def level3():
    done = True
    Music.mainSoundPlay(-1)
    while done:
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                done = False
            if e.type == pygame.KEYDOWN:
                if e.key == pygame.K_LEFT:
                    if Data.hero.x > 0:
                        Data.hero.x -= 10
                if e.key == pygame.K_RIGHT:
                    if Data.hero.x < 800:
                        Data.hero.x += 10
                if e.key == pygame.K_UP:
                    if Data.hero.y > 350:
                        Data.hero.y -= 10
                if e.key == pygame.K_DOWN:
                    if Data.hero.y < 600:
                        Data.hero.y += 10
                if e.key == pygame.K_ESCAPE:
                    Data3.game.menu(Data.info_string, Data.screen, Data.window)
            if e.type == pygame.MOUSEMOTION:
                pygame.mouse.set_visible(False)
                m = pygame.mouse.get_pos()
                if m[0] > 0 and m[0] < 800:
                    Data.hero.x = m[0]
                if m[1] > 350 and m[1] < 600:
                    Data.hero.y = m[1]
            if e.type == pygame.MOUSEBUTTONDOWN:
                if e.button == 1:
                    if Data.hero.push == False and Data3.arrowCounter > 0:
                        Music.pushSoundPlay(0)
                        Data.playerArrow.x = Data.hero.x
                        Data.playerArrow.y = Data.hero.y
                        Data.hero.push = True
                        Data3.arrowCounter -= 1
        Data.enemy.y = 20
        Data.enemy2.y = 220

        if Bumps.IntersectPlayer(Data.playerArrow.x, Data.enemy.x,
                                 Data.playerArrow.y, Data.enemy.y, 10,
                                 35) == True:
            Data.enemyArrow.x = Data.enemy.x
            Data.enemyArrow.y = Data.enemy.y
            Data.enemy.push = True
        if Data.enemy.x > 0 and Data.enemy.x < 700:
            if Data.enemy.push == False:
                Data.enemyArrow.x = Data.enemy.x
                Data.enemyArrow.y = Data.enemy.y
                Data.enemy.push = True

        if Bumps.IntersectPlayer(Data.playerArrow.x, Data.enemy2.x,
                                 Data.playerArrow.y, Data.enemy2.y, 10,
                                 35) == True:
            Data.enemyArrow.x = Data.enemy.x
            Data.enemyArrow.y = Data.enemy.y
            Data.enemy.push = True
        if Data.enemy2.x > 0 and Data.enemy2.x < 700:
            if Data.enemy2.push == False:
                Data.enemy2Arrow.x = Data.enemy2.x
                Data.enemy2Arrow.y = Data.enemy2.y
                Data.enemy2.push = True

        if Data.enemy.right == True:
            Data.enemy.x -= Data.enemy.step
            if Data.enemy.x < 0:
                Data3.score += 1
                Data.enemy.right = False
        else:
            Data.enemy.x += Data.enemy.step
            if Data.enemy.x > 750:
                Data3.score += 1
                Data.enemy.right = True
        if Data.playerArrow.y < 0:
            Data.hero.push = False
            Data3.score -= Data.enemy.step + Data.enemy2.step
        if Data.hero.push == False:
            Data.playerArrow.y = 700
            Data.playerArrow.x = -20
        else:
            Data.playerArrow.y -= 4
        if Data.enemyArrow.y > 800:
            Data.enemy.push = False
        if Data.enemy.push == False:
            Data.enemyArrow.y = -700
            Data.enemyArrow.x = 20
        else:
            Data.enemyArrow.y += 12

        if Data.enemy2.right == True:
            Data.enemy2.x -= Data.enemy2.step
            if Data.enemy2.x < 0:
                Data3.score += 1
                Data.enemy2.right = False
        else:
            Data.enemy2.x += Data.enemy2.step
            if Data.enemy2.x > 750:
                Data3.score += 1
                Data.enemy2.right = True
        if Data.playerArrow.y < 0:
            Data.hero.push = False
            Data3.score -= Data.enemy.step
        if Data.hero.push == False:
            Data.playerArrow.y = 700
            Data.playerArrow.x = -20
        else:
            Data.playerArrow.y -= 4
        if Data.enemy2Arrow.y > 800:
            Data.enemy2.push = False
        if Data.enemy2.push == False:
            Data.enemy2Arrow.y = -700
            Data.enemy2Arrow.x = 20
        else:
            Data.enemy2Arrow.y += 12

        if Bumps.IntersectPlayer(Data.playerArrow.x, Data.enemy.x,
                                 Data.playerArrow.y, Data.enemy.y, 10,
                                 35) == True:
            Data.hero.push = False
            Data.enemy.step += 0.6
            Data3.score += Data.enemy.step
            Data.enemy.health -= 5
            Data.hero.health += 5
            Data3.arrowCounter += 2

        if Bumps.IntersectPlayer(Data.playerArrow.x, Data.enemy2.x,
                                 Data.playerArrow.y, Data.enemy2.y, 10,
                                 35) == True:
            Data.hero.push = False
            Data.enemy2.step += 0.6
            Data3.score += Data.enemy2.step
            Data.enemy2.health -= 5
            Data.hero.health += 5
            Data3.arrowCounter += 2

        if Bumps.IntersectEnemy(Data.enemyArrow.x, Data.hero.x,
                                Data.enemyArrow.y, Data.hero.y, 10,
                                35) == True:
            Data.enemy.push = False
            Data3.score -= 2
            Data.hero.health -= 5
            Data.enemy.health += 5

        if Bumps.IntersectEnemy(Data.enemy2Arrow.x, Data.hero.x,
                                Data.enemy2Arrow.y, Data.hero.y, 10,
                                35) == True:
            Data.enemy2.push = False
            Data3.score -= 2
            Data.hero.health -= 5
            Data.enemy2.health += 5

        Data.screen.blit(Data3.background_image, [0, 0])
        Data.info_string.fill((100, 0, 100))
        Data.playerArrow.render(Data.screen)
        Data.enemy.render(Data.screen)
        Data.enemy2.render(Data.screen)
        Data.hero.render(Data.screen)
        Data.enemyArrow.render(Data.screen)
        Data.enemy2Arrow.render(Data.screen)
        Data.info_string.blit(
            Data.speed_font.render(
                u'Speed: ' + str(round(Data.enemy.step + Data.enemy2.step, 2)),
                1, (210, 120, 200)), (280, 5))
        Data.info_string.blit(
            Data.label_font.render(u'Blocks ' + str(Data3.arrowCounter), 1,
                                   (210, 120, 200)), (150, 5))
        Data.info_string.blit(
            Data.inf_font.render(u'Score: ' + str(round(Data3.score, 2)), 1,
                                 (0, 250, 200)), (2, 5))
        Data.info_string.blit(
            Data.hero_health_font.render(
                u'Hero health: ' + str(Data.hero.health), 1, (0, 250, 200)),
            (410, 5))
        Data.info_string.blit(
            Data.hero_health_font.render(
                u'Enemy health: ' +
                str(Data.enemy.health + Data.enemy2.health), 1, (0, 250, 200)),
            (600, 5))
        Data.window.blit(Data.info_string, (0, 0))
        Data.window.blit(Data.screen, (0, 30))
        pygame.display.flip()
        pygame.time.delay(1)
        print(Data.enemy.x)
        if Data.enemy.health <= 0:
            print("Victory!!!")
            Music.main_sound.stop()
            Music.victorySoundPlay(0)
            end_puncts_win = [
                (80, 40, u'Congratulations!You completed the game!',
                 (250, 250, 30), (250, 30, 250), 0),
                (250, 100, u'Your score is ' + str(round(Data3.score, 2)),
                 (250, 250, 30), (250, 30, 250), 1),
                (250, 270, u'Start game again', (250, 250, 30), (250, 30, 250),
                 5), (350, 320, u'Quit', (250, 250, 30), (250, 30, 250), 6)
            ]
            end = CAndM.Caption(end_puncts_win)
            end.menu(Data.info_string, Data.screen, Data.window)
        elif Data3.score <= 0 or Data.hero.health <= 0 or Data3.arrowCounter <= 0:
            Music.main_sound.stop()
            Music.lose_sound.play(0)

            end_puncts_lost = [
                (220, 40, u'You have lost!Try again! ', (250, 250, 30),
                 (250, 30, 250), 0),
                (250, 100, u'Your score is ' + str(round(Data3.score, 2)),
                 (250, 250, 30), (250, 30, 250), 1),
                (250, 270, u'Try again this level', (250, 250, 30), (250, 30,
                                                                     250), 4),
                (350, 320, u'Quit', (250, 250, 30), (250, 30, 250), 6)
            ]
            Data3.arrowCounter = Data2.arrowCounter
            Data3.score = Data2.score
            Data.enemy.step = 1
            Data.enemy2.step = 1
            Data.enemy.health = 100
            Data.hero.health = 100
            end = CAndM.Caption(end_puncts_lost)
            end.menu(Data.info_string, Data.screen, Data.window)
Exemple #2
0
def level1():
    done = True
    Music.mainSoundPlay(-1)
    while done:
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                done = False
            if e.type == pygame.KEYDOWN:
                if e.key == pygame.K_ESCAPE:
                    Data1.game.menu(Data.info_string, Data.screen, Data.window)
            if e.type == pygame.MOUSEMOTION:
                pygame.mouse.set_visible(False)
                m = pygame.mouse.get_pos()
                if m[0] > 0 and m[0] < 800:
                    Data.hero.x = m[0]
                if m[1] > 350 and m[1] < 600:
                    Data.hero.y = m[1]
            if e.type == pygame.MOUSEBUTTONDOWN:
                if e.button == 1:
                    if Data.hero.push == False and Data1.arrowCounter > 0:
                        Music.pushSoundPlay(0)
                        Data.playerArrow.x = Data.hero.x
                        Data.playerArrow.y = Data.hero.y
                        Data.hero.push = True
                        Data1.arrowCounter -= 1
        if Data.enemy.right == True:
            Data.enemy.x -= Data.enemy.step
            if Data.enemy.x < 0:
                Data1.score += 1
                Data.enemy.right = False

        else:
            Data.enemy.x += Data.enemy.step
            if Data.enemy.x > 780:
                Data1.score += 1
                Data.enemy.right = True

        if Data.playerArrow.y < 0:
            Data.hero.push = False
            Data1.score -= Data.enemy.step

        if Data.hero.push == False:
            Data.playerArrow.y = 700
            Data.playerArrow.x = -20

        else:
            Data.playerArrow.y -= 4

        if Bumps.checkBump(Data.playerArrow.x, Data.enemy.x,
                           Data.playerArrow.y, Data.enemy.y, 5, 40) == True:
            Data.hero = Heroes.Player(Data.hero.x, Data.hero.y, 'D:\d.png',
                                      Data.hero.health)
            Data.hero.push = False
            Data.enemy.step += 0.6
            Data1.score += Data.enemy.step
            Data.enemy.health -= 5
            Data.hero.health += 5
            Data1.arrowCounter += 2

        Data.screen.blit(Data1.background_image, [0, 0])
        Data.info_string.fill((100, 0, 100))
        Data.playerArrow.render(Data.screen)
        Data.enemy.render(Data.screen)
        Data.hero.render(Data.screen)
        Data.info_string.blit(
            Data.speed_font.render(u'Speed: ' + str(round(Data.enemy.step, 2)),
                                   1, (210, 120, 200)), (280, 5))
        Data.info_string.blit(
            Data.label_font.render(u'Blocks ' + str(Data1.arrowCounter), 1,
                                   (210, 120, 200)), (150, 5))
        Data.info_string.blit(
            Data.inf_font.render(u'Score: ' + str(round(Data1.score, 2)), 1,
                                 (0, 250, 200)), (2, 5))
        Data.info_string.blit(
            Data.hero_health_font.render(
                u'Hero health: ' + str(Data.hero.health), 1, (0, 250, 200)),
            (410, 5))
        Data.info_string.blit(
            Data.hero_health_font.render(
                u'Enemy health: ' + str(Data.enemy.health), 1, (0, 250, 200)),
            (600, 5))
        Data.window.blit(Data.info_string, (0, 0))
        Data.window.blit(Data.screen, (0, 30))
        pygame.display.flip()
        pygame.time.delay(5)

        if Data.enemy.health <= 0:
            print("Victory!!!")
            Music.main_sound.stop()
            Music.victorySoundPlay(0)
            end_puncts_win = [
                (220, 40, u'Congratulations!Victory! ', (250, 250, 30),
                 (250, 30, 250), 0),
                (250, 100, u'Your score is ' + str(round(Data1.score, 2)),
                 (250, 250, 30), (250, 30, 250), 1),
                (250, 270, u'Go to the second level', (250, 250, 30),
                 (250, 30, 250), 2),
                (350, 320, u'Quit', (250, 250, 30), (250, 30, 250), 6)
            ]
            end = CAndM.Caption(end_puncts_win)
            end.menu(Data.info_string, Data.screen, Data.window)

        elif Data1.score <= 0 or Data.hero.health <= 0 or Data1.arrowCounter <= 0:
            Music.main_sound.stop()
            Music.lose_sound.play(0)

            end_puncts_lost = [
                (220, 40, u'You have lost!Try again! ', (250, 250, 30),
                 (250, 30, 250), 0),
                (250, 100, u'Your score is ' + str(round(Data1.score, 2)),
                 (250, 250, 30), (250, 30, 250), 1),
                (250, 270, u'Try again this level', (250, 250, 30), (250, 30,
                                                                     250), 4),
                (350, 320, u'Quit', (250, 250, 30), (250, 30, 250), 6)
            ]
            Data1.arrowCounter = 500
            Data1.score = 1000
            Data.enemy.step = 1
            Data.enemy.health = 100
            Data.hero.health = 100
            end = CAndM.Caption(end_puncts_lost)
            end.menu(Data.info_string, Data.screen, Data.window)