Example #1
0
class State_GameOver(StateBase):


	def __init__(self,gameDisplay,gameWidth,gameHeight,FPS,stateID):
		StateBase.__init__(self,gameDisplay, gameWidth, gameHeight,FPS,stateID)
		self.themeSound = MySound("res/sounds/gameOverSound.ogg")
		self.myScoreRef = MyScore()

	def renderState(self):
		self.renderSP()
		self.renderScore()

	def updateState(self):

		self.playThemeSound(self.themeSound)
		if pygame.key.get_pressed()[K_6]:
			self.BG.resetCountAndDelay()
			self.themeSound.stop()
			self.setCurrentStateID(0)

	def initSP(self,path):
		self.BG = MySprite(self.gameDisplay,path)
		
	
	def renderSP(self):
		self.BG.setFadeInImg(1)
		self.BG.renderImgConvert(0,0)

	def renderScore(self):
		pass
Example #2
0
 def initMap1Layer1(self, gameDisplay):
     self.map1Layer1 = MySprite(gameDisplay, "res/images/map1Layer1.png")
     self.map1Layer1List = [
         self.map1Layer1, self.map1Layer1, self.map1Layer1
     ]
     self.map1Layer1PosXList = [0, 2 * self.gameWidth]
     self.map1Layer1PosYList = [0, 0]
Example #3
0
 def initMap1Layer2(self, gameDisplay):
     self.map1Layer2 = MySprite(gameDisplay, "res/images/map1Layer2.png")
     self.map1Layer2List = [
         self.map1Layer2, self.map1Layer2, self.map1Layer2
     ]
     self.map1Layer2PosXList = [0, 2 * self.gameWidth]
     self.map1Layer2PosYList = [0, 0]
Example #4
0
class State_Menu(StateBase):
    def __init__(self, gameDisplay, gameWidth, gameHeight, FPS, stateID):
        StateBase.__init__(self, gameDisplay, gameWidth, gameHeight, FPS,
                           stateID)
        self.initSP(gameDisplay)
        self.themeSound = MySound("res/sounds/menuTheme.ogg")

    def renderState(self):
        self.renderSP()

    def updateState(self):

        self.playThemeSound(self.themeSound)
        if pygame.key.get_pressed()[K_SPACE]:
            self.BG.resetCountAndDelay()
            self.themeSound.stop()
            self.setCurrentStateID(1)

    def initSP(self, gameDisplay):
        self.BG = MySprite(gameDisplay, "res/images/menuBG4.png")
        self.spaceTostartBG = MySprite(gameDisplay,
                                       "res/sprites/spaceTostartSP.png", 2,
                                       580, 50)

    def renderSP(self):
        self.BG.setFadeInImg(1)
        self.BG.renderImgConvert(0, 0)
        if self.BG.alphaIn > 40:
            self.spaceTostartBG.loop(self.gameWidth / 2 - 280,
                                     self.gameHeight / 2 + 200, 10)
Example #5
0
class State_Menu(StateBase):


	def __init__(self,gameDisplay,gameWidth,gameHeight,FPS,stateID):
		StateBase.__init__(self,gameDisplay, gameWidth, gameHeight,FPS,stateID)
		self.initSP(gameDisplay)
		self.themeSound = MySound("res/sounds/menuTheme.ogg")

	def renderState(self):
		self.renderSP()

	def updateState(self):

		self.playThemeSound(self.themeSound)
		if pygame.key.get_pressed()[K_SPACE]:
			self.BG.resetCountAndDelay()
			self.themeSound.stop()
			self.setCurrentStateID(1)

	def initSP(self,gameDisplay):
		self.BG = MySprite(gameDisplay,"res/images/menuBG4.png")
		self.spaceTostartBG = MySprite(gameDisplay,"res/sprites/spaceTostartSP.png",2,580,50)
	
	def renderSP(self):
		self.BG.setFadeInImg(1)
		self.BG.renderImgConvert(0,0)
		if self.BG.alphaIn > 40:
			self.spaceTostartBG.loop(self.gameWidth/2 - 280, self.gameHeight/2 +200,10)
Example #6
0
	def initSP(self):
		flySP = MySprite(self.gameDisplay,"res/sprites/justiceFlySP.png",2,225,175)
		slashSP = MySprite(self.gameDisplay,"res/sprites/justiceSlashSP.png",2,225,175)
		weapon1SP = MySprite(self.gameDisplay,"res/sprites/justiceWeapon1SP.png",2,225,175)
		weapon2SP = MySprite(self.gameDisplay,"res/sprites/justiceWeapon2SP.png",2,225,175)
		weapon3SP = MySprite(self.gameDisplay,"res/sprites/justiceWeapon3SP.png",2,225,175)
		shieldSP = MySprite(self.gameDisplay,"res/sprites/justiceShield.png",2,225,175)
		self.SPList = [flySP,weapon1SP,weapon2SP,weapon3SP,slashSP,shieldSP]
Example #7
0
 def getSprite(self):
     if not self.bloqueDestruido:
         sprite = MySprite(self.directorio + self.spriteBloque + ".png",self.x, self.y, 0)
     else:
         if self.tienePowerUp:
             sprite = MySprite(self.spritePowerUp,self.x, self.y, 0)
     if (not self.bloqueDestruido) or (self.tienePowerUp):
         sprite.listframes(1,1,50,50)
         sprite.setframe(1)
         #sprite = sf.Sprite(imagen)
         sprite.SetCenter(0,0)
         sprite.SetScale(self.escalaX,self.escalaY)
         return sprite
Example #8
0
 def initSP(self):
     flySP = MySprite(self.gameDisplay, "res/sprites/freedomFlySP.png", 2,
                      225, 175)
     slashSP = MySprite(self.gameDisplay, "res/sprites/freedomSlashSP.png",
                        2, 225, 175)
     weapon1SP = MySprite(self.gameDisplay,
                          "res/sprites/freedomWeapon1SP.png", 2, 225, 175)
     weapon2SP = MySprite(self.gameDisplay,
                          "res/sprites/freedomWeapon2SP.png", 2, 225, 175)
     weapon3SP = MySprite(self.gameDisplay,
                          "res/sprites/freedomWeapon3SP.png", 2, 225, 175)
     weapon4SP = MySprite(self.gameDisplay,
                          "res/sprites/freedomWeapon4SP.png", 2, 225, 175)
     shieldSP = MySprite(self.gameDisplay, "res/sprites/freedomShield.png",
                         2, 225, 175)
     self.SPList = [
         flySP, weapon1SP, weapon2SP, weapon3SP, weapon4SP, slashSP,
         shieldSP
     ]
Example #9
0
    y = random.randint(250, 350)
    arrow.position = 800, y


#main program begins
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Escape The dragon Game")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()

bg = pygame.image.load("pic/background.png").convert_alpha()

group = pygame.sprite.Group()

dragon = MySprite(screen)
dragon.load("pic/dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)

player = MySprite(screen)
player.load("pic/caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 300
group.add(player)

arrow = MySprite(screen)
arrow.load("pic/flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
Example #10
0
 def getSprite(self):
     sprite = MySprite(self.spriteName, self.x, self.y, 10)
     sprite.t = 20.0
     sprite.listframes(1, 7, 50, 50)
     sprite.setframe(1)
     return sprite
Example #11
0
 def initMap(self, gameDisplay):
     self.fadeOutBG = MySprite(gameDisplay, "res/images/fadeOut.png")
     self.initMap1Layer1(gameDisplay)
     self.initMap1Layer2(gameDisplay)
Example #12
0
class State_GamePlay(StateBase):
    def __init__(self, gameDisplay, gameWidth, gameHeight, FPS, stateID):
        StateBase.__init__(self, gameDisplay, gameWidth, gameHeight, FPS,
                           stateID)
        self.initMap(gameDisplay)
        self.themeSound = MySound("res/sounds/gamePlayTheme2.ogg")
        self.enemy1Num = 2
        self.enemy2Num = 1
        self.enemy3Num = 1
        self.myClockRef = MyClock(FPS)
        self.setUpState(gameDisplay, gameWidth, gameHeight, FPS)
        self.cPlayerDead = 0
        self.myScoreRef = MyScore()
        self.myTextWriterRef = MyTextWriter(gameDisplay, gameWidth, gameHeight)
        self.scoreSummonBoss = 2000

    def renderState(self):
        self.renderMap()
        self.renderEnemy()
        self.renderPlayer()

    def updateState(self):
        self.myClockRef.update()
        self.playThemeSound(self.themeSound)
        self.updatePlayer()
        if self.summonEnemy or self.myClockRef.isSec(5):
            self.summonEnemy = True
            self.updateEnemy()
            self.checkCollide()

        for player in self.playerList:
            if player.score > self.scoreSummonBoss:
                self.summonBoss()

        self.updateScore()
        self.checkGameOver(self.gameDisplay, self.gameWidth, self.gameHeight,
                           self.FPS)

    def summonBoss(self):
        for enemy in self.enemyList:
            enemy.isBoss = False

    def checkGameOver(self, gameDisplay, gameWidth, gameHeight, FPS):
        cPlayerDead = 0
        for player in self.playerList:
            if player.HP <= 0:
                cPlayerDead += 1
                if cPlayerDead == len(self.playerList):
                    self.setUpState(gameDisplay, gameWidth, gameHeight, FPS)
                    self.themeSound.stop()
                    self.setCurrentStateID(self.nextStateId)

    def initSP(self, gameDisplay):
        pass

    def renderMapLayer(self, mapLayerList, mapLayerPosXList, mapLayerPosYList,
                       speed):
        mapLayerList[0].renderImg(mapLayerPosXList[0], mapLayerPosYList[0])
        mapLayerList[1].renderImg(mapLayerPosXList[1], mapLayerPosYList[1])

        for i in range(len(mapLayerPosXList)):
            mapLayerPosXList[i] -= speed
            if mapLayerPosXList[i] < -2 * self.gameWidth:
                mapLayerPosXList[i] = 2 * self.gameWidth - speed

    def initMap(self, gameDisplay):
        self.fadeOutBG = MySprite(gameDisplay, "res/images/fadeOut.png")
        self.initMap1Layer1(gameDisplay)
        self.initMap1Layer2(gameDisplay)

    def initMap1Layer1(self, gameDisplay):
        self.map1Layer1 = MySprite(gameDisplay, "res/images/map1Layer1.png")
        self.map1Layer1List = [
            self.map1Layer1, self.map1Layer1, self.map1Layer1
        ]
        self.map1Layer1PosXList = [0, 2 * self.gameWidth]
        self.map1Layer1PosYList = [0, 0]

    def initMap1Layer2(self, gameDisplay):
        self.map1Layer2 = MySprite(gameDisplay, "res/images/map1Layer2.png")
        self.map1Layer2List = [
            self.map1Layer2, self.map1Layer2, self.map1Layer2
        ]
        self.map1Layer2PosXList = [0, 2 * self.gameWidth]
        self.map1Layer2PosYList = [0, 0]

    def renderMap(self):
        self.renderMapLayer(self.map1Layer2List, self.map1Layer2PosXList,
                            self.map1Layer2PosYList, 1)
        self.renderMapLayer(self.map1Layer1List, self.map1Layer1PosXList,
                            self.map1Layer1PosYList, 2)
        self.renderFadeIn()

    def renderFadeIn(self):
        self.fadeOutBG.setFadeOutImg(10)
        self.fadeOutBG.renderImgConvert(0, 0)

    def initEnemy(self, gameDisplay, gameWidth, gameHeight, FPS):
        self.enemyList = []
        self.enemyBeamList = []
        for i in range(self.enemy1Num):
            enemy1Ref = Enemy1(gameDisplay, gameWidth, gameHeight, FPS)
            self.enemyList.append(enemy1Ref)
            self.enemyBeamList.append(enemy1Ref.beam)

        for i in range(self.enemy2Num):
            enemy2Ref = Enemy2(gameDisplay, gameWidth, gameHeight, FPS)
            self.enemyList.append(enemy2Ref)
            self.enemyBeamList.append(enemy2Ref.beam)

        for i in range(self.enemy3Num):
            enemy3Ref = Enemy3(gameDisplay, gameWidth, gameHeight, FPS)
            self.enemyList.append(enemy3Ref)
            self.enemyBeamList.append(enemy3Ref.beam)

        enemyBoss1Ref = EnemyBoss1(gameDisplay, gameWidth, gameHeight, FPS)
        self.enemyList.append(enemyBoss1Ref)
        self.enemyBeamList.append(enemyBoss1Ref.beam)

        enemyBoss2Ref = EnemyBoss2(gameDisplay, gameWidth, gameHeight, FPS)
        self.enemyList.append(enemyBoss2Ref)
        self.enemyBeamList.append(enemyBoss2Ref.beam)

        enemyBoss3Ref = EnemyBoss3(gameDisplay, gameWidth, gameHeight, FPS)
        self.enemyList.append(enemyBoss3Ref)
        self.enemyBeamList.append(enemyBoss3Ref.beam)

    def renderEnemy(self):
        for enemy in self.enemyList:
            enemy.render()

    def updateEnemy(self):
        for enemy in self.enemyList:
            if not enemy.isBoss:
                enemy.update()

    def checkCollidePlayerAndEnemy(self):
        for player in self.playerList:
            for sp in player.SPList:
                for enemy in self.enemyList:
                    if sp.isCollide(enemy.SP):
                        if player.currentMotion == 5:
                            enemy.HPdamage(player.power)
                            if enemy.HP < 0:
                                player.score += enemy.score
                        else:
                            if player.currentMotion != 6:
                                player.HPdamage(enemy.power)

    def checkCollidePlayerAndEnemyBeam(self):
        for player in self.playerList:
            for sp in player.SPList:
                for beam in self.enemyBeamList:
                    if sp.isCollide(beam.enemyBeamSP):
                        if player.currentMotion != 6:
                            player.HPdamage(beam.power)
                        beam.resetPos()

    def checkCollidePlayerBeamAndEnemy(self):
        for player in self.playerList:
            for beam in player.beamList:
                for enemy in self.enemyList:
                    if beam.beamSP.isCollide(enemy.SP):
                        enemy.HPdamage(beam.power)
                        beam.resetPos()
                        if enemy.HP < 0:
                            player.score += enemy.score

    def checkCollide(self):
        self.checkCollidePlayerAndEnemy()
        self.checkCollidePlayerAndEnemyBeam()
        self.checkCollidePlayerBeamAndEnemy()

    def renderPlayer(self):
        for player in self.playerList:
            player.render()

    def updatePlayer(self):
        for player in self.playerList:
            player.update()

    def initPlayer(self):
        pass

    def setUpState(self, gameDisplay, gameWidth, gameHeight, FPS):
        self.initPlayer(gameDisplay, gameWidth, gameHeight, FPS)
        self.initEnemy(gameDisplay, gameWidth, gameHeight, FPS)
        self.fadeOutBG.resetCountAndDelay()
        self.summonEnemy = False

    def updateScore(self):
        pass
Example #13
0
	def initMap(self,gameDisplay):
		self.fadeOutBG = MySprite(gameDisplay,"res/images/fadeOut.png")
		self.initMap1Layer1(gameDisplay)
		self.initMap1Layer2(gameDisplay)
Example #14
0
def add_zombie():
    zombie = MySprite(screen)
    zombie.load("pic/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)
Example #15
0
 def initSP(self, gameDisplay):
     self.BG = MySprite(gameDisplay, "res/images/menuBG4.png")
     self.spaceTostartBG = MySprite(gameDisplay,
                                    "res/sprites/spaceTostartSP.png", 2,
                                    580, 50)
Example #16
0
 def initSP(self, gameDisplay):
     self.singleModeSP = MySprite(gameDisplay, "res/images/singleMode.png")
     self.coopModeSP = MySprite(gameDisplay, "res/images/coopMode.png")
Example #17
0
def main():
    pygame.init()
    # 初始化窗口
    screen = pygame.display.set_mode((1088, 664), 0, 32)

    # 设置标题
    pygame.display.set_caption("五军都督府")
    font = pygame.font.Font(None, 18)

    framerate = pygame.time.Clock()
    # 背景图片
    background = pygame.image.load("D:/tongcheng/game/lo.png").convert_alpha()
    mouse = pygame.image.load("D:/tongcheng/game/shubiao.png").convert_alpha()

    # 背景音乐
    pygame.mixer.music.load("D:/tongcheng/music/TianGong.mp3")
    pygame.mixer.music.play()

    cat = MySprite(screen)
    cat.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat.position = 300, 90
    cat1 = MySprite(screen)
    cat1.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat1.position = 760, 90
    cat2 = MySprite(screen)
    cat2.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat2.position = 85, 200
    cat3 = MySprite(screen)
    cat3.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat3.position = 85, 430
    cat4 = MySprite(screen)
    cat4.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat4.position = 300, 540
    cat5 = MySprite(screen)
    cat5.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat5.position = 760, 540
    cat6 = MySprite(screen)
    cat6.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat6.position = 980, 430
    cat7 = MySprite(screen)
    cat7.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
    cat7.position = 980, 200

    cat_fh = MySprite(screen)
    cat_fh.load("D:/tongcheng/game/fhs.png", 180, 145, 4)
    cat_fh.position = 850, 70
    cat_fh.first_frame = 0
    cat_fh.last_frame = 3

    cat_lo = MySprite(screen)
    cat_lo.load("D:/tongcheng/game/long.png", 80, 110, 8)
    cat_lo.position = 100, 50
    cat_lo.first_frame = 0
    cat_lo.last_frame = 7

    catgroup = pygame.sprite.Group()
    catgroup.add(cat, cat1, cat2, cat3, cat4, cat5, cat6, cat7)

    catgroup1 = pygame.sprite.Group()
    catgroup1.add(cat_fh)

    catgroup3 = pygame.sprite.Group()
    catgroup3.add(cat_lo)

    while True:
        # 清屏
        screen.fill((0, 0, 100))
        # 设置帧的速率
        framerate.tick(15)
        ticks = pygame.time.get_ticks()

        # 使其可以循环播放背景音乐
        if pygame.mixer.music.get_busy() == False:
            pygame.mixer.music.play()

        #接收键盘事件
        for event in pygame.event.get():
            keys = pygame.key.get_pressed()
            if event.type == pygame.QUIT:
                sys.exit()
            #上下左右
            elif keys[K_UP] or keys[K_w]:
                cat_lo.direction = 6
            elif keys[K_RIGHT] or keys[K_d]:
                cat_lo.direction = 2
            elif keys[K_DOWN] or keys[K_s]:
                cat_lo.direction = 4
            elif keys[K_LEFT] or keys[K_a]:
                cat_lo.direction = 3
            else:
                #玩家静止
                cat_lo.direction = 0

            # 接收鼠标当前悬浮位置
            if event.type == MOUSEMOTION:
                mouse_x, mouse_y = event.pos

        #键盘输入esc退出
        key = pygame.key.get_pressed()
        if key[pygame.K_ESCAPE]:
            exit()

        #角色的状态帧的起点终点取决于方向direction
        cat_lo.first_frame = cat_lo.direction * cat_lo.columns
        cat_lo.last_frame = cat_lo.first_frame + cat_lo.columns - 1
        # self.frame #???
        if cat_lo.frame < cat_lo.first_frame:
            cat_lo.frame = cat_lo.first_frame

        #算出移动距离, 实施移动玩家坐标, 移动距离和 方向 和 速度(速度定义为V, 单位帧移动像素距离) 有关
        V = 10
        if cat_lo.direction == 6:
            # X、Y 从哪来 #???
            cat_lo.Y += -V
        elif cat_lo.direction == 2:
            cat_lo.X += V
        elif cat_lo.direction == 4:
            cat_lo.Y += V
        elif cat_lo.direction == 3:
            cat_lo.X += -V
        elif cat_lo.X >= 800:
            w = Two()
            w.two_window()

        screen.blit(background, (0, 0))
        # 鼠标的x,y坐标
        m_x, m_y = pygame.mouse.get_pos()
        # 隐藏鼠标
        pygame.mouse.set_visible(False)

        m_x -= mouse.get_width() / 3
        m_y -= mouse.get_height() / 3
        #用其他图形代替鼠标
        screen.blit(mouse, (m_x, m_y))

        # 更新显示屏幕
        catgroup.update(ticks, 120)
        catgroup.draw(screen)
        catgroup1.update(ticks, 250)
        catgroup1.draw(screen)
        catgroup3.update(ticks, 40)
        catgroup3.draw(screen)
        pygame.display.update()
Example #18
0
	def initSP(self,gameDisplay):
		self.BG = MySprite(gameDisplay,"res/images/menuBG4.png")
		self.spaceTostartBG = MySprite(gameDisplay,"res/sprites/spaceTostartSP.png",2,580,50)
Example #19
0
 def __init__(self):
     # Call the parent's constructor
     MySprite.__init__(self)
Example #20
0
    def two_window(self):
        screen = pygame.display.set_mode((1024, 615), 0, 32)
        pygame.display.set_caption("京城保卫战")
        # font = pygame.font.Font(None,18)
        framerate = pygame.time.Clock()
        background = pygame.image.load(
            "D:/tongcheng/game/com.jpg").convert_alpha()

        # 设置背景音乐
        pygame.mixer.music.load("D:/tongcheng/music/ZhanDou1.mp3")

        # 设置鼠标样式
        mouse = pygame.image.load(
            "D:/tongcheng/game/shubiao.png").convert_alpha()

        text = pygame.font.SysFont("宋体", 50)
        text_fmt = text.render("You must guard the barrier", 1,
                               (255, 255, 255))
        text_fmt1 = text.render('ESC exit game', 1, (255, 255, 255))

        game_font = pygame.font.SysFont('宋体', 50, True)

        self.cat_ao1 = MySprite(screen)
        self.cat_ao1.load("D:/tongcheng/game/long.png", 80, 110, 8)
        self.cat_ao1.position = 0, 230
        self.cat_ao1.first_frame = 8
        self.cat_ao1.last_frame = 15

        Y = random.randint(120, 260)  #120 190 260
        cat_fhg = MySprite(screen)
        cat_fhg.load("D:/tongcheng/game/fhss.png", 125, 95, 4)
        cat_fhg.position = 850, Y
        cat_fhg.first_frame = 0
        cat_fhg.last_frame = 3
        Y = random.randint(120, 260)
        cat_fhg1 = MySprite(screen)
        cat_fhg1.load("D:/tongcheng/game/fhss.png", 125, 95, 4)
        cat_fhg1.position = 850, Y
        cat_fhg1.first_frame = 0
        cat_fhg1.last_frame = 3
        Y = random.randint(120, 260)
        cat_fhg2 = MySprite(screen)
        cat_fhg2.load("D:/tongcheng/game/fhss.png", 125, 95, 4)
        cat_fhg2.position = 850, Y
        cat_fhg2.first_frame = 0
        cat_fhg2.last_frame = 3

        cat_fhg_list = [cat_fhg1, cat_fhg2]
        cat_fhg_list.append(cat_fhg)

        self.catgroup_s = pygame.sprite.Group()
        self.catgroup_s.add(cat_fhg, cat_fhg1, cat_fhg2)

        self.catgroup_z = pygame.sprite.Group()
        self.catgroup_z.add(self.cat_ao1)

        score = 0
        cat_fhg_dict = dict()
        FH_SCORE = 100

        while True:
            pygame.init()
            # 清屏
            # screen.fill((0,0,100))

            x = random.randint(1, 10)
            cat_fhg.X -= x
            x = random.randint(1, 10)
            cat_fhg1.X -= x
            x = random.randint(1, 10)
            cat_fhg2.X -= x

            if pygame.mixer.music.get_busy() == False:
                pygame.mixer.music.play()

            if len(self.catgroup_s) == 0:
                Y = random.randint(120, 260)
                cat_fhg.position = 850, Y
                Y = random.randint(120, 260)
                cat_fhg1.position = 850, Y
                Y = random.randint(120, 260)
                cat_fhg2.position = 850, Y

                self.catgroup_s.add(cat_fhg, cat_fhg1, cat_fhg2)
            # 游戏失败
            if cat_fhg.X <= 0 or cat_fhg2.X <= 0 or cat_fhg1.X <= 0:
                self.score = score
                self.gameover()

            # 游戏胜利
            if score >= 10000:
                self.gamevictory()

            # 设置帧的速率
            framerate.tick(15)
            # 得到以毫秒为间隔的时间
            ticks = pygame.time.get_ticks()

            #接收键盘事件
            for event in pygame.event.get():
                keys = pygame.key.get_pressed()
                if event.type == pygame.QUIT:
                    sys.exit()
                #上下左右
                elif keys[K_UP] or keys[K_w]:
                    self.cat_ao1.direction = 6
                elif keys[K_RIGHT] or keys[K_d]:
                    self.cat_ao1.direction = 2
                elif keys[K_DOWN] or keys[K_s]:
                    self.cat_ao1.direction = 4
                elif keys[K_LEFT] or keys[K_a]:
                    self.cat_ao1.direction = 3
                elif keys[K_x]:
                    self.cat_ao1.direction = 5
                else:
                    #玩家静止
                    self.cat_ao1.direction = 1

                # 接收鼠标当前悬浮位置
                if event.type == MOUSEMOTION:
                    mouse_x, mouse_y = event.pos

            #键盘输入esc退出
            key = pygame.key.get_pressed()
            if key[pygame.K_ESCAPE]:
                exit()

            #角色的状态帧的起点终点取决于方向direction
            self.cat_ao1.first_frame = self.cat_ao1.direction * self.cat_ao1.columns
            self.cat_ao1.last_frame = self.cat_ao1.first_frame + self.cat_ao1.columns - 1
            # self.frame #???
            if self.cat_ao1.frame < self.cat_ao1.first_frame:
                self.cat_ao1.frame = self.cat_ao1.first_frame

            #算出移动距离, 实施移动玩家坐标, 移动距离和 方向 和 速度(速度定义为V, 单位帧移动像素距离) 有关
            V = 10
            if self.cat_ao1.direction == 6:
                self.cat_ao1.Y += -V
            elif self.cat_ao1.direction == 2:
                self.cat_ao1.X += V
            elif self.cat_ao1.direction == 4:
                self.cat_ao1.Y += V
            elif self.cat_ao1.direction == 3:
                self.cat_ao1.X += -V

            elif self.cat_ao1.direction == 5:
                cat_fhg_dict = pygame.sprite.groupcollide(
                    self.catgroup_s, self.catgroup_z, True, False)
                score += len(cat_fhg_dict) * FH_SCORE  # 计算得分

            screen.blit(background, (0, 0))

            # 鼠标的x,y坐标
            m_x, m_y = pygame.mouse.get_pos()
            # 隐藏鼠标
            pygame.mouse.set_visible(False)

            m_x -= mouse.get_width() / 3
            m_y -= mouse.get_height() / 3
            #用其他图形代替鼠标
            screen.blit(mouse, (m_x, m_y))

            # 更新显示屏幕
            self.catgroup_z.update(ticks, 5)
            self.catgroup_z.draw(screen)
            self.catgroup_s.update(ticks, 120)
            self.catgroup_s.draw(screen)
            screen.blit(text_fmt, (0, 0))
            screen.blit(text_fmt1, (750, 0))
            screen.blit(game_font.render('SCORE: %d' % score, True, [0, 0, 0]),
                        [20, 50])
            pygame.display.update()
Example #21
0
 def initSP(self, path, total, width, height):
     self.SP = MySprite(self.gameDisplay, path, total, width, height)
Example #22
0
class State_GamePlay(StateBase):


	def __init__(self,gameDisplay,gameWidth,gameHeight,FPS,stateID):
		StateBase.__init__(self,gameDisplay, gameWidth, gameHeight,FPS,stateID)
		self.initMap(gameDisplay)
		self.themeSound = MySound("res/sounds/gamePlayTheme2.ogg")
		self.enemy1Num = 2
		self.enemy2Num = 1
		self.enemy3Num = 1
		self.myClockRef = MyClock(FPS)
		self.setUpState(gameDisplay,gameWidth,gameHeight,FPS)
		self.cPlayerDead = 0
		self.myScoreRef = MyScore()
		self.myTextWriterRef = MyTextWriter(gameDisplay, gameWidth, gameHeight)
		self.scoreSummonBoss = 2000

	def renderState(self):
		self.renderMap()
		self.renderEnemy()
		self.renderPlayer()

	def updateState(self):
		self.myClockRef.update()
		self.playThemeSound(self.themeSound)
		self.updatePlayer()
		if self.summonEnemy or self.myClockRef.isSec(5):
			self.summonEnemy = True
			self.updateEnemy()
			self.checkCollide()

		for player in self.playerList:
			if player.score > self.scoreSummonBoss:
				self.summonBoss()


		self.updateScore()
		self.checkGameOver(self.gameDisplay, self.gameWidth,self.gameHeight,self.FPS)
	def summonBoss(self):
		for enemy in self.enemyList:
			enemy.isBoss = False

	def checkGameOver(self,gameDisplay, gameWidth, gameHeight, FPS):
		cPlayerDead = 0
		for player in self.playerList:
			if player.HP <= 0 :
				cPlayerDead += 1
				if cPlayerDead == len(self.playerList):
					self.setUpState(gameDisplay, gameWidth, gameHeight, FPS)
					self.themeSound.stop()
					self.setCurrentStateID(self.nextStateId)

	def initSP(self,gameDisplay):
		pass

	def renderMapLayer(self,mapLayerList,mapLayerPosXList,mapLayerPosYList,speed):
		mapLayerList[0].renderImg(mapLayerPosXList[0],mapLayerPosYList[0])
		mapLayerList[1].renderImg(mapLayerPosXList[1],mapLayerPosYList[1])
		
		for i in range(len(mapLayerPosXList)):
			mapLayerPosXList[i] -= speed
			if mapLayerPosXList[i] < -2*self.gameWidth:
				mapLayerPosXList[i] = 2*self.gameWidth-speed

	def initMap(self,gameDisplay):
		self.fadeOutBG = MySprite(gameDisplay,"res/images/fadeOut.png")
		self.initMap1Layer1(gameDisplay)
		self.initMap1Layer2(gameDisplay)

	def initMap1Layer1(self,gameDisplay):
		self.map1Layer1 = MySprite(gameDisplay,"res/images/map1Layer1.png")
		self.map1Layer1List = [self.map1Layer1,self.map1Layer1,self.map1Layer1]
		self.map1Layer1PosXList = [0,2*self.gameWidth]
		self.map1Layer1PosYList = [0,0]

	def initMap1Layer2(self,gameDisplay):
		self.map1Layer2 = MySprite(gameDisplay,"res/images/map1Layer2.png")
		self.map1Layer2List = [self.map1Layer2,self.map1Layer2,self.map1Layer2]
		self.map1Layer2PosXList = [0,2*self.gameWidth]
		self.map1Layer2PosYList = [0,0]

	def renderMap(self):
		self.renderMapLayer(self.map1Layer2List,self.map1Layer2PosXList,self.map1Layer2PosYList,1)
		self.renderMapLayer(self.map1Layer1List,self.map1Layer1PosXList,self.map1Layer1PosYList,2)
		self.renderFadeIn()

	def renderFadeIn(self):
		self.fadeOutBG.setFadeOutImg(10)
		self.fadeOutBG.renderImgConvert(0, 0)

	def initEnemy(self,gameDisplay,gameWidth,gameHeight,FPS):
		self.enemyList = []
		self.enemyBeamList = []
		for i in range(self.enemy1Num):
			enemy1Ref = Enemy1(gameDisplay,gameWidth,gameHeight,FPS)
			self.enemyList.append(enemy1Ref)
			self.enemyBeamList.append(enemy1Ref.beam)

		for i in range(self.enemy2Num):
			enemy2Ref = Enemy2(gameDisplay,gameWidth,gameHeight,FPS)
			self.enemyList.append(enemy2Ref)
			self.enemyBeamList.append(enemy2Ref.beam)	

		for i in range(self.enemy3Num):
			enemy3Ref = Enemy3(gameDisplay,gameWidth,gameHeight,FPS)
			self.enemyList.append(enemy3Ref)
			self.enemyBeamList.append(enemy3Ref.beam)

		enemyBoss1Ref = EnemyBoss1(gameDisplay,gameWidth,gameHeight,FPS)
		self.enemyList.append(enemyBoss1Ref)
		self.enemyBeamList.append(enemyBoss1Ref.beam)

		enemyBoss2Ref = EnemyBoss2(gameDisplay,gameWidth,gameHeight,FPS)
		self.enemyList.append(enemyBoss2Ref)
		self.enemyBeamList.append(enemyBoss2Ref.beam)

		enemyBoss3Ref = EnemyBoss3(gameDisplay,gameWidth,gameHeight,FPS)
		self.enemyList.append(enemyBoss3Ref)
		self.enemyBeamList.append(enemyBoss3Ref.beam)

	def renderEnemy(self):
		for enemy in self.enemyList:
				enemy.render()

	def updateEnemy(self):
		for enemy in self.enemyList:
			if not enemy.isBoss:
				enemy.update()

	def checkCollidePlayerAndEnemy(self):
		for player in self.playerList:
			for sp in player.SPList:
				for enemy in self.enemyList:
					if sp.isCollide(enemy.SP):
						if player.currentMotion == 5:
							enemy.HPdamage(player.power)
							if enemy.HP < 0: 
								player.score += enemy.score
						else:
							if player.currentMotion != 6:
								player.HPdamage(enemy.power)

	def checkCollidePlayerAndEnemyBeam(self):
		for player in self.playerList:
			for sp in player.SPList:
				for beam in self.enemyBeamList:
					if sp.isCollide(beam.enemyBeamSP):
						if player.currentMotion != 6:
							player.HPdamage(beam.power)
						beam.resetPos()

	def checkCollidePlayerBeamAndEnemy(self):
		for player in self.playerList:
			for beam in player.beamList:
				for enemy in self.enemyList:
					if beam.beamSP.isCollide(enemy.SP):
						enemy.HPdamage(beam.power)
						beam.resetPos()
						if enemy.HP < 0: 
							player.score += enemy.score

	def checkCollide(self):
		self.checkCollidePlayerAndEnemy()
		self.checkCollidePlayerAndEnemyBeam()
		self.checkCollidePlayerBeamAndEnemy()		

	def renderPlayer(self):
		for player in self.playerList:
			player.render()

	def updatePlayer(self):
		for player in self.playerList:
			player.update()

	def initPlayer(self):
		pass

	def setUpState(self,gameDisplay,gameWidth,gameHeight,FPS):
		self.initPlayer(gameDisplay, gameWidth, gameHeight, FPS)
		self.initEnemy(gameDisplay,gameWidth,gameHeight,FPS)
		self.fadeOutBG.resetCountAndDelay()
		self.summonEnemy = False

	def updateScore(self):
		pass
Example #23
0
@time: 2019/5/27 0027 9:15
@desc:test sprite
'''
import pygame, sys
from pygame.locals import *
from MySprite import MySprite
from common import print_text

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()

#crete the dragon sprite
dragon = MySprite(screen)
dragon.load("pic/dragon.png", 260, 150, 3)
group = pygame.sprite.Group()
group.add(dragon)

while True:
    framerate.tick(30)
    ticks = pygame.time.get_ticks()

    for even in pygame.event.get():
        if even.type == pygame.QUIT: sys.exit()
    key = pygame.key.get_pressed()
    if key[K_ESCAPE]: sys.exit()

    screen.fill((0, 0, 100))
    group.update(ticks)
Example #24
0
    def dh_png(self):
        self.cat = MySprite(screen)
        # 传入帧的位置 帧的宽度高度  文件位置 以及帧数
        self.cat.load("D:/tongcheng/game/hy0.png", 35, 40, 9)
        self.cat.position = 200, 200

        self.cat1 = MySprite(screen)
        self.cat1.load("D:/tongcheng/game/hy0.png", 35, 40, 9)

        self.cat2 = MySprite(screen)
        self.cat2.load("D:/tongcheng/game/hy0.png", 35, 40, 9)

        self.cat3 = MySprite(screen)
        self.cat3.load("D:/tongcheng/game/hy0.png", 35, 40, 9)

        self.cat4 = MySprite(screen)
        self.cat4.load("D:/tongcheng/game/hy0.png", 35, 40, 9)

        self.cat5 = MySprite(screen)
        self.cat5.load("D:/tongcheng/game/hy0.png", 35, 40, 9)

        self.cat6 = MySprite(screen)
        self.cat6.load("D:/tongcheng/game/hy0.png", 35, 40, 9)

        self.cat7 = MySprite(screen)
        self.cat7.load("D:/tongcheng/game/hy0.png", 35, 40, 9)

        self.cat_ao = MySprite(screen)
        self.cat_ao.load("D:/tongcheng/game/zhengmian.png", 90, 95, 4)
Example #25
0
	def initSP(self,path):
		self.BG = MySprite(self.gameDisplay,path)
Example #26
0
 def getSprite(self):
     sprite = MySprite(self.spritePlayer,self.iniX+52, self.iniY+52, 10)
     #sprite.listframes(12, 6, 44, 49)
     sprite.listframes(4,4,40,50)
     sprite.setframe(2)
     return sprite
Example #27
0
	def initEnemySP(self,path,total,width,height):
		self.enemyBeamSP = MySprite(self.gameDisplay,path,total,width,height)
Example #28
0
    zombie_group.add(zombie)


pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Zombie Mob")
font = pygame.font.Font(None, 36)
timer = pygame.time.Clock()
pygame.time.set_timer(USEREVENT + 1, 3000)
#create sprite groups
player_group = pygame.sprite.Group()
zombie_group = pygame.sprite.Group()
health_group = pygame.sprite.Group()

#create the player sprite
player = MySprite(screen)
player.load("pic/farmer walk.png", 96, 96, 8)
player.position = 80, 80
player.direction = 4
player_group.add(player)

#create the zombie sprite
zombie_image = pygame.image.load("pic/zombie walk.png").convert_alpha()
for n in range(0, 10):
    add_zombie()

#create heath sprite
health = MySprite(screen)
health.load("pic/health.png", 32, 32, 1)
health.position = 400, 300
health_group.add(health)