def turntable(name, step, env, start_rot): name = 'finals/' + name frame = 0 for r in range(0, 360, step): frame_name = name + str(frame).zfill(4) scene.scene(frame_name, (r + start_rot) % 360, 0, True) print('Finished frame ' + str(frame)) frame += 1 if env: for r in range(0, 360, step): frame_name = name + str(frame).zfill(4) scene.scene(frame_name, start_rot, r, True) print('Finished frame ' + str(frame)) frame += 1 subprocess.call([ 'ffmpeg', '-framerate', '25', '-i', name + '%04d.tiff', '-vcodec', 'libx264', '-pix_fmt', 'yuv420p', 'finals/out.mp4' ])
def __init__(self, width, height): # glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) # create pyglet window self.window = pyglet.window.Window() self.window.on_draw = self.on_draw self.window.on_key_press = self.on_key_press self.window.on_key_release = self.on_key_release self.window.width = width self.window.height = height self.key_pressed = [] # create fps display self.fps_display = pyglet.clock.ClockDisplay() # sync clock pyglet.clock.schedule_interval(self.tick, 1.0/60.0) pyglet.clock.set_fps_limit(60) # create world world_width = 5000 world_height = 5000 self.world = world.world(world_width, world_height) # set background # self.background = pyglet.graphics.OrderedGroup(0) # self.background_image = pyglet.image.load('assets/space.png') # self.background_image.x_anchor = world_width / 2 # self.background_image.y_anchor = world_height / 2 #self.background_image.blit_into(img1,0,0,0) # create scene- match dimensions of the app window self.scene = scene.scene(self.world, offset_x=0, offset_y=0,width=width, height=height) # create physics engine self.engine = engine.engine() # throw some objects in there for now for _ in xrange(0, 100): theta = random() * 2 * math.pi pos = dict(x=random() * world_width, y=random() * world_height) s = square.square(position=pos, size=50) s.rotate(theta) self.world.add_entity(s)
def main(): WIDTH = 1000 HEIGHT = 1000 camera = point(0, 0, -1) objects = [ sphere(point(0, 0, 0), 0.5, Material(color.from_hex("#FFFFFF"), 0.05, 0.1)) ] lights = [ Light(point(10.0 * -1.14, 10 * 1.14, 0), color.from_hex("#FF0000")), Light(point(0, -10, 0), color.from_hex("#00FF00")), Light(point(10.0 * 1.14, 10.0 * 1.14, 0), color.from_hex("#0000FF")), ] scene_1 = scene(camera, objects, lights, WIDTH, HEIGHT) engine = RenderEngine() im = engine.render(scene_1) with open("render.ppm", "w") as img_file: im.write_ppm(img_file)
def run(): x_size = 512 y_size = 512 scene1 = scene(x_size, y_size) scene1.set_camera(0, 0, 10, 0, 0, 0) scene1.set_window(0.0, -7.25, -7.25, 7.25, 7.25) scene1.add_light([10, 0, 0]) cam_loc = scene1.get_cam_loc() mat = material([1, 1, 1], [1, 1, 1], 4) scene1.add_sphere(3.5, 0, -1, .5, mat) mat2 = material([1, 0, 0], [.5, 1, .5], 32) scene1.add_sphere(2, 0, -1, .75, mat2) mat3 = material([0, 1, 0], [.5, 1, .5], 32) scene1.add_sphere(-6, 0, 0, 3, mat3) p_t = [[3, -3, -4], [0, 3, -1], [-3, -3, 2]] mat4 = material([0, 0, 1], [1, 1, 1], 32) scene1.add_poly(p_t, mat4) p_2t = [[-2, -1, 1], [-2, -5, 2], [-2, 1, -3]] mat5 = material([1, 1, 0], [1, 1, 1], 4) scene1.add_poly(p_2t, mat5) ray_trace(scene1, x_size, y_size)
def shootCueBall(): muteKeys() play = [cueBall] gameScene = list() cueBall.setDirection(cueStick.getDirection()) for x in range(32,1,-1): #if(len(play)>0): # x = int((x/((len(play)/4)))) for y in range(x,1,-1): for balls in play: turtle.setpos(balls.getCoordinates()) turtle.seth(balls.getDirection()) turtle.forward(1) balls.stampBall() if (balls.collisionWPocket()) == True: play.remove(balls) balls.setCoordinates((-1000,-1000)) continue for ball in allBall: if(balls != ball): if(balls.collisionWBall(ball) == True): if(ball not in play): play.append(ball) gameFrame = scene.scene() for balls in allBall: temporary = balls gameFrame.appendData(temporary) gameScene.append(gameFrame) sceneMaker.animateScene(gameScene) #Resetting Table if(cueBall not in play): cueBall.setCoordinates((0,200)) cueBall.setOldCoordinates() cueBall.populateTable() turtle.update() wn.onkeypress(shootCueBall, "Up") wn.onkeypress(movStickLeft, "Left") wn.onkeypress(movStickRight, "Right") setKeys()
def main(): clock = pygame.time.Clock() IMAGES_DIR = os.getcwd() + "\\images\\" icon = pygame.image.load(IMAGES_DIR + "icon.png") pygame.display.set_icon(icon) reso = (640, 480) screen = pygame.display.set_mode(reso) pygame.display.set_caption(".::TEAL CONCRETE::.") Mouse = mouse.mouse() ronnie = unit.unit("ronnie", IMAGES_DIR + "ronnie", 10) rob = unit.unit("rob", IMAGES_DIR + "rob", 10) alyssa = unit.unit("alyssa", IMAGES_DIR + "alyssa", 10) zoe = unit.unit("zoe", IMAGES_DIR + "zoe", 10) monster = unit.unit("monster", IMAGES_DIR + "monster", 5) monster.x = 340 charSelected = False garage = scene.scene(IMAGES_DIR + "garage.png") robsHouse = scene.scene(IMAGES_DIR + "background.png") tv = pygame.image.load(IMAGES_DIR + "tvback.png") arrow = pygame.image.load(IMAGES_DIR + "arrow.png") counter = 0 def resetStats(): player.currentHP = player.maxHP player.x = 0 player.y = 205 player.hitCounter = 16 player.bounceCounter = 10 robsHouse.sysEvent = False robsHouse.userEvent = False def charSelection(): fontType = pygame.font.SysFont("Pixelated Regular", 55) textbox = pygame.image.load(IMAGES_DIR + "textbox.png") garage.update(screen) ronnie.isFlipped = True ronnie.update(screen, ronnie.idleList, 475, 300) rob.update(screen, rob.idleList, 100, 280) alyssa.update(screen, alyssa.idleList, 380, 260) zoe.update(screen, zoe.idleList, 260, 240) screen.blit(textbox, (25, 5)) screen.blit(fontType.render("SELECT YOUR CHARACTER", 0, ( 0, 0, 0, )), (55, 45)) arrowCoord = [(130, 210), (290, 170), (410, 190), (480, 230)] arrowIndex = 0 while 1: msElapse = clock.tick(30) Mouse.update() key = pygame.key.get_pressed() #Character Selection Screen if charSelected == False: charSelection() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT: if arrowIndex < 3: arrowIndex += 1 elif event.key == pygame.K_LEFT: if arrowIndex > 0: arrowIndex -= 1 if event.key == pygame.K_z: if arrowIndex == 0: player = rob elif arrowIndex == 1: player = zoe elif arrowIndex == 2: player = alyssa elif arrowIndex == 3: player = ronnie #player.maxHP = 10 resetStats() charSelected = True screen.blit(arrow, arrowCoord[arrowIndex]) #Main Game else: useList = player.idleList robsHouse.update(screen) robsHouse.checkIfMsg(player) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_z and robsHouse.userEvent == False and robsHouse.msgAvail == True: robsHouse.userEvent = True elif event.key == pygame.K_z and robsHouse.userEvent == True: robsHouse.list1 = [] robsHouse.list2 = [] #robsHouse.text = "" robsHouse.textCounter = 0 robsHouse.userEvent = False elif event.key == pygame.K_ESCAPE: charSelected = False elif event.key == pygame.K_f: player.currentHP -= 5 if robsHouse.userEvent == False and robsHouse.sysEvent == False: if key[pygame.K_RIGHT]: if player.x < (reso[0] - 128): player.isFlipped = False useList = player.walkList player.x += 10 elif key[pygame.K_LEFT]: if player.x > 0: player.isFlipped = True useList = player.walkList player.x -= 10 if key[pygame.K_UP]: if player.y > 205: useList = player.walkList player.y -= 5 elif key[pygame.K_DOWN]: if player.y < 355: useList = player.walkList player.y += 5 if player.currentHP <= 0: charSelected = False #player.currentHP = player.maxHP if player.rect.colliderect(monster.rect) and player.isHit == False: player.immuneCount() player.currentHP -= 1 elif player.isHit: player.immuneCount() if player.hitCounter >= 3 and player.hitCounter < 16: #Countdown while being in "hit state". robsHouse.sysEvent = True if player.bounceCounter > 0: player.bounceBack() else: robsHouse.sysEvent = False player.bounceBounce = 10 monster.update(screen, monster.idleList, monster.x, monster.y) if player.hitCounter % 2 == 0: #Flashing effect when damaged. player.update(screen, useList, player.x, player.y) screen.blit(tv, (380, 305)) if robsHouse.userEvent == True: robsHouse.printText(screen, player) print "HP: " + str(player.currentHP) + "/" + str(player.maxHP) print "sys: " + str(robsHouse.sysEvent) print "user: " + str(robsHouse.userEvent) print player.bounceCounter #print player.rect #print monster.rect pygame.display.flip()
# Window Parameters winName = b"Fuu Flappy Bird" win_width = 600 win_height = 600 window = sdl2.SDL_CreateWindow(winName, sdl2.SDL_WINDOWPOS_CENTERED, sdl2.SDL_WINDOWPOS_CENTERED, win_width, win_height, sdl2.SDL_WINDOW_SHOWN) renderer = sdl2.SDL_CreateRenderer(window, -1, sdl2.SDL_RENDERER_ACCELERATED | sdl2.SDL_RENDERER_PRESENTVSYNC) # Instantiate Scenes gameScene = scene() gameScene.init_as_game(renderer) menuScene = scene() menuScene.init_as_menu(renderer) sceneList = [gameScene, menuScene] # Scene Indexes game_scene_index = 0 menu_scene_index = 1 current_scene_index = menu_scene_index sceneList[current_scene_index].Pause = False # Clear Screen to Black sdl2.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) sdl2.SDL_RenderClear(renderer)
def __init__(self): # pygame init() init() #mixer.init() # Obj utils self.u = game_utils() self.d = driver() self.s = scene(self) self.p = page(self) # self.debug = game_debug(self) # display initialized. self.screen_size = 800, 600 self.screen = display.set_mode(self.screen_size) self.main_title = 'Worm Jumping' self.set_display() # load image self.playarea_image = self.u.load_image('S-3-800x600.png') self.playinfo_image = self.u.load_image('S-3-200x600.png') self.dancing_block_image = self.u.load_image('dancingblock.png', -1) self.key_dancing_image = self.u.load_image('keydancing.png', -1) self.cow_logo_image = self.u.load_image('mgamelogo.png', -1) self.menu_background_image = self.u.load_image('menu_background.png') self.menu_background2_image = self.u.load_image('menu_background2.png') # load sound self.knock_sounds = [ self.u.load_sound('humanbomb.ogg'), self.u.load_sound('shotb.ogg'), self.u.load_sound('laserrocket.ogg') ] self.click_sounds = [ self.u.load_sound('click_1d.ogg'), self.u.load_sound('click_h1.ogg'), self.u.load_sound('clickverb.ogg') ] self.page_sounds = [ self.u.load_sound('book_page_f2.ogg'), self.u.load_sound('book_page_s.ogg'), self.u.load_sound('book_page_f.ogg'), self.u.load_sound('book_page_s2.ogg') ] # load fonts self.game_info_font = font.Font(self.u.load_font('graffiti.ttf'), 36) self.menu_info_font = font.Font(self.u.load_font('graffiti.ttf'), 24) self.game_info_small_font = font.Font(self.u.load_font('station.ttf'), 18) self.sys_font = font.Font(None, 56) # load music self.u.play_music('coco.ogg') # Sprite Group init self.spider_group = sprite.Group() self.block_group = sprite.Group() self.groundblock_group = sprite.Group() self.menu_group = sprite.Group() self.init_base_int() # Set this value for test configure menu. self.config_speed = 170.00 self.config_max = 170.00 self.config_keep = 170.00 self.config_music = 170.00 # page int set. self.NEW_GAME_PAGE = -1 self.GAME_PAGE = 1 self.CONFIGURE_PAGE = 2 self.QUIT_PAGE = 3 self.MAIN_PAGE = 4 # init menus Obj. self.m_m = main_menu(self, self.s.menu_s, self.menu_background_image) self.c_m = configure_menu(self, self.s.menu_s, self.menu_background_image) self.p_m = playing_menu(self, self.s.menu_s, self.menu_background_image) self.c_g_m = configure_game_menu(self, self.s.menu_choicebar_s, self.menu_background2_image) # self.choicebar = choicebar(self, self.s.menu_choicebar_s) self.m_list = []
import time from rta import rta from sum import sum from button import button from scene import scene sum = sum() button = button() rta = rta() scene = scene() score = 0 while True: if scene.pressStart(rta, button) == True: break for x in range(0, 3): # Clear the board rta.codeBig("JYM01") time.sleep(1) clickIn = 0 answer = "" answerbit = "" current = x som = sum.createSum()
def __init__(self, width, height): # create pyglet window self.window = pyglet.window.Window() self.window.on_draw = self.on_draw self.window.on_key_press = self.on_key_press self.window.on_key_release = self.on_key_release self.window.width = width self.window.height = height self.key_pressed = [] # create fps display self.fps_display = pyglet.clock.ClockDisplay() self.clock = 0 # sync clock pyglet.clock.schedule_interval(self.tick, 1.0/60.0) pyglet.clock.set_fps_limit(60) # create world world_width = 3000 world_height = 3000 self.world = world.world(world_width, world_height) # create scene- match dimensions of the app window self.scene = scene.scene(self.world, offset_x=0, offset_y=0,width=width, height=height) # create physics engine self.engine = engine.engine() self.sun = [] self.moon = [] self.earth = [] # throw some objects in there for now moon_pos = dict(x=world_width/2, y=world_height/2) moon = circle(position=moon_pos, color=(100, 100, 100, 255), radius=400, num_vertices=50, z_index=100) self.world.add_entity(moon) self.moon.append(moon) moon_pos = dict(x=world_width/2, y=world_height/2) moon = circle(position=moon_pos, color=(200, 200, 200, 255), radius=380, num_vertices=50, z_index=101) self.world.add_entity(moon) self.moon.append(moon) sun_pos = dict(x=world_width/4, y=world_height/4) sun = circle(position=sun_pos, color=(255, 255, 0, 200), radius=100, num_vertices=50, z_index=3) self.world.add_entity(sun) self.sun.append(sun) sun_pos = dict(x=world_width/4, y=world_height/4) sun = circle(position=sun_pos, color=(255, 215, 0, 200), radius=110, num_vertices=50, z_index=2) self.world.add_entity(sun) self.sun.append(sun) sun_pos = dict(x=world_width/4, y=world_height/4) sun = circle(position=sun_pos, color=(255, 150, 0, 200), radius=120, num_vertices=50, z_index=1) self.world.add_entity(sun) self.sun.append(sun) earth_pos = dict(x=world_width/8, y=world_height/8) earth = circle(position=earth_pos, color=(255, 255, 255, 100), radius=42, num_vertices=50, z_index=100) self.world.add_entity(earth) self.earth.append(earth) earth_pos = dict(x=world_width/8, y=world_height/8) earth = circle(position=earth_pos, color=(27, 92, 174, 255), radius=38, num_vertices=50, z_index=101) self.world.add_entity(earth) self.earth.append(earth) earth_pos = dict(x=world_width/8 + 5, y=world_height/8 + 5) land = [dict(x=-10, y=30), dict(x=0,y=0), dict(x=15, y=7.5), dict(x=20, y=15), dict(x=22, y=10), dict(x=20,y=-15)] earth = entity(position=earth_pos, color=(27, 98, 22, 225), z_index=102, vertices=land) self.world.add_entity(earth) self.earth.append(earth)
from scene import scene from sphere import sphere from argparse import ArgumentParser from material import diffuse parser = ArgumentParser() parser.add_argument('--width', type=int) parser.add_argument('--height', type=int) parser.add_argument('--spp', type=int) args = parser.parse_args() CAM_WIDTH = args.width or 400 CAM_HEIGHT = args.height or 200 SAMPLES_PER_PIXEL = args.spp or 1 cam = camera(width=CAM_WIDTH, height=CAM_HEIGHT, samples_per_pixel=SAMPLES_PER_PIXEL) # ppm header print('P3 {} {} {}'.format(cam.width, cam.height, 255)) main_scene = scene(cam) s1 = sphere([0, 0, -1], 0.5, mat=diffuse(colour([0.7, 0.3, 0.3]))) s2 = sphere([0, -100.5, -2], 100, mat=diffuse(colour([0.8, 0.8, 0]))) main_scene.add_object(s1) main_scene.add_object(s2) main_scene.draw_scene()
def main(): clock = pygame.time.Clock() IMAGES_DIR = os.getcwd() + "\\images\\" icon = pygame.image.load(IMAGES_DIR + "icon.png") pygame.display.set_icon(icon) reso = (640, 480) screen = pygame.display.set_mode(reso) pygame.display.set_caption(".::TEAL CONCRETE::.") Mouse = mouse.mouse() ronnie = unit.unit("ronnie", IMAGES_DIR + "ronnie", 10) rob = unit.unit("rob", IMAGES_DIR + "rob", 10) alyssa = unit.unit("alyssa", IMAGES_DIR + "alyssa", 10) zoe = unit.unit("zoe", IMAGES_DIR + "zoe", 10) monster = unit.unit("monster", IMAGES_DIR + "monster", 5) monster.x = 340 charSelected = False garage = scene.scene(IMAGES_DIR + "garage.png") robsHouse = scene.scene(IMAGES_DIR + "background.png") tv = pygame.image.load(IMAGES_DIR + "tvback.png") arrow = pygame.image.load(IMAGES_DIR + "arrow.png") counter = 0 def resetStats(): player.currentHP = player.maxHP player.x = 0 player.y = 205 player.hitCounter = 16 player.bounceCounter = 10 robsHouse.sysEvent = False robsHouse.userEvent = False def charSelection(): fontType = pygame.font.SysFont("Pixelated Regular", 55) textbox = pygame.image.load(IMAGES_DIR + "textbox.png") garage.update(screen) ronnie.isFlipped = True ronnie.update(screen, ronnie.idleList, 475, 300) rob.update(screen, rob.idleList, 100, 280) alyssa.update(screen, alyssa.idleList, 380, 260) zoe.update(screen, zoe.idleList, 260, 240) screen.blit(textbox, (25, 5)) screen.blit(fontType.render("SELECT YOUR CHARACTER", 0, (0, 0, 0)), (55, 45)) arrowCoord = [(130, 210), (290, 170), (410, 190), (480, 230)] arrowIndex = 0 while 1: msElapse = clock.tick(30) Mouse.update() key = pygame.key.get_pressed() # Character Selection Screen if charSelected == False: charSelection() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT: if arrowIndex < 3: arrowIndex += 1 elif event.key == pygame.K_LEFT: if arrowIndex > 0: arrowIndex -= 1 if event.key == pygame.K_z: if arrowIndex == 0: player = rob elif arrowIndex == 1: player = zoe elif arrowIndex == 2: player = alyssa elif arrowIndex == 3: player = ronnie # player.maxHP = 10 resetStats() charSelected = True screen.blit(arrow, arrowCoord[arrowIndex]) # Main Game else: useList = player.idleList robsHouse.update(screen) robsHouse.checkIfMsg(player) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_z and robsHouse.userEvent == False and robsHouse.msgAvail == True: robsHouse.userEvent = True elif event.key == pygame.K_z and robsHouse.userEvent == True: robsHouse.list1 = [] robsHouse.list2 = [] # robsHouse.text = "" robsHouse.textCounter = 0 robsHouse.userEvent = False elif event.key == pygame.K_ESCAPE: charSelected = False elif event.key == pygame.K_f: player.currentHP -= 5 if robsHouse.userEvent == False and robsHouse.sysEvent == False: if key[pygame.K_RIGHT]: if player.x < (reso[0] - 128): player.isFlipped = False useList = player.walkList player.x += 10 elif key[pygame.K_LEFT]: if player.x > 0: player.isFlipped = True useList = player.walkList player.x -= 10 if key[pygame.K_UP]: if player.y > 205: useList = player.walkList player.y -= 5 elif key[pygame.K_DOWN]: if player.y < 355: useList = player.walkList player.y += 5 if player.currentHP <= 0: charSelected = False # player.currentHP = player.maxHP if player.rect.colliderect(monster.rect) and player.isHit == False: player.immuneCount() player.currentHP -= 1 elif player.isHit: player.immuneCount() if player.hitCounter >= 3 and player.hitCounter < 16: # Countdown while being in "hit state". robsHouse.sysEvent = True if player.bounceCounter > 0: player.bounceBack() else: robsHouse.sysEvent = False player.bounceBounce = 10 monster.update(screen, monster.idleList, monster.x, monster.y) if player.hitCounter % 2 == 0: # Flashing effect when damaged. player.update(screen, useList, player.x, player.y) screen.blit(tv, (380, 305)) if robsHouse.userEvent == True: robsHouse.printText(screen, player) print "HP: " + str(player.currentHP) + "/" + str(player.maxHP) print "sys: " + str(robsHouse.sysEvent) print "user: " + str(robsHouse.userEvent) print player.bounceCounter # print player.rect # print monster.rect pygame.display.flip()
vector3(255.0, 50.0, 50.0) ) #specular component l2 = material.point_light( vector3(-2.0, -2.0, -3.0), 20.0, vector3(20.0, 20.0, 150.0), vector3(50.0, 50.0, 255.0) ) l3 = material.square_light( vector3(-0.25, 4.99, -3.75), 0.5, -0.5, 20.0, vector3(255.0, 255.0, 255.0), vector3(255.0, 255.0, 255.0) ) pygame.init() scene = scene.scene() scene.shapes = [p1, p2, p3, p4, p5, p6, v1] scene.lights = [l1] scene.select_collides() rend = render.render( scene ) start = pygame.time.get_ticks() success = rend.render() end = pygame.time.get_ticks() seconds = (end-start) / 1000.0 minutes = int(seconds) / 60 seconds = seconds - (minutes*60.0) print "Render took %d:%f (minutes:seconds)" % (minutes, seconds)
elif handleResult == 2: # Logout PLAYER_GAME[connectionUsername].stop() PLAYER_GAME.pop(connectionUsername) CONNECTION_USERS[sock] = None logout(connectionUsername) sendMsgToSock(sock, "$lot") def logout(username): if username != None and username in USERS_CONNECTION: print("User '%s' quit" % username) USERS_CONNECTION.pop(username) if __name__ == "__main__": SCENE = scene.scene("height.bin", "triangle.bin", "octree.dll") USER_DATABASE = loadUserDatabase("user.json") gameSocketServer = socket.socket(socket.AF_INET, socket.SOCK_STREAM) gameSocketServer.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) gameSocketServer.bind((ADDRESS, PORT)) gameSocketServer.listen(1000) gameSocketServer.setblocking(False) CONNECTION_LIST.append(gameSocketServer) print("Welcome to Monsters Castle (Server) on %s:%d" % (ADDRESS, PORT)) while True: readSockets, writeSockets, errSockets = select.select( CONNECTION_LIST, [], []) for sock in readSockets: # new connection
def main(): clock = pygame.time.Clock() IMAGES_DIR = os.getcwd() + "\\images\\" icon = pygame.image.load(IMAGES_DIR + "icon.png") pygame.display.set_icon(icon) reso = (640,480) screen = pygame.display.set_mode(reso) pygame.display.set_caption(".::TEAL CONCRETE::.") Mouse = mouse.mouse() ronnie = unit.unit("ronnie", IMAGES_DIR + "ronnie") rob = unit.unit("rob", IMAGES_DIR + "rob") alyssa = unit.unit("alyssa", IMAGES_DIR + "alyssa") zoe = unit.unit("zoe", IMAGES_DIR + "zoe") player = alyssa robsHouse = scene.scene(IMAGES_DIR + "background.png") tv = pygame.image.load(IMAGES_DIR + "tvback.png") counter = 0 while 1: msElapse = clock.tick(30) Mouse.update() useList = player.idleList key = pygame.key.get_pressed() robsHouse.update(screen) robsHouse.checkIfMsg(player) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_z and robsHouse.pressed == False and robsHouse.msgAvail == True: robsHouse.pressed = True elif event.key == pygame.K_z and robsHouse.pressed == True: robsHouse.pressed = False #If "z" isnt pressed down, then move.. if not you cant move if robsHouse.pressed == False: if key[pygame.K_RIGHT]: if player.x < (reso[0] - 128): player.isFlipped = False useList = player.walkList player.x += 10 elif key[pygame.K_LEFT]: if player.x > 0: player.isFlipped = True useList = player.walkList player.x -= 10 if key[pygame.K_UP]: if player.y > 205: useList = player.walkList player.y -= 5 elif key[pygame.K_DOWN]: if player.y < 355: useList = player.walkList player.y += 5 print player.x, player.y #TODO: IF THERE IS NO MSG AVAILABLE DONT PRINT THE TEXT BOX.. player.update(screen, useList) screen.blit(tv, (380,305)) if robsHouse.pressed == True: robsHouse.printText(screen, player) pygame.display.flip()