Example #1
0
        room = room.backward
        enemy_group = room.enemy_group
        obstacle_group = room.obstacle_group
        player.x = 400
        player.y = upper_bound + 30

    count += 1
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        if event.type == pygame.KEYDOWN:
            # Player Movement
            if event.key == pygame.K_a:
                player.x_change = -player.xSpeed
                player.moving = True
                player.dirX = "left"
                player.facing = "left"
                f.write("Player moving left\n") #TC1
            if event.key == pygame.K_d:
                player.x_change = player.xSpeed
                player.moving = True
                player.dirX = "right"
                player.facing = "right"
                f.write("Player moving right\n") #TC1
            if event.key == pygame.K_w:
                player.y_change = -player.ySpeed
                player.moving = True
                player.dirY = "up"
                f.write("Player moving up\n") #TC1
            if event.key == pygame.K_s:
Example #2
0
def game_loop(game_level):

    room = pygame.image.load("Living RoomWithStuff.png").convert()  # Living Room.jpg")
    menu = pygame.image.load("BoxWithElements.png").convert_alpha()
    # Menu is 1025 x 196
    timer_offset = 0
    menu_timer_fill = pygame.image.load("Timer.png").convert()
    menu_timer_background = pygame.image.load("WhiteBox.png").convert()
    menu_objective = pygame.image.load("Controls.png").convert()

    start_time = pygame.time.get_ticks()  # Time from the beginning of execution
    cycle_time = pygame.time.get_ticks()  # Time of each cycle or loop iteration
    time_counter = 0

    #ghost_guy = ghost("boo.png")
    # Player Sprite declaration ##############
    player_position = vector2(352, 114)
    player_sprite = Player("WalkingSheet.png", player_position)

    #   Object declaration, spray ID = 01, tape ID = 02, dog_toy ID = 03
    spray = Objects("SprayDarkLine.png", vector2(820, 444), 01)
    tape = Objects("Object_Tape.png", vector2(630, 280), 02)
    dog_toy = Objects("Object_DogToy.png", vector2(400, 530), 03)
    dog_bags = Objects("Object_DogBag.png", vector2(160, 308), 04)
    trash_can = Objects("Object_TrashCan.png", vector2(0, 450), 05)

    # Stores all objects into object_list
    #object_list = [spray, tape, dog_toy, dog_bags, trash_can]
    object_list = [spray, dog_bags]

    # Path declaration, 6 points for dog to travel too
    path_list = [Path(vector2(750, 510), vector2(60, 40)),
                 Path(vector2(160, 528), vector2(60, 40)),
                 Path(vector2(350, 400), vector2(60, 40)),
                 Path(vector2(550, 340), vector2(60, 40)),
                 Path(vector2(620, 500), vector2(60, 40)),
                 Path(vector2(250, 340), vector2(60, 40))]

    #   Puppy declaration and setup
    puppy_position = path_list[0].pos
    puppy_speed = vector2(0, 0)
    puppy_sprite = Puppy("dogresized.png", puppy_position, puppy_speed)

    # Pup clone: Better to start together or sep?
    puppy_position2 = path_list[2].pos
    puppy_speed2 = vector2(0, 0)
    puppy_sprite2 = Puppy("dogresized.png", puppy_position, puppy_speed2)

    pup_list = [puppy_sprite]

    if game_level >= 2:
        pup_list.append(puppy_sprite2)

    # Sets object status as active for first puppy path
    for pup in pup_list:
        pup.change_path(path_list)

    # Game loop setup
    frame_clock = pygame.time.Clock()
    FPS = 60
    game_running = True

    while game_running:
        frame_clock.tick(FPS)
        # get user events
        pygame.event.pump()
        for evt in pygame.event.get():
            # print(evt) #   Prints all key and mouse events
            if evt.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            sprinting = False
            # Not sure if this is correct   ########
            if evt.type == pygame.KEYDOWN:
                if evt.key == pygame.K_ESCAPE:
                    pygame.quit
                    sys.exit()
                if evt.key == pygame.K_w:  # Up
                    player_sprite.moving = True
                elif evt.key == pygame.K_s:
                    player_sprite.moving = True
                elif evt.key == pygame.K_a:
                    player_sprite.moving = True
                elif evt.key == pygame.K_d:
                    player_sprite.moving = True
                elif evt.key == pygame.K_SPACE:
                    sprinting = True
                # Equip items tree
                if evt.key == pygame.K_j:
                    player_sprite.looking_for_item = True
                else:
                    player_sprite.looking_for_item = False
            else:
                player_sprite.moving = False
        # Pressed keys are assigned an action
        keys_pressed = pygame.key.get_pressed()
        #   Movement speed increase with 'sprint'
        if keys_pressed[pygame.K_w]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 3
            player_sprite.move(0, -4, sprinting)
        if keys_pressed[pygame.K_s]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 0
            player_sprite.move(0, 4, sprinting)
        if keys_pressed[pygame.K_a]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 2
            player_sprite.move(-4, 0, sprinting)
        if keys_pressed[pygame.K_d]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 1
            player_sprite.move(4, 0, sprinting)
        if keys_pressed[pygame.K_k]:
            player_sprite.cleanup = True
        else:
            player_sprite.cleanup = False

# SIMULATION  ---------------------------
# UPDATE
        end = pygame.time.get_ticks()
        delta_time = end - cycle_time
        cycle_time = end

        # Game Timer functions
        counting_time = pygame.time.get_ticks() - start_time
        counting_seconds = int(counting_time % 60000 / 1000)
        # print(counting_seconds)

        # Using get_ticks, counting seconds currently times game
        if counting_seconds != time_counter:
            time_counter += 1
            timer_offset += 5
            # If the timer has exceeded 59 seconds, game over screen
            if counting_seconds == 59:
                game_running = False
                return path_list

        # Checks if player is touching any objects, works
        for obj in object_list:
            player_sprite.update(obj, delta_time)

        for pup in pup_list:
            # Moves towards active target, returns True if reached
            if pup.move(delta_time):
                # Set new active area when destination reached
                print("Reached point, in Main loop")
                for path in path_list:
                    path.update(pup)
                pup.change_path(path_list)

        # Is the player in the path area for cleanup
        for path in path_list:
            if path.status == 'warning':
                path.update(player_sprite)



# DRAW SECTION (from back to front) Room, paths, player, Pup, menu, objects##################
        screen.blit(room, (0, 0))

        # Draws each object to room
        for path in path_list:
            path.draw(screen)

        # draws the unequipped items
        for obj in object_list:
            if not obj.item_held:
                obj.draw(screen)

        player_sprite.draw(screen)
        for pup in pup_list:
            pup.draw(screen)

        screen.blit(menu_timer_background, (5, 584))
        screen.blit(menu_timer_fill, (5 - timer_offset, 594))
        # 305 x 146
        # 1 sec 5 pixel
        screen.blit(menu, (0, 572))
        screen.blit(menu_objective, (782, 628))

        #draws equipped items
        for obj in object_list:
            if obj.item_held:
                obj.draw(screen)

        pygame.display.flip()
Example #3
0
def game_loop():
    room = pygame.image.load("Living RoomWithStuff.png")  # Living Room.jpg")
    menu = pygame.image.load("BoxWithElements.png").convert_alpha()
    # Menu is 1025 x 196

    ###########################

    start_time = pygame.time.get_ticks(
    )  # Time from the beginning of execution
    cycle_time = pygame.time.get_ticks(
    )  # Time of each cycle or loop iteration
    time_counter = 0

    # Player Sprite declaration ##############
    player_position = vector2(352, 114)
    player_sprite = Player("WalkingSheet.png", player_position)

    #   Object declaration
    spray = Objects("Object_Spray.png", vector2(200, 430))
    tape = Objects("Object_Tape.png", vector2(300, 330))
    dog_toy = Objects("Object_DogToy.png", vector2(400, 530))

    # Stores all objects into object_list
    object_list = [spray, tape, dog_toy]

    # Path declaration, 6 points for dog to travel too
    path_list = [
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(110, 370), vector2(40, 40)),
        Path(vector2(304, 420), vector2(40, 40)),
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(620, 100), vector2(40, 40)),
        Path(vector2(250, 250), vector2(40, 40))
    ]

    # Sets object status as active for first puppy path
    change_point(path_list)

    #   Puppy declaration and setup
    puppy_position = path_list[0].pos
    puppy_speed = vector2(0, 0)
    puppy_sprite = Puppy("DogSpriteSpreadfinal.png", puppy_position,
                         puppy_speed)

    # Game loop setup
    frame_clock = pygame.time.Clock()
    FPS = 60
    game_running = True

    while game_running:
        frame_clock.tick(FPS)
        # get user events
        pygame.event.pump()
        for evt in pygame.event.get():
            # print(evt) #   Prints all key and mouse events
            if evt.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif evt.type == pygame.KEYDOWN and evt.key == pygame.K_ESCAPE:
                pygame.quit
                sys.exit()

            sprinting = False
            player_sprite.moving = False
            # Not sure if this is correct   ########
            if evt.type == pygame.KEYDOWN:
                if evt.key == pygame.K_w:  # Up
                    player_sprite.moving = True
                elif evt.key == pygame.K_s:
                    player_sprite.moving = True
                elif evt.key == pygame.K_a:
                    player_sprite.moving = True
                elif evt.key == pygame.K_d:
                    player_sprite.moving = True
                elif evt.key == pygame.K_SPACE:
                    sprinting = True

        # Pressed keys are assigned an action
        keys_pressed = pygame.key.get_pressed()
        #   Movement speed increase with 'sprint'

        if keys_pressed[pygame.K_w]:
            player_sprite.timer = 0
            player_sprite.side = 3
            player_sprite.move(0, -4, sprinting)
        if keys_pressed[pygame.K_s]:
            player_sprite.timer = 0
            player_sprite.side = 0
            player_sprite.move(0, 4, sprinting)
        if keys_pressed[pygame.K_a]:
            player_sprite.timer = 0
            player_sprite.side = 2
            player_sprite.move(-4, 0, sprinting)
        if keys_pressed[pygame.K_d]:
            player_sprite.timer = 0
            player_sprite.side = 1
            player_sprite.move(4, 0, sprinting)

# SIMULATION  ---------------------------
# UPDATE simulation
        end = pygame.time.get_ticks()
        delta_time = end - cycle_time
        cycle_time = end

        # Checks if player is touching any objects
        for obj in object_list:
            player_sprite.update(obj, delta_time)

        # Finds active spot for puppy to travel too
        for path in path_list:
            if path.status == 'active':
                puppy_sprite.target = path.pos
                path.status = 'idle'
                path.color = object_color_idle
                break

        # Moves towards active target
        if puppy_sprite.move(delta_time):
            # Set new active area when destination reached
            print("Reached point")
            change_point(path_list)

        # Game Timer functions
        counting_time = pygame.time.get_ticks() - start_time
        counting_seconds = int(counting_time % 60000 / 1000)
        # print(counting_seconds)

        # Using get_ticks, counting seconds currently times game
        if counting_seconds != time_counter:
            time_counter += 1
            # If the timer has exceeded 59 seconds, game over screen
            if counting_seconds == 59:
                game_running = False
                game_over(path_list)

# DRAW SECTION (from back to front)##################
        screen.blit(room, (0, 0))

        # Draws each object to room
        for path in path_list:
            path.draw(screen)

        for obj in object_list:
            obj.draw(screen)

        # Puppy sprite is not allowing the room to be redrawn
        puppy_sprite.draw(screen)
        player_sprite.draw(screen)
        screen.blit(menu, (0, 572))
        pygame.display.flip()