Example #1
0
 def henryRoom(self):
     # Create objects in room
     player = char.Char(self.screen, self.pick, 300, 700)
     henry = char.Char(self.screen, 'henry', 470, 400)
     backDoor = door.Door(self.screen, 0, 800)
     npcs = [henry]
     doors = [backDoor]
     # Create game state
     while True:
         self.state = "henry"
         # Blit objects in room
         self.check_events(player)
         image = pygame.transform.scale(
             pygame.image.load(
                 os.path.join(os.getcwd(), "images/henryRoom.png")),
             (self.height, self.width))
         player.update()
         self.updateScreen(image, player, npcs, doors)
         # Room logic
         if self.collide(player, backDoor) == True:
             self.firstHallway()
             return None
         elif self.collide(player, henry) == True:
             if self.counter == 3:
                 self.health = 100
                 self.key2 = True
                 self.firstHallway()
                 return None
             else:
                 self.health -= 49
                 self.counter = 0
                 self.spawnRoom(640, 400)
                 return None
         # Problem to solve
         linear = pygame.transform.scale(
             pygame.image.load(
                 os.path.join(os.getcwd(), "images/question.png")),
             (790, 100))
         # Set question
         hint = self.baseFont.render(
             "Give me the amount of pizzas equal to sisters", True,
             (0, 0, 0))
         # Obtain rect
         hintRect = hint.get_rect()
         hintRect.top = 370
         hintRect.right = 1100
         # Blit question
         self.screen.blit(linear, (500, 300))
         self.screen.blit(hint, hintRect)
         pygame.display.flip()
Example #2
0
 def jordansRoom(self):
     # Set flags
     flagBoi = False
     self.answer = ''
     self.check = '350'
     # Create objects in room
     player = char.Char(self.screen, self.pick, 100, 700)
     jordan = char.Char(self.screen, 'jordan', 450, 500)
     backDoor = door.Door(self.screen, 0, 800)
     npcs = [jordan]
     doors = [backDoor]
     # Create game state
     while True:
         self.state = "jordan"
         # Blit objects in room
         self.check_events(player)
         image = pygame.transform.scale(
             pygame.image.load(
                 os.path.join(os.getcwd(), "images/jordanRoom.png")),
             (self.height, self.width))
         player.update()
         self.updateScreen(image, player, npcs, doors)
         # Room logic
         if self.collide(player, backDoor) == True:
             self.secondHallway()
             return None
         # Problem to solve
         elif flagBoi == True:
             # Set question
             question_p1 = self.baseFont.render(
                 "Given 50 bikes, each with a tank that can go 100 km: how many kms can you go?",
                 True, (0, 0, 0))
             question_p2 = self.baseFont.render(
                 "(press ~ to restart, press <ENTER> to submit, press <BACKSPACE> to go back one character)",
                 True, (0, 0, 0))
             # Obtain rect
             p1Rect = question_p1.get_rect()
             p1Rect.centerx = 620
             p1Rect.bottom = 300
             p2Rect = question_p2.get_rect()
             p2Rect.centerx = 620
             p2Rect.top = 300
             # Blit question
             self.screen.blit(question_p1, p1Rect)
             self.screen.blit(question_p2, p2Rect)
             pygame.display.flip()
         # Raise flag
         elif self.collide(player, jordan) == True:
             flagBoi = True
Example #3
0
 def samsRoom(self):
     # Set flags
     flagBoi = False
     self.answer = ''
     self.check = '69'
     # Create objects in room
     player = char.Char(self.screen, self.pick, 100, 700)
     sam = char.Char(self.screen, 'sam', 640, 200)
     backDoor = door.Door(self.screen, 0, 800)
     npcs = [sam]
     doors = [backDoor]
     # Create game state
     while True:
         self.state = "sam"
         # Blit objects inroom
         self.check_events(player)
         image = pygame.transform.scale(
             pygame.image.load(
                 os.path.join(os.getcwd(), "images/samRoom.png")),
             (self.height, self.width))
         player.update()
         self.updateScreen(image, player, npcs, doors)
         # Room logic
         if self.collide(player, backDoor) == True:
             self.secondHallway()
             return None
         # Problem to solve
         elif flagBoi == True:
             # Set question
             question_p1 = self.baseFont.render(
                 "What is sam's player level in tetris?", True, (0, 0, 0))
             question_p2 = self.baseFont.render(
                 "(press ~ to restart, press <ENTER> to submit, press <BACKSPACE> to go back one character)",
                 True, (0, 0, 0))
             # Obtain rects
             p1Rect = question_p1.get_rect()
             p1Rect.centerx = 620
             p1Rect.bottom = 300
             p2Rect = question_p2.get_rect()
             p2Rect.centerx = 620
             p2Rect.top = 300
             # Blit question
             self.screen.blit(question_p1, p1Rect)
             self.screen.blit(question_p2, p2Rect)
             pygame.display.flip()
         # Raise flag
         elif self.collide(player, sam) == True:
             flagBoi = True
Example #4
0
 def secondHallway(self):
     # Create objects in room
     player = char.Char(self.screen, self.pick, 640, 575)
     backDoor = door.Door(self.screen, 640, 800)
     jordansDoor = door.Door(self.screen, 750, 500)
     samsDoor = door.Door(self.screen, 640, 200)
     npcs = []
     doors = [backDoor, jordansDoor, samsDoor]
     # Create game state
     while True:
         self.state = "second hallway"
         # Blit objects in room
         self.check_events(player)
         image = pygame.transform.scale(
             pygame.image.load(
                 os.path.join(os.getcwd(), "images/secondhallway.png")),
             (self.height, self.width))
         player.update()
         self.updateScreen(image, player, npcs, doors)
         # Room logic
         if self.collide(player, backDoor) == True:
             self.firstHallway()
             return None
         elif self.collide(player, samsDoor) == True:
             if self.key3 == False:
                 pass
             elif self.key3 == True:
                 self.samsRoom()
                 return None
         elif self.collide(player, jordansDoor) == True:
             self.jordansRoom()
             return None
Example #5
0
 def spawnRoom(self, x, y):
     # Create objects in room
     player = char.Char(self.screen, self.pick, x, y)
     wisp = pizza.Pizza(self.screen)
     gateway = door.Door(self.screen, 0, 0)
     npcs = [wisp]
     doors = [gateway]
     # Create game state
     while True:
         self.state = "spawn"
         # Blit objects in room
         self.check_events(player)
         image = pygame.transform.scale(
             pygame.image.load(os.path.join(os.getcwd(),
                                            "images/spawn.png")),
             (self.height, self.width))
         player.update()
         self.updateScreen(image, player, npcs, doors)
         # Continuous player rect
         x = player.rect.centerx
         y = player.rect.centery
         # Room logic
         if self.collide(player, wisp) == True:
             if self.health < 100:
                 self.health += 5
             self.counter += 1
             self.spawnRoom(x, y)
             return None
         elif self.collide(player, gateway) == True:
             self.firstHallway()
             return None
Example #6
0
 def adamRoom(self):
     # Set flags
     flag = False
     # Create objects in room
     player = char.Char(self.screen, self.pick, 300, 550)
     adam = char.Char(self.screen, 'adam', 1280, 450)
     storage_adam = char.Char(self.screen, 'adam', 20, 430)
     sleeping_adam1 = char.Char(self.screen, 'adam', 500, 100)
     working_adam = char.Char(self.screen, 'adam', 1165, 450)
     backDoor = door.Door(self.screen, 640, 800)
     npcs = [adam, storage_adam, sleeping_adam1, working_adam]
     doors = [backDoor]
     # Create game state
     while True:
         self.state = "adam"
         # Blit objects in room
         self.check_events(player)
         image = pygame.transform.scale(
             pygame.image.load(
                 os.path.join(os.getcwd(), "images/adamsRoom.png")),
             (self.height, self.width))
         player.update()
         self.updateScreen(image, player, npcs, doors)
         # Room logic
         if self.collide(player, backDoor) == True:
             self.firstHallway()
             return None
         elif self.collide(player, storage_adam) == True:
             self.health -= 51
             self.spawnRoom(640, 400)
             return None
         elif self.collide(player, sleeping_adam1) == True:
             if flag == False:
                 self.health -= 51
                 self.spawnRoom(640, 400)
                 return None
             elif flag == True:
                 self.health = 100
                 self.key1 = True
                 self.firstHallway()
                 return None
         elif self.collide(player, working_adam) == True:
             self.health -= 51
             self.spawnRoom(640, 400)
             return None
         # Problem to solve
         elif flag == True:
             # Set question/answer
             whatever = self.baseFont.render("how dare you disturb me",
                                             True, (0, 0, 0))
             prompt = self.baseFont.render("what is the correct answer?",
                                           True, (0, 0, 0))
             # Obtain rects
             whateverRect = whatever.get_rect()
             promptRect = prompt.get_rect()
             whateverRect.top = 500
             promptRect.top = 600
             whateverRect.right = 700
             promptRect.right = 700
             # Blit question/answer
             self.screen.blit(whatever, whateverRect)
             self.screen.blit(prompt, promptRect)
             pygame.display.flip()
             # Blit objects
             pumpernickel = pygame.transform.scale(
                 pygame.image.load(
                     os.path.join(os.getcwd(), "images/pumpernickel.png")),
                 (160, 150))
             self.screen.blit(pumpernickel, (410, 20))
             go = pygame.transform.scale(
                 pygame.image.load(
                     os.path.join(os.getcwd(), "images/go.png")),
                 (160, 150))
             self.screen.blit(go, (1065, 380))
             periwinkle = pygame.transform.scale(
                 pygame.image.load(
                     os.path.join(os.getcwd(), "images/periwinkle.png")),
                 (160, 150))
             self.screen.blit(periwinkle, (0, 360))
             pygame.display.flip()
         # Raise flag
         elif self.collide(player, adam) == True:
             flag = True