def run_game (): #inicjalizacja gry i utworzenie obiektu ekranu pygame.init() dolphingame_settings=Settings() screen=pygame.display.set_mode((dolphingame_settings.screen_width, dolphingame_settings.screen_height)) pygame.display.set_caption("Dolphin Game") play_button=Button(dolphingame_settings, screen,"Play") stats=GameStats(dolphingame_settings) dolphin_scores=Scoreboard(dolphingame_settings,screen,stats) #Utworzenie statku rybackiego dolphin=Dolphin(dolphingame_settings,screen) bubbles = Group() fishers=Group() #Utworzenie wielu statków functions.create_fishers(dolphingame_settings,screen,dolphin,fishers) #rozpocięcie pętli glownej gry while True: functions.check_events(dolphingame_settings,screen,stats, dolphin_scores, play_button,dolphin,fishers,bubbles) if stats.game_active: dolphin.update() functions.update_fishers(dolphingame_settings, screen, stats,dolphin_scores,dolphin, fishers, bubbles) functions.update_bubbles(dolphingame_settings,screen,stats, dolphin_scores, dolphin,fishers,bubbles) functions.update_screen(dolphingame_settings, screen, stats, dolphin_scores, dolphin, fishers, bubbles,play_button)
def run_game(): #Инициализация игры и создание экрана pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien War") play_button = Button(ai_settings, screen, "Play") stats = GameStats(ai_settings) sb = ScoreBoard(ai_settings, screen, stats) ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() f.create_fleet(ai_settings, screen, ship, aliens) # Назначение цвета фона bg_color = (100, 100, 100) alien = Alien(ai_settings, screen) while True: f.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() f.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) f.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) f.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
def run_game(): """Engine of the game""" # Initialize game and create a screen object. pygame.init() game_set = Settings() screen = pygame.display.set_mode( (game_set.screen_width, game_set.screen_height)) # Setting caption pygame.display.set_caption("Alien Invasion") # An instance to store game statistics and create a scoreboard. stats = GameStats(game_set) sb = Scoreboard(game_set, screen, stats) # Make a ship, a group of bullets, and a group of aliens. ship = Ship(game_set, screen) flag = 0 # Create the fleet of aliens. Timer(0.0, gf.create_alien, [game_set, screen]).start() Timer(8.0, gf.delete_alien, [game_set, screen, ship]).start() # Start the main loop for the game. while True: # Watch for keyboard events. flag = gf.check_events(game_set, screen, ship, stats, flag) # End game check if flag == 1: break # Update condition of bullets and ship ship.update() Bullet_Norm.bullets.update() Bullet_Wait.bullets.update() # Get rid of bullets that have disappeared. gf.update_bullets(game_set, screen, stats, sb, ship) gf.update_screen(game_set, screen, stats, sb, ship) print("Counter : " + (str)(stats.score)) os._exit(0)
def run(): pygame.init() # load the game settings settings = Settings() # create the screen and add a title screen = pygame.display.set_mode(settings.screen_dimension) pygame.display.set_caption('BreakOut - Python') # create the game elements bar = Bar(screen, settings) chances = Chances(screen, settings) score = Score(screen, settings) ball = Ball(screen, bar, settings, chances, score) btn_start = Button(screen, 'press space to start') btn_game_over = Button(screen, 'Game Over') object_group = [] function.dispose_objects(screen, object_group, score) while True: function.check_events(bar, settings, chances, score) function.update_screen(bar, screen, ball, settings, object_group, btn_start, btn_game_over, chances, score)
def run_game(): ''' Inicjalizacja gry i utworzenie ekranu ''' pygame.init() kk_settings = Settings() screen = pygame.display.set_mode( (kk_settings.screen_width, kk_settings.screen_height)) pygame.display.set_caption('Kołko i krzyżyk') rectangles = Group() circles = Group() crosses = Group() # utworzenie menu gry functions.create_menu(screen, kk_settings) #utworzenie prostokatów planszy functions.create_rectangles(kk_settings, screen, rectangles) #rozpoczęcie pętli głównej gry while kk_settings.game_running: #sprawdzanie myszki i klawiatury functions.check_events(rectangles, screen, circles, kk_settings, crosses) #odwiezenie ekranu po przejsciu kazdej iteracji functions.update_screen(kk_settings, screen, rectangles, circles, crosses)
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") ship = Ship(ai_settings, screen) alien = Alien(ai_settings, screen) bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen, ship, aliens) while True: gf.check_events(ai_settings, screen, ship, bullets) ship.update() #bullets.update() gf.update_bullets(bullets) gf.update_aliens(ai_settings, aliens) for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) #print(len(bullets)) gf.update_screen(ai_settings, screen, ship, aliens, bullets)
def run(): #初始化窗口 pygame.init #创建ai_settings存放Settings对象 ai_settings = Settings() #设置窗口宽高 screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) #设置窗口标题 pygame.display.set_caption('yudi') #创建雨滴编组 yudis = Group() #创建雨滴群 f.create_yudis(ai_settings, screen, yudis) while True: #监听键盘事件 f.check_events() #更新雨滴位置 f.update_yudis(ai_settings, screen, yudis) #更新窗口 f.update_screen(ai_settings, screen, yudis)
def game(): pygame.init() game_settings = settings.Settings() screen = pygame.display.set_mode( (game_settings.width, game_settings.height)) pygame.display.set_caption("Space Invaders") play_button = play.Button(settings, screen, "Play") stats = statistics.GameStats(game_settings) scoreboard = score.Score(game_settings, screen, stats) player_render = ship.Ship(screen, game_settings) bullets = pygame.sprite.Group() alien_group = pygame.sprite.Group() functions.alien_fleet(game_settings, screen, alien_group) while True: functions.check_events(game_settings, screen, player_render, bullets, play_button, stats, alien_group, scoreboard) if stats.game_active: player_render.update() functions.update_bullets(alien_group, bullets, screen, game_settings, scoreboard, stats) functions.update_aliens(game_settings, stats, player_render, alien_group, screen, bullets, scoreboard) functions.update_screen(game_settings, screen, player_render, alien_group, bullets, play_button, stats, scoreboard)
def run_game(): # 初始化游戏,并创建一个屏幕对象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("邓明星大战外星人!") bg_color = ai_settings.bg_color ship = Ship(ai_settings, screen) aliens = Group() bullets = Group() # 创建外星人群 gf.creat_fleet(ai_settings, screen, ship, aliens) # 主循环开始 while True: gf.check_events(ai_settings, screen, ship, bullets) ship.update() gf.update_bullets(ai_settings, screen, ship, aliens, bullets) gf.update_aliens(ai_settings, aliens) gf.update_screen(ai_settings, screen, ship, aliens, bullets)
def run_game(): pygame.init() ai_setting = setting() scree = pygame.display.set_mode( (ai_setting.screen_width, ai_setting.screen_hight)) aliens = Group() ship = Ship(scree, ai_setting) alien = Alien(ai_setting, scree) gf.create_fleet(ai_setting, scree, ship, aliens) bullets = Group() pygame.display.set_caption('New game') stats = GameStats(ai_setting) sb = Scoreboard(ai_setting, scree, stats) play_button = Button(ai_setting, scree, "Play") while True: gf.check_events(ship, ai_setting, scree, bullets, stats, play_button, aliens) if stats.game_active: ship.update() gf.update_aliens(ai_setting, aliens, ship, stats, bullets, scree) gf.update_bullet(ai_setting, scree, ship, aliens, bullets, sb, stats) gf.update_screen(ai_setting, scree, ship, bullets, aliens, play_button, stats, sb)
def run_game(): pygame.init() ai_settings = Settings screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) alien = Alien(ai_settings, screen) pygame.display.set_caption("Invasion2.0") play_button = Button(ai_settings, screen, "Play") stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen, ship, aliens) # main loop while True: gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, ship, aliens, bullets, stats) gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button, sb)
def run_game(): # initialize game and create screen object pygame.init() settings = Settings() screen = pygame.display.set_mode(settings.screen_res) pygame.display.set_caption("Alien Invasion") stats = Stats() ship = Ship(screen) bullets = Group() aliens = Group() play_button = Button(settings, screen, 'Play') scoreboard = Scoreboard(settings, screen, stats) fun.create_fleet(settings, screen, aliens, ship.rect.height, stats) # start the main loop for the game while True: fun.check_events(settings, screen, ship, bullets, stats, aliens, play_button, scoreboard) if stats.game_active: ship.update() bullets.update() aliens.update() fun.drop_aliens(aliens) fun.collide(ship, aliens, bullets, settings, stats) fun.delete_bullets(bullets) fun.update_screen(screen, settings, ship, bullets, aliens, stats, play_button, scoreboard)
def run_game(): pygame.init() ai_settings = settings.Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) #screen=pygame.display.set_mode((1200,800)) #bg_color=(200,200,222) pygame.display.set_caption("alien invasion") ship = Ship(ai_settings, screen) play_button = Button(ai_settings, screen, "play") stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #存储子弹 bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen, ship, aliens) #开始游戏的主循环 while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, bullets, aliens) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) #每次循环都重绘屏幕 gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
def run(): pygame.init() game_settings = Settings() screen = pygame.display.set_mode( (game_settings.screen_width, game_settings.screen_height)) pygame.display.set_caption("Alien Invasion") play_button = Button(game_settings, screen, "Play") stats = GameStats(game_settings) sb = Scoreboard(game_settings, screen, stats) ship = Ship(game_settings, screen) bullets = Group() aliens = Group() f.create_fleet(game_settings, screen, ship, aliens) while True: f.check_events(game_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() f.update_bullets(game_settings, screen, stats, sb, play_button, ship, aliens, bullets) f.update_aliens(game_settings, stats, sb, screen, ship, aliens, bullets) f.update_screen(game_settings, screen, stats, sb, ship, aliens, bullets, play_button)
def run_game(): pygame.init() settings = Settings() screen = pygame.display.set_mode(settings.screen_size) stats = Stats() scoreboard = Scoreboard(screen, stats) button = Button(screen, 'play') pygame.display.set_caption('Snake') blocks = Group() foods = Group() snake1 = Snakes(screen, settings.color1, blocks, 1) snake2 = Snakes(screen, settings.color2, blocks, -1) food1 = Food((125, 0, 0), blocks, screen, foods, 1) food2 = Food((0, 125, 0), blocks, screen, foods, -1) while True: pygame.display.flip() input.check(snake1, snake2, button, stats, blocks) if stats.active: snake1.update(blocks, foods, stats, scoreboard) snake2.update(blocks, foods, stats, scoreboard) f.update_screen(screen, settings, snake1, snake2, foods, scoreboard, button, stats) sleep(0.2)
def run_game(): # Initialize game and create a screen object. pygame.init() bstats_settings = Settings() screen = pygame.display.set_mode( (bstats_settings.screen_width, bstats_settings.screen_height)) pygame.display.set_caption("Basketball Scoring") # Create an instance to store game statistics. stats = ScoreStats(bstats_settings) # Create a scoreboard object sb = Scoreboard(bstats_settings, screen, stats) # Make the play button play_button = Button(bstats_settings, screen, "Play") playerdict = {} teams = [] # Open Player List CSV, and get players from file in a dictionary csvfunc.read_playersCSV(bstats_settings, playerdict, teams) # List of team objects # teams = [ # Team(bstats_settings, 'A', -1, 'Home'), # Team(bstats_settings, 'B', -2, 'Away') # ] # Populate teamlist of team object with correct player for team in teams: for player in playerdict.values(): if player.team == team.team: team.teamlist.append(player) # bstats_settings.get_playerdict(playerdict) # Make the stats buttons for players and put it in a dictionary, buttons buttons = func.make_stats_buttons(bstats_settings, teams, screen) # Create player stats class object pstats = Playerstats(bstats_settings, screen, teams) # Create a running score class object runScore = RunningScore(bstats_settings, screen, teams) # Make a player # player = players.Player('Lorelei', 5) # Start the main loop for the game. while True: func.check_events(stats, buttons, playerdict, play_button, bstats_settings, teams, runScore) func.update_screen(stats, bstats_settings, screen, play_button, buttons, playerdict, sb, pstats, teams, runScore)
def run_level(levels, current_level, wof_settings, screen, stats): # select the current level map levelMap = levels[current_level] # the level status status = None # load sounds for events sound_diamond = pygame.mixer.Sound(wof_settings.sounds['diamond']) sound_bomb = pygame.mixer.Sound(wof_settings.sounds['bomb']) sound_blot = pygame.mixer.Sound(wof_settings.sounds['blot']) # start and play background music - infinit loop pygame.mixer.music.load(wof_settings.bckg_music) pygame.mixer.music.play(-1) # create groups and objects walls = Group() # Make a group to store walls hero = Hero(wof_settings, screen, levelMap['hero']) # create the hero bombs = Group() # Make a group to store bombs in diamonds = Group() # Make a group to store all diamonds in explosions = Group() # Make a group to store all explosions in inkblots = Group() # Make a group to store all inkblots in deaths = Group() # # Make a group to store all deaths in # Create Walls according to the level map fns.create_walls(wof_settings, screen, walls, levelMap) # Create Diamonds according to the level map fns.create_diamonds(wof_settings, screen, diamonds, levelMap) # Create Inkblots according to the level map fns.create_inkblots(wof_settings, screen, inkblots, levelMap) # Create Deaths according to the level map fns.create_deaths(wof_settings, screen, deaths, levelMap) while wof_settings.running: # here is the game logic status = fns.check_events(wof_settings, screen, hero, bombs) # check if keys pressed or released hero.update(walls) # update Hero position and state fns.update_inkblots(inkblots, walls, diamonds, hero, levelMap, sound_blot, stats) fns.update_deaths(hero, deaths, walls, inkblots, diamonds, stats) fns.update_diamonds(hero, diamonds, sound_diamond, stats) fns.update_bombs(wof_settings, screen, bombs, explosions, sound_bomb, stats) fns.update_explosions(explosions, inkblots, hero, deaths, stats) fns.update_screen(wof_settings, screen, walls, hero, diamonds, bombs, explosions, inkblots, deaths) if not hero.alive: status = 'replay' wof_settings.running = False pygame.mixer.music.stop() return status
def main(): pygame.init() screen = pygame.display.set_mode((400, 300)) pygame.display.set_caption("按键测试") message = Message(screen, 'Press a key...') while True: func.check_events(message) func.update_screen(screen, message)
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") ship = Ship(ai_settings,screen) while True: gf.check_events(ship) ship.update() gf.update_screen(ai_settings,screen,ship)
def run_game(): pygame.init() settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("Game Character") game_char = Character(screen) while True: f.check_events() f.update_screen(settings, screen, game_char)
def run_game(): pygame.init() settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("Rocket") rocket = Rocket(settings, screen) while True: f.check_events_rocket(rocket) rocket.update() f.update_screen(settings, screen, rocket)
def game(): # Instantiate objects 1 settings = Settings() # GUI display screen = pygame.display.set_mode(settings.size) pygame.display.set_caption("JumpUp!") # Instantiate objects 2 player = Player(screen) plats = Group() score = Score(screen, settings) play_again = GameOver(screen, settings) clock = pygame.time.Clock() # create the first instance of a platform new_plat = JPlatform(screen, settings) plats.add(new_plat) new_plat.update() new_plat.draw_me() # update screen pygame.display.flip() # draw player on the top of the first platform. player.rect.centerx = new_plat.rect.centerx player.rect.bottom = new_plat.rect.top # [0] - x and [1] - y velocity velocity = [settings.x_speed, settings.jump_speed * (-1)] # [0] - negative x, [1] - positive x [2] - jumping movement = [False, False, False] # first image for animation image_no = [1] # create initial previous position #for not getting an error on the first frame prev_pos = [-30] while True: # check if the ball is still in game if f.still_playing(player, settings) == True: score.update_time() # update score by the second score.check_highscore() # check whether we beat the highscore delta_t = clock.tick(settings.fps) / 1000 f.create_platform(player, screen, settings, clock, plats) f.check_events(player, movement) f.moving_the_ball(player, screen, settings, movement, plats, velocity, delta_t, prev_pos) f.animate_the_ball(player, movement, image_no) f.update_screen(f.still_playing(player, settings), screen, settings, player, play_again, plats, score) else: f.update_screen(f.still_playing(player, settings), screen, settings, player, play_again, plats, score) score.save_highscore() # save the current highscore if f.check_quit() == False: game()
def main(): pygame.init() ms_settings = Settings() ms_screen = pygame.display.set_mode(ms_settings.screen_size()) pygame.display.set_caption(ms_settings.caption) ms_clock = pygame.time.Clock() ms_minautor = Minautor(ms_screen, ms_settings) ms_swarm = [ Theseus(ms_screen, ms_settings, ms_minautor) for i in range(25) ] while True: ms_clock.tick(ms_settings.FPS) event_check() update_screen(ms_screen, ms_settings, characters=[*ms_swarm, ms_minautor])
def run(): pygame.init() sets = Set() screen = pygame.display.set_mode((sets.width, sets.height)) stats = GameStats(sets) bird = Bird(sets, screen) blocks = Group() pygame.display.set_caption("小鸟闯关") f.create_blocks(sets, screen, blocks, bird) while True: f.check_events(bird) if stats.game_active: bird.update() f.update_blocks(sets, stats, bird, screen, blocks) f.update_screen(sets, screen, bird, blocks)
def main(): pygame.init() settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("ROCKET") #make rocket rocket = Rocket(settings=settings, screen=screen) while True: functions.check_events(rocket=rocket) rocket.update() functions.update_screen(settings=settings, screen=screen, rocket=rocket)
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Raindrops") rain_drop = Group() bg_color = (230, 230, 230) raindrops = Group() while True: gf.check_events() if ai_settings.new_grid: gf.create_grid(ai_settings, screen, rain_drop) gf.rain_update(ai_settings, rain_drop) gf.update_screen(ai_settings, screen, rain_drop)
def run_game(): pygame.init() pygame.display.set_caption("Mario") ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) scores = Scoreboard(ai_settings, screen) music = Music() g_blocks = Group() bg_blocks = Group() enemies = Group() chunks = Group() items = Group() pygame.mixer.set_reserved(0) pygame.mixer.set_reserved(1) pygame.mixer.set_reserved(2) pygame.mixer.set_reserved(3) pygame.mixer.set_reserved(4) pygame.mixer.set_reserved(5) monitor = Monitor(ai_settings, screen, g_blocks, bg_blocks, chunks, enemies, items) mario = Mario(ai_settings, screen, g_blocks, bg_blocks, enemies, monitor, chunks, items, scores) while True: gf.check_events(ai_settings, screen, mario, g_blocks, bg_blocks, items, music) mario.update(music, mario) gf.check_time(ai_settings, scores, mario) gf.check_lives(ai_settings, scores) music.check_star(mario) music.check_dies(mario) music.check_win(mario) music.check_win2(mario) music.change_bg_music() gf.update_screen(ai_settings, screen, mario, g_blocks, bg_blocks, enemies, monitor, chunks, items, scores, music) mainClock.tick(40)
def play_chess(): """Inicjalizacja programu i wczytywanie początkowych wartości.""" pygame.init() settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("Chess") #Lista pól, które mogą być atakowane przez figury danego koloru. check_white = [] check_black = [] #Tworzenie szachownicy i figur. chess_board = Group() board_pieces = Group() create_board_and_pieces(settings, screen, chess_board, board_pieces, check_white, check_black) #Lista, w której będą się zjadnowały pola mozliwo do zasłonięcia, #jeżeli król będzie szachowany prze figure poszuszajacą się rzędem. king_attack_path = [] #Sprawdzenie możliwych ruchów poszczególnych figur. fct.check_moves(board_pieces, chess_board, check_white, check_black, king_attack_path) #Lista w której będzie znajdował się znacznik pokazujący wybrane #pole. highlight = [] #Lista w której będzie znajdował się komunikat końca gry. game_end = [] while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: #Aktywowanie funkcji, tylko raz podczas kliknięcia. if not settings.clicked: fct.button_click(settings, screen, chess_board, highlight, check_white, check_black, board_pieces, game_end, king_attack_path) elif event.type == pygame.MOUSEBUTTONUP: #Umożliwienie ponownych aktywacji funkcji przy kolejnych #kliknięciach. settings.clicked = False #Wyświetlenie obiektów szacownicy. fct.update_screen(screen, chess_board, board_pieces, highlight, game_end)
def rungame(): #initializin pygame,settings,and scr objs pygame.init() s = Settings() screen = pygame.display.set_mode((s.screen_width,s.screen_height)) pygame.display.set_caption("CORONA INVASION!") #make the play button play_button = Button(s,screen,"Play") #create instance to store game statistics and create a scoreboard stats = GameStats(s) sb = Scoreboard(s,screen,stats) #time to make a ship sanit = Sanitizer(s , screen) #make a virus #coro = Coro(s,screen) ####optional for now #making a group to store bullets in bubbles = Group() coros = Group() #create fleet of viruses f.create_fleet(s,screen,sanit,coros) #main loop for the game while True: f.check_events(s,screen,stats,sb,play_button,sanit,coros,bubbles) bubbles.update() if stats.game_active: sanit.update() f.update_bubbles(s,screen,stats,sb,sanit,coros,bubbles) f.update_coros(s,screen,stats,sb,sanit,coros,bubbles) f.update_screen(s,screen,stats,sb,sanit,coros,bubbles,play_button)
def main(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) bullets = Group() enemies = Group() enemybullets = Group() enemy = Enemy(ai_settings, screen) stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) play_button = Button(ai_settings, screen, "Play") pygame.display.set_caption("Space Battle") player = Player(ai_settings, screen) bground = pygame.image.load('images/wallhaven-41034.bmp') x = 0 #main loop while True: gf.check_events(ai_settings, screen, stats,sb, play_button, player,enemies, bullets) if stats.game_active: player.update() gf.update_bullets(ai_settings, screen, stats, sb, player, enemies,bullets) gf.update_enemy(ai_settings, screen, stats,sb, player,enemies, bullets) gf.update_screen(ai_settings, screen, stats, sb, player, enemies, bullets, play_button) #moving background screen.fill((0,0,0)) rel_x = x % bground.get_rect().width screen.blit(bground, (rel_x - bground.get_rect().width,0)) if rel_x < ai_settings.screen_width: screen.blit(bground, (rel_x,0)) x -= 3
def run_game(): # Initialize pygame, settings, and screen object. pygame.init() settings = Settings() screen = pygame.display.set_mode((settings.screen_width, settings.screen_height)) pygame.display.set_caption("Pong") play_button = Button(settings, screen, "Play") player = Player(settings, screen) ball = Ball(settings, screen) ai = Ai(settings, screen) audio = Audio() sb = Scorebord(settings, screen, audio) # Start the main loop for the game. while True: func.check_events(player, settings, ai, play_button, audio, ball) if settings.game_active: func.updates(player, ai, ball, settings) func.update_screen(settings, screen, player, ball, ai, sb, play_button, audio) pygame.time.Clock().tick(settings.game_speed)
def run_game(): #Initialize and create screen project pygame.init() game_settings = Settings() # screen = pygame.display.set_mode((1200,800)) screen = pygame.display.set_mode( (game_settings.screen_width, game_settings.screen_height)) pygame.display.set_caption("Rocket game") # make a rocket rocket = Rocket(game_settings, screen) # Make a group to store bullets in. bullets = Group() aliens = Group() fn.create_fleet(game_settings, screen, rocket, aliens) # Main loop while True: # Watch for keyboard and mouse events fn.check_events(game_settings, screen, rocket, bullets) rocket.update() fn.update_bullets(bullets) fn.update_screen(game_settings, screen, rocket, aliens, bullets)
def run(): # Initialize game, settings and create a screen object pygame.init() settings = Settings() screen_setup = display.build(settings) screen = screen_setup[0] pygame.display.set_caption("Fake It Til You Make It") # Change screen dims to match fullscreen dims settings.screen_width = screen_setup[1] settings.screen_height = screen_setup[2] # create variables for screen center scx = settings.screen_width / 2 scy = settings.screen_height / 2 # Make Main Menu buttons = [] play_button = Button(settings, screen, "NEW GAME", scx - 100, 500, 300, 75, (0, 0, 0), None) quit_button = Button(settings, screen, "QUIT", scx - 100, 600, 300, 75, (0, 0, 0), None) buttons.append(play_button) buttons.append(quit_button) # Make Ingame Menu ig_buttons = [] inv_button = Button(settings, screen, "INVENTORY", settings.screen_width * 0.2 - 100, 100, 300, 75, (0, 0, 0), None) craft_button = Button(settings, screen, "CRAFT", settings.screen_width * 0.35 - 100, 100, 300, 75, (0, 0, 0), None) build_button = Button(settings, screen, "BUILD", settings.screen_width / 2 - 100, 100, 300, 75, (0, 0, 0), None) character_button = Button( settings, screen, "CHARACTER", settings.screen_width * 0.65 - 100, 100, 300, 75, (0, 0, 0), None ) menu_button = Button(settings, screen, "MENU", settings.screen_width * 0.8 - 100, 100, 300, 75, (0, 0, 0), None) ig_buttons.append(inv_button) ig_buttons.append(craft_button) ig_buttons.append(build_button) ig_buttons.append(character_button) ig_buttons.append(menu_button) # Make Loot PIP menu lp_buttons = [] lp_title = Button(settings, screen, "", scx - 250, scy - 200, 500, 50, (0, 0, 0), None, 20) lptake_button = Button(settings, screen, "TAKE", scx + 25, scy - 125, 200, 50, (0, 0, 0), None, 20) lpdesc_button = Button(settings, screen, "", scx + 25, scy - 50, 200, 175, (0, 0, 0), None, 10) lp_window = Button(settings, screen, "", scx - 250, scy - 150, 500, 300, (100, 100, 100), None) lp_loot_window = Button(settings, screen, "", scx - 225, scy - 125, 200, 250, (180, 180, 180), None) lp_loot = Button(settings, screen, "", scx - 215, scy - 115, 180, 230, (250, 250, 250), None) lp_buttons.append(lp_title) lp_buttons.append(lp_window) lp_buttons.append(lptake_button) lp_buttons.append(lpdesc_button) lp_buttons.append(lp_loot_window) lp_buttons.append(lp_loot) # Create a stats instance stats = Stats(settings) # Create item groups player = Player(settings, screen) furniture = Group() items = Group() loots = Group() customers = Group() # Create clock to stabilize framerate clock = pygame.time.Clock() # Initialize Global Variables day = 1 hour = 6 minute = 0 while True: clock.tick(100) gf.check_events(settings, screen, stats, buttons, ig_buttons, lp_buttons, loots) gf.update_screen(settings, screen, stats, buttons, ig_buttons, lp_buttons, player, loots)