Exemple #1
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def show_pts_on_screen(mouse_x, mouse_y):
    score_font = pygame.font.Font('duckHuntFont.TTF', 24)
    score_num = score_font.render('1500', True,
                                  (255, 255, 255))  # cant display + sign
    text_x = mouse_x + 30
    text_y = mouse_y - 20
    screen.blit(score_num, (text_x, text_y))
Exemple #2
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def set_cursor_image():
    cursor = pygame.image.load('crosshair.png')
    cursor = pygame.transform.scale(cursor, (100, 98))  # set the image size
    screen.blit(cursor, get_cursor_pos())
    # make mouse invisible
    pygame.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0),
                            (0, 0, 0, 0, 0, 0, 0, 0))
Exemple #3
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def game_over_text():
    if d.strike == 3:
        gg = pygame.font.Font('duckHuntFont.TTF',
                              72).render("GAME OVER", True, (0, 0, 0))
        gg_rect = gg.get_rect(
            center=(width / 2,
                    height / 2))  # center the text in the middle of screen
        screen.blit(gg, gg_rect)
Exemple #4
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  def drawTurtle(self):

    if self.speed < self.maxSpeed:
      self.speed += self.acceleration
    
    self.y += self.speed

    if self.speed > 0:
      self.speed += self.acceleration
  
    screen.blit(turtleImage, (self.x, self.y))
Exemple #5
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def player_melee(p):
    global swing_cooldown
    global frame_count
    global player_swing
    if swing_cooldown <= 0:  # at 0 turn off swing animation and reset cooldown
        player_swing = False
        swing_cooldown = 11
        frame_count = 0

    if swing_cooldown > 0:
        if player_swing:
            screen.blit(swing_animation[frame_count],
                        (p.player_x + 17, p.player_y + 17))
            swing_cooldown -= 1  # countdown

    frame_count += 1
    if frame_count + 1 > 14:  # 10 frames to cycle through
        frame_count = 0
Exemple #6
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def draw_duck(duck):
    if duck.is_falling:
        # blit falling duck at pos where duck was clicked
        screen.blit(
            fall_animation_frames[duck.fall_frame_count],
            (
                duck.store_x -
                20,  # -20 to center img. because im a retard who cant crop images properly
                duck.store_y))
        duck.fall_frame_count += 1  # cycle through the frames
        if duck.fall_frame_count + 1 > 8:  # 8 is num of frames
            duck.fall_frame_count = 0  # reset back to first frame to keep the cycle goings
    if duck.dead:
        screen.blit(duck_shot, (duck.x, duck.y))
        show_pts_on_screen(duck.x, duck.y)

    else:
        screen.blit(fly_animation_frames[duck.animation_frame_count],
                    (duck.x, duck.y))
        duck.animation_frame_count += 1  # cycle through the frames
        if duck.animation_frame_count + 1 > 12:  # 12 is num of frames
            duck.animation_frame_count = 0  # reset back to first frame to keep the cycle goings
Exemple #7
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def ducks(x, y):
    screen.blit(duck_frame, (x, y))
Exemple #8
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def create_light():
    # window lights
    screen.blit(window_light_vert, (484, 475))
    screen.blit(window_light_horiz, (598, 773))
    screen.blit(window_light_horiz, (1105, 773))

    screen.blit(glow, (810, 685))
    screen.blit(fp_floor, (840, 765))

    # windows
    screen.blit(window_vert, (485, 485))
    screen.blit(window_horiz, (1120, 850))
    screen.blit(window_horiz, (610, 850))
Exemple #9
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def draw_strike():
    if d.strike == 1:
        screen.blit(strike, (50, 980))
    if d.strike == 2:
        screen.blit(strike, (50, 980))
        screen.blit(strike, (125, 980))
    if d.strike == 3:
        screen.blit(strike, (50, 980))
        screen.blit(strike, (125, 980))
        screen.blit(strike, (200, 980))
Exemple #10
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def draw_player(p):
    global frame_count
    # screen.blit(player_standing_still_right, (p.player_x, p.player_y))
    if right:
        screen.blit(player_animation_right[frame_count], (p.player_x, p.player_y))
    if left:
        screen.blit(player_animation_left[frame_count], (p.player_x, p.player_y))
    if up:
        screen.blit(player_animation_up[frame_count], (p.player_x, p.player_y))
    if down:
        screen.blit(player_animation_down[frame_count], (p.player_x, p.player_y))
    if still_right:
        screen.blit(player_standing_still_right, (p.player_x, p.player_y))
    if still_left:
        screen.blit(player_standing_still_left, (p.player_x, p.player_y))
    if still_up:
        screen.blit(player_standing_still_up, (p.player_x, p.player_y))
    if still_down:
        screen.blit(player_standing_still_down, (p.player_x, p.player_y))

    frame_count += 1
    if frame_count + 1 > 30:  # 30 frames to cycle through
        frame_count = 0
Exemple #11
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def show_score(x, y):
    score_num = score_font.render("SCORE: " + str(score_val), True,
                                  (255, 255, 255))
    screen.blit(score_num, (x, y))