Example #1
0
def start():
    display.fill(white)

    message('Racecar Dodge', lobsterL, -75)
    message('By Shaunak Warty', lobsterS, 0)
    message('Press any key to start', lobsterS, 50)

    gear = pygame.image.load(r'Images\gear.png')
    gearRect = gear.get_rect(topright=(dispWD - 3, 3))
    display.blit(gear, gearRect)

    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                end()
            elif event.type == pygame.KEYUP:
                main()
                start()
            elif event.type == pygame.MOUSEBUTTONUP:
                mouse = pygame.mouse.get_pos()
                if gearRect.collidepoint(mouse):
                    settings()
                    start()

        clock.tick(10)
Example #2
0
def main():

    # Вступление
    start()

    # Работа на ферме
    work()

    # Последнее задание (подсчет веса и завершение программы)
    end()
Example #3
0
def settings():
    colorRects = {}

    back = lobsterS.render('Back', True, black)
    backRect = back.get_rect(topleft=(5, 3))

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                end()
            elif event.type == pygame.MOUSEBUTTONUP:
                mouse = pygame.mouse.get_pos()
                if backRect.collidepoint(mouse):
                    return
                for color in colorRects.keys():
                    if colorRects[color].collidepoint(mouse):
                        shelf['rectColor'] = color
            elif event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE:
                return

        display.fill(white)

        display.blit(back, backRect)
        display.blit(oswald.render('Change obstacle color:', True, black),
                     (5, 75))

        for i, color in enumerate(rectColors):
            pos = (dispWD - len(rectColors) * 100) / (len(rectColors) +
                                                      1) * (i + 1) + i * 100
            colorRects[color] = pygame.Rect(pos, 150, 100, 100)
            if shelf['rectColor'] == color:
                pygame.draw.rect(display, green, (pos - 3, 147, 106, 106))
            pygame.draw.rect(display, color, (pos, 150, 100, 100))

        pygame.display.update()
        clock.tick(10)
Example #4
0
def main():
    dodged = 0
    carX = (dispWD - carWD) / 2
    carY = dispHT - 5 - carHT
    carSpeed = 3
    keys = {'left':[False, False], 'right':[False, False], 'up': [False, False], 'down': [False, False]}

    rectX = random.randrange(0, dispWD - 100)
    rectY = -500
    rectSpeed = 6

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT: 
                end()
            elif event.type == pygame.KEYDOWN:
                #? Maybe find some way to create a switch statement?
                if event.key == pygame.K_LEFT:
                    keys['left'][0] = True
                elif event.key == pygame.K_a:
                    keys['left'][1] = True
                elif event.key == pygame.K_RIGHT:
                    keys['right'][0] = True
                elif event.key == pygame.K_d:
                    keys['right'][1] = True
                elif event.key == pygame.K_UP:
                    keys['up'][0] = True
                elif event.key == pygame.K_w:
                    keys['up'][1] = True
                elif event.key == pygame.K_DOWN:
                    keys['down'][0] = True
                elif event.key == pygame.K_s:
                    keys['down'][1] = True
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT:
                    keys['left'][0] = False
                elif event.key == pygame.K_a:
                    keys['left'][1] = False
                elif event.key == pygame.K_RIGHT:
                    keys['right'][0] = False
                elif event.key == pygame.K_d:
                    keys['right'][1] = False
                elif event.key == pygame.K_UP:
                    keys['up'][0] = False
                elif event.key == pygame.K_w:
                    keys['up'][1] = False
                elif event.key == pygame.K_DOWN:
                    keys['down'][0] = False
                elif event.key == pygame.K_s:
                    keys['down'][1] = False
                elif event.key == pygame.K_ESCAPE:
                    # Paused
                    btnClicked = pause()
                    if btnClicked == crashButton.restart:
                        main()
                        return
                    elif btnClicked == crashButton.home:
                        return
                    keys = {'left':[False, False], 'right':[False, False], 'up': [False, False], 'down': [False, False]}

        if (keys['left'][0] or keys['left'][1]) and carX > 0:
            carX -= int(carSpeed)
        if (keys['right'][0] or keys['right'][1]) and carX < dispWD - carWD:
            carX += int(carSpeed) 
        if (keys['up'][0] or keys['up'][1]) and carY > 0:
            carY -= int(carSpeed)
        if (keys['down'][0] or keys['down'][1]) and carY < dispHT - carHT:
            carY += int(carSpeed)
        rectY += rectSpeed

        display.fill(white)

        display.blit(car, (carX, carY))
        rect = (rectX, rectY, 100, 100)
        pygame.draw.rect(display, shelf['rectColor'], rect)

        display.blit(lobsterS.render('Dodged: ' + str(dodged), True, green), (3, 3))
        record = lobsterS.render('Record: ' + str(shelf['record']), True, blue)
        display.blit(record, record.get_rect(topright=(dispWD - 3, 3)))

        pygame.display.update()
        clock.tick(60)

        # When user crashes
        if car.get_rect(topleft=(carX, carY)).colliderect(rect):
            btnClicked = crash(dodged)
            if btnClicked == crashButton.restart:
                main()
                return
            elif btnClicked == crashButton.home:
                return

        # When user dodges obstacle
        if rectY > dispHT:
            dodged += 1

            rectX = random.randrange(0, dispWD - 100)
            rectY = -100
            rectSpeed += 1

            carSpeed += 0.4
Example #5
0
import functions as app

if __name__ == '__main__':
    app.init()
    app.process()
    app.end()
Example #6
0
# -*- coding: utf-8 -*-
"""
Created on Thu Jun 6 11:42:48 2019

@author: Kartik
"""
#importing libraries
import os as os

os.system('cls')  #clears screen before displaying ASCII art

import objects as obj
import functions as func

os.system('cls')  #clears screen again before initiating battle sequence

playAgain = "Y"  #to run the first instance

while playAgain == 'Y' or playAgain == 'y':
    func.intro()
    func.instance.score = 0
    obj.Player.gold = 0
    func.instance()
    func.store()
    func.end()
    break
Example #7
0
def exitGame():

    scrabbleDestroy()
    func.root.destroy()
    print("Thanks for playing! Hope you enjoyed! Have a nice day.")
    func.end()