Example #1
0
 def check_button(self, mx, my, click):
     clicked = False
     self.surface.fill((34, 23, 36),
                       (self.x, self.y, self.width, self.height))
     if self.x + self.width > mx > self.x and self.y + self.height > my > self.y:
         self.surface.fill((104, 93, 106),
                           (self.x, self.y, self.width, self.height))
         if click[0] == 1:
             clicked = True
     text.show_text(self.text, self.x + 8, self.y + 5, 1, 9999, self.font,
                    self.surface, 2)
     return clicked
Example #2
0
def win_screen():
    while True:
        display.fill((34, 23, 36))
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()
    text.show_text('You Win!', 150 - get_text_width('You Win!', 1) / 2, 90, 1, 9999, font, display)
    text.show_text(convert_time(total_time), 150 - get_text_width(convert_time(total_time), 1) / 2, 100, 1, 9999, font,
                   display)

    screen.blit(pygame.transform.scale(display, (900, 600)), (-6, -6))
    pygame.display.update()
    mainClock.tick(60)
Example #3
0
def Restart_L():  # Not working
    dead = True
    text.show_text('click to restart', 150 - int(get_text_width('click to restart', 1) / 2), 97, 1, 9999, font,
                   main_display)
    if click:
        dead = False
        temp = str(level)
        tile_map, entities, map_height, spawnpoint, total_cores, limits = load_level(temp)
        player = e.entity(spawnpoint[0] + 4, spawnpoint[1] - 17, 8, 15, 'player')
        player.set_offset([-3, -2])
        level_time = 0
        bullets = []
        flashes = []
        explosion_particles = []
        particles = []
        circle_effects = []
        scroll_target = [player.get_center()[0], player.get_center()[1]]
        scroll = scroll_target.copy()
        true_scroll = scroll.copy()
        bar_height = 100
        moved = False
        player_velocity = [0, 0]
Example #4
0
    # creates start button
    start_button = engine.Button(startx, starty, start_width, start_height,
                                 font, "start", display)
    if start_button.check_button(mx, my, click):
        sys.argv = ["text", name, level]
        exec(open("Aeroblaster.py").read())

    display.fill((34, 23, 36), (startx, starty, start_width, start_height))
    if startx + start_width > mx > startx and starty + start_height > my > starty:
        display.fill((104, 93, 106),
                     (startx, starty, start_width, start_height))
        if click[0] == 1:
            sys.argv = ["text", name, level]
            exec(open("Aeroblaster.py").read())
    text.show_text('start', startx + 8, starty + 5, 1, 9999, font, display, 2)

    # creates end button
    end_button = engine.Button(endx, endy, end_width, end_height, font, "end",
                               display)
    if end_button.check_button(mx, my, click):
        quit()

    # created controls button
    controls_button = engine.Button(contx, conty, cont_width, cont_height,
                                    font, "controls", display)
    if controls_button.check_button(mx, my, click):
        controls = True

    # creates name entry box
    display.fill((34, 23, 36), (namex, namey, name_width, name_height))
Example #5
0
            if explosion_particle[4][0] > 20:
                explosion_particle[4][0] -= dtf(dt) * game_speed * 0.5
            color_offset = (explosion_particle[4][0] / explosion_particle[4][1]) * 30 * (1 + explosion_particle[3] / 8)
            pygame.draw.circle(main_display, (255 - color_offset * 1.1, 255 - color_offset * 1.2, 255 - color_offset),
                               (explosion_particle[1][0] - scroll[0], explosion_particle[1][1] - scroll[1]), size)
        explosion_particle[4][0] += dtf(dt) * game_speed
        if explosion_particle[4][0] >= explosion_particle[4][1]:
            explosion_particles.pop(i)

    # Cursor ------------------------------------------------- #
    e.blit_center(main_display, cursor_img, (mx, my))

    # UI ----------------------------------------------------- #
    if level == 1:
        text.show_text('Finish the level in less than 1 second!',
                       150 - int(get_text_width('Finish the level in less than 1 second!', 1) / 2), 35, 1, 9999, font,
                       main_display)
        main_display.blit(core_img, (145, 47))

    if level == 2:
        text.show_text('Drop to loop around.  Error: not hidden level', 150 - int(get_text_width('Drop to loop around.  Error: not hidden level', 1) / 2), 45, 1, 9999,
                       font, main_display)
    if level == 3:
        text.show_text('shoot    avoid    ghcd?', 150 - int(get_text_width('shoot    avoid    ghcd?', 1) / 2), 45, 1, 9999, font,
                       main_display)
        main_display.blit(turret_example_img, (107, 57))
        main_display.blit(shot_example_img, (147, 57))
    if dead:
        text.show_text('click to restart', 150 - int(get_text_width('click to restart', 1) / 2), 97, 1, 9999, font,
                       main_display)
        if click:
    # Cursor ------------------------------------------------- #
    e.blit_center(main_display, cursor_img, (mx, my))

    # UI ----------------------------------------------------- #
    if level == 1:
        if not moved:
            controls_timer = (controls_timer + 1) % 50
            if controls_timer <= 42:
                main_display.blit(
                    controls_1,
                    (player.x - scroll[0] - 17, player.y - scroll[1] - 22))
            else:
                main_display.blit(
                    controls_2,
                    (player.x - scroll[0] - 17, player.y - scroll[1] - 22))
        text.show_text('shoot', 150 - int(get_text_width('shoot', 1) / 2), 35,
                       1, 9999, font, main_display)
        main_display.blit(core_img, (145, 47))
    if level == 2:
        text.show_text('drop to loop around',
                       150 - int(get_text_width('drop to loop around', 1) / 2),
                       45, 1, 9999, font, main_display)
    if level == 3:
        text.show_text('shoot    avoid',
                       150 - int(get_text_width('shoot    avoid', 1) / 2), 45,
                       1, 9999, font, main_display)
        main_display.blit(turret_example_img, (122, 57))
        main_display.blit(shot_example_img, (163, 57))
    if dead:
        text.show_text('click to restart',
                       150 - int(get_text_width('click to restart', 1) / 2),
                       97, 1, 9999, font, main_display)