Exemple #1
0
 def pregame(self):
     done = False
     while not done:
         for event in pygame.event.get():
             if event.type == pygame.KEYDOWN:
                 return self.run()
             if event.type == pygame.QUIT:
                 return {'text': 'quit'}
         text = self.font.render("Tryk på en knap for at starte", True, variables.BLUE)
         draw_screen(self.screen, self.background_image)
         self.screen.blit(text,[500, 400])            
         pygame.display.flip()
         self.clock.tick(variables.fps)
Exemple #2
0
    def main(self):
        done = False
        while not done:
            for event in pygame.event.get():
                if 'click' in self.StartButton.handleEvent(event):
                    Game = Instance(self.screen)
                    msg = Game.pregame()
                    if msg['text'] == 'quit':
                        done = True
                        continue
                    elif msg['text'] == 'back':
                        self.Score = msg['score']
                        HIGHSCORES.new_score(self.Score)
                        HIGHSCORES.scoreboard.sort(key=int, reverse=True)
                        continue
                    elif msg['text'] == 'dead':
                        self.Score = msg['score']
                        HIGHSCORES.new_score(self.Score)
                        HIGHSCORES.scoreboard.sort(key=int, reverse=True)
                        continue
                if event.type == pygame.QUIT:
                    done = True
            
            text = self.welcome_font.render('Velkommen til Princess Adventure', True, variables.BLUE)
            draw_screen(self.screen, self.background_image)
            self.screen.blit(text,[100, 400])
            if len(HIGHSCORES.scoreboard) > 0:
                highscore_text = self.score_font.render("Highscoren er: {}".format(HIGHSCORES.scoreboard[0]), True, variables.BLUE)
                self.screen.blit(highscore_text,[100, 350])
            if self.Score != None:
                score_text = self.score_font.render("Din Score var: {}".format(self.Score), True, variables.BLUE)
                self.screen.blit(score_text, [150, 450])

            self.StartButton.draw(self.screen)

            pygame.display.flip()
            self.clock.tick(variables.fps)
        HIGHSCORES.save_score()
Exemple #3
0
def main():
    screen = initialize_screeen(variables.size, "Tic Tac Toe")
    clock = pygame.time.Clock()
    done = False
    background_image = pygame.image.load(variables.back_ground_img).convert()
    kryds_image = pygame.image.load(variables.kryds_img).convert()
    bolle_image = pygame.image.load(variables.bolle_img).convert()
    
    all_bricks = pygame.sprite.Group()
    
    turn = 'player1'
    pos1 = 0
    pos2 = 0
    pos3 = 0
    pos4 = 0 
    pos5 = 0
    pos6 = 0
    pos7 = 0
    pos8 = 0
    pos9 = 0
    placed = False
    
    b = Brick.brick(kryds_image, variables.WHITE)
    all_bricks.add(b)
    
    turn_count = 1
    while not done:
        posX, posY = pygame.mouse.get_pos()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
            if event.type == pygame.MOUSEBUTTONDOWN:
                if posX < 60:
                    if posY < 63:
                        if turn == 'player1':
                            pos1 = 1
                        else:
                            pos1 = 2    
                    elif posY > 137:
                        if turn == 'player1':
                            pos7 = 1
                        else:
                            pos7 = 2 
                    else:
                        if turn == 'player1':
                            pos4 = 1
                        else:
                            pos4 = 2
                elif posX > 135:
                    if posY < 63:
                        if turn == 'player1':
                            pos3 = 1
                        else:
                            pos3 = 2
                    elif posY > 137:
                        if turn == 'player1':
                            pos9 = 1
                        else:
                            pos9 = 2
                    else:
                        if turn == 'player1':
                            pos6 = 1
                        else:
                            pos6 = 2
                else:
                    if posY < 63:
                        if turn == 'player1':
                            pos2 = 1
                        else: 
                            pos2 = 2
                    elif posY > 137:
                        if turn == 'player1':
                            pos8 = 1
                        else:
                            pos8 = 2
                    else:
                        if turn == 'player1':
                            pos5 = 1
                        else:
                            pos5 = 2
                
                placed = True
                if turn == 'player1':
                    turn = 'player2'
                else:
                    turn = 'player1'
                
                turn_count += 1 
                
        if turn == 'player1' and placed:
            b = Brick.brick(kryds_image, variables.WHITE)
            all_bricks.add(b)
            placed = False
        
        if turn == 'player2' and placed:
            b = Brick.brick(bolle_image, variables.WHITE)
            all_bricks.add(b)
            placed = False
        
        win = check_for_Win(pos1, pos2, pos3, pos4, pos5, pos6, pos7, pos8, pos9)
        if win == 'player1':
            print ('Kryds Vandt')
        elif win == 'player2':
            print ('Bolle Vandt')
        elif turn_count == 9:
            print ('Draw')
        
        b.x = posX - 28
        b.y = posY - 28
        
        draw_screen(screen, background_image)
        for brick in all_bricks:
            brick.draw(screen)
        
        pygame.display.flip()