Exemple #1
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def start():  # При старте игры
    global cursor

    pygame.mouse.set_visible(False)  # Скрыть курсор
    Background(general.load_image('background.jpg'), Transform((0, 0)))  # Фон
    Background(general.load_image('background2.png'), Transform((-100, 400)),
               0.1)

    general.load_map()  # Загрузка карты

    player = Pers(Transform((200, 600)))  # Игрок
    general.player = player

    general.camera = Camera(Transform((0, 0), parent=player.transform_),
                            offset=(-900, -540))  # Камера

    player.select_weapon(Weapon('pistol', player.transform_))  # Выбор оружия

    # Разбросанные по карте оружия
    Weapon('ak_47', pos=(2300, 950))
    Weapon('shotgun', pos=(2450, 950))
    Weapon('rifle', pos=(2600, 950))
    Weapon('machine gun', pos=(14800, 1650))
    Weapon('p90', pos=(15000, 1650))
    Weapon('sniper', pos=(15200, 1650))

    cursor = Background(load_image('cursor.png'), Transform(
        (100, 100)))  # курсор мыши
Exemple #2
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def start_screen():  # Выполняется до начала игры
    # создание кнопок
    menu_buttons = [
        Sprite(general.load_image('fon.jpg'), Transform((0, 0))),
        Sprite(general.load_image('title.png'), Transform((560, 80))),
        Button(general.load_image('btn_start.png'), Transform((710, 500)),
               start_game, general.buttons_group),
        Button(general.load_image('btn_exit.png'), Transform((760, 700)),
               terminate, general.buttons_group)
    ]
    while is_menu:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                terminate()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                general.buttons_group.update(event.pos)
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    terminate()
        general.all_sprites.update()
        general.all_sprites.draw(general.screen)
        pygame.display.flip()
        general.clock.tick(general.FPS)
    # удаление кнопок
    for btn in menu_buttons:
        btn.kill()
Exemple #3
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def game_over():  # Проигрыш
    Background(general.load_image('fon.jpg'), Transform((0, 0)))
    Background(general.load_image('gameover.png'), Transform((560, 80)))
    while True:
        for event in pygame.event.get():
            if event.type != pygame.MOUSEMOTION:
                terminate()
        general.all_sprites.update()
        general.all_sprites.draw(general.screen)
        pygame.display.flip()
        general.clock.tick(general.FPS)
Exemple #4
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 def __init__(self, controller):
     controller = open(f'data/Animations/{controller}.txt', 'r').read()
     self.animations = []
     for ani in controller.split('\n'):
         ani = ani.split(';')
         self.animations.append(AnimationClip(general.load_image(ani[0]), ani[1], ani[2], eval(ani[3])))
     self.current_ani = self.animations[0]
    def __init__(self, entrance, background_png_name, name, collectibles,
                 furniture):
        png_name = os.path.join("inside_houses", background_png_name)
        self.entrance = ScaledRect.from_rect(entrance)
        self.background = load_image(png_name, return_rect=False)
        self.name = name
        self.collectibles = collectibles
        self.furniture = {
            k: ScaledRect.from_rect(v)
            for k, v in furniture.items()
        }

        exit_x = 59
        exit_y = self.background.get_height() // SCALE - 25
        exit_width = self.background.get_width() // SCALE - 59 * 2
        exit_height = 15
        self.exit_area = ScaledRect(exit_x, exit_y, exit_width, exit_height)
        self.walls = ScaledRect(11, 63, 140, 175)
Exemple #6
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    def end(self):
        if not self.countdown.ended:
            self.countdown.pause()
        self.state = GAME_FADE_OUT
        self.fade_out_timer.start(GAME_FADE_OUT_TIME)

        # gets the end image
        if not self.character.escaped:
            self.end_image = load_image("endings/stay_death.png",
                                        return_rect=False)
        elif sum(self.character.items.values()) <= 2:
            self.end_image = load_image("endings/missing_lots_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("filled_water_skin"):
            self.end_image = load_image("endings/thirst_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("ugly_green_scarf"):
            self.end_image = load_image("endings/cold_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("bread", "cheese", "jerky"):
            self.end_image = load_image("endings/starvation_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("bandages", "bow_arrow", "cheese"):
            self.end_image = load_image("endings/bandits_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("pileogold"):
            self.end_image = load_image("endings/no_money_death.png",
                                        return_rect=False)
        else:
            self.end_image = load_image("endings/win_happy.png",
                                        return_rect=False)

        self.end_image = pygame.transform.scale(self.end_image, SCREEN_SIZE)

        if DEBUG:
            print("ended!")
Exemple #7
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    def __init__(self, png_name, x, y, convert_alpha=False):
        self.image, self.rect = load_image(png_name, convert_alpha)
        super().__init__()

        self.rect.x = x * SCALE
        self.rect.y = y * SCALE
 def __init__(self, *png_names, flip=False):
     self.frames = tuple(load_image("avatar/MC-" + png_name, convert_alpha=True, flip=flip, return_rect=False) for png_name in png_names)
Exemple #9
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    def __init__(self):
        # initialize the pygame module
        pygame.init()

        logo_name = os.path.join('assets', "logo.png")
        logo = pygame.image.load(logo_name)
        pygame.display.set_icon(logo)

        pygame.display.set_caption("Escape")
        self.screen = pygame.display.set_mode(SCREEN_SIZE)
        self.black_surface = self.screen.copy()
        self.black_surface.fill(pygame.Color("black"))

        # default font used for the timer
        self.font = pygame.font.Font(None, 100)
        self.subtext_font = pygame.font.Font(None, 25)
        self.notification_font = pygame.font.Font(None, 25)

        # specifies the middle of the screen
        self.character = Character("avatar/MC-front.png", 0, 0)
        self.camera = Coords(CHARACTER_START[X], CHARACTER_START[Y])

        # saves the camera for when enering the building
        self.camera_save = None
        self.user_input = UserInput()

        # sound
        self.ambient = pygame.mixer.Sound("assets/ambient.wav")
        self.ambient_channel = pygame.mixer.Channel(1)
        self.wind = pygame.mixer.Sound("assets/wind.wav")
        self.wind.play(-1)

        # a shit ton of time related stuff
        self.clock = pygame.time.Clock()
        self.countdown = Countdown()
        self.ticker = Ticker()
        self.fade_in_timer = Timer()
        self.display_timer = Timer()
        self.notification_timer = Timer()
        self.fade_out_timer = Timer()

        # variables for when you're in some building
        self.current_building = None
        self.buildings = create_buildings()
        self.well_area = ScaledRect(208, 354, 60, 51)

        # define a variable to control the main loop
        # where it is really only set to false if the player exits or the X button is pressed
        self.running = True
        self.state = None
        self.fade_into_main_menu()

        self.wins = create_wins()
        self.subtext_value = ""
        self.notification_value = ""

        # self.ended = False
        # self.show_ending = False

        self.end_image = None
        self.begin_image = load_image("beginlol.png",
                                      use_scale=False,
                                      return_rect=False)
        self.begin_image = pygame.transform.scale(self.begin_image,
                                                  SCREEN_SIZE)

        self.default_background = load_image('background.png',
                                             return_rect=False)
        self.building_wall_mask = load_image('background_outline.png',
                                             convert_alpha=True,
                                             return_rect=False)

        # background can change to default background or house background
        self.background = self.default_background

        # creates the start menus
        self.pause_menu = PauseMenu(self.screen)
        self.main_menu = MainMenu(self.screen)

        self.temp = []