Example #1
0
def initGame():
    # Create "main menu" selectable menu items
    mMenu = menu.Selectable(Game.font, Game.screen)
    mMenuItem = menu.SelectableItem("New Game", constants.ACTION_NEWGAME)
    mMenu.addItem(mMenuItem)
    mMenuItem = menu.SelectableItem("Quit", constants.ACTION_QUIT)
    mMenu.addItem(mMenuItem)
    Game.menus.append(mMenu)
    # Create "choose mode" selectable menu items
    mMenu = menu.Selectable(Game.font, Game.screen)
    mMenuItem = menu.SelectableItem("1 Player", constants.ACTION_MODE1P)
    mMenu.addItem(mMenuItem)
    mMenuItem = menu.SelectableItem("2 Players", constants.ACTION_MODE2P)
    mMenu.addItem(mMenuItem)
    Game.menus.append(mMenu)
    # Create "score" text
    mText = menu.Text(Game.font, Game.screen)
    mTextItem = menu.TextItem(
        Game.font, str(Game.score), (constants.WINDOW_WIDTH / 2.0),
        ((constants.WINDOW_HEIGHT - constants.GAMEAREA_HEIGHT) / 2.0) -
        (constants.WALL_THICKNESS / 2.0))
    mText.addItem(mTextItem)
    Game.texts.append(mText)
    # Create pause text
    mText = menu.Text(Game.font, Game.screen)
    mTextItem = menu.TextItem(Game.font, "P Unpauses",
                              (constants.WINDOW_WIDTH / 2.0),
                              (constants.WINDOW_HEIGHT / 3))
    mText.addItem(mTextItem)
    mTextItem = menu.TextItem(Game.font, "ESC Returns to Main Menu",
                              (constants.WINDOW_WIDTH / 2.0),
                              (constants.WINDOW_HEIGHT / 3))
    mTextItem.y += mTextItem.h
    mText.addItem(mTextItem)
    Game.texts.append(mText)
    # Create game over text
    mText = menu.Text(Game.font, Game.screen)
    mTextItem = menu.TextItem(Game.font, "Game Over!",
                              (constants.WINDOW_WIDTH / 2.0),
                              (constants.WINDOW_HEIGHT / 3))
    mText.addItem(mTextItem)
    mTextItem = menu.TextItem(Game.font, "N Starts a New Game",
                              (constants.WINDOW_WIDTH / 2.0),
                              (constants.WINDOW_HEIGHT / 3))
    mTextItem.y += mTextItem.h
    mText.addItem(mTextItem)
    mTextItem = menu.TextItem(Game.font, "ESC Returns to Main Menu",
                              (constants.WINDOW_WIDTH / 2.0),
                              (constants.WINDOW_HEIGHT / 3))
    mTextItem.y += (mTextItem.h * 2.0)
    mText.addItem(mTextItem)
    Game.texts.append(mText)
Example #2
0
def initGame():
    # Create "main menu" selectable menu items
    mMenu = menu.Selectable(Game.font, Game.screen)
    mMenuItem = menu.SelectableItem("New Game", constants.ACTION_NEWGAME)
    mMenu.addItem(mMenuItem)
    mMenuItem = menu.SelectableItem("Quit", constants.ACTION_QUIT)
    mMenu.addItem(mMenuItem)
    Game.menus.append(mMenu)
    # Create "choose mode" selectable menu items
    mMenu = menu.Selectable(Game.font, Game.screen)
    mMenuItem = menu.SelectableItem("1 Player", constants.ACTION_MODE1P)
    mMenu.addItem(mMenuItem)
    mMenuItem = menu.SelectableItem("2 Players", constants.ACTION_MODE2P)
    mMenu.addItem(mMenuItem)
    Game.menus.append(mMenu)
    # Create "score" texts
    mText = menu.Text(Game.font, Game.screen)
    mTextItem = menu.TextItem(
        Game.font, str(Game.score[constants.PLAYER_ONE]),
        (constants.WINDOW_WIDTH / 2.0) + (constants.WINDOW_WIDTH / 6),
        ((constants.WINDOW_HEIGHT - constants.GAMEAREA_HEIGHT) / 2.0) -
        (constants.WALL_THICKNESS / 2.0))
    mText.addItem(mTextItem)
    mTextItem = menu.TextItem(
        Game.font, str(Game.score[constants.PLAYER_TWO]),
        (constants.WINDOW_WIDTH / 2.0) - (constants.WINDOW_WIDTH / 6),
        ((constants.WINDOW_HEIGHT - constants.GAMEAREA_HEIGHT) / 2.0) -
        (constants.WALL_THICKNESS / 2.0))
    mText.addItem(mTextItem)
    Game.texts.append(mText)
    # Create pause text
    mText = menu.Text(Game.font, Game.screen)
    mTextItem = menu.TextItem(Game.font, "'P' Unpauses 'Esc' Quits",
                              (constants.WINDOW_WIDTH / 2.0),
                              (constants.WINDOW_HEIGHT / 3))
    mText.addItem(mTextItem)
    Game.texts.append(mText)
    # Player 1 paddle
    mGameObject = gameobject.Paddle(Game.screen, constants.PLAYER_ONE)
    Game.paddles.append(mGameObject)
    # Player 2 paddle
    mGameObject = gameobject.Paddle(Game.screen, constants.PLAYER_TWO)
    Game.paddles.append(mGameObject)
    # Ball
    mGameObject = gameobject.Ball(Game.screen)
    Game.balls.append(mGameObject)
    # Game area
    mGameObject = gameobject.GameObject(
        Game.screen, constants.GAMEOBJECT_WALL, constants.GAMEAREA_WIDTH,
        constants.GAMEAREA_HEIGHT, constants.GAMEAREA_X, constants.GAMEAREA_Y,
        constants.WALL_THICKNESS, constants.WALL_COLOR)
    Game.wall = mGameObject
Example #3
0
    def __init__(self, size, pos, color, speed, lives, screen):
        self.size = size

        (self.x, self.y) = pos
        self.dx, self.dy = 0, 0
        self.speed = speed

        self.lives = lives
        self.mLives = lives

        self.age = 0
        self.hitTimer = 0

        self.color = color  # Health bar color
        self.secCol = DARKGREEN  # Object's color
        self.useSprite = True
        if self.useSprite:
            self.spritescale = 0.05
            self.image = pygame.transform.scale(
                pygame.image.load('heart-red.png'),
                (int(w * self.spritescale), int(h * self.spritescale)))

        self.screen = screen

        self.healthMeter = menu.Text(screen=self.screen,
                                     coords=(0.02 * h, 0.02 * h, 0.12 * h,
                                             0.12 * h),
                                     text=self._healthStr(),
                                     border=False,
                                     textSize=18,
                                     color=self.color,
                                     backGround=True)
        self.particle = particle.ParticleManager(screen=self.screen)
Example #4
0
    def mainloop(self):
        background = pygame.image.load('img/Background/' +
                                       self.getRandBackground()).convert()
        self.t0 = pygame.time.get_ticks()
        t1punch = t2punch = t1kick = t2kick = t1jump = t2jump = 0
        while True:
            if self.round_rollin:
                keys = pygame.key.get_pressed()
                if not (self.p1.jumping or self.p1.punch_animation
                        or self.p1.kick_animation or self.p1.hit_animation
                        or self.p1.power_animation):
                    self.p1.velocity = 0
                    if not (keys[K_d] and keys[K_a]):
                        self.p1.set_state(0)
                        self.p1.idle()
                    if keys[K_a]:
                        self.p1.set_state(1)
                        self.p1.left(self.p2.hitbox)
                    if keys[K_d]:
                        self.p1.set_state(2)
                        self.p1.right(self.p2.hitbox)
                if keys[K_w]:
                    if not self.p1.jumping:
                        self.p1.set_state(3)
                        t1jump = pygame.time.get_ticks()
                if keys[K_e]:
                    if not self.p1.punch_animation and pygame.time.get_ticks(
                    ) - t1punch > 300:
                        self.p1.set_state(4)
                        t1punch = pygame.time.get_ticks()
                if keys[K_r]:
                    if not self.p1.kick_animation and pygame.time.get_ticks(
                    ) - t1kick > 300:
                        self.p1.set_state(5)
                        t1kick = pygame.time.get_ticks()
                if keys[K_t]:
                    if not self.p1.superpower.active and not self.p1.jumping:
                        self.p1.set_state(7)
                        self.p1.launch_superpower(self.p2)

                if not (self.p2.jumping or self.p2.punch_animation
                        or self.p2.kick_animation or self.p2.hit_animation
                        or self.p2.power_animation):
                    self.p2.velocity = 0
                    if not (keys[K_RIGHT] and keys[K_LEFT]):
                        self.p2.set_state(0)
                        self.p2.idle()
                    if keys[K_LEFT]:
                        self.p2.set_state(1)
                        self.p2.left(self.p1.hitbox)
                    if keys[K_RIGHT]:
                        self.p2.set_state(2)
                        self.p2.right(self.p1.hitbox)
                if keys[K_UP]:
                    if not self.p2.jumping:
                        self.p2.set_state(3)
                        t2jump = pygame.time.get_ticks()
                if keys[K_j]:
                    if not self.p2.punch_animation and pygame.time.get_ticks(
                    ) - t2punch > 300:
                        self.p2.set_state(4)
                        t2punch = pygame.time.get_ticks()
                if keys[K_k]:
                    if not self.p2.kick_animation and pygame.time.get_ticks(
                    ) - t2kick > 300:
                        self.p2.set_state(5)
                        t2kick = pygame.time.get_ticks()
                if keys[K_l]:
                    if not self.p2.superpower.active and not self.p2.jumping:
                        self.p2.set_state(7)
                        self.p2.launch_superpower(self.p1)

                for event in pygame.event.get():
                    if event.type == KEYDOWN:
                        if event.key == K_ESCAPE:
                            self.soundManager.play_sound('menucancel.wav')
                            return 0
                    elif event.type == QUIT:
                        exit()

                time = pygame.time.get_ticks()
                self.p1.refresh_movement_animation(time)
                self.p2.refresh_movement_animation(time)
                if self.p1.jumping:
                    self.p1.jump(time - t1jump, self.p2.hitbox)
                if self.p1.punch_animation:
                    self.p1.punch(self.p2)
                if self.p1.kick_animation:
                    self.p1.kick(self.p2)
                if self.p1.superpower.active:
                    self.p1.superpower.launch(self.p1, self.p2, 20)
                if self.p2.jumping:
                    self.p2.jump(time - t2jump, self.p1.hitbox)
                if self.p2.punch_animation:
                    self.p2.punch(self.p1)
                if self.p2.kick_animation:
                    self.p2.kick(self.p1)
                if self.p2.superpower.active:
                    self.p2.superpower.launch(self.p2, self.p1, 20)
                self.p1.refresh_combat_animation(time)
                self.p2.refresh_combat_animation(time)

                self.clock.update(time - self.t0)

                self.screen.fill((0, 0, 0))
                self.screen.blit(background, (0, 0))
                self.print_me()
                self.screenManager.display_update(self.screen)
                self.round_status()

            else:
                if self.p1.win_animation or self.p2.win_animation or self.p1.tie:
                    time = pygame.time.get_ticks()
                    if self.p1.win_animation:
                        text = "P1 WINS!"
                        pos = Point(96, 108)
                    if self.p2.win_animation:
                        text = "P2 WINS!"
                        pos = Point(96, 108)
                    if self.p1.tie:
                        text = "TIE!"
                        pos = Point(136, 108)
                    self.p1.roundend_animation(time)
                    self.p2.roundend_animation(time)
                    self.screen.blit(background, (0, 0))
                    self.print_me()
                    menu.Text(text, pos).print_me(self.screen)
                    self.screenManager.display_update(self.screen)
                else:
                    self.round_rollin = True
                    self.p1.reset(True)
                    self.p2.reset(False)
                    self.t0 = pygame.time.get_ticks()
                    if self.p1_wins or self.p2_wins:
                        return 0
Example #5
0
 def __init__(self):
     self.time_left = 90
     self.has_changed = True
     self.text = menu.Text('', Point(144, 8))