, surface):
        width, height = self.scratch.get_size()
        center = Point(width / 2, height / 2)
        surface.blit(self.scratch, (self.X - center.x, self.Y - center.y))

        width, height = self.turret.scratch.get_size()
        center = Point(width / 2, height / 2)
        surface.blit(self.turret.scratch,
                     (self.turret.X - center.x, self.turret.Y - center.y))

    def __str__(self):
        return MySprite.__str__(self) + "," + str(self.velocity)
Example #4
0
    def __init__(self):
        self.currenLuigi = 1
        self.done = False
        self.isAlive=True
        self.window_size = 800,600
        self.window = pygame.display.set_mode(self.window_size)              
        self.clock = pygame.time.Clock()
        self.fps = 7
        pygame.display.set_caption('Epic Game!')

        MyFont = pygame.font.Font(None, 70)
        MyFont2 = pygame.font.Font(None, 50)
        self.isDeadText = MyFont.render(':( You Have Died!', True, red)
        self.textReload = MyFont2.render('Press R To Retry, Or Q/ESC To Quit!', True, (200, 0, 200))
        
        self.foxGroup = pygame.sprite.Group()
        fox = MySprite()
        fox.setImage('images/fox.png')
        fox.setPos(100, 100)
        self.foxGroup.add(fox)
        
        self.Luigi_group = pygame.sprite.Group()
        self.Luigi = MySprite()       
        self.Luigi.setImage('images/Luigi1.png')
        self.luigi_start = (200, 200)
        self.Luigi.setPos(*self.luigi_start) # *luigi_start == luigi_start[0], luigi_start[1]
        self.Luigi_group.add(self.Luigi)    
        self.currentLuigi = 1
      
        self.sound = pygame.mixer.Sound('sounds/MarioClear.wav')
Example #5
0
def game_init():
    global screen, backbuffer, font, timer, player_group, player, enemy_tank, bullets, crosshair, crosshair_group

    pygame.init()
    screen = pygame.display.set_mode((800, 600))
    backbuffer = pygame.Surface((800, 600))
    font = pygame.font.Font(None, 30)
    timer = pygame.time.Clock()
    pygame.mouse.set_visible(False)

    crosshair = MySprite()
    crosshair.load("crosshair.png")
    crosshair_group = pygame.sprite.GroupSingle()
    crosshair_group.add(crosshair)

    player = Tank()
    player.float_pos = Point(400, 300)

    enemy_tank = EnemyTank()
    enemy_tank.float_pos = Point(random.randint(50, 760), 50)
    enemy_tank.rotation = 135

    bullets = list()
Example #6
0
def game_init():
    global screen, backbuffer, font, timer, oil_group, cursor, cursor_group
    pygame.init()
    screen = pygame.display.set_mode((800, 600))
    pygame.display.set_caption("Oil Spill Game")
    font = pygame.font.Font(None, 36)
    pygame.mouse.set_visible(False)
    timer = pygame.time.Clock()

    backbuffer = pygame.Surface((800, 600))
    backbuffer.fill(darktan)
    oil_group = pygame.sprite.Group()

    cursor = MySprite()
    cursor.radius = 60
    image = pygame.Surface((60, 60)).convert_alpha()
    image.fill((255, 255, 0))

    pygame.draw.circle(image, (80, 80, 220, 70), (30, 30), 30, 0)
    pygame.draw.circle(image, (80, 80, 250, 255), (30, 30), 30, 4)
    cursor.set_image(image)
    cursor_group = pygame.sprite.Group()
    cursor_group.add(cursor)
Example #7
0
def load_level():
    global level, block_image, block_group, levels
    block_image = pygame.image.load("blocks.png").convert_alpha()
    block_group.empty()
    for bx in range(0, 12):
        for by in range(0, 10):
            block = MySprite()
            block.set_image(block_image, 58, 28, 4)
            x = 40 + bx * (block.frame_width + 1)
            y = 60 + by * (block.frame_height + 1)
            block.position = x, y
            num = levels[level][by * 12 + bx]
            block.first_frame = num - 1
            block.last_frame = num - 1
            if num > 0:
                block_group.add(block)
Example #8
0
def RunMyGame():
      
      #sound.play()
      x=15
      y=15
      moveX=0
      moveY=0
      
      currentLuigi=1
      #Luigi = MyPlayerObject()
      fox = MySprite()
      fox.setImage('images/fox.png')
      fox.setPos(100,100)
      
      Luigi = MySprite()
      Luigi_group.add(Luigi)            
      Luigi.setImage('images/Luigi1.png')
      Luigi.setPos(10,10)
      Luigi_group.add(Luigi)
      #Luigi1 = pygame.image.load('images/Luigi1.png').convert_alpha()
      #Luigi2 = pygame.image.load('images/Luigi2.png').convert_alpha()
      foxX,foxY = 100,100
      fox.setPos(foxX,foxY)
      foxGroup = pygame.sprite.Group()
      foxGroup.add(fox)    
      running = True
      
      pygame.display.set_caption('Epic Game!')
      #pygame.display.set_icon(surface)
      window.fill(blue)
      
      running=True
      while running:
            while isAlive:
                  
                  window.fill(blue)
                  
                  for event in pygame.event.get():
                        if event.type==MOUSEBUTTONDOWN:
                              print('RightMouseButton Pressed!')
                              
                        if event.type == MOUSEMOTION:
                              mousePos = pygame.mouse.get_pos()
                              print('MousePos = '+str(mousePos[0])+','+str(mousePos[1]))
                              
                        if event.type==QUIT:
                              pygame.quit()
                              sys.exit()                  
      
                        if event.type==KEYDOWN:
      
                              if event.key == K_ESCAPE:
                                    print('Escape Key Pressed!')
                                    pygame.quit()
                                    sys.exit()
      
                              if event.key==K_LEFT:
                                    print('Left Arrow Key Pressed!')
                                    moveX=-5
                                    #x+=moveX
                              if event.key==K_RIGHT:
                                    print('Right Arrow Key Pressed!')
                                    moveX=5
                                    #x+=moveX
                              if event.key==K_UP:
                                    print('Up Arrow Key Pressed!')
                                    moveY=-5
                                    #y+=moveY
                              if event.key==K_DOWN:
                                    print('Down Arrow Key Pressed!')
                                    moveY=5
                                    #y+=moveY
                              
      
                        if  event.type==KEYUP:
      
                              moveX=0
                              moveY=0
                              currentLuigi=1
                        
                        window.fill(blue)  
      
                        if currentLuigi==1:
                              Luigi.setImage('images/Luigi1.png')
      
                              #window.blit(Luigi1,(x,y))#Luigi1
                        if currentLuigi == 2:
                              Luigi.setImage('images/Luigi2.png')
      
                              #window.blit(Luigi2,(x,y))#Luigi2
      
                        if currentLuigi==2:
      
                              currentLuigi=1
                        else:
                              currentLuigi+=1
                        x += moveX
                        y += moveY                
                        window.blit(Luigi.image,(x,y))                    
                        foxGroup.draw(window)
                        Luigi.setPos(x, y)
                        if pygame.sprite.collide_rect(Luigi,fox):
                              deathEvent()
                              Luigi_group.remove(Luigi)
                        if x < 0 or y < 0 or x >790 or y > 570 or y < 0:
                              deathEvent()
                              Luigi_group.remove(Luigi)
                        pygame.display.update()
                        clock.tick(fps)
                        
            pygame.display.update()
            clock.tick(fps)
      whatNext()
      RunMyGame()
Example #9
0
import pygame
from pygame.locals import *
from MySprite import *
import sys

pygame.init()
screen = pygame.display.set_mode((800, 600), 0, 32)
pygame.display.set_caption("Sprite Animation Demo")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()

dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
group = pygame.sprite.Group()
group.add(dragon)

while True:
    framerate.tick(20)
    ticks = pygame.time.get_ticks()
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        keys = pygame.key.get_pressed()
        if keys[K_ESCAPE]:
            pygame.quit()
            sys.exit()
    screen.fill((0, 0, 100))
    group.update(ticks)
    group.draw(screen)
    print_text(font, 0, 0, "Sprite: " + str(dragon))
Example #10
0
        sprite.direction = 0
    elif sprite.direction == 6:
        sprite.direction = 2


pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Collision Demo")
font = pygame.font.Font(None, 36)
time = pygame.time.Clock()

player_group = pygame.sprite.Group()
zombie_group = pygame.sprite.Group()
health_group = pygame.sprite.Group()

player = MySprite()
player.load("farmer walk.png", 96, 96, 8)
player.position = 80, 80
player.direction = 4
player_group.add(player)

zombie_image = pygame.image.load("zombie walk.png").convert_alpha()
for n in range(0, 10):
    zombie = MySprite()
    zombie.load("zombie walk.png", 96, 96, 8)
    zombie.position = random.randint(0, 700), random.randint(0, 500)
    zombie.direction = random.randint(0, 3) * 2
    zombie_group.add(zombie)

health = MySprite()
health.load("health.png", 32, 32, 1)
Example #11
0
class GameSkeleton:
    moveX = 0
    moveY =0

    def __init__(self):
        self.currenLuigi = 1
        self.done = False
        self.isAlive=True
        self.window_size = 800,600
        self.window = pygame.display.set_mode(self.window_size)              
        self.clock = pygame.time.Clock()
        self.fps = 7
        pygame.display.set_caption('Epic Game!')

        MyFont = pygame.font.Font(None, 70)
        MyFont2 = pygame.font.Font(None, 50)
        self.isDeadText = MyFont.render(':( You Have Died!', True, red)
        self.textReload = MyFont2.render('Press R To Retry, Or Q/ESC To Quit!', True, (200, 0, 200))
        
        self.foxGroup = pygame.sprite.Group()
        fox = MySprite()
        fox.setImage('images/fox.png')
        fox.setPos(100, 100)
        self.foxGroup.add(fox)
        
        self.Luigi_group = pygame.sprite.Group()
        self.Luigi = MySprite()       
        self.Luigi.setImage('images/Luigi1.png')
        self.luigi_start = (200, 200)
        self.Luigi.setPos(*self.luigi_start) # *luigi_start == luigi_start[0], luigi_start[1]
        self.Luigi_group.add(self.Luigi)    
        self.currentLuigi = 1
      
        self.sound = pygame.mixer.Sound('sounds/MarioClear.wav')
    
    
    def event_loop(self):
        
        for event in pygame.event.get():
            if event.type==QUIT:
                self.done = True                   
            
            elif event.type==MOUSEBUTTONDOWN:
                print('SomeMouseButton Pressed!')      
            
            elif event.type == MOUSEMOTION:
                mousePos = event.pos #pygame.mouse.get_pos()
                print('Mouse: '+str(mousePos[0])+','+str(mousePos[1]))        
                
            elif event.type == KEYDOWN:
                if event.key in (K_q, K_ESCAPE):
                    self.done = True
                elif event.key == K_LEFT:
                    print('Left Arrow Key Pressed!')
                    self.moveX = -5
                elif event.key == K_RIGHT:
                    print('Right Arrow Key Pressed!')
                    self.moveX = 5
                elif event.key == K_UP:
                    print('Up Arrow Key Pressed!')
                    self.moveY = -5
                    print(self.Luigi.rect.y)
                elif event.key == K_DOWN:
                    print('Down Arrow Key Pressed!')
                    self.moveY = 5           
                elif event.key== K_r:
                    print('R Key Pressed!')
                    self.isAlive=True                  
            
            elif  event.type == KEYUP:
                self.currentLuigi = 1
                
    def update(self):
        x = self.Luigi.rect.centerx
        y = self.Luigi.rect.centery

        if self.moveX or self.moveY:    
            self.Luigi.setPos(x + self.moveX, 
                                    y + self.moveY)
            if self.currentLuigi == 1:
                self.Luigi.setImage('images/Luigi1.png')  
                self.currentLuigi = 2
            else:
                self.Luigi.setImage('images/Luigi2.png')
                self.currentLuigi = 1

        death = False
        if x < 0 or  x > 790 or y > 570 or y < 0 or self.Luigi.rect.y < 0:
            death = True
            
        for fox in self.foxGroup:
            if pygame.sprite.collide_rect(self.Luigi, fox):
                death = True
                break
        if death:
            self.isAlive = False
            self.Luigi.setPos(*self.luigi_start)
            
    def show_death(self):
        self.window.fill(blue)  
        self.window.blit(self.isDeadText, (125, 225))
        self.window.blit(self.textReload, (70, 300))
    
    def draw(self):
        if not self.isAlive:
            self.show_death()
        else:            
            self.window.fill(blue)
            self.window.blit(self.Luigi.image, self.Luigi.rect)
            self.foxGroup.draw(self.window)
    
    def run(self):
        self.sound.play()
        while not self.done:
            self.event_loop()
            self.update()
            self.draw()
            pygame.display.update()
            self.clock.tick(self.fps)