def run_game(): pygame.init() #initialize all the pygame modules game_settings = Settings() #create an instance of settings class screen = pygame.display.set_mode(game_settings.screen_size) #Set the screen size with set_mode pygame.display.set_caption("Monster Attack") #set the message on the status bar #music pygame.mixer.music.load('.wav') pygame.mixer.music.play(-1) hero = Hero(screen) #set a variable equal to the class and pass it the screen bad_guy = Bad_guy(screen) bullets = Group() #set the bullets to group #create a play button object and assign to a var play_button = Play_button(screen, 'Play Game') while 1: #run this loop forever... gf.check_events(hero, bullets, game_settings, screen, bad_guy, play_button) #call gf (aliased from game_functions module) and get the check_events method gf.update_screen(game_settings, screen, hero, bullets, bad_guy, play_button) #call the update_screen method which handles updating the screen print bool(theDict) if (theDict): print "Some music for a different hit" if(game_settings.game_active): hero.update() #update the hero flags bad_guy.update() bullets.update() #call the update method in the while loop
def run_game(): pygame.init() # initialize all the pygame modules game_settings = Settings() #create an instance of settings class screen = pygame.display.set_mode( game_settings.screen_size) #set the screen size with set_mode pygame.display.set_caption( "Monster Attack") #set the message on the status bar pygame.mixer.music.load('sounds/music.wav') pygame.mixer.music.play(-1) play_button = Play_button(screen, "Play Game") hero = Hero( screen) # set a variable equal to the class and pass it the screen enemies = Group() bullets = Group() #set bullets enemies.add(Enemy(screen, game_settings)) tick = 0 while 1: #run this loop forever... tick += 1 if tick % 150 == 0: enemies.add(Enemy(screen, game_settings)) gf.check_events( hero, bullets, game_settings, screen, play_button ) #call gf (aliased from game_functions module) and get the check_events if game_settings.game_active: hero.update() #update the hero flags enemies.update(hero, game_settings.enemy_speed) bullets.update() #call the update method in the while loop gf.update_screen(game_settings, screen, hero, bullets, enemies, play_button) # call the update_screen method for enemy in enemies: for bullet in bullets: # get rid of bullets that are off the screen if bullet.rect.bottom <= 0: #bullet bottom is at the top of the screen bullets.remove(bullet) #call remove() if len(bullets) >= 15: bullets.remove(bullet) if enemy.rect.colliderect(bullet.rect): enemies.remove(enemy) bullets.remove(bullet) if enemy.rect.colliderect(hero.rect): print "The monster got you! You died!" exit(0)
def run_game(): pygame.init() #initialize all the pygame modules game_settings = Settings() #create an instance of settings class screen = pygame.display.set_mode( game_settings.screen_size) #Set the screen size with set_mode pygame.display.set_caption( "Monster Attack") #set the message on the status bar # music courtesy of http://ericskiff.com/music/ pygame.mixer.music.load('sounds/music.wav') pygame.mixer.music.play(-1) # Create a playbutton object and assign to a var play_button = Play_button(screen, 'Play') print play_button.rect hero = Hero( screen) #set a variable equal to the class and pass it the screen bullets = Group() #set the bullets to group enemies = Group() enemies.add(Monster(screen)) tick = 0 #init counter at 0 while 1: #run this loop forever... gf.check_events( hero, bullets, game_settings, screen, play_button ) #call gf (aliased from game_functions module) and get the check_events method gf.update_screen( game_settings, screen, hero, enemies, bullets, play_button ) #call the update_screen method which handles updating the screen if game_settings.game_active: hero.update() #update the hero flags enemies.update(hero, game_settings.enemy_speed) tick += 1 if tick % 150 == 0: enemies.add(Monster(screen)) bullets.update() #call the update method in the while loop theDict = groupcollide(enemies, bullets, True, True) # print bool(theDict) #if empty... false if (theDict): print "You hit a monster. Play some winning type music" for bullet in bullets: #get rid of bullets that are off the screen if bullet.rect.bottom <= 0: #bullet bottom is at the top of the screen bullets.remove(bullet) #call remove() against the group
def run_game(): pygame.init() game_settings = Settings() screen = pygame.display.set_mode(game_settings.screen_size) pygame.display.set_caption("Ataque Monstruoso") hero = Hero(screen) pygame.mixer.music.load('sounds/music.wav') pygame.mixer.music.play(-1) play_button = Play_button(screen, 'Pressiona para começar') count = 0 count_update = "Monatros mortos: %d" % count scoreboard = Scoreboard(screen, count_update) enemies = Group() bullets = Group() enemies.add(Enemy(screen, game_settings)) tick = 0
def run_game(): pygame.init() game_settings = Settings() message = input("Start Game:") screen = pygame.display.set_mode(game_settings.screen_size) pygame.display.set_caption("Monster Attack") #hero = Hero(screen) #bullets = Group() play_button = Play_button(screen, message) while 1: gf.check_events(hero, bullets, game_settings, screen, play_button) gf.update_screen(game_settings, screen, hero, bullets, play_button) if game_settings.game_active: hero.update() bullets.update() for bullet in bullets: if bullet.rect.bottom <= 0: bullets.remove(bullet) if len(bullets) > 15: bullets.remove(bullet)
def run_game(): pygame.init() #initialize all the pygame modules game_settings = Settings() #create an instance of settings class screen = pygame.display.set_mode( game_settings.screen_size) # set the screen size with set_mode pygame.display.set_caption( "Monster Attack") #set the message on the status bar play_button = Play_button(screen, 'Press Play') pygame.mixer.music.load('sounds/music.wav') pygame.mixer.music.play(-1) hero = Hero( screen) #set a variable equal to the class and pass it the screen monster = Monster(screen, game_settings) bullets = Group() #set the bullets to group while 1: #run this loop forever gf.check_events( hero, bullets, game_settings, screen, monster, play_button ) #call gf (aliased from game_functions module) and get the check_events method gf.update_screen( game_settings, screen, hero, bullets, monster, play_button ) # call the update_screen method which updates updating the screen if game_settings.game_active: hero.update() #update the hero flags monster.update() bullets.update() #call the update method in the while loop # the Dict = groupcollide(enemies, bullets, True, True) # if(theDict): # print "you hit the monster. play some type of music" for bullet in bullets: #get rid of bullets that are off the screen if bullet.rect.bottom <= 0: #bullet bottom is at the top of the screen bullets.remove(bullet) if bullet.rect.top == monster.rect.bottom: bullets.remove(bullet) monster.speed = -2
def run_game(): pygame.init() #initializes pygame modules game_settings = Settings() #create instance of settings class # screen = pygame.display.set_mode((1000, 800)) #set screen size, need double parenthesis, or set width and height to variable screen = pygame.display.set_mode(game_settings.screen_size) pygame.display.set_caption("Alien Attack") #set msg on status bar hero = Hero( screen) #set variable equal to the class and pass it to the screen pygame.mixer.music.load("sounds/music.wav") pygame.mixer.music.play(-1) play_button = Play_button(screen, "PLAY") score_board = Score_board(screen, "Score = ") bullets = Group() #set the bullets to group aliens = Group() # def set_interval(func, sec): # def func_wrapper(): # set_interval(func, sec) # func() # t = threading.Timer(sec, func_wrapper) # t.start() # return t tick = 0 def setInterval(interval, time=-1): def outer_wrap(function): def wrap(*args, **kwargs): stop = threading.Event() def inner_wrap(): i = 0 while i != times and not stop.isSet(): stop.wait(interval) function(*args, **kwargs) i += 1 t = threading.Timer(0, inner_wrap) t.daemon = True t.start() return stop return wrap return outer_wrap @setInterval(5) def add_alien(screen, game_settings, aliens): print "SPAWNING!!!!!" new_alien = Alien(screen, game_settings) # aliens.add(Alien(screen, game_settings)) aliens.add(new_alien) while 1: #1 is true, run this loop forever... gf.check_events(hero, bullets, game_settings, screen, aliens, play_button, score_board) gf.update_screen(game_settings, screen, hero, bullets, aliens, play_button, score_board) #call method to update screen if game_settings.game_active: hero.update() #update the hero flags bullets.update() aliens.update() tick += 1 if tick % 30 == 0: aliens.add(Alien(screen, game_settings)) theDict = groupcollide(aliens, bullets, True, True) # print theDict if (theDict): # if theDict not empty game_settings.score = len(theDict) #fill the background(bg) with our color gf.update_screen(game_settings, screen, hero, bullets, aliens, play_button, score_board) #call method to update screen #get rid of bullets that are off the screen for bullet in bullets: if bullet.rect.bottom <= 0: #bullet bottom is at the top of the screen bullets.remove(bullet) #call remove against the group
def run_game(): pygame.init() # initialize all the pygame modules game_settings = Settings() #create an instance of settings class screen = pygame.display.set_mode( game_settings.screen_size) #set the screen size with set_mode pygame.display.set_caption( "Monster Attack") #set the message on the status bar hero = Hero( screen) # set a variable equal to the class and pass it the screen #music pygame.mixer.music.load('sounds/music.wav') pygame.mixer.music.play(-1) # create a play button object and assign to a bar play_button = Play_button(screen, 'Press to begin') # create a scoreboard object count = 0 count_update = "Enemies Killed: %d" % count scoreboard = Scoreboard(screen, count_update) enemies = Group() bullets = Group() #set bullets enemies.add(Enemy(screen, game_settings)) tick = 0 while 1: #run this loop forever gf.check_events( hero, bullets, game_settings, screen, play_button ) #call gf (aliased from game_functions module) and get the check_events gf.update_screen(game_settings, screen, hero, bullets, enemies, play_button, scoreboard) # call the update_screen method if game_settings.game_active: hero.update() #update the hero flags enemies.update(hero, game_settings.enemy_speed) tick += 1 if tick % 50 == 0: enemies.add(Enemy(screen, game_settings)) bullets.update() #call the update method in the while loop for enemy in enemies: for bullet in bullets: # get rid of bullets that are off the screen if bullet.rect.bottom <= 0: #bullet bottom is at the top of the screen bullets.remove(bullet) #call remove() if len(bullets) >= 10: bullets.remove(bullet) if enemy.rect.colliderect(bullet.rect): count += 1 count_update = "Enemies Killed: %d" % count scoreboard = Scoreboard(screen, count_update) enemies.remove(enemy) bullets.remove(bullet) pygame.mixer.music.load('sounds/win.wav') pygame.mixer.music.play(0) if enemy.rect.colliderect(hero.rect): print "The monster got you! You died!" pygame.mixer.music.load('sounds/lose.wav') pygame.mixer.music.play(0)