def __init__(self):
     self.screen = pygame.display.set_mode(
         (init_screen.WIDTH, init_screen.HEIGHT))
     self.image = pygame.image.load('bg.jpg').convert()
     self.screen = init_screen.init_screen(self.screen, self.image)
     self.pattern = 1
     self.setHusar = True
     self.setCossacsThirdBattle = True
     self.setInfantryThirdBattle = True
     self.myFont = pygame.font.SysFont("monospace", 20)
     self.firstLabel = self.myFont.render("Bitwa pod Chocimiem 1509", 1,
                                          (0, 0, 0))
     self.secondLabel = self.myFont.render("Bitwa pod Chocimiem 1621", 1,
                                           (0, 0, 0))
     self.thirdLabel = self.myFont.render("Bitwa pod Chocimiem 1673", 1,
                                          (0, 0, 0))
Example #2
0
pygame.mixer.init()

# Tamanho da tela.
screen = pygame.display.set_mode((WIDTH, HEIGHT))

# Nome do jogo
pygame.display.set_caption("Capture The Flegg")

game_status = GameStatus(screen)

# Comando para evitar travamentos.
try:
    state = INIT
    while state != QUIT:
        if state == INIT:
            state = init_screen(game_status)
        elif state == GAME:
            state = game(game_status)
        elif state == WINV:
            state = win_screen_red(game_status)
        elif state == WINA:
            state = win_screen_blue(game_status)
        elif state == SETTINGS:
            state = settings(game_status)
        elif state == CREDITS:
            state = creditss(game_status)
        else:
            state = QUIT
finally:
    pygame.quit()
Example #3
0
"""

# ===== Inicialização =====
# ----- Importa e inicia pacotes
import pygame
from config import SW, SH, INIT, GAME, QUIT, END
from init_screen import init_screen
from game_screen import game_screen
from end_screen import end_screen

pygame.init()
pygame.mixer.init()

# ----- Gera tela principal
window = pygame.display.set_mode((SW, SH))
pygame.display.set_caption('Breakout')


state = INIT
while state != QUIT:
    if state == INIT:
        state = init_screen(window)
    elif state == GAME:
        state = game_screen(window)
    elif state == END:
        state = end_screen(window)

# ===== Finalização =====
pygame.quit()

Example #4
0
import time

from os import path

from config import WIDTH, HEIGHT, INIT, GAME, QUIT
from init_screen import init_screen
from game_screen import game_screen

# Inicialização do Pygame.
pygame.init()
pygame.mixer.init()

# Tamanho da tela.
screen = pygame.display.set_mode((WIDTH, HEIGHT))

# Nome do jogo
pygame.display.set_caption("Navinha")

# Comando para evitar travamentos.
try:
    state = INIT
    while state != QUIT:
        if state == INIT:
            state = init_screen(screen)
        elif state == GAME:
            state = game_screen(screen)
        else:
            state = QUIT
finally:
    pygame.quit()
pygame.init()
pygame.mixer.init()

# ----- Gera tela principal
janela = pygame.display.set_mode(
    [WIDTH, HEIGHT])  # define uma surface ("janela" que o jogo será exibido)
pygame.display.set_caption("Late Santa")  # define um nome para a janela aberta

#Definindo recorde como 0
record = 0

#Estado inicial: INIT
state = INIT
while state != QUIT:
    if state == INIT:
        state = init_screen(janela, record)

    elif state == CHOOSE:
        #Recebe o estado do jogo e o sprite escolhido pelo jogador
        returns = choose_screen(janela)
        state = returns[0]
        sprite_jogo = returns[1]

    elif state == GAME:
        #Recebe o estado do jogo, o score e o record
        returns = game_screen(janela, record, sprite_jogo)
        state = returns[0]
        score = returns[1]
        record = returns[2]

    elif state == DEAD:
Example #6
0
        all_sprites.add(m)
        walls.add(m)

# Cria 8 meteoros e adiciona no grupo meteoros
for i in range(1):
    m = Mob('fire', fire_anim)
    all_sprites.add(m)
    mobs.add(m)

# Comando para evitar travamentos.
try:

    # Loop principal.
    #pygame.mixer.music.play(loops=-1)
    running = True
    init_screen(screen)
    while running:

        # Ajusta a velocidade do jogo.
        clock.tick(FPS)

        # Processa os eventos (mouse, teclado, botão, etc).
        for event in pygame.event.get():

            # Verifica se foi fechado.
            if event.type == pygame.QUIT:
                running = False

            # Verifica se apertou alguma tecla.
            if event.type == pygame.KEYDOWN:
                # Dependendo da tecla, altera a velocidade.
    assets['tela_inicial'] = pygame.image.load(
        path.join(img_dir, 'tela_inicial.png')).convert()
    assets['tela_final'] = pygame.image.load(
        path.join(img_dir, 'tela_final.png')).convert()
    return assets


pygame.init()
pygame.mixer.init()

screen = pygame.display.set_mode((WIDTH, HEIGHT))

pygame.display.set_caption("SuperFox by TeamAura")

assets = load_assets(img_dir, snd_dir, fnt_dir)

try:
    state = INIT
    while state != QUIT:
        if state == INIT:
            state = init_screen(screen, assets)
        elif state == GAME:
            state = game_screen(screen, assets)
        elif state == DONE:
            state = final_screen(screen, assets)
        else:
            state = QUIT

finally:
    pygame.quit()
Example #8
0
import pygame
from config import WIDTH, HEIGHT, START, PLAYING, DONE, GAMEOVER
from init_screen import init_screen
from game_screen import game_screen
from gameover_screen import gameover_screen

#inicia o mixer e a tela do pygame
pygame.init()
pygame.mixer.init()

#Gera tela principal
window = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('CrazyPong')

state = START
while state != DONE:
    if state == START:
        state = init_screen(window)  #tela de inicio
    elif state == PLAYING:
        state = game_screen(window)  #tela do jogo
    elif state == GAMEOVER:
        state = gameover_screen(window)  #tela de gameover
    else:
        state = DONE
# ===== Finalização =====
pygame.quit()  # Função do PyGame que finaliza os recursos utilizados