Example #1
0
def Restart():  #Creates new instance of the game with the same dificulty
    global character, score, dificulty_level, used_help, Window, list_x2, list_x1
    pygame.time.delay(300)
    #Total score message
    img = image.load(const.imagespath + "bubble_large.png").convert_alpha()
    img.set_colorkey(RLEACCEL)
    rect = Rect((80, 75), (125, 200))
    Window.blit(img, rect)
    font = pygame.font.Font(None, 36)
    text = font.render("Total de puntos: " + str(score), 1, const.red)
    textpos = Rect((150, 145), (165, 235))
    Window.blit(text, textpos)
    #If the score is too low sends game over message else says its completed
    if (score < 200):
        text = font.render("Intenta de nuevo", 1, Color(1, 72, 152))
        textpos = Rect((175, 180), (175, 245))
        Window.blit(text, textpos)
    else:
        text = font.render("Muy bien!Prueba con experto", 1, Color(1, 72, 152))
        textpos = Rect((175, 180), (175, 245))
        Window.blit(text, textpos)
    pygame.display.flip()
    sleep(3.5)
    #Avatar wall displayed on the screen
    for Xil in list_x2:
        Xil.show(Window)
        pygame.display.flip()
    #Re generates maze
    if dificulty_level == 1:
        mymaze = maze(easy_maze[0], easy_maze[1])
    else:
        mymaze = maze(hard_maze[0], hard_maze[1])
    mymaze.generate_maze()
    character = Character(mymaze)

    #Checks if there was use of help on the last game
    if used_help:
        #Cleans variables with exeption of code generated
        Complete_cleanup(1)
    else:
        #Cleans variables completly
        Complete_cleanup(0)
    #To remove the wall of avatars
    while True:
        Window.fill(const.green)
        character.show(Window)
        render_widgets()

        if not list_x2: break
        i = 0
        while i < 5:
            list_x2.remove(choice(list_x2))
            i += 1

        for Xil in list_x2:
            Xil.show(Window)

        pygame.display.flip()

    list_x2 = fill_list_x2(list_x1)
Example #2
0
def Restart():#Creates new instance of the game with the same dificulty 
            global character,score,dificulty_level,used_help,Window,list_x2,list_x1
            pygame.time.delay(300)
            #Total score message
            img = image.load(const.imagespath+"bubble_large.png").convert_alpha()
            img.set_colorkey(RLEACCEL)
            rect = Rect((80,75), (125, 200))
            Window.blit(img,rect)
            font = pygame.font.Font(None, 36)
            text = font.render("Total de puntos: "+str(score), 1, const.red)
            textpos = Rect((150,145),(165,235))
            Window.blit(text, textpos)
            #If the score is too low sends game over message else says its completed
            if(score < 200):
                text = font.render("Intenta de nuevo", 1, Color(1,72,152))
                textpos = Rect((175,180),(175,245))
                Window.blit(text, textpos)
            else:
                text = font.render("Muy bien!Prueba con experto", 1, Color(1,72,152))
                textpos = Rect((175,180),(175,245))
                Window.blit(text, textpos)
            pygame.display.flip()
            sleep(3.5)
            #Avatar wall displayed on the screen
            for Xil in list_x2:
                Xil.show(Window)
                pygame.display.flip()
            #Re generates maze
            if dificulty_level == 1:
                mymaze = maze(easy_maze[0],easy_maze[1])
            else:
                mymaze = maze(hard_maze[0],hard_maze[1])
            mymaze.generate_maze()
            character = Character(mymaze)

            #Checks if there was use of help on the last game
            if used_help:
                #Cleans variables with exeption of code generated
                Complete_cleanup(1)
            else:
                #Cleans variables completly
                Complete_cleanup(0)
            #To remove the wall of avatars
            while True:
                Window.fill(const.green)
                character.show(Window)
                render_widgets()
            
                if not list_x2: break
                i = 0
                while i < 5:
                    list_x2.remove(choice(list_x2))  
                    i += 1
           
                for Xil in list_x2:
                    Xil.show(Window)
            
                pygame.display.flip()
            
            list_x2 = fill_list_x2(list_x1)
Example #3
0
def Update_display():#Re renders objects on the screen with the changes made on the values
    global character,character_time,Window,entry_score
    ##Sets miliseconds between a display loop            
    if pygame.time.get_ticks() - character_time >= const.time_character_poll:
        character_time = pygame.time.get_ticks()
        character.poll()
    character.show(Window)
    entry_score.set("Puntos:"+str(score))
    render_widgets()
    pygame.display.flip()
Example #4
0
def Update_display(
):  #Re renders objects on the screen with the changes made on the values
    global character, character_time, Window, entry_score
    ##Sets miliseconds between a display loop
    if pygame.time.get_ticks() - character_time >= const.time_character_poll:
        character_time = pygame.time.get_ticks()
        character.poll()
    character.show(Window)
    entry_score.set("Puntos:" + str(score))
    render_widgets()
    pygame.display.flip()
Example #5
0
def But_path():#Generates solution and solves current maze  
    global character,input_from_user
    character.yellow_road = []
    character.reverse = 0
    line_counter = 0
    #Gets where the goal is
    character.goal(((character.maze.w - 1), (character.maze.h - 1)))
    #Checks for previous written input from user
    if len(input_from_user) > 0:
        input_from_user = ""
        
    del const.instructions[:]
    #Gets path to follow
    road = character.get_goal((character.x, character.y), ((character.maze.w - 1), (character.maze.h - 1)))
    #Creates input from the solution found.
    for instruction in const.instructions:
        temp_entry = input_from_user
        input_from_user = temp_entry+instruction+"\n"
        line_counter += 1
    render_widgets()
    #Moves character accordingly
    character.go_to(road)
Example #6
0
def But_path():  #Generates solution and solves current maze
    global character, input_from_user
    character.yellow_road = []
    character.reverse = 0
    line_counter = 0
    #Gets where the goal is
    character.goal(((character.maze.w - 1), (character.maze.h - 1)))
    #Checks for previous written input from user
    if len(input_from_user) > 0:
        input_from_user = ""

    del const.instructions[:]
    #Gets path to follow
    road = character.get_goal((character.x, character.y),
                              ((character.maze.w - 1), (character.maze.h - 1)))
    #Creates input from the solution found.
    for instruction in const.instructions:
        temp_entry = input_from_user
        input_from_user = temp_entry + instruction + "\n"
        line_counter += 1
    render_widgets()
    #Moves character accordingly
    character.go_to(road)
Example #7
0
File: main.py Project: tbourg/perso
                perso.move(const.down)
        if keys[K_LEFT]:
            if not perso.che_jaune:
                perso.move(const.left)
        if keys[K_RIGHT]:
            if not perso.che_jaune:
                perso.move(const.right)
                

    if time.get_ticks() - perso_time >= const.time_perso_poll:
        perso_time = time.get_ticks()
        perso.poll()


    perso.show(Window)
    render_widgets()
    display.flip()
    
    if perso.x == perso.laby.w - 1 and perso.y == perso.laby.h - 1:
        time.delay(300)       
        
        '''for Bip in liste_b2:
            Bip.show(Window)
            display.flip()'''                     
            
    
        mylaby = laby(5, 5)
        mylaby.generate_laby()
        perso = Perso(mylaby)
        
        '''while True:
Example #8
0
def main(difficulty):
    #---------------------Pygame init--------------------#

    myfont = font.SysFont("monospace", 15)
    #Création de la fenêtre
    WW, WH = 640, 480
    Window = display.set_mode((WW, WH))

    #icone = image.load("Bipo.png")
    #icone.set_colorkey(const.pink)
    #display.set_icon(icone)
    # FIN

    if difficulty == 0:
        time_limit = 40
    elif difficulty == 1:
        time_limit = 30
    elif difficulty == 2:
        time_limit = 20

    #---------------------Some variables--------------------#
    mylaby = laby(5, 5)
    mylaby.generate_laby()
    perso = Perso(mylaby)

    perso_time = 0
    display.flip()
    key.set_repeat(50, 55)
    # FIN

    first_time = time.time()

    while True:
        current_time = time.time()
        Window.fill(const.Porange)

        time_play = int(current_time - first_time)
        label = myfont.render(str(time_limit - time_play), 1, (0, 0, 0))
        Window.blit(label, (200, 0))

        if time_play >= time_limit:
            return -1

        for event in handle_widgets():
            if event.type == QUIT:
                quit()
                exit()

        pygame.time.wait(50)
        keys = key.get_pressed()
        if keys:
            if keys[K_UP]:
                if not perso.che_jaune:
                    perso.move(const.up)
            if keys[K_DOWN]:
                if not perso.che_jaune:
                    perso.move(const.down)
            if keys[K_LEFT]:
                if not perso.che_jaune:
                    perso.move(const.left)
            if keys[K_RIGHT]:
                if not perso.che_jaune:
                    perso.move(const.right)

        perso.show(Window)
        render_widgets()
        display.flip()

        if perso.x == perso.laby.w - 1 and perso.y == perso.laby.h - 1:
            return 0
Example #9
0
                    can_execute = False
        #Toolbar update
        input_formatted = str(input_from_user)
        input_formatted = input_formatted.replace("\n", "\n\n")
        entryForInput.set(input_formatted)
        entry_score.set("Puntos:" + str(score))
        ##Sets miliseconds between a display loop
        if pygame.time.get_ticks(
        ) - character_time >= const.time_character_poll:
            character_time = pygame.time.get_ticks()
            character.poll()
        ##Renders rest of display
        character.show(Window)
        if not input_initialized:
            Create_input()
        render_widgets()
        pygame.display.flip()
        #If the character is on the finish line
        if character.x == character.maze.w - 1 and character.y == character.maze.h - 1:
            Restart()

    elif (on_initial):
        ## Main page
        Window.fill(const.black)
        # Buttons
        # Levels section
        start_button = Button(Window,
                              text="Principiante",
                              width=95,
                              height=30,
                              bordercolor=const.Porange,
Example #10
0
def main(difficulty):
    #---------------------Pygame init--------------------#
    init()

    myfont = font.SysFont("monospace", 15)
    #Création de la fenêtre
    WW, WH = 640, 480
    Window = display.set_mode((WW, WH))

    #icone = image.load("Bipo.png")
    #icone.set_colorkey(const.pink)
    #display.set_icon(icone)
    display.set_caption("Bipo Maze")
    # FIN

    if difficulty == 1:
        taille = 10
    elif difficulty == 2:
        taille = 11
    elif difficulty == 3:
        taille = 12


    #---------------------Some variables--------------------#
    mylaby = laby(taille, taille)
    mylaby.generate_laby()
    perso = Perso(mylaby) 
        
    perso_time = 0
    display.flip()
    key.set_repeat(50, 55)
    # FIN


    while True:
        time.Clock().tick(30)
        Window.fill(const.Porange)

        time_play = time.get_ticks()/1000
        label = myfont.render(str(time_play), 1, (0,0,0))
        Window.blit(label, (200, 0))

        for event in handle_widgets():
            if event.type == QUIT:
                quit()
                exit()
            
        keys = key.get_pressed()
        if keys:
            if keys[K_UP]:
                if not perso.che_jaune:
                    perso.move(const.up)
            if keys[K_DOWN]:
                if not perso.che_jaune:
                    perso.move(const.down)
            if keys[K_LEFT]:
                if not perso.che_jaune:
                    perso.move(const.left)
            if keys[K_RIGHT]:
                if not perso.che_jaune:
                    perso.move(const.right)
                   

        perso.show(Window)
        render_widgets()
        display.flip()
        
        if perso.x == perso.laby.w - 1 and perso.y == perso.laby.h - 1:
            quit()
            exit()