def __init__(self, w, h, screen, user, main_menu): self.w = w self.h = h self.screen = screen self.user = user self.main_menu = main_menu self.buttons = sp.RenderUpdates() self.menu_buttons = sp.RenderUpdates() self.statusBoxDict = dict() self.statusBoxes = sp.RenderUpdates() self.bg = pg.Surface((w, h)) self.star_bg() self.planets = [] self.active_planet = None self.pressed = None self.exit_menu_shown = False self.selected_planet = None self.clusterNames = {} self.ships = sp.RenderUpdates() self.power = 0.5 self.gameOverMsg = GameOverMsg(300, 160, (w - 300) // 2, (h - 150) // 2, self.main_menu) self.gameOver = False self.add_status_box("status", "Do you want to exit to main menu?", w // 2, h // 2 - 50) self.add_menu_button("YES", pg.Rect((w - 300) // 2, (h - 50) // 2, 300, 50), self.main_menu) self.add_menu_button("NO", pg.Rect((w - 300) // 2, (h - 50) // 2 + 60, 300, 50), self.hide_exit_menu) self.power_button = self.add_button('{0:.0f}%'.format(self.power * 100), pg.Rect(w - 60, h - 100, 50, 50), self.hide_exit_menu)
def __init__(self, w, h): super().__init__() self.w, self.h = w, h self.buttons = sp.RenderUpdates() self.textBoxDict = dict() self.statusBoxDict = dict() self.statusBoxes = sp.RenderUpdates() self.pressed = None self.textBoxActive = None self.bg = pg.Surface((w, h)) self.bg.fill((0, 0, 0))
def pauseScreen(overlaySVG=None): """Display a "Paused" screen and suspend This default implementation will not do anything to shut down your simulation or other code running in other threads. It will merely block this thread (the pygame thread) until an event shows up in the eventwrap queue. Returns a surface to pass to restoreScreen to continue... """ from olpcgames import svgsprite if not overlaySVG: from olpcgames.data import sleeping_svg overlaySVG = sleeping_svg.data screen = pygame.display.get_surface() old_screen = screen.copy() # save this for later. pause_sprite = svgsprite.SVGSprite(overlaySVG, ) pause_sprite.rect.center = screen.get_rect().center group = sprite.RenderUpdates() group.add(pause_sprite) # dim the screen and display the 'paused' message in the center. BLACK = (0, 0, 0) WHITE = (255, 255, 255) dimmed = screen.copy() dimmed.set_alpha(128) screen.fill(BLACK) screen.blit(dimmed, (0, 0)) group.draw(screen) return old_screen
def __init__(self, gameMap, teamNo, serverBridge): self.run = True self.serverBridge = serverBridge # create teams self.teamNo = teamNo Team.teams = [] for i in range(gameMap.players): if i == self.teamNo: Team(Game.OWNCOLOR) else: Team() self.alive = True # start the map self.map = gameMap # self.bg = pg.Surface((self.map.w, self.map.h)) # self.bg.fill((0, 0, 0)) self.bg = pgen.genStarBG(self.map.w, self.map.h) self.map.draw(self.bg) # make ship containers self.ships = sp.RenderUpdates() self.clusterNames = dict() self.selected = False
def __init__(self): pygame.init() pygame.display.set_caption(Game.NAME) self.screen = pygame.display.set_mode(Game.SCREEN_SIZE) self.clock = pygame.time.Clock() self.group = sprite.RenderUpdates() self.background = pygame.image.load( os.path.sep.join(["sprites", "background.jpg"])).convert() self.screen.blit(self.background, (0, 0)) self.tanks = [] self.barriers = [] # interface with a server self.interface = None
def __init__(self, color, seed, x, y, size=36): self.seed = seed self.generator = random.Random(seed) self.color = color self.size = size self.sprites = sprite.RenderUpdates() self.sprite = sprite.Sprite() self.dirName = get_dir() self._path = self.dirName + "ghost_" + self.color + ".png" img = pygame.image.load(self._path) self.sprite.image = pygame.transform.scale(img, (self.size, self.size)) self.sprites.add(self.sprite) self.position = (x, y) self.startposition = self.position self.reset()
def __init__(self, buddy, startx, starty, color = 'green', size=36): self.buddy = buddy self.nick = buddy.props.nick self.score = 0 self.color = color self.size = size self.startposition = (startx, starty) self.hidden = False self.bonusplayers = None self.opensprites = sprite.RenderUpdates() self.closedsprites = sprite.RenderUpdates() self.dirName = get_dir() self.open = sprite.Sprite() self.closed = sprite.Sprite() self._path = self.dirName + "pacman-" + self.color img = pygame.image.load(self._path + "-open-right.png") self.open.image = pygame.transform.scale(img, (self.size, self.size)) img = pygame.image.load(self._path + "-closed.png") self.closed.image = pygame.transform.scale(img, (self.size, self.size)) self.opensprites.add(self.open) self.closedsprites.add(self.closed) self.mouthClosed = 1 self.supertime = 0 self.reset()
from pygame import sprite tiles = sprite.Group() overlays = sprite.Group() camera_relative = sprite.Group() layeredItems = sprite.LayeredUpdates() all = sprite.RenderUpdates()
def __init__(self, w, h, players): super().__init__() self.w, self.h = w, h self.players = players self.pTexts = sp.RenderUpdates() self.pNameDict = dict()