def run(self): pygame.display.set_caption(self.caption) if self.state == S_MENU: play_button = Button( 'PLAY', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 200, self.button_size[0], self.button_size[1], 'PLAY GAME') builder_button = Button( 'DEVELOP', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 300, self.button_size[0], self.button_size[1], 'DEVELOP LEVEL') while self.state == S_MENU: self.state = functions.get_state() self.screen.blit(self.menubackground, (0, 0)) Button.draw_buttons(self.screen) menu_interaction(self.screen) pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_GAME: Tile.create_tiles() bill = Character('Bill') bull = Character('Bull') functions.load_level(1) sound = pygame.mixer.Sound("audio/music.wav") sound.set_volume(.25) sound.play(-1) print Tile.MAP while self.state == S_GAME: self.state = functions.get_state() self.screen.blit(self.gamebackground, (0, 0)) Tile.draw_tiles(self.screen) Character.update_characters(bill, bull) Character.draw_characters(self.screen) interaction(self.screen, bill, bull) bill.movement() bull.movement() pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_ESC: pass
def run(self): pygame.display.set_caption(self.caption) if self.state == S_MENU: play_button = Button('PLAY', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 200, self.button_size[0], self.button_size[1], 'PLAY GAME') builder_button = Button('DEVELOP', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 300, self.button_size[0], self.button_size[1], 'DEVELOP LEVEL') while self.state == S_MENU: self.state = functions.get_state() self.screen.blit(self.menubackground, (0,0)) Button.draw_buttons(self.screen) menu_interaction(self.screen) pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_GAME: Tile.create_tiles() bill = Character('Bill') bull = Character('Bull') functions.load_level(1) sound = pygame.mixer.Sound("audio/music.wav") sound.set_volume(.25) sound.play(-1) print Tile.MAP while self.state == S_GAME: self.state = functions.get_state() self.screen.blit(self.gamebackground, (0,0)) Tile.draw_tiles(self.screen) Character.update_characters(bill, bull) Character.draw_characters(self.screen) interaction(self.screen, bill, bull) bill.movement() bull.movement() pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_ESC: pass
import pygame, develop, functions from tileC import Tile from object_classes import Character from interaction import interaction pygame.init() screen = pygame.display.set_mode(Tile.screen_size) pygame.display.set_caption("PointBlocks Level Builder v1.2") clock = pygame.time.Clock() FPS = 60 Tile.create_tiles() bill = Character('Bill') bull = Character('Bull') while True: screen.fill((200,200,200)) develop.draw_tiles(screen) develop.show_inter_window() #develop.show_info(screen) if develop.testing == True: try: Character.update_characters(bill, bull) Character.draw_characters(screen) interaction(screen, bill, bull)