Example #1
0
player = Player(PLAYER, 20, 20)

wall_list.add(walls, blocks)
all_sprites.add(wall_list, player)

player.walls = wall_list
vidinfo = pygame.display.Info()
while not DONE:
	CLOCK.tick(60)
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			DONE = True
		elif event.type == pygame.KEYDOWN:
			if event.key == pygame.K_LEFT:
				player.changespeed(-3, 0)
			elif event.key == pygame.K_RIGHT:
				player.changespeed(3, 0)
			elif event.key == pygame.K_UP:
				player.changespeed(0, -3)
			elif event.key == pygame.K_DOWN:
				player.changespeed(0, 3)
			if event.key == pygame.K_SPACE:
				all_sprites.add(player.putbomb())
			if event.key == pygame.K_ESCAPE:
				print(vidinfo)
				DONE = True

		elif event.type == pygame.KEYUP:
			if event.key == pygame.K_LEFT:
				player.changespeed(3, 0)
Example #2
0
blocks = setup.makeinnerblocks(BLOCK, SCREEN_SIZE, 5)

player = Player(PLAYER, 20, 20)

wall_list.add(walls, blocks)
all_sprites.add(wall_list, player)

player.walls = wall_list

while not DONE:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            DONE = True
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                player.changespeed(-3, 0)
            elif event.key == pygame.K_RIGHT:
                player.changespeed(3, 0)
            elif event.key == pygame.K_UP:
                player.changespeed(0, -3)
            elif event.key == pygame.K_DOWN:
                player.changespeed(0, 3)
            if event.key == pygame.K_SPACE:
                all_sprites.add(player.putbomb())

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT:
                player.changespeed(3, 0)
            elif event.key == pygame.K_RIGHT:
                player.changespeed(-3, 0)
            elif event.key == pygame.K_UP:
Example #3
0
class Game(States):
	def __init__(self):
		States.__init__(self)
		self.next = "menu"
		self.all_sprites = pygame.sprite.Group()
		self.wall_list = pygame.sprite.Group()

		self.countHorBlock = 8
		self.countVertBlock = 10

		self.walls = setup.makeouterwalls(BLOCK, SCREEN_SIZE)
		self.blocks = setup.makeinnerblocks(BLOCK, SCREEN_SIZE,
		                                    self.countHorBlock,
		                                    self.countVertBlock)

		self.player = Player(PLAYER, 20, 20)

		self.wall_list.add(self.walls, self.blocks)
		self.all_sprites.add(self.wall_list, self.player)

		self.player.walls = self.wall_list

	def cleanup(self):
		self.all_sprites = None
		self.wall_list = None
		self.walls = None
		self.blocks = None
		self.player = None

	def startup(self):
		self.__init__()


	def get_event(self, event):
		if event.type == pygame.QUIT:
			self.done = True
		elif event.type == pygame.KEYDOWN:
			if event.key == pygame.K_LEFT:
				self.player.changespeed(-3, 0)
			elif event.key == pygame.K_RIGHT:
				self.player.changespeed(3, 0)
			elif event.key == pygame.K_UP:
				self.player.changespeed(0, -3)
			elif event.key == pygame.K_DOWN:
				self.player.changespeed(0, 3)
			if event.key == pygame.K_SPACE:
				self.all_sprites.add(self.player.putbomb())
			if event.key == pygame.K_ESCAPE:
				self.done = True

		elif event.type == pygame.KEYUP:
			if event.key == pygame.K_LEFT:
				self.player.changespeed(3, 0)
			elif event.key == pygame.K_RIGHT:
				self.player.changespeed(-3, 0)
			elif event.key == pygame.K_UP:
				self.player.changespeed(0, 3)
			elif event.key == pygame.K_DOWN:
				self.player.changespeed(0, -3)

	def update(self, screen, dt):
		self.draw(screen)
		self.all_sprites.update()

	def draw(self, screen):
		screen.fill(GAMEBACKGROUND)
		self.all_sprites.draw(SCREEN)