Exemple #1
0
 def draw(self, surface = None):
     if not surface:
         surface = self.surface
     
     rect(surface, self.colour, self.makeRect())
     if self.floating:
         self.floating.draw(surface)
     for t in self.things:
         t.draw(surface)
    def draw(self, screen):
        rect_list = []
        for i in range(4):
            for j in range(4):
                if self.pieza.cuadrado[i][j]:
                    pg.rect(50 * i, 50 * j, 50, 50)
                    pg.draw.rect(screen, (50, 0, 100),
                                 (50 * i, 50 * j, 50, 50), 2)

        return rect_list
Exemple #3
0
    def __init__(self, rect=None, caption='', bgcolor=WHITE, fgcolor=BLACK, font=None, normal=None, down=None, highlight=None):
        if rect is None:
            self._rect = pygame.rect(0, 0, 30, 60)

        else:
            self._rect = pygame.Rect(rect)

        self._caption = caption
        self._bgcolor = bgcolor
        self._fgcolor = fgcolor

        if font is None:
            self._font = SYSFONT
        else:
            self._font = font

        self._visible = True

        # state of button
        self.buttonDown = False
        self.mouseOverButton = False
        self.lastMouseDownOverButton = False
        self.customSurfaces = False

        if normal is None:
            # not a custom button
            self.surfaceNormal = pygame.Surface(self._rect.size)
            self.surfaceDown = pygame.Surface(self._rect.size)
            self.surfaceHighlight = pygame.Surface(self._rect.size)
            self._update()

        else:
            self.setSurfaces(normal, down, highlight)
            self._update()
Exemple #4
0
 def __init__(self, width=WIDTH, height=HEIGHT):
     self.pos = Vector2(WIDTH / 2, HEIGHT / 2)
     self.rect = pygame.rect(0, 0, width, height)
     self.rect.center = self.pos
     self.gamesections = pygame.sprite.Group()
     self.acc = Vector2(0, 0)
     self.vel = Vector2(0, 0)
Exemple #5
0
def drawAll(mapCode,surf):  #surf에 모든 이미지를 그려넣는다.
    for ground in mapDataList[mapCode]['ground']:
        Rect=pygame.rect(ground[0],ground[1])
        pygame.draw.rect(surf, (0,0,0,0), Rect)
    for item in mapDataList[mapCode]['item']:
        surf.blit(item[1],itme[0])
    for door in mapDataList[mapCode]['door']:
        surf.blit(doorImageSurf,door[0])
    def __init__(self,x,y,dx,dy):
        Sprite.__init__(self)
        self.rect = pygame.rect(x,y,width,height)
        self.image = pygame.Surface(self.rect.size)
        self.drawImage(self)

        self.dx = dx
        self.dy = dy
Exemple #7
0
 def __init__(self):
     pygame.init()
     self.running, self.playing = True, False
     self.run_screen = True
     self.cursor = pygame.rect(0, 0, 20, 20)
     self.window = pygame.display.set_mode(
         ((self.display_width, self.display_height)))
     self.display = pygame.Surface(
         (self.display_width, self.display_height))
Exemple #8
0
 def update(self,time_passed,shipgroup):
     self.x += self.speedx
     self.y += self.speedy
     rect1 = pygame.rect(self.x,self.y,self.radius*2,self.radius*2)
     for elem in shipgroup:
         rect2 = elem.image.get_rect()
         if (rect1.colliderect(rect2)):
             pygame.sprite.Sprite.kill(self)
             pygame.sprite.Sprite.kill(elem)
Exemple #9
0
 def __init__(self, vitesse, couleur, vie, recompense):
     self.vitesse = vitesse
     self.couleur = couleur
     self.vie = vie
     self.recompense = recompense
     self.Index = Mapping.Spawn
     self.rectangle = pygame.rect(mapping.startCoordIndex[0] * mapping.c,
                                  mapping.startCoordIndex[1] * Mapping.d,
                                  mapping.c / 5, mapping.d / 5)
     self.case_a_suivre = 1
Exemple #10
0
    def __init__(self, world, position, image=None):
        self.world = world
        self.position = np.array(position)
        self.image = image
        if not image:
            self.image = pygame.Surface((1, 1))

        self.size = np.array(self.image.get_size())
        self.type = "GraphicEntity"

        self.rect = pygame.rect(position - size / 2, size)
Exemple #11
0
    def __init__(self,world,position,image=None):
        self.world = world
        self.position = np.array(position)
        self.image = image
        if not image:
            self.image = pygame.Surface((1,1))

        self.size = np.array(self.image.get_size())
        self.type = "GraphicEntity"
        
        self.rect = pygame.rect(position - size/2,size)
Exemple #12
0
def start_bola():
    global speed_bola_x, speed_bola_y
    if bola.left + 50 > screen_width or bola.left < 0:
    bola.top = screen_height //2
    bola.left = screen_width // 2
    speed_bola_x = 3 * random.choice((1,-1))
    speed_bola_y = 3 * random.choice((1,-1))

def mover_bola():
    global speed_bola_x, speed_bola_y

    if bola.top + 50 > screen_height:
        speed_bola_x = -speed_bola_x
    
    if bola.left < 10 and rectangulo.top < bola.top < rectangulo.top + 140:
        speed_bola_y = - speed_bola_y


    if bola.top < 0:
        speed_bola_x = -speed_bola_x

    start_bola()
    bola.top += speed_bola_x
    bola.left += speed_bola_y


rectangulo = pygame.Rect(10,10,10,140)
bola = pygame.rect(50,10,50,50)
speed = 0
speed_bola_x = 3
speed_bola_y = 3

while True:
    screen.fill(back_color)

    for event in pygame.event.get():
        if event.type == pygame.KEYDOW:
            if event.key == pygame.K_UP
            speed = -3

            elif event.key == pygame.KEYDOW
            speed = 3
        elif event.type == pygame.KEYUP:
            speed = 0
    

    mover_rectangulo()
    mover_bola()
 
    pygame.draw.Rect(screen,back_color,rectangulo)
    pygame.draw.ellipse(screen,back_color,bola)

    pygame.display.flip()
    clock.tick(60)
Exemple #13
0
    def __int__(self):
        super(Mysprite, self).__int__()
        self.images = []
        self.images.append(pygame.image.load('grams/circle-1.png.png'))
        self.images.append(pygame.image.load('grams/cross-1.png.png'))

        self.index = 0

        self.image = self.images[self.index]

        self.rect = pygame.rect(5, 5, 50, 50)
Exemple #14
0
 def _initHud(self):
     faceDisplay = pygame.rect()
     gaugeTiredNess = pygame.rect()
     gaugeBravery = pygame.rect()
     textJump = pygame.rect()
     textScore = pygame.rect()
     testTimer = pygame.rect()
Exemple #15
0
    def setSurfaces(self, normalSurface):
        # Drawing the button image...

        #checks to see if the surface is a string filepath
        if type(normalSurface) == str:
            self.origSurfaceNormal = pygame.image.load(normalSurface)

        #set the surface images
        self.surfaceNormal = self.origSurfaceNormal
        self.customSurfaces = True
        self.rect = pygame.rect(
            (self.rect.left, self.rect.top, self.surfaceNormal.get_width(),
             self.surfaceNormal.get_height()))
Exemple #16
0
    def __init__(self, settings, screen, ship):
        """在飞船所处的位置创建一个子弹对象"""
        super(Bullet, self).__init__()
        self.screen = screen

        # 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
        self.rect = pygame.rect(0, 0, settings.bullet_width,
                                settings.bullet_height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top

        self.y = float(self.rect.y)
        self.color = settings.bullet.color
        self.speed_factor = settings.bullet_speed_factor
Exemple #17
0
    def __init__(self, ai_settings, screen, ship):
        super().__init__()
        self.screen = screen

        # Create a bullet at 0,0 in screen, then set the location correctly
        self.rect = pygame.rect(0, 0, ai_settings.bullet.width,
                                ai_settings.bullet.height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top

        # Store the y coordinate of the bullet
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor
Exemple #18
0
 def __init__(self, ai_settings, screen, ship):
     """Create a bullet object at the ship's current position."""
     super(Bullet,self).__init__()
     self.screen = screen
     
     # Create a bullet rect at (0,0) and then set correct position.
     self.rect = pygame.rect(0, 0, ai_settings.bullet_width, 
                             ai_settings.bullet_height)
     
     self.rect.centerx = ship.rect.centerx
     self.rect.top = ship.rect.top
     
     # Store the bullet's position as a decimal value
     self.y =(self.rect.y)
     
     self.color = ai_settings.bullet_color
     self.speed_factor = ai_settings.bullet_speed_factor
Exemple #19
0
    def __init__(self):
        pygame.init()
        self._running = True
        self.size=1600,900
        self.CAPTION="SKIPY"
        self.KEYS_BY_NAME = {}
        self.screen = pygame.display.set_mode(self.size,pygame.RESIZABLE)
        pygame.display.set_caption(self.CAPTION)
        #setup gray background
        self.background=pygame.Surface(self.screen.get_size())
        self.background = self.background.convert()
        self.background.fill((243,244,245))
        self.background_rect=self.background.get_rect()
        #load images
        self.SpritesAndStage=pygame.image.load("SpritesAndStage.PNG")
        self.def_sprite=pygame.image.load("Default.png")
        self.choose_sprite=pygame.image.load("Choose_Hover.png")
        self.draw_sprite_rect=rect(385,self.screen.get_size()[1]-475, 23,23)
        self.error_img=pygame.image.load("Error.png")
        self.start=pygame.image.load("start.png")
        self.start_rect=Rect(0,0,30,30)
        self.error_layer=pygame.Surface((480,360),pygame.SRCALPHA)
        self.error_layer.blit(self.error_img,(0,0))
        self.error=False
        pygame.display.set_caption(self.CAPTION)
        self.clock = pygame.time.Clock()


        for constant in dir(pygame):
            if constant.startswith("K_"):
                key = eval("pygame."+constant)
                name = pygame.key.name(key)
                self.KEYS_BY_NAME[name] = key
        self.project = kurt.Project()
        self.sprite = kurt.Sprite(self.project, "Sprite1")
        self.sprite.costume = kurt.Costume("square",
                                      kurt.Image.new((60, 60), (0, 0, 0)))
        self.project.sprites = [self.sprite]
        self.project.convert("scratch14")
        self.surface=pygame.Surface((480,380),pygame.SRCALPHA)
        try:
            self.set_project(kurt.Project.load("default.sb"))
        except Exception as e:
            print("Error "+str(e))
        self.tick()
Exemple #20
0
    def __init__(self,
                 rect=None,
                 caption='',
                 bgcolor=WHITE,
                 fgcolor=BLACK,
                 font=None,
                 normal=None,
                 down=None,
                 highlight=None):
        if rect is None:
            self._rect = pygame.rect(0, 0, 30, 60)

        else:
            self._rect = pygame.Rect(rect)

        self._caption = caption
        self._bgcolor = bgcolor
        self._fgcolor = fgcolor

        if font is None:
            self._font = SYSFONT
        else:
            self._font = font

        self._visible = True

        # state of button
        self.buttonDown = False
        self.mouseOverButton = False
        self.lastMouseDownOverButton = False
        self.customSurfaces = False

        if normal is None:
            # not a custom button
            self.surfaceNormal = pygame.Surface(self._rect.size)
            self.surfaceDown = pygame.Surface(self._rect.size)
            self.surfaceHighlight = pygame.Surface(self._rect.size)
            self._update()

        else:
            self.setSurfaces(normal, down, highlight)
            self._update()
Exemple #21
0
 def __init__(self, tx=c.rgb_black, **pos):
     if type(tx) == self.__class__:
         self.__dict__ = tx.__dict__
         for k, v in pos.items():
             setattr(self.rect, k, v)
         return
     if 'rect' in pos.keys() and type(pos['rect']) == tuple:
         pos['rect'] = pg.rect(*pos['rect'])
     if type(tx) == tuple:
         self.rect = pos.pop('rect') if 'rect' in pos.keys() else pg.Rect(
             0, 0, 0, 0)
         for k, v in pos.items():
             setattr(self.rect, k, v)
         self.original_tx = pg.Surface(self.rect.size)
         self.original_tx.fill(tx)
         self.tx.fill(tx)
     else:
         self.original_tx = tx
         self.rect = self.tx.get_rect(
             center=pos['rect'].center) if 'rect' in pos.keys(
             ) else self.tx.get_rect(**pos)
Exemple #22
0
    def render(self):

        #titlebar
        draw.rect(self.background,(156,158,162),rect(0,0,1600,30))


        self.screen.blit(self.background, (0, 0))
        if self.screen.get_size()[1]<900:
            #too small, cut off image
            self.screen.blit(self.SpritesAndStage,(10,410))
            self.set_sprite_chooser()
        else:
            #big, resize accordingly
            self.screen.blit(self.SpritesAndStage,(10,(self.screen.get_size())[1]-490))
            self.set_sprite_chooser()
        #start
        self.screen.blit(self.start, (0,0))
        #stage
        self.screen.blit(self.surface, (10,30))
        if self.error:
            self.screen.blit(self.error_layer, (300,self.screen.get_size()[1]-490))
            time.sleep(2)
        pygame.display.flip()
Exemple #23
0
    def __init__(self):
        pygame.init()
        self.screen = pygame.display.set_mode((500, 500))
        self.screen.fill((250, 250, 250))
        pygame.display.set_caption('TilesetBuilder')

        self.re = Renderer()
        self.re.screen = self.screen
        self.re.title = "Tileset Builder"
        self.re.color = (234, 228, 223)

        self.selection = pygame.rect(0, 0, 32, 32)
        self.tiles = []
        self.filename = ""
        self.loadImage = None
        button = Button("#Load Image")
        button.connect_signal(SIG_CLICKED, self.load_image)
        self.re.add_widget(button)

        add = Button("Add to Tileset")
        add.connect_signal(SIG_CLICKED, self.add_to_tileset)
        self.re.add_widget(add)

        self.re.start()
Exemple #24
0
 def __init__(self, image, pos, size, hovercolour, ID, centred=False):
     """A simple button.
     
     Args:
         image (str): The path to the image.
         pos x,y (int, int): The position of the button.
         size w,h (int, int): The dimensions of the button
         hovercolour r,g,b (int, int, int): A tint to apply when hovered
         ID (str/int): A unique id to identify the button.
         centred (bool): Whether or not the button is centred - default=False
     """
     super().__init__()
     self.ID = ID
     self.hovered = False
     self.hcolour = hovercolour
     self.centred = centred
     self.image = py.image.load(image).convert_alpha()
     self.image = py.transform.scale(self.image, size)
     if self.centred:
         self.rect = self.image.get_rect()
         self.rect.center = pos
     else:
         self.rect = py.rect(pos, size)
     self.update()
Exemple #25
0
    def __init__(self):
        pygame.init ()
        self.screen = pygame.display.set_mode ((500, 500))
        self.screen.fill ((250, 250, 250))
        pygame.display.set_caption ('TilesetBuilder')

        self.re = Renderer ()
        self.re.screen = self.screen
        self.re.title = "Tileset Builder"
        self.re.color = (234, 228, 223)

        self.selection = pygame.rect(0,0,32,32)
        self.tiles = []
        self.filename = ""
        self.loadImage = None
        button = Button ("#Load Image")
        button.connect_signal (SIG_CLICKED, self.load_image)
        self.re.add_widget (button)
        
        add = Button("Add to Tileset")
        add.connect_signal(SIG_CLICKED,self.add_to_tileset)
        self.re.add_widget (add)

        self.re.start()
Exemple #26
0
def drawPaddle2(paddle2YPos):

    paddle2 = pygame.rect(WINDOW_WIDTH - PADDLE_BUFFER - PADDLE_WIDTH, paddle2YPos, PADDLE_WIDTH, PADDLE_HEIGHT)
    pygame.draw.rect(screen, WHITE, paddle2)
Exemple #27
0
def drawPaddle1(paddle1YPos):

    paddle1 = pygame.rect(PADDLE_BUFFER, paddle1YPos, PADDLE_WIDTH, PADDLE_HEIGHT)
    pygame.draw.rect(screen, WHITE, paddle1)
Exemple #28
0
 def draw(self, window):
     rect(self.head, self.head_clr, window)
     for body in self.bodies:
         rect(body, self.body_clr, window)
Exemple #29
0
 def draw(self, window):
     """绘制食物"""
     rect(self.pos, cfg.food_color, window)
    
    pRight=max(diamond)
    pLeft=min(diamond)
    pHigh=pLow=diamond[0]
    for i in range(1,len(diamond)):
        if diamond[i][1]>pHigh[1]:
            pHigh=diamond[i]
        if diamond[i][1]<pLow[1]:
            pLow=diamond[i]
    
    def line(p1,p2,x):
        slope=(p1[1]-p2[1])/(p1[0]-p2[0])
        return slope*(x-p1[0])+p1[1]
    
    if line(pHigh,pLeft,right)<=bottom:
        return False
    if line(pLow,pRight,left)>=top:
        return False
    if line(pHigh,pRight,left)<=bottom:
        return False
    if line(pLow,pLeft,right)>=top:
        return False
    return True
    
import pygame

r=pygame.rect(1,1,0,0)
diam=((1,0),(0,1),(-1,0),(0,-1))
print collideRectDiamond

Exemple #31
0
def drawBall(ballXpos, ballYpos):
	ball = pygame.rect(ballXPos, ballYPos, BALL_WIDTH, BALL_HEIGHT)
	pygame.draw.rect(screen, WHITE, ball)
Exemple #32
0
clock = pygame.time.Clock()

screen = pygame.display.set_mode((screen_width, screen_height))


def mover_rectangulo():
    global speed
    if rectangulo.top + 50 > screen_height:
        rectangulo.top += speed


def mover_bola():
    bola.top


rectangulo = pygame.rect(10, 10, 50, 50)
bola = pygame.Rect(50)

speed = 0
speed_bola_x = 3
speed_bola_y = 3

while True:
    screen.fill(back_color)

    for event in pygame.event.get():
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                speed = -3
            elif event.key == pygame.K_DOWN:
                speed = 3
 def draw(self):
     self.screen.fill(pygame.Color(0,0,0))
     for brick in self.model.bricks:
         pygame.draw.rect(self.screen, pygame.Color(brick.color[0],brick.color[1],brick.color[2]),pygame.rect(brick.x,brick.y,brick.width,brick.height))
     pygame.display.update()    
import sys
import optparse
import pygame

if __name__ == "__main__":
	parser = optparse.OptionParser()
	parser.add_option("-l", "--leds", dest = "leds", default=60, help="Number of LEDs")
	parser.add_option("-W", "--width", dest = "width", default=800, help="Windows width")
	parser.add_option("-H", "--height", dest = "height", default=480, help="Windows height")
	(options, args) = parser.parse_args()
	
	#create the screen
	pygame.init() 
	window = pygame.display.set_mode((options.width, options.height)) 
	
	pygame.draw.rect(window, (255, 255, 255), pygame.rect((0, 0), (30, 0), (0,30),(30,30)))
	
	padding = 1
	pixel_w = (options.width - 2*padding)/options.leds
	pixel_h = pixel_w
	
	for x in range(padding, options.width - pixel_w, pixel_w):
		pygame.draw.rect(window, (x % 255,(x-100) % 255,255), (x,100,pixel_w,pixel_h),0)
	
	#draw it to the screen
	pygame.display.flip() 

	#input handling (somewhat boilerplate code):
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
Exemple #35
0
def main():
	screen = pygame.display.set_mode((640, 480))
	pygame.display.set_caption('river crossing game') # sets window title

	# draw background
	background = pygame.image.load('Background.bmp').convert()
	screen.blit(background, (0, 0)) #draw the background screen
	
	# draw farmer
	farmer = pygame.image.load('farmer.bmp').convert()
	farmerposition = pygame.rect(100,50,75,60)
	screen.blit(farmer, farmerposition) #draw the farmer
	farmerMove= STOP
	# draw wolf
	wolf = pygame.image.load('wolf.bmp').convert()
	wolfPosition = pygame.Rect(100,150,75,60)
	screen.blit(wolf, wolfPosition) #draw the wolf
	wolfMove=STOP
	
	# draw sheep
	sheep = pygame.image.load('goat.bmp').convert()
	sheepPosition = pygame.Rect(100,250,75,60)
	screen.blit(sheep, sheepPosition) #draw the goat
	sheepMove=STOP
	
	# draw cabbage
	cabbage = pygame.image.load('cabbage.bmp').convert()
	cabbagePosition = pygame.Rect(100,350,75,60)
	screen.blit(cabbage, cabbagePosition) #draw the cabbage
	cabbageMove=STOP
	
	# FONT
#	text1 = font.render('TEST', True, (50, 255, 50)) # RGB, true Anti-Alias
#	screen.blit(text1, (450, 300)) # plots the text (horiz, vert)
#	display.update()

	pygame.display.update() #display all elements

	farmerMove = STOP

#---------Main loop-----------------------------------------------------------------------------------------
	while 1:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				# Check for key press
				
				if event.key== pygame.K_q:#quits the game
						sys.exit()
						
							
				if event.key== pygame.K_t: # Display some text
					text()
				
				if event.key== pygame.K_a:#does very little 
						printText("hi",screen)
				
				if event.key == pygame.K_f:
				  # if key pressed is 'f' key, move farmer (check if moving from left to right or other way)
					if farmerMove == STOP and farmerPosition.left > 300:
						farmerMove = LEFT
					elif farmerMove == STOP and farmerPosition.left < 300:
						farmerMove = RIGHT
						
				if event.key == pygame.K_c:
				  # if key pressed is 'C' key, move CABBAGE (check if moving from left to right or other way)
					
					if cabbageMove == STOP and cabbagePosition.left > 300 and farmerPosition.left >300:
						cabbageMove = LEFT
						farmerMove=LEFT
					elif cabbageMove == STOP and cabbagePosition.left < 300 and farmerPosition.left <300:
						cabbageMove = RIGHT 
						farmerMove=RIGHT
							
				if event.key == pygame.K_w:
				  # if key pressed is 'W' key, move WOLF (check if moving from left to right or other way)
					if wolfMove == STOP and wolfPosition.left > 300 and farmerPosition.left >300:
						wolfMove = LEFT
						farmerMove=LEFT
					elif wolfMove == STOP and wolfPosition.left < 300 and farmerPosition.left <300:
						wolfMove = RIGHT
						farmerMove=RIGHT
						
				if event.key == pygame.K_s:
				  # if key pressed is 'S' key, move SHEEP (check if moving from left to right or other way)
					if sheepMove == STOP and sheepPosition.left > 300 and farmerPosition.left >300:
						sheepMove = LEFT
						farmerMove=LEFT
					elif sheepMove == STOP and sheepPosition.left < 300 and farmerPosition.left <300:
						sheepMove = RIGHT
						farmerMove=RIGHT
						
#---------------Movement/animation---------------------------------------------------------------------------
		#this section for animating the farmer
		
		if (farmerMove == RIGHT):
			if (farmerPosition.left <= (540 - 60)):
				farmerPosition = farmerPosition.move(5, 0) # move farmer
			else:
				farmerMove = STOP
		if (farmerMove == LEFT):
			if (farmerPosition.left >= (100)):
				farmerPosition = farmerPosition.move(-5, 0) # move farmer
			else:
				farmerMove = STOP
		moveMe(farmer,farmerPosition,screen)	
		
		#this section for animating the cabbage
		
		if (cabbageMove == RIGHT):
			if (cabbagePosition.left <= (540 - 60)):
				cabbagePosition = cabbagePosition.move(5, 0) # move farmer
				
			else:
				cabbageMove = STOP
		if (cabbageMove == LEFT):
			if (cabbagePosition.left >= (100)):
				cabbagePosition = cabbagePosition.move(-5, 0) # move farmer
				
			else:
				cabbageMove = STOP					
		moveMe(cabbage,cabbagePosition,screen)		
		
		#this section for animating the sheep
		
		if (sheepMove == RIGHT):
			if (sheepPosition.left <= (540 - 60)):
				sheepPosition = sheepPosition.move(5, 0) # move farmer
				
			else:
				sheepMove = STOP
		if (sheepMove == LEFT):
			if (sheepPosition.left >= (100)):
				sheepPosition = sheepPosition.move(-5, 0) # move farmer
				
			else:
				sheepMove = STOP					
		moveMe(sheep,sheepPosition,screen)
		
		#this section for animating the wolf
		
		if (wolfMove == RIGHT):
			if (wolfPosition.left <= (540 - 60)):
				wolfPosition = wolfPosition.move(5, 0) # move farmer
				
			else:
				wolfMove = STOP
		if (wolfMove == LEFT):
			if (wolfPosition.left >= (100)):
				wolfPosition = wolfPosition.move(-5, 0) # move farmer
				
			else:
				wolfMove = STOP					
		moveMe(wolf,wolfPosition,screen)
		
		
		
# 		Commenting this out = no animation at all
		updateScreen(screen)	#updates screen once for all items preventing eplilectic fits.
		
#		when you comment these, the bmp animation goes crazy. For png, perhaps bliting alpha
# 		here would work.		
		screen.blit(background, cabbagePosition, cabbagePosition)# erase cabbage animation
		screen.blit(background, farmerPosition, farmerPosition) # erase farmer  animation
		screen.blit(background, wolfPosition, wolfPosition) # erase wolf  animation
		screen.blit(background, sheepPosition, sheepPosition) # erase sheep  animation
#		Runs fine with these commented out?
		#screen.blit(farmer, farmerPosition) # draw new farmer
		#pygame.display.update()  # and show it all
		#pygame.time.delay(10)  # stop the program for 1/100 second
		
		#checks to make sure you haven't lost yet
		winLoseCheck(farmerPosition,cabbagePosition,sheepPosition,wolfPosition)
Exemple #36
0
 def __init__(self, group, pos, size, image):
     super(Object, self).__init__(group)
     self.image = image
     self.rect = pygame.rect(pos, size)
Exemple #37
0
        if event.type == pygame.quit():
            gameover()
        elif event.type == pygame.KEYDOWN:
            if event.type == pygame.K_RIGHT:
                snake.changetoDir("RIGHT")
            if event.type == pygame.K_LEFT:
                snake.changetoDir("LEFT")
            if event.type == pygame.K_UP:
                snake.changetoDir("UP")
            if event.type == pygame.K_DOWN:
                snake.changetoDir("DOWN")
        foodpos = foodgenerate.nofood()

    if (snake.foodpos == 1):
        score += 1
        foodgenerate.setfood(False)

window.fill(pygame.color(225, 225, 225))
for pos in snake.getbody():
    pygame.draw.rect(window, pygame.color(0, 255, 0),
                     pygame.rect(pos[0], pos[1], 10, 10))
pygame.draw.rect(window, pygame.color(0, 255, 0),
                 pygame.rect(foodpos[0], foodpos[1], 10, 10))

if (snake.checkcollision() == 1):
    gameover()

pygame.display.set_caption("WOW SNAKE GAME" + str(score))
pygame.display.flip()
fpv.tick(24)
Exemple #38
0
 def __init__(self, x, y):
     pygame.sprite.Sprite().__init__(self)
     self.group = pygame.sprite.Group()
     self.rect = pygame.rect(x, y, WORLDSIZE[0] / 2, WORLDSIZE[1] / 2)
Exemple #39
0
 def draw(self):
     i = 0
     while i <= screenResolution[0]:
         self.screen.blit(self.image,( i , screenResolution[1] -self.image.get_rect().size[1]))
         self.listRect.append(pygame.rect((i,screenResolution[1] -self.image.get_rect().size[1]),(self.image.get_rect().size[0],self.image.get_rect().size[1])))
         i += self.image.get_rect().size[0]
Exemple #40
0
# ball variables (x y certesian coordinates)
#stats pisition middle of horizontal and vertical arena
ballX = window_width / 2 - line_thickness / 2
ballY = window_height / 2 - line_thickness / 2

#variables to track ball direction
ballDirX = -1  ## -1 = left 1 = right
ballDirY = -1  ## -1 = up 1 = down

# Starting position in middle of game arena
playerOnePosition = (window_height - paddle_size) / 2
playerTwoPosition = (window_height - paddle_size) / 2

# create rectangles for ball and paddles
paddle1 = pygame.rect(paddle_offset, playerOnePosition, line_thickness,
                      paddle_size)
paddle2 = pygame.rect(window_width - paddle_offset - line_thickness,
                      playerTwoPosition, line_thickness, paddle_szie)
ball = pygame.rect(ballX, ballY, line_thickness, line_thickness)


#function to draw the arena
def drawArena():
    screen.fill((0, 0, 0))
    #draw outline of arena
    pygame.draw.rect(screen, white, ((0, 0), (window_width, window_height)),
                     line_thickness * 2)
    #draw centre line
    pygame.draw.line(screen, white, ((int(window_width / 2)), 0),
                     ((int(window_width / 2)), window_height),
                     (int(line_thickness / 4)))
Exemple #41
0
import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):


    def __init__(self, ai_settings, screen, ship)
    """Create bullet objects at shipts current possition"""
    super(Bullet, self).__init__()
    self.screen = screen

    #Create bullet rect at (0,0) and then set correct position
    self.rect = pygame.rect(0, 0, aisettings.bullet_width, aisettings.bullet_height)
    self.rect.centerx = ship.rect.centerx
    self.rect.top = ship.rect.top


    #store bullets position as decimal value
    self.y = float(self.rect.y)

    self.color = ai_settings.bullet_color
    self.speed_factor = ai_settings.bullet_speed_factor
Exemple #42
0
	def get_rect(self):
		if not self.is_empty():
			return self.deck[-1].rect
		return pygame.rect(0, 0, 0, 0)