Exemple #1
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def Game(difficulty, numberofteams):
    if numberofteams == 1:
        score = [0]
    else:
        score = [0, 0]
    currentteam = 0
    startb = Button(WIDTH - start.get_width(), HEIGHT - start.get_height(),
                    screen, start)
    if difficulty == 1:
        words = words1
    else:
        words = words2
    global running
    running = True
    nextwords = tuple()
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
        screen.blit(background, (0, 0))
        startb.drawbutton()
        for i in range(len(score)):
            screen.blit(font.render("Score:" + str(score[i]), True, WHITE),
                        (0, HEIGHT / 2 + 50 * i))
        pygame.display.flip()
        if startb.ispressed():
            score[currentteam] += one_round(difficulty)
            currentteam += 1
            currentteam %= numberofteams
def main():

    #Creates a greeting window using a image taken from the internet to allow the player to choose to: Play or Quit
    gameImage = Image(Point(180, 180), "parchessi.png")
    window = GraphWin("Parcheesi", 360, 360)
    gameImage.draw(window)

    #Creates the Buttons for Play or Quit using the Class Button
    playButton = Button(window, Point(180.0, 200), 80, 30, "Play")
    quitButton = Button(window, Point(180.0, 240), 80, 30, "QUIT")
    playButton.activate()
    quitButton.activate()

    pt = window.getMouse()  #Gets the users click on which button

    if not quitButton.clicked(
            pt):  #if the Play button is clicked, the game begins
        window.close(
        )  #closes the previous window so that the game window in the only one remaining
        win = GraphWin("Parcheesi", 820,
                       620)  #We declare and define our window
        field = inheritanceBoard(
        )  #we make an object from the inheritanceBoard class so that the user may customize the board game (colors) if desired
        game = Game()  #creates the object from Game class

        field.board(win)  #draws the board
        game.playGame(win)  #starts the game
Exemple #3
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def rulesonscreen():
    global running
    backb = Button(30, HEIGHT - back.get_height() - 30, screen, back)
    while running:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
                pygame.quit()
            if backb.ispressed():
                start_scenery()
        screen.fill(BLACK)
        screen.blit(rules_text, (0, 0))
        backb.drawbutton()
        pygame.display.flip()
Exemple #4
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    def __init__(self, width, height):
        # We create the window
        self.width = width
        self.height = height
        FULLSCREEN = 0
        self.dimension = (self.width, self.height)
        self.screen = pygame.display.set_mode(self.dimension, FULLSCREEN, 32)
        pygame.display.set_caption("TuxleTriad")

        elemText = ["Play", "Options", "Rules", "About", "Quit Game"]
        self.menu = []
        for elem in elemText:
            self.menu.append(Button(elem, "Dearest.ttf", white))

        posx = 400
        posy = 400 - (60 * len(elemText))

        for elem in self.menu:
            elem.rect.center = ((posx, posy))
            posy += 100

        self.bkgrnd, self.bkgrndRect = loadImage("background.jpg")
        self.bkgrndRect = self.bkgrnd.get_rect()

        # The Clock of the game, to manage the frame-rate
        self.clock = pygame.time.Clock()
        self.fps = 60

        # We start the Sound object, playing music and sounds.
        self.sound = Sound()

        # Needed to keep track of the game if we do a pause during the game.
        self.app = None

        self.main()
Exemple #5
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    def __init__(self):
        """ Create a new MainMenu object.
        :return: None
        """
        # Setting up the main window
        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

        # Create the start button and the settings button
        self.start_game_button = Button("white", SCREEN_WIDTH / 2 - 170,
                                        SCREEN_HEIGHT / 2 - 70, 350, 100,
                                        "Start A Game")
        self.rand_button = SpecialButton(SCREEN_COLOR, 650, 366, 350, 100,
                                         "Disabled")
        self.how_to_play_button = Button("white", SCREEN_WIDTH / 2 - 170,
                                         SCREEN_HEIGHT / 2 - 170, 350, 100,
                                         "How to play")
Exemple #6
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 def createButtons(self):
     self.button_list = []
     for i in range(0, 3):
         self.button_list.append(Button(self))
         self.button_list[i].setWidth(25)
         self.button_list[i].setHeight(2)
         self.button_list[i].setBackgroundColor('black')
         self.button_list[i].setForegroundColor('white')
         self.button_list[i].place(x=160, y=100 + (i * 50))
Exemple #7
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def start_scenery():
    global running
    startb = Button(WIDTH / 2 + 70, HEIGHT / 2, screen, start)
    rulesb = Button(WIDTH / 2 + 70, HEIGHT / 2 - start.get_height() - 20,
                    screen, rules)
    screen.blit(background, (0, 0))
    startb.drawbutton()
    rulesb.drawbutton()
    screen.blit(logo, (10, 10))  # (WIDTH/2-logo.get_width()/2,0))
    pygame.display.flip()
    while running:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
        if startb.ispressed():
            choose_mode()
        if rulesb.ispressed():
            rulesonscreen()
def win(score):
    clear()
    display = pygame.display.set_mode((400, 400))
    display.fill(GREY)
    menu_button = Button(display, 150, 200, 75, 50, "Menu", TEXT, BLACK, GREY2)
    score_text = Text(display, 200, 125, "Score: " + str(score), TITLE, BLACK)
    title = Text(display, 200, 50, "Victory!", TITLE, BLACK)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if menu_button.clicked():
                    channel1.play(click)
                    menu()

        pygame.display.update()
def lose_screen(wave_number):
    pygame.mixer.music.stop()
    pygame.mixer.Sound.play(lose_sound)
    display.blit(LOSE_BACKGROUND, [0, 0])
    title_text = DEATH_MESSAGE
    title = Text(display, CENTER_X, CENTER_Y - 200, title_text, TITLE, RED)
    wave_text = "You Got To Wave: " + str(wave_number)
    wave = Text(display, CENTER_X, CENTER_Y - 100, wave_text, TITLE, RED)
    x = CENTER_X - 225
    y = CENTER_Y
    start_button = Button(display, x, y, 200, 100, "MENU", TEXT, GREEN, WHITE)
    x = CENTER_X
    quit_button = Button(display, x, y, 200, 100, "QUIT", TEXT, RED, WHITE)

    pygame.mixer.music.load("menu_theme.mp3")
    pygame.mixer.music.play(-1)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            elif event.type == pygame.MOUSEBUTTONDOWN:
                if start_button.clicked():
                    pygame.mixer.music.stop()
                    menu()
                elif quit_button.clicked():
                    pygame.quit()
                    quit()

        pygame.display.flip()
 def add_button(self, callback: Callable, icon_path: str, button_size: int):
     button = Button(
         callback,
         Rectangle(
             Point(self.next_button_x, self.next_button_y),
             Point(
                 self.next_button_x + button_size, self.next_button_y + button_size
             ),
         ),
         icon_path,
     )
     self.buttons.append(button)
     self.next_button_y += int(button_size * 1.5)
Exemple #11
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def decode(message): # дешифратор
    m = []
    # в данном цикле формируем числовое представление сообщения для дальнейшей дешифровки
    for mess in message: # перебираем объекты из сообщения
        m.append(mess.row)  # добавляем в список m номер строки объекта из сообщения
        m.append(mess.col)  # добавляем в список m номер столбца объекта из сообщения

    # делим список пополам
    mc = m[0:(len(m)//2)]   #   первая часть списка это номера строк зашифрованного сообщения
    mc2 = m[(len(m)//2):(len(m))]   # вторая часть списка это номера столбцов зашифрованного сообщения

    simbx = 150 # переменная задающая х-координату формируемым объектам, дабы они отображались друг за дружкой, а не друг на друге
    for i in range(len(mc)):    # так как длины mc и mc2 одинаковы, то в цикле проходим от 0 до длины mc
        for simb in Alfavit:    # перебираем символы из алфавита
            if simb.col == mc2[i]:  # если номер столбца символа равен i-му числу из списка номеров столбцов
                if simb.row == mc[i]:   # если номер строки символа равен i-му числу из списка номеров строк
                    pl = Button(simbx, 290, PL_W, PL_H, simb.text)  # то создаем новую кнопку с текстом символа из алфавита
                    pl.row = simb.row   # задаем свойство row новому сиволу и присваиваем ему номер строки символа из алфавита
                    pl.col = simb.col   # задаем свойство col новому сиволу и присваиваем ему номер столбца символа из алфавита
                    pl.font = simb.font
                    decode_message.add(pl)  # добавляем новую кнопку в группу дешифрованного сообщения
                    simbx += PL_W   # прибавляем к simbx значение ширины кнопки алфавита, чтобы сдвинуть следующую кнопку в право
Exemple #12
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def encode(): # процедура шифрования
    mc = [] # список для номеров строк
    mc2 = []    # спискок для номеров столбцов
    for mess in message_list:   # перебираем символы из сообщения
        mc.append(mess.row)     # добавляем в список для номеров строк номер строки символа
        mc2.append(mess.col)    # добавляем в список для номеров столбцов номер столбца символ
    mc += mc2   # склеиваем списки - сначала номера строк, потом номера столбцов

    rez_message = []    # список для результирующего сообщения
    simbx = 150 # начальная позиция по Х для вывода сообщения
    for i in range(1, len(mc), 2):  # в данном цикле перебираем попарно символы из mc начиная с первого.
        for simb in Alfavit:    # перебираем символы алфавита
            if simb.col == mc[i]:   # если номер столбца совпадает со вторым числом из пары (перебираем попарно списком mc)
                if simb.row == mc[i-1]: # если номер строки совпадает с первым числом из пары
                    pl = Button(simbx, 260, PL_W, PL_H, simb.text)  # то создаем кнопку с текстом нажатой кнопки из алфавита
                    pl.col = simb.col   #   новой кнопке назначаем свойства col и row и передаем
                    pl.row = simb.row   # соответствующие значения от нажатой кнопки из алфавита
                    pl.font = simb.font
                    encode_message_group.add(pl) # добавляем новую кнопку в группу зашифрованного сообщения
                    rez_message.append(pl)  # так же помещаем кнопку в список зашифрованного сообщения
                    simbx += PL_W   # прибавляем к simbx значение ширины кнопки алфавита, чтобы сдвинуть следующую кнопку в право
    return rez_message  # передаем результат в виде списка
Exemple #13
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def encode():  # процедура шифрования
    mc = []  # список для номеров строк
    mc2 = []  # спискок для номеров столбцов
    for mess in message_list:  # перебираем символы из сообщения
        mc.append(
            mess.row
        )  # добавляем в список для номеров строк номер строки символа
        mc2.append(
            mess.col
        )  # добавляем в список для номеров столбцов номер столбца символ
    mc += mc2  # склеиваем списки - сначала номера строк, потом номера столбцов

    rez_message = []  # список для результирующего сообщения
    simbx = 150  # начальная позиция по Х для вывода сообщения
    for i in range(
            1, len(mc), 2
    ):  # в данном цикле перебираем попарно символы из mc начиная с первого.
        for simb in Alfavit:  # перебираем символы алфавита
            if simb.col == mc[
                    i]:  # если номер столбца совпадает со вторым числом из пары (перебираем попарно списком mc)
                if simb.row == mc[
                        i -
                        1]:  # если номер строки совпадает с первым числом из пары
                    pl = Button(
                        simbx, 260, PL_W, PL_H, simb.text
                    )  # то создаем кнопку с текстом нажатой кнопки из алфавита
                    pl.col = simb.col  #   новой кнопке назначаем свойства col и row и передаем
                    pl.row = simb.row  # соответствующие значения от нажатой кнопки из алфавита
                    pl.font = simb.font
                    encode_message_group.add(
                        pl
                    )  # добавляем новую кнопку в группу зашифрованного сообщения
                    rez_message.append(
                        pl
                    )  # так же помещаем кнопку в список зашифрованного сообщения
                    simbx += PL_W  # прибавляем к simbx значение ширины кнопки алфавита, чтобы сдвинуть следующую кнопку в право
    return rez_message  # передаем результат в виде списка
Exemple #14
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def decode(message):  # дешифратор
    m = []
    # в данном цикле формируем числовое представление сообщения для дальнейшей дешифровки
    for mess in message:  # перебираем объекты из сообщения
        m.append(
            mess.row)  # добавляем в список m номер строки объекта из сообщения
        m.append(mess.col
                 )  # добавляем в список m номер столбца объекта из сообщения

    # делим список пополам
    mc = m[0:(
        len(m) //
        2)]  #   первая часть списка это номера строк зашифрованного сообщения
    mc2 = m[(len(m) // 2):(
        len(m)
    )]  # вторая часть списка это номера столбцов зашифрованного сообщения

    simbx = 150  # переменная задающая х-координату формируемым объектам, дабы они отображались друг за дружкой, а не друг на друге
    for i in range(
            len(mc)
    ):  # так как длины mc и mc2 одинаковы, то в цикле проходим от 0 до длины mc
        for simb in Alfavit:  # перебираем символы из алфавита
            if simb.col == mc2[
                    i]:  # если номер столбца символа равен i-му числу из списка номеров столбцов
                if simb.row == mc[
                        i]:  # если номер строки символа равен i-му числу из списка номеров строк
                    pl = Button(
                        simbx, 290, PL_W, PL_H, simb.text
                    )  # то создаем новую кнопку с текстом символа из алфавита
                    pl.row = simb.row  # задаем свойство row новому сиволу и присваиваем ему номер строки символа из алфавита
                    pl.col = simb.col  # задаем свойство col новому сиволу и присваиваем ему номер столбца символа из алфавита
                    pl.font = simb.font
                    decode_message.add(
                        pl
                    )  # добавляем новую кнопку в группу дешифрованного сообщения
                    simbx += PL_W  # прибавляем к simbx значение ширины кнопки алфавита, чтобы сдвинуть следующую кнопку в право
Exemple #15
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def one_round(difficulty):
    score = 0
    nextb = Button(WIDTH - nextim.get_width(), HEIGHT - nextim.get_height(),
                   screen, nextim)
    skipb = Button(WIDTH - nextim.get_width() - skip.get_width() - 20,
                   HEIGHT - nextim.get_height(), screen, skip)
    if difficulty == 1:
        words = words1
    else:
        words = words2

    counter, text = 60, '60'.rjust(3)
    while counter > 0:
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                pygame.quit()
        text = str(round(counter)).rjust(3) if counter > 0 else 'boom!'
        counter -= 0.1
        screen.blit(background, (0, 0))
        nextb.drawbutton()
        skipb.drawbutton()
        for i in range(6):
            screen.blit(font.render(str(words[i]), True, WHITE),
                        (500, i * 50 + 20))
        screen.blit(font.render("Score:" + str(score), True, WHITE),
                    (30, HEIGHT / 2))
        screen.blit(font.render(text, True, (0, 0, 0)), (30, 50))
        if nextb.ispressed():
            score += 10
            words = Generate_Words(difficulty)
        if skipb.ispressed():
            score -= 5
            words = Generate_Words(difficulty)
        pygame.display.flip()
        time.sleep(0.1)
    return score
Exemple #16
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def run_game():
    # Initialize game and create a screen object.
    pygame.init()
    
    game_set = Settings() #Making an instance of settings class
    
    screen = pygame.display.set_mode((game_set.screen_width, game_set.screen_height)) # Here screen has been created
    
    pygame.display.set_caption("Alien Ship Fight Game")
    
    ship_set = Ship(game_set, screen) #Making an instance of Ship class
    
    #Creating an instance to store the game_statistics 
    game_stats = GameStatistics(game_set)

    # # Create an instance to store game statistics and create a scoreboard.
    sb = ScoreBoard(game_set,screen,game_stats)
    #Make a group to store bullet
    bullets = Group()

    play_button = Button(game_set,screen, "Play")
    '''
    Creating Rows of Aliens
    To create a row, first create an empty group called aliens in alien_invasion.py
    to hold all of our aliens, and then call a function in game_functions.py to
    create a fleet. '''
    aliens = Group()

    # Create the fleet of aliens.
    gf.create_fleet(game_set,screen,ship_set,aliens)
    
    # Set the background color
    
    #bg_color = (246, 221, 204)
    
    # Start the main loop for the game.
    while True:
        # Watch for keyboard and mouse events.
        gf.check_events(game_set,screen, ship_set, bullets, play_button, game_stats, aliens, sb)
        if game_stats.game_active:

                ship_set.update()
                gf.update_bullets(bullets, aliens, game_set,screen,ship_set, game_stats, sb )
                #In the main while loop we will update the position of each alien as well 
                gf.update_aliens(game_set,aliens , ship_set, game_stats, bullets, screen, sb)
        gf.update_screen(game_set, screen, ship_set, aliens, bullets, game_stats, play_button, sb)
Exemple #17
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def run_game():
    # Initialize game and create a screen object
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((1200, 800))
    pygame.display.set_caption("Alien Invasion")

    # Set the background
    background = Background('Models/Space/Space1.png', [0, 0])

    # Make a ship
    ship = Ship(screen, ai_settings)

    # Make the play button
    play_button = Button(ai_settings, screen, "Play")

    # Create an instance to store game statistics.
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats, background)

    # Make a bullet group
    bullets = Group()

    # Make an alien group
    aliens = Group()

    # make a Explosion group
    explosions = Group()

    # create an alien fleet
    gf.create_fleet(ai_settings, screen, aliens, ship)

    # Start the main loop for the game
    while True:

        gf.check_events(ship, screen, bullets, stats, play_button, aliens,
                        ai_settings)
        gf.update_screen(background, screen, ship, bullets, aliens, explosions,
                         stats, play_button, sb)
        if stats.game_Active:
            ship.update()
            gf.update_bullets(bullets, aliens, explosions, screen, ship,
                              ai_settings, stats, sb)
            gf.update_aliens(aliens, ai_settings, ship, stats, screen, bullets)
Exemple #18
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    def __init__(self,
                 keyValues,
                 x=0,
                 y=0,
                 l=0,
                 b=0,
                 cols=3,
                 bgColor=color(0, 0, 0, 0),
                 keyColor=color(240)):
        RectangleComponent.__init__(self, x, y, l, b, col=bgColor)

        self.keyColor = keyColor
        self.keyColumns = cols

        self.keyWidth = (l / cols)
        rows = (len(keyValues) //
                cols) + (1 if len(keyValues) % cols != 0 else 0)
        self.keyHeight = (b / rows)

        self.keyGrid = []

        for i, k in enumerate(keyValues):
            if (i % cols == 0):
                self.keyGrid.append([])

            lx = self.x + (self.keyWidth * len(self.keyGrid[-1]))
            ly = self.y + (self.keyHeight * (len(self.keyGrid) - 1))

            self.keyGrid[-1].append(
                Button(x=lx + 10,
                       y=ly + 10,
                       l=self.keyWidth - 20,
                       b=self.keyHeight - 20,
                       onClick=lambda: None,
                       txt=str(k),
                       col=color(255, 20, 20) if k == "C" else self.keyColor))
Exemple #19
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def run():
    airplanes = []
    destroyed_airplanes = []
    airplane = Airplane(position_vector=(70, 170), speed_vector=(50, 0), num_img=0)  # Cоздаем объект
    airplane.set_keys(pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s, pygame.K_SPACE)

    second_airplane = Airplane(position_vector=(1000, 170), speed_vector=(-50, 0), num_img=1)  # Cоздаем объект
    second_airplane.set_keys(pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN, pygame.K_KP0)

    airplanes.append(airplane)
    airplanes.append(second_airplane)

    clock = pygame.time.Clock()  # Создаем таймер для контроля фпс

    button_pause = Button(pos=(535, 5), path='images/buttons',
                          image_names=('pause_off.png', 'pause_hover.png', 'pause_click.png'),
                          function=pause, text='', w=30, h=35)

    interface = load_image('interface2.png', alpha_cannel=1)

    while len(airplanes) > 1:  # главный цикл программы
        for e in pygame.event.get():  # цикл обработки очереди событий окна
            button_pause.event(e)
            for airplane in airplanes:
                airplane.event(e)
            if e.type == pygame.QUIT:
                sys.exit()  # Закрытие окна программы

        dt = clock.tick(FPS)  # Устанавливаем FPS

        if GAME_STATUS:
            for airplane in airplanes:
                airplane.update(dt)

        screen.blit(BACKGROUND, (0, 0))

        if len(airplanes) > 1:
            airplanes[0].collide_bullet_with_airplane(airplanes[1])
            airplanes[1].collide_bullet_with_airplane(airplanes[0])

        for airplane in airplanes:
            airplane.render(screen)

        for airplane in airplanes:
            if airplane.status_airplane == False:
                destroyed_airplanes.append(airplane)
                airplanes.remove(airplane)

        for airplane in destroyed_airplanes:
            airplane.render(screen)

        screen.blit(interface, (0, 0))

        button_pause.update(dt)
        button_pause.render(screen)

        for airplane in airplanes:
            airplane.render_hp(screen)

        pygame.display.flip()  # отображаем на мониторе все, что нарисовали на экране

    start_game()
Exemple #20
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def pause(screen, rand_ball=False):
    """ This function will pause the game and give some options:
    1. continue 2. restart 3. main menu
    :param screen: the screen the options will be drawn on.
    :type screen: pygame.display
    :param rand_ball: the custom setting for the random ball size, default is False
    :type rand_ball: boolean
    :return: None
    """
    # Create the 3 buttons, one on top of the other
    continue_button = Button("white", SCREEN_WIDTH / 2 - 170,
                             SCREEN_HEIGHT / 2 - 150, 350, 100, "Continue")
    restart_button = Button("white", SCREEN_WIDTH / 2 - 170,
                            SCREEN_HEIGHT / 2 - 50, 350, 100, "Restart")
    main_menu_button = Button("white", SCREEN_WIDTH / 2 - 170,
                              SCREEN_HEIGHT / 2 + 50, 350, 100, "Main Menu")
    be_careful_text = """Don't click on w/s/up/down keys when 
clicking on the continue/restart, will cause bags!"""

    paused = True  # Stop mark
    clock = pygame.time.Clock()  # Initialize a clock
    while paused:

        # stores the (x,y) coordinates into the variable as a tuple
        mouse = pygame.mouse.get_pos()

        for event in pygame.event.get():

            # Handle the exit from game command
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            # If the "P" button was clicked:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_p:
                    paused = False

        # Check if the mouse is over A button
        if continue_button.is_over(mouse) or restart_button.is_over(
                mouse) or main_menu_button.is_over(mouse):

            # If so - change the mouse cursor
            pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_HAND)

            # Check if the mouse left button is pressed and is on the continue button
            if pygame.mouse.get_pressed()[0] and continue_button.is_over(
                    mouse):
                # If so - bring back the mouse cursor and continue the game
                pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_ARROW)
                paused = False

            # Check if the mouse left button is pressed and is on the restart button
            if pygame.mouse.get_pressed()[0] and restart_button.is_over(mouse):
                # If so - create a new Game object and start it
                game = Game(screen, rand_ball)
                game.start()

            # Check if the mouse left button is pressed and is on the main_menu button
            if pygame.mouse.get_pressed()[0] and main_menu_button.is_over(
                    mouse):
                # If so - create a new MainMenu object and start it
                main_menu_object = MainMenu()
                main_menu_object.start()

        # Else - bring the mouse cursor to normal
        else:
            pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_ARROW)

        # Fill the bg color
        screen.fill(SCREEN_COLOR)
        # Draw the buttons using their draw function
        continue_button.draw(screen, (0, 0, 0))
        restart_button.draw(screen, (0, 0, 0))
        main_menu_button.draw(screen, (0, 0, 0))

        message_to_screen(screen, be_careful_text, 25, "red", (350, 100), True)
        # Updating the window
        pygame.display.flip()
        # Number of frames per sec
        clock.tick(60)
Exemple #21
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class MainMenu:
    """ Main menu class with 6 attributes:
    1. screen - the screen of the main menu.
    2. start_game_button - a button to start a game.
    3. rand_button - a button for the custom option random ball size.
    4. how_to_play_button - a button for the how to play screen.

    The class represent a main menu.
    """

    # A constructor
    def __init__(self):
        """ Create a new MainMenu object.
        :return: None
        """
        # Setting up the main window
        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

        # Create the start button and the settings button
        self.start_game_button = Button("white", SCREEN_WIDTH / 2 - 170,
                                        SCREEN_HEIGHT / 2 - 70, 350, 100,
                                        "Start A Game")
        self.rand_button = SpecialButton(SCREEN_COLOR, 650, 366, 350, 100,
                                         "Disabled")
        self.how_to_play_button = Button("white", SCREEN_WIDTH / 2 - 170,
                                         SCREEN_HEIGHT / 2 - 170, 350, 100,
                                         "How to play")

    def start(self):
        """ This function will open the main menu.
        :return: None
        """
        # General setup
        pygame.init()

        # Initialize the icon picture
        pygame.display.set_icon(PONG_ICON)
        pygame.display.set_caption("Pong")  # Chose the name on the window
        clock = pygame.time.Clock()  # Initialize a clock

        while True:

            # stores the (x,y) coordinates into the variable as a tuple
            mouse = pygame.mouse.get_pos()

            # Handling input
            for event in pygame.event.get():

                # Handle the exit from game command
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()

                # Check if the mouse is over A button
                if self.start_game_button.is_over(
                        mouse) or self.rand_button.is_over(
                            mouse) or self.how_to_play_button.is_over(mouse):

                    # If so - change the mouse cursor
                    pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_HAND)

                    # Check if the mouse left button is pressed and is on the start button
                    if pygame.mouse.get_pressed(
                    )[0] and self.start_game_button.is_over(mouse):

                        # If so - bring back the mouse cursor and start a game
                        pygame.mouse.set_system_cursor(
                            pygame.SYSTEM_CURSOR_ARROW)

                        # If the random option selected - make a game with random option
                        if self.rand_button.text_color == "green":
                            game = Game(self.screen, rand_ball=True)

                        # If not - make a game without the random option
                        else:
                            game = Game(self.screen)
                        game.start()

                    # Check if the mouse left button is pressed and is on the rand button
                    if pygame.mouse.get_pressed(
                    )[0] and self.rand_button.is_over(mouse):
                        # If so - change the text and color
                        self.rand_button.change_mode()

                    # Check if the mouse left button is pressed and is on the how to play button
                    if pygame.mouse.get_pressed(
                    )[0] and self.how_to_play_button.is_over(mouse):
                        # If so - open how to play screen
                        how_to_play(self.screen)

                # Else - bring back the mouse cursor to normal
                else:
                    pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_ARROW)

            # Fill the bg color
            self.screen.fill(SCREEN_COLOR)

            # Draw the buttons
            self.start_game_button.draw(self.screen, (0, 0, 0))
            self.how_to_play_button.draw(self.screen, (0, 0, 0))
            self.rand_button.draw(self.screen)
            # Message to screen with what is the setting to chose.
            message_to_screen(self.screen, "Random ball size: ", 50, "black",
                              (320, 385))

            # Updating the window
            pygame.display.flip()
            # Number of frames per sec
            clock.tick(60)
def menu():
    display = pygame.display.set_mode((WIDTH, HEIGHT))
    display.fill(GREY)
    display.blit(face, (180, 150))
    title_text = "Minesweeper"
    title = Text(display, int(WIDTH / 2),
                 int((HEIGHT / 2)) - 100, title_text, TITLE, (0, 0, 0))
    quit_button = Button(display,
                         int(WIDTH / 2) - 50, 300, 100, 50, "QUIT", TITLE, RED,
                         BLACK)

    easy = Button(display, 60, 200, 75, 50, "Easy", TEXT, GREEN, BLACK)
    medium = Button(display, 160, 200, 75, 50, "Medium", TEXT, ORANGE, BLACK)
    hard = Button(display, 260, 200, 75, 50, "Hard", TEXT, RED, BLACK)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if easy.clicked():
                    channel1.play(click)
                    play(0)
                elif medium.clicked():
                    channel1.play(click)
                    play(1)
                elif hard.clicked():
                    channel1.play(click)
                    play(2)
                elif quit_button.clicked():
                    channel1.play(click)
                    pygame.quit()
                    quit()

        pygame.display.flip()
Exemple #23
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def end_game(screen, winner_player, rand_ball=False):
    """ This function will end the game, show the winner and give 2 options:
    1. another game 2. main menu
    :param screen: the screen the options and the winner_player will be drawn on.
    :type screen: pygame.display
    :param winner_player: the player that won the game
    :type winner_player: Player
    :param rand_ball: the custom setting for the random ball size, default is False
    :type rand_ball: boolean
    :return: None
    """
    text = winner_player.side + " player is the winner!!"  # The text that will be displayed
    # Create a buttons
    another_game_button = Button("white", SCREEN_WIDTH / 2 - 170,
                                 SCREEN_HEIGHT / 2 - 50, 350, 100,
                                 "Another game")
    main_menu_button = Button("white", SCREEN_WIDTH / 2 - 170,
                              SCREEN_HEIGHT / 2 + 50, 350, 100, "Main Menu")
    clock = pygame.time.Clock()  # Initialize a clock

    while True:

        # stores the (x,y) coordinates into the variable as a tuple
        mouse = pygame.mouse.get_pos()

        for event in pygame.event.get():

            # Handle the exit from game command
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            # Check if the mouse is over A button
            if another_game_button.is_over(mouse) or main_menu_button.is_over(
                    mouse):

                # If so - change the mouse cursor
                pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_HAND)

                # Check if the mouse left button is pressed and is on the another_game button
                if pygame.mouse.get_pressed(
                )[0] and another_game_button.is_over(mouse):
                    # If so - bring back the mouse cursor and start a new game
                    pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_ARROW)
                    game = Game(screen, rand_ball)
                    game.start()

                # Check if the mouse left button is pressed and is on the main_menu button
                if pygame.mouse.get_pressed()[0] and main_menu_button.is_over(
                        mouse):
                    # If so - bring back the mouse cursor and open the main menu
                    main_menu_object = MainMenu()
                    main_menu_object.start()

            # Else - bring the mouse cursor to normal
            else:
                pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_ARROW)

        # Fill the bg color
        screen.fill(SCREEN_COLOR)

        # Draw the buttons
        another_game_button.draw(screen, (0, 0, 0))
        main_menu_button.draw(screen, (0, 0, 0))
        message_to_screen(screen, text, 60, "black",
                          (SCREEN_WIDTH / 2 - 340, SCREEN_HEIGHT / 2 - 180))

        # Updating the window
        pygame.display.update()
        # Number of frames per sec
        clock.tick(60)
Exemple #24
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def how_to_play(screen):
    """ This function will show how to play the game and give the option
    to get to the main menu.
    :param screen: the screen the options will be drawn on.
    :type screen: pygame.display
    :return: None
    """
    # Create the 1 button
    main_menu_button = Button("white", SCREEN_WIDTH / 2 - 170,
                              SCREEN_HEIGHT / 2 + 50, 350, 100, "Main Menu")

    # Create text
    how_to_play_text = """The goal of the game is to make sure the ball \nwon't leave your side of the field, \nand leave the other player side of the field.
The winner is the first person to get to 13 points!!
Left player keys: W for up. S for down.
Right player keys: UP-arrow for up. DOWN-arrow for down.
P key for pause. R for restart."""

    # Position of the text
    x_pos = SCREEN_WIDTH / 2 - 300
    y_pos = SCREEN_HEIGHT / 2 - 200
    clock = pygame.time.Clock()  # Initialize a clock

    while True:

        # stores the (x,y) coordinates into the variable as a tuple
        mouse = pygame.mouse.get_pos()

        for event in pygame.event.get():

            # Handle the exit from game command
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

        # Check if the mouse is over the button
        if main_menu_button.is_over(mouse):

            # If so - change the mouse cursor
            pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_HAND)

            # Check if the mouse left button is pressed and is on the main_menu button
            if pygame.mouse.get_pressed()[0] and main_menu_button.is_over(
                    mouse):
                # If so - create a new MainMenu object and start it
                main_menu_object = MainMenu()
                main_menu_object.start()

        # Else - bring the mouse cursor to normal
        else:
            pygame.mouse.set_system_cursor(pygame.SYSTEM_CURSOR_ARROW)

        # Fill the bg color
        screen.fill(SCREEN_COLOR)
        # Draw the button using it draw function
        main_menu_button.draw(screen, (0, 0, 0))

        # Messages the screen how to play
        message_to_screen(screen, how_to_play_text, 30, "black",
                          (x_pos, y_pos), True)
        # Updating the window
        pygame.display.flip()
        # Number of frames per sec
        clock.tick(60)
def play(difficulty):
    clock = 0
    generate_grid(SIZES[difficulty])
    display.fill(GREY)
    empties.draw(display)
    menu_button = Button(display, 0, 0, 100, 0, "Menu", TEXT, BLACK, GREY2)
    time_text = Text(display, 101, 0, "Your Time: " + str(clock), TEXT, RED2)
    org_time = time.time()

    while True:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            elif event.type == pygame.MOUSEBUTTONDOWN:
                if menu_button.clicked():
                    channel1.play(click)
                    lose()
                pos = pygame.mouse.get_pos()
                for tile in tiles:
                    if tile.rect.collidepoint(pos):
                        channel1.play(click)
                        tile.clicked()

        won = True
        for tile in tiles:
            if tile.state != 3 and tile.action == False:
                won = False
        if won == True:
            score = 0
            for _ in tiles:
                score += 1
            score = (score * 2) - clock
            win(score)

        tiles.update()
        tiles.draw(display)

        # blit here
        display.blit(bar, (0, 0))
        menu_button = Button(display, 0, 0, 100, 25, "Menu", TEXT, BLACK,
                             GREY2)
        time_text = Text(display, 112, 12, str(clock), TEXT, RED2)

        if len(lost) != 0:
            for t in tiles:
                if t.state == 3 and t.image != flag:
                    t.image = mine
            tiles.update()
            tiles.draw(display)
            pygame.display.flip()
            channel2.play(defeat)
            time.sleep(2)
            lose()

        if (time.time() - org_time) > 1:
            clock += 1
            org_time = time.time()

        pygame.display.update()
Exemple #26
0
    # ADD BUTTONS
    for button in buttons:
        button.draw(surface)

    # DRAW LINES AND NODES
    grid.draw(surface)


# Pygame Objects

pathfinding_algorithm = None

grid = Grid(screen.get_width(), screen.get_height())

start_button = Button((255, 0, 0), (800, 0), 200, 50, 'Start.Point')
end_button = Button((0, 255, 0), (800, 100), 200, 50, 'End.Point')
edit_button = Button((150, 0, 155), (800, 200), 200, 50, 'Edit.Walls')
calculate_button = Button((255, 100, 255), (800, 300), 200, 50,
                          'Calculate.Path')
clear_button = Button((100, 150, 255), (800, 400), 200, 50, 'Clear.Grid')

astar_button = Algorithm_Button((23, 245, 100), (800, 500), 200, 50, AStar,
                                'A*')
jps_button = Algorithm_Button((23, 245, 100), (800, 600), 200, 50, JPS,
                              'A*.JPS')
djikstra_button = Algorithm_Button((23, 245, 100), (800, 700), 200, 50,
                                   Djikstra, 'Djikstra')

# Mainloop
Exemple #27
0
    def playGame(self, win): #main function that runs the game

        #creates buttons for roll dice and quit
        rollButton = Button(win, Point(720.0, 45), 80, 30, "Roll Dice") 
        quitButton = Button(win, Point(720.0, 510), 80, 30, "QUIT")
        rollButton.activate()
        quitButton.activate()

        pt = win.getMouse()#Gets the users click on which button
        turn = 0 #variable used to create turns for each player
        counter = 0 #variable used to keep count of the times the user gets a double die 

        while not quitButton.clicked(pt): #while the player doesn't click Quit the game continues

            if turn == 0: #starts player red's turn
                if rollButton.clicked(pt): #checks if the player clicks roll dice, if true then their turn proceeds
                    self.board.playerTurn("Red", win) #calls the function that draws in the menu who's player's turn it is
                    dice1, dice2 = self.rollDice(win) #calls the function to roll the dice and returns the values for each one
                    if self.players[0].returnChips() > 0:#calls the function returnChips() to determine available chips in the player's home, if true then proceeds
                        checkMove, dice = self.startHome(dice1, dice2, "red", win) #calls function startHome to check if the player rolled a 5 on either dice and returns the value of the other
                        if checkMove:#true if the player rolled a 5 on either die
                            self.players[0].MovePiece(self.players[0].player, dice, dice1, dice2, "red", #calls function that moves the player's piece according to the dice value returned after rolling 5
                                                      self.players[0].returnSteps(), win)
                            self.eatPlayer("red", win) #calls function that checks if the player ate another player

                    elif self.players[0].returnChips() == 0: #calls function that checks the players available chips, if true then proceeds
                        dice = dice1 + dice2 #sums both die values 
                        self.players[0].MovePiece(self.players[0].player, dice, dice1, dice2, "red", # calls function that moves the player's piece according to the sum of both die
                                                  self.players[0].returnSteps(), win)
                        self.eatPlayer("red", win) #calls function that checks if the player ate another player

                    if self.doubleTurn(dice1, dice2): #calls funciton to check both die values, if true then proceeds to create another turn
                        counter += 1 #adds one to counter to keep track of doubles
                        turn = 0 #sets turn = 0 so that its player Red's turn again
                        #prints a text in the menu letting the player know its their turn again
                        turnAgain = Text(Point(720.0, 300), "Your turn again") 
                        turnAgain.setStyle("bold")
                        turnAgain.setSize(16)
                        turnAgain.draw(win)
                        win.getMouse()
                        turnAgain.undraw()

                        if counter == 2: #once counter hits 2, the player's turn is skipped
                            turn += 1 #adds one to turn to continue to next player
                            counter = 0 #resets counter = 0
                            skip = Text(Point(720.0, 300), "Next player's turn") #prints in the menu that it's the next player's turn
                            skip.setStyle("bold")
                            skip.setSize(16)
                            skip.draw(win)
                            win.getMouse()
                            skip.undraw()
                    else: #if no double was rolled then proceeds
                        turn += 1 #adds one to turn to continue to next player
                        counter = 0 #resets counter = 0
                        skip = Text(Point(720.0, 300), "Next player's turn")#prints in the menu that it's the next player's turn
                        skip.setStyle("bold")
                        skip.setSize(16)
                        skip.draw(win)
                        win.getMouse()
                        skip.undraw()

                    if self.players[0].playerWon(self.players[0].piecesInHome(), win): #calls function that checks if the player won
                        win.getMouse()
                        win.close() #closes the window if player won

                    pt = win.getMouse() #resets the click for the next player

            elif turn == 1: #blue player's turn, everything works as mentioned above

                if rollButton.clicked(pt):
                    self.board.playerTurn("Blue", win)
                    dice1, dice2 = self.rollDice(win)
                    if self.players[1].returnChips() > 0:
                        checkMove, dice = self.startHome(dice1, dice2, "blue", win)
                        if checkMove:
                            self.players[1].MovePiece(self.players[1].player, dice, dice1, dice2, "blue",
                                                      self.players[1].returnSteps(), win)
                            self.eatPlayer("blue", win)

                    elif self.players[1].returnChips() == 0:
                        self.players[1].MovePiece(self.players[1].player, dice, dice1, dice2, "blue",
                                                  self.players[1].returnSteps(), win)
                        self.eatPlayer("blue", win)

                    if self.doubleTurn(dice1, dice2):
                        counter += 1
                        turn = 1
                        turnAgain = Text(Point(720.0, 300), "Your turn again")
                        turnAgain.setStyle("bold")
                        turnAgain.setSize(16)
                        turnAgain.draw(win)
                        win.getMouse()
                        turnAgain.undraw()
                        if counter == 2:
                            turn += 1
                            counter = 0
                            skip = Text(Point(720.0, 300), "Next player's turn")
                            skip.setStyle("bold")
                            skip.setSize(16)
                            skip.draw(win)
                            win.getMouse()
                            skip.undraw()

                    else:
                        turn += 1
                        counter = 0
                        skip = Text(Point(720.0, 300), "Next player's turn")
                        skip.setStyle("bold")
                        skip.setSize(16)
                        skip.draw(win)
                        win.getMouse()
                        skip.undraw()

                    if self.players[1].playerWon(self.players[1].piecesInHome(), win):
                        win.getMouse()
                        win.close()

                    pt = win.getMouse()



            elif turn == 2: #green player's turn, everything works as mentioned above

                if rollButton.clicked(pt):
                    self.board.playerTurn("Green", win)
                    dice1, dice2 = self.rollDice(win)
                    if self.players[2].returnChips() > 0:
                        checkMove, dice = self.startHome(dice1, dice2, "green", win)
                        if checkMove:
                            self.players[2].MovePiece(self.players[2].player, dice, dice1, dice2, "green",
                                                      self.players[2].returnSteps(), win)
                            self.eatPlayer("green", win)

                    elif self.players[2].returnChips() == 0:
                        dice = dice1 + dice2
                        self.players[2].MovePiece(self.players[2].player, dice, dice1, dice2, "green",
                                                  self.players[2].returnSteps(), win)
                        self.eatPlayer("green", win)

                    if self.doubleTurn(dice1, dice2):
                        counter += 1
                        turn = 2
                        turnAgain = Text(Point(720.0, 300), "Your turn again")
                        turnAgain.setStyle("bold")
                        turnAgain.setSize(16)
                        turnAgain.draw(win)
                        win.getMouse()
                        turnAgain.undraw()
                        if counter == 2:
                            turn += 1
                            counter = 0
                            skip = Text(Point(720.0, 300), "Next player's turn")
                            skip.setStyle("bold")
                            skip.setSize(16)
                            skip.draw(win)
                            win.getMouse()
                            skip.undraw()

                    else:
                        turn += 1
                        counter = 0
                        skip = Text(Point(720.0, 300), "Next player's turn")
                        skip.setStyle("bold")
                        skip.setSize(16)
                        skip.draw(win)
                        win.getMouse()
                        skip.undraw()

                    if self.players[2].playerWon(self.players[2].piecesInHome(), win):
                        win.getMouse()
                        win.close()

                    pt = win.getMouse()



            elif turn == 3: #yellow player's turn, everything works as mentioned above

                if rollButton.clicked(pt):
                    self.board.playerTurn("Yellow", win)
                    dice1, dice2 = self.rollDice(win)
                    if self.players[3].returnChips() > 0:
                        checkMove, dice = self.startHome(dice1, dice2, "yellow", win)
                        if checkMove:
                            self.players[3].MovePiece(self.players[3].player, dice, dice1, dice2, "yellow",
                                                      self.players[3].returnSteps(), win)
                            self.eatPlayer("yellow", win)

                    elif self.players[3].returnChips() == 0:
                        self.players[3].MovePiece(self.players[3].player, dice, dice1, dice2, "yellow",
                                                  self.players[3].returnSteps(), win)
                        self.eatPlayer("yellow", win)

                    if self.doubleTurn(dice1, dice2):
                        counter += 1
                        turn = 3
                        turnAgain = Text(Point(720.0, 300), "Your turn again")
                        turnAgain.setStyle("bold")
                        turnAgain.setSize(16)
                        turnAgain.draw(win)
                        win.getMouse()
                        turnAgain.undraw()
                        if counter == 2:
                            turn += 1
                            counter = 0
                            skip = Text(Point(720.0, 300), "Next player's turn")
                            skip.setStyle("bold")
                            skip.setSize(16)
                            skip.draw(win)
                            win.getMouse()
                            skip.undraw()

                    else:
                        turn += 1
                        counter = 0
                        skip = Text(Point(720.0, 300), "Next player's turn")
                        skip.setStyle("bold")
                        skip.setSize(16)
                        skip.draw(win)
                        win.getMouse()
                        skip.undraw()

                    if self.players[3].playerWon(self.players[3].piecesInHome(), win):
                        win.getMouse()
                        win.close()

                    pt = win.getMouse()


            elif turn == 4: #keeps the loop going starting back at the first player's turn
                turn = 0

                pt = win.getMouse() #resets click 
Exemple #28
0
class Game():
    """A class that holds the entire game"""

    # pythons way of stating that something is being done to a specific object is called "self"
    def __init__(self):
        pygame.init()

        self.phase = START
        self.current_index = 0
        self.timer = 0
        self.time_limit = 40
        self.color_index = 0
        self.total_colors = 4
        self.total_score = 0
        self.color_list = []
        self.get_color_list(self.total_colors)

        self.difficulty = None

        self.play_time_limit = 4 * FPS
        self.play_timer = self.play_time_limit

        self.red_box = ColorBox(RED)
        self.yellow_box = ColorBox(YELLOW)
        self.blue_box = ColorBox(BLUE)
        self.green_box = ColorBox(GREEN)

        self.easy_level = Button(EASY_BUTTON)
        self.easy_level.set_pos(350, 250)
        self.hard_level = Button(HARD_BUTTON)
        self.hard_level.set_pos(350, 325)
        self.back_button = Button(BACK_BUTTON)
        self.back_button.set_pos(10, 10)
        self.quit_button = Button(QUIT_BUTTON)
        self.quit_button.set_pos(10, 10)
        self.replay_button = Button(REPLAY_BUTTON)
        self.replay_button.set_pos(340, 350)
        self.rules_button = Button(RULES_BUTTON)
        self.rules_button.set_pos(340, 400)

        self.failed_buttons = pygame.sprite.Group()
        self.failed_buttons.add(self.replay_button)

        self.start_buttons = pygame.sprite.Group()
        self.start_buttons.add(self.easy_level)
        self.start_buttons.add(self.hard_level)
        self.start_buttons.add(self.rules_button)

        self.rules_buttons = pygame.sprite.Group()
        self.rules_buttons.add(self.back_button)

        self.game_buttons = pygame.sprite.Group()
        self.game_buttons.add(self.quit_button)

        self.font_name = pygame.font.match_font('arial')

        self.total_score_font = pygame.font.Font(self.font_name, 72)
        self.other_font = pygame.font.Font(self.font_name, 30)

        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode((WIDTH, HEIGHT))

        self.running = True
        self.displaying_color = True

        self.backdrop1 = Backdrop("start_game")
        self.backdrop2 = Backdrop("rules")
        self.backdrop3 = Backdrop("game_page")
        self.backdrop4 = Backdrop("failed_page")

        self.failed_backdrop = pygame.sprite.Group()
        self.failed_backdrop.add(self.backdrop4)

        self.game_backdrop = pygame.sprite.Group()
        self.game_backdrop.add(self.backdrop3)

        self.rules_backdrop = pygame.sprite.Group()
        self.rules_backdrop.add(self.backdrop2)

        self.start_backdrop = pygame.sprite.Group()
        self.start_backdrop.add(self.backdrop1)

        self.boxes = pygame.sprite.Group()
        self.boxes.add(self.green_box)
        self.boxes.add(self.yellow_box)
        self.boxes.add(self.blue_box)
        self.boxes.add(self.red_box)

    def reset_display(self):
        self.timer = 0

        self.displaying_color = True
        self.current_index = 0
        self.color_index = 0
        self.phase = DISPLAY

    def reset_game(self):
        self.phase = START
        self.current_index = 0
        self.timer = 0
        self.time_limit = 40
        self.color_index = 0
        self.total_colors = 4
        self.total_score = 0

        self.get_color_list(self.total_colors)

        self.displaying_color = True

    def get_color_list(self, squares_per_level):
        """returns random list of colors"""
        color_options = [RED, YELLOW, BLUE, GREEN]

        self.color_list.clear()

        while len(self.color_list) < squares_per_level:
            color = random.choice(color_options)
            self.color_list.append(color)

    def update_color_list(self):
        color_options = [RED, YELLOW, BLUE, GREEN]

        self.color_list.append(random.choice(color_options))

    def update_timer(self):
        if self.play_timer > 0:
            self.play_timer -= 1
        else:
            self.phase = FAILED

    def display_color_list(self):
        if self.displaying_color == True:
            self.timer += 1

            if self.timer == self.time_limit:
                self.timer = 0
                color = self.color_list[self.color_index]
                self.color_index += 1

                if color == RED:
                    self.red_box.activate()
                elif color == GREEN:
                    self.green_box.activate()
                elif color == YELLOW:
                    self.yellow_box.activate()
                elif color == BLUE:
                    self.blue_box.activate()

                if self.color_index == len(self.color_list):
                    self.displaying_color = False
                    self.phase = PLAY

    def update(self):
        """Updates the game"""
        self.clock.tick(FPS)

        self.screen.fill((255, 222, 222))

        self.handle_input()

        if self.phase == START:
            self.start_backdrop.draw(self.screen)
            self.start_buttons.update()
            self.start_buttons.draw(self.screen)
        elif self.phase == RULES:
            self.rules_backdrop.update()
            self.rules_backdrop.draw(self.screen)
            self.rules_buttons.update()
            self.rules_buttons.draw(self.screen)
        elif self.phase == FAILED:
            self.failed_backdrop.update()
            self.failed_backdrop.draw(self.screen)
            self.failed_buttons.update()
            self.failed_buttons.draw(self.screen)
            text_surface = self.total_score_font.render(
                str(self.total_score), True, (0, 0, 0))
            text_rect = text_surface.get_rect()
            text_rect.midtop = (350, 200)
            self.screen.blit(text_surface, text_rect)
        elif self.phase == DISPLAY:
            self.display_color_list()

            self.boxes.update()
            self.boxes.draw(self.screen)
            self.game_buttons.update()
            self.game_buttons.draw(self.screen)

            text_surface = self.other_font.render("Watch the computer", True,
                                                  (0, 0, 0))
            text_rect = text_surface.get_rect()
            text_rect.midtop = (400, 550)
            self.screen.blit(text_surface, text_rect)
        elif self.phase == PLAY:
            self.boxes.update()
            self.boxes.draw(self.screen)
            self.game_buttons.update()
            self.game_buttons.draw(self.screen)
            text_surface = self.other_font.render("Your turn", True, (0, 0, 0))
            text_rect = text_surface.get_rect()
            text_rect.midtop = (400, 550)
            self.screen.blit(text_surface, text_rect)
            self.update_timer()
            text_surface = self.total_score_font.render(
                "Time Left: " + str(self.play_timer // FPS), True, (0, 0, 0))
            text_rect = text_surface.get_rect()
            text_rect.midtop = (400, 100)
            self.screen.blit(text_surface, text_rect)

        pygame.display.flip()

    def handle_input(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.running = False
            elif event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()

                if self.phase == START:
                    for sprite in self.start_buttons:
                        if sprite.rect.collidepoint(pos):
                            if sprite.button_type == HARD_BUTTON:
                                self.phase = DISPLAY
                                self.difficulty = HARD
                            elif sprite.button_type == EASY_BUTTON:
                                self.phase = DISPLAY
                                self.difficulty = EASY
                            elif sprite.button_type == RULES_BUTTON:
                                self.phase = RULES

                elif self.phase == PLAY:
                    for sprite in self.boxes:
                        if sprite.rect.collidepoint(pos):
                            sprite.activate()

                            if sprite.color == self.color_list[
                                    self.current_index]:
                                self.current_index += 1
                                self.play_timer = self.play_time_limit

                                if self.current_index == len(self.color_list):
                                    self.total_colors += 1
                                    self.total_score += 1

                                    if self.difficulty == HARD:
                                        self.get_color_list(self.total_colors)
                                    elif self.difficulty == EASY:
                                        self.update_color_list()

                                    self.reset_display()

                            else:
                                self.phase = FAILED

                    for sprite in self.game_buttons:
                        if sprite.rect.collidepoint(pos):
                            if sprite.button_type == QUIT_BUTTON:
                                self.phase = START
                                self.reset_game()

                elif self.phase == RULES:
                    for sprite in self.rules_buttons:
                        if sprite.rect.collidepoint(pos):
                            if sprite.button_type == BACK_BUTTON:
                                self.phase = START

                elif self.phase == FAILED:
                    for sprite in self.failed_buttons:
                        if sprite.rect.collidepoint(pos):
                            if sprite.button_type == REPLAY_BUTTON:
                                self.phase = START

                elif self.phase == DISPLAY:
                    for sprite in self.game_buttons:
                        if sprite.rect.collidepoint(pos):
                            if sprite.button_type == QUIT_BUTTON:
                                self.phase = START
                                self.reset_game()
Exemple #29
0
    def __init__(self):
        pygame.init()

        self.phase = START
        self.current_index = 0
        self.timer = 0
        self.time_limit = 40
        self.color_index = 0
        self.total_colors = 4
        self.total_score = 0
        self.color_list = []
        self.get_color_list(self.total_colors)

        self.difficulty = None

        self.play_time_limit = 4 * FPS
        self.play_timer = self.play_time_limit

        self.red_box = ColorBox(RED)
        self.yellow_box = ColorBox(YELLOW)
        self.blue_box = ColorBox(BLUE)
        self.green_box = ColorBox(GREEN)

        self.easy_level = Button(EASY_BUTTON)
        self.easy_level.set_pos(350, 250)
        self.hard_level = Button(HARD_BUTTON)
        self.hard_level.set_pos(350, 325)
        self.back_button = Button(BACK_BUTTON)
        self.back_button.set_pos(10, 10)
        self.quit_button = Button(QUIT_BUTTON)
        self.quit_button.set_pos(10, 10)
        self.replay_button = Button(REPLAY_BUTTON)
        self.replay_button.set_pos(340, 350)
        self.rules_button = Button(RULES_BUTTON)
        self.rules_button.set_pos(340, 400)

        self.failed_buttons = pygame.sprite.Group()
        self.failed_buttons.add(self.replay_button)

        self.start_buttons = pygame.sprite.Group()
        self.start_buttons.add(self.easy_level)
        self.start_buttons.add(self.hard_level)
        self.start_buttons.add(self.rules_button)

        self.rules_buttons = pygame.sprite.Group()
        self.rules_buttons.add(self.back_button)

        self.game_buttons = pygame.sprite.Group()
        self.game_buttons.add(self.quit_button)

        self.font_name = pygame.font.match_font('arial')

        self.total_score_font = pygame.font.Font(self.font_name, 72)
        self.other_font = pygame.font.Font(self.font_name, 30)

        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode((WIDTH, HEIGHT))

        self.running = True
        self.displaying_color = True

        self.backdrop1 = Backdrop("start_game")
        self.backdrop2 = Backdrop("rules")
        self.backdrop3 = Backdrop("game_page")
        self.backdrop4 = Backdrop("failed_page")

        self.failed_backdrop = pygame.sprite.Group()
        self.failed_backdrop.add(self.backdrop4)

        self.game_backdrop = pygame.sprite.Group()
        self.game_backdrop.add(self.backdrop3)

        self.rules_backdrop = pygame.sprite.Group()
        self.rules_backdrop.add(self.backdrop2)

        self.start_backdrop = pygame.sprite.Group()
        self.start_backdrop.add(self.backdrop1)

        self.boxes = pygame.sprite.Group()
        self.boxes.add(self.green_box)
        self.boxes.add(self.yellow_box)
        self.boxes.add(self.blue_box)
        self.boxes.add(self.red_box)
Exemple #30
0
)  # инициализация шрифтов обязательна, иначе модуль font не будет работать
ff = font.Font('fonts/Segoe Print Regular.ttf', 23)

Alfavit = Group()  # группа алфавита
message_group = Group()  # группа кнопок сообщения
message_list = [
]  # данный список нужен для передачи сообщения в дешифрующую функцию
encode_message_group = Group()  # группа кнопок зашифрованного сообщения
button_group = Group()  # группа кнопок управления
decode_message = Group()  # группа кнопок дешифрованного сообщения

# добавляем кнопки с помощью модуля Button
pl = Button(x=300,
            y=30,
            width=175,
            height=35,
            text='Зашифровать',
            text_size=32,
            color=Color("#bf3030"))
button_group.add(pl)
pl = Button(300, 70, 175, 35, 'Дешифровать', 32, Color("#bf3030"))
button_group.add(pl)
pl = Button(300, 110, 175, 35, 'Стереть', 32, Color("#bf3030"))
button_group.add(pl)
pl = Button(300,
            150,
            175,
            35,
            'Показать коды',
            32,
            Color("#bf3030"),
Exemple #31
0
    def options(self):
        pygame.event.clear()
        texts = ["Audio", "Sounds", "Music", "Back"]
        length = len(texts)
        textsPos = [(320, 100), (100, 200), (100, 300), (500, 450)]
        elements = []

        for i in range(length):
            elements.append(Button(texts[i], "Dearest.ttf", white))
            elements[i].rect.topleft = textsPos[i]

        bar1, bar1Rect = loadImage("barSound.jpg")
        bar2, bar2Rect = loadImage("barSound.jpg")
        bar1Rect.topleft = (300, 220)
        bar2Rect.topleft = (300, 320)
        bars = [bar1Rect, bar2Rect]

        # X coordinates, relative to the bar's, of beginning and ending
        # of each volume cursor.
        MIN_VOLUME = 15
        MAX_VOLUME = 240

        # X absolute coordinates of the volume cursor.
        MIN = bars[0].x + MIN_VOLUME
        MAX = bars[0].x + MAX_VOLUME

        cursor1, cursor1Rect = loadImage("cursorSound.png")
        cursor2, cursor2Rect = loadImage("cursorSound.png")
        cursor1Rect.topleft = \
          (bar1Rect.x + 225 * self.sound.soundVolume, bar1Rect.y - 23)
        cursor2Rect.topleft = \
          (bar2Rect.x + 225 * self.sound.musicVolume, bar2Rect.y - 23)
        cursors = [cursor1Rect, cursor2Rect]

        while 1:
            self.screen.blit(self.bkgrnd, self.bkgrndRect)
            self.screen.blit(bar1, bar1Rect)
            self.screen.blit(bar2, bar2Rect)
            self.screen.blit(cursor1, cursors[0])
            self.screen.blit(cursor2, cursors[1])
            for i in range(length):
                self.screen.blit(elements[i].surface, elements[i].rect)

            for event in pygame.event.get():
                if event.type == QUIT:
                    self.quitGame()
                elif event.type == MOUSEBUTTONDOWN:
                    mousex, mousey = pygame.mouse.get_pos()
                    for i in range(len(cursors)):
                        if cursors[i].collidepoint((mousex, mousey)):
                            while pygame.event.poll().type != MOUSEBUTTONUP:
                                mousex, mousey = pygame.mouse.get_pos()
                                if MIN <= mousex <= MAX:
                                    cursors[i].centerx = mousex
                                elif mousex > bars[i].x + MAX_VOLUME:
                                    cursors[i].centerx = bars[i].x + MAX_VOLUME
                                else:
                                    cursors[i].centerx = bars[i].x + MIN_VOLUME
                                volume = cursors[i].centerx - MIN
                                if volume != 0:
                                    volume = (volume / 2.25) / 100.0
                                assert (0.0 <= volume <= 1.0)

                                if i == 0:
                                    self.sound.soundVolume = volume
                                    self.sound.playPutCard()
                                elif i == 1:
                                    self.sound.musicVolume = volume
                                self.sound.update()

                                self.screen.blit(self.bkgrnd, self.bkgrndRect)
                                self.screen.blit(bar1, bar1Rect)
                                self.screen.blit(bar2, bar2Rect)
                                self.screen.blit(cursor1, cursors[0])
                                self.screen.blit(cursor2, cursors[1])
                                for j in range(4):
                                    self.screen.blit(elements[j].surface,\
                                                      elements[j].rect)
                                pygame.display.flip()

                    if elements[3].rect.collidepoint((mousex, mousey)):
                        self.main()

            pygame.display.update()
Exemple #32
0
window = set_mode(SIZE)
screen = Surface(SIZE)

font.init() # инициализация шрифтов обязательна, иначе модуль font не будет работать
ff = font.Font('fonts/Segoe Print Regular.ttf', 23)

Alfavit = Group()   # группа алфавита
message_group = Group() # группа кнопок сообщения
message_list = [] # данный список нужен для передачи сообщения в дешифрующую функцию
encode_message_group = Group()  # группа кнопок зашифрованного сообщения
button_group = Group()  # группа кнопок управления
decode_message = Group()    # группа кнопок дешифрованного сообщения

# добавляем кнопки с помощью модуля Button
pl = Button(x=300, y=30, width=175, height=35, text='Зашифровать', text_size=32, color=Color("#bf3030"))
button_group.add(pl)
pl = Button(300, 70, 175, 35, 'Дешифровать', 32, Color("#bf3030"))
button_group.add(pl)
pl = Button(300, 110, 175, 35, 'Стереть', 32, Color("#bf3030"))
button_group.add(pl)
pl = Button(300, 150, 175, 35, 'Показать коды', 32, Color("#bf3030"), alt_text='Показать текст')
button_group.add(pl)

x, y = 35, 30
col, row = 1, 1
# в цикле ниже создаем алфавитную таблицу
for i in ALFAVIT:   # перебираем символы алфавита
    pl = Button(x=x, y=y, width=PL_W, height=PL_H, text=i, color=(Color('#300571')))  # создаем новую кнопку
    pl.col = col    # задаем кнопке новое свойство col - это номер столбца в котором будет расположена кнопка
    pl.row = row    # задаем кнопке новое свойство row - это номер строки в которой будет расположена кнопка
Exemple #33
0
def main():
    #Initialize Pygame
    pygame.init()

    #Create the display and caption the window
    SCREEN = pygame.display.set_mode((800,600))
    pygame.display.set_caption("Rocket to the Moon")

    #Create the clock object and fps
    clock = pygame.time.Clock()
    fps = 60

    #Initialize phase
    phase = 0

    #Create an addText function
    def addText(text, pos, size, color):
        FONT = pygame.font.SysFont('calibri', size)
        TEXT = FONT.render(text, 5, color)
        SCREEN.blit(TEXT, pos)

    #Create the sprite lists
    allSprites = pygame.sprite.Group()
    rocket_list = pygame.sprite.Group() # This is a sloppy sprite list made for the intro for the rocket.
    asteroids = pygame.sprite.Group()

    #Create an instance of the background
    space = Space(SCREEN)

    #Create the rocket
    rocket = Rocket()
    allSprites.add(rocket)
    rocket_list.add(rocket)

    #Create the lives images
    life = pygame.image.load("./assets/rocket.png")
    life = pygame.transform.scale(life, (20, 30))
    def showLives():
        if rocket.lives == 3:
            SCREEN.blit(life, (700, 550))
            SCREEN.blit(life, (740, 550))
            SCREEN.blit(life, (780, 550))
        elif rocket.lives == 2:
            SCREEN.blit(life, (740, 550))
            SCREEN.blit(life, (780, 550))
        elif rocket.lives == 1:
            SCREEN.blit(life, (780, 550))

    #Create the asteroids
    for i in range(8):
        asteroid = Asteroid()
        allSprites.add(asteroid)
        asteroids.add(asteroid)  
        asteroid.shuffle()

    #Create the intro buttons
    playButton = Button(SCREEN, 'rect', (165, 485), (150, 75), GREEN)
    quitButton = Button(SCREEN, 'rect', (485, 485), (150, 75), RED)

    def buttons():
        playButton.draw()
        quitButton.draw()
        playButton.addText('Play', 'calibri', 40, (0,0,0))
        quitButton.addText('Quit', 'calibri', 40, (0,0,0))
        #When the mouse touches the play button
        if playButton.touching(pygame.mouse.get_pos()):
            playButton.detail = (0,150,0)
        else:
            playButton.detail = GREEN
            playButton.bevel((0,150,0), 5, ['left', 'bottom'])
        #When the mouse touches the quit button
        if quitButton.touching(pygame.mouse.get_pos()):
            quitButton.detail = (150, 0, 0)
        else:
            quitButton.detail = RED
            quitButton.bevel((150,0,0), 5, ['left', 'bottom'])

    #Create the intro
    def intro():
        addText("Rocket", (270, 100), 100, RED)
        addText("to the", (230, 200), 60, BLUE)
        addText("Moon", (350, 175), 120, GREEN)
        buttons()

    #Create the startGame 
    def startGame():
        rocket.rect.x = 350
        rocket.rect.y = 600

    def rocketIntro():
        rocket_list.draw(SCREEN)
        if rocket.rect.y != 500:
            rocket.rect.y -= 2

    def play():
        rocket.move()
        for asteroid in asteroids:
            asteroid.scroll()
        allSprites.draw(SCREEN)
        showLives()

    #Main pygame loop
    while True:
        space.draw()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == MOUSEBUTTONDOWN:
                if phase == 0 and quitButton.touching(pygame.mouse.get_pos()):
                    pygame.quit()
                    sys.exit()
                if phase == 0 and playButton.touching(pygame.mouse.get_pos()):
                    phase = 1
                    startGame()
        if phase == 0:
            intro()
        elif phase == 1:
            rocketIntro()
            if rocket.rect.y == 500:
                phase = 2
        elif phase == 2:
            play()
            collideList = pygame.sprite.spritecollide(rocket, asteroids, False)
            if collideList:
                rocket.explode()
        pygame.display.update()
        clock.tick(fps)
Exemple #34
0
def choose_mode():
    global running
    num1b = Button(WIDTH / 2 - num1.get_width() - 30, 100, screen, num1,
                   num1pressed)
    num2b = Button(WIDTH / 2 + 30, 100, screen, num2, num2pressed)
    star = Slider(WIDTH / 2 - stars[0].get_width() / 2, 300, screen, *stars)
    startb = Button(WIDTH - start.get_width(), HEIGHT - start.get_height(),
                    screen, start)
    numberofteams = 0
    difficulty = 0
    while running:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
                pygame.quit()

        screen.blit(background, (0, 0))
        screen.blit(text1, (WIDTH / 2 - text1.get_width() / 2, 0))
        screen.blit(text2, (WIDTH / 2 - text2.get_width() / 2, 250))
        num1b.drawbutton()
        num2b.drawbutton()
        startb.drawbutton()
        star.drawbutton()
        screen.blit(font.render(str(numberofteams), True, WHITE),
                    (0, HEIGHT / 2 + 50))
        screen.blit(font.render(str(difficulty), True, WHITE),
                    (0, HEIGHT / 2 + 100))
        pygame.display.flip()
        ispressed = star.ispressed()
        if not ispressed == 0:
            difficulty = ispressed
        if num1b.ispressed():
            num2b.currentim = num2b.image
            numberofteams = 1
        if num2b.ispressed():
            num1b.currentim = num1b.image
            numberofteams = 2
        if startb.ispressed() and difficulty > 0 and numberofteams > 0:
            Game(difficulty, numberofteams)