def death_screen_level_5(screen, WIDTH, HEIGHT, groups, old_player, counter_old, level, destroyer_1, old_enemy_group_array): all_sprites = groups[0] bullet_group = groups[1] enemy_group = groups[2] enemy_eyes_group = groups[3] enemy_bullet_group = groups[4] hpbar_group = groups[5] destroyer_group = groups[6] clock = pygame.time.Clock() title_group = pygame.sprite.Group() player = Ship_Explosion((old_player.rect.x, old_player.rect.y), (title_group, title_group)) first_destroyer = destroyer_1 enemy1 = old_enemy_group_array[0] enemy2 = old_enemy_group_array[1] enemy3 = old_enemy_group_array[2] enemy4 = old_enemy_group_array[3] enemy5 = old_enemy_group_array[4] darker_screen = load_image('Darker_screen.png') dead_title = load_image('Dead_title.png') restart = Restart_Button((20, 520), (all_sprites, all_sprites), level) quit_button = Quit_Button((650, 520), (all_sprites, all_sprites)) running = True counter = counter_old while running: if counter == 37 + counter_old: player.kill() player = Null_thingy((old_player.rect.x, old_player.rect.y), (title_group, title_group)) for event in pygame.event.get(): if event.type == pygame.QUIT: return 'QUIT' elif event.type == pygame.MOUSEBUTTONDOWN: if quit_button.rect.collidepoint(event.pos): return 'level_menu' if restart.rect.collidepoint(event.pos): return level screen.fill((0, 0, 0)) title_group.draw(screen) destroyer_group.draw(screen) enemy_group.draw(screen) enemy_eyes_group.draw(screen) destroyer_group.update(counter) enemy1.update(player, first_destroyer.xy, bullet_group) enemy2.update(player, first_destroyer.xy, bullet_group) enemy3.update(player, first_destroyer.xy, bullet_group) enemy4.update(player, first_destroyer.xy, bullet_group) enemy5.update(player, first_destroyer.xy, bullet_group) all_sprites.draw(screen) all_sprites.update() hpbar_group.draw(screen) if counter % 2 == 0: title_group.update() screen.blit(darker_screen, (0, 0)) screen.blit(dead_title, (0, 0)) pygame.display.flip() counter += 1 clock.tick(50)
def victory_screen(screen, WIDTH, HEIGHT, level): all_sprites = pygame.sprite.Group() clock = pygame.time.Clock() running = True counter = 0 quit_button = Quit_Button((650, 520), (all_sprites, all_sprites)) victory_fon = load_image('Victory_fon.png') while running: for event in pygame.event.get(): if event.type == pygame.QUIT: return 'QUIT' elif event.type == pygame.MOUSEBUTTONDOWN: if quit_button.rect.collidepoint(event.pos): return 'level_menu' screen.fill((0, 0, 0)) screen.blit(victory_fon, (0, 0)) all_sprites.draw(screen) all_sprites.update() pygame.display.flip() counter += 1 clock.tick(50)