class Level01(Scene): def __init__(self, background_file, ground_file): Scene.__init__(self, background_file, ground_file) _, screen_h = pygame.display.get_surface().get_size() ground_height = screen_h - self.ground.surface.get_height() self.ground.y = ground_height self.player = SpriteControlled(10, ground_height, 'sprite.png', True, 2) self.cursor = Sprite(0, 0, 'cursor.png', False) self.warp = Warp(680, 0, 'warp.png', False, "level00") self.warp.y = ground_height - self.warp.surface.get_height() / 2 def load(self): pass def inputs(self, events): for event in events: if event.type == pygame.MOUSEBUTTONDOWN: mouse_click = pygame.mouse.get_pos() self.player.move_to(mouse_click[0]) def update(self, change_scene): self.cursor.set_position(pygame.mouse.get_pos()) self.player.update() if self.player.intersects(self.warp): change_scene(self.warp.to_scene) def draw(self, screen): self.background.draw(screen) self.ground.draw(screen) self.warp.draw(screen) self.player.draw(screen) self.cursor.draw(screen)
class Scene: def __init__(self, background_file, ground_file): self.background = Sprite(0, 0, background_file, False) self.ground = Sprite(0, 0, ground_file, False) screen_w, screen_h = pygame.display.get_surface().get_size() ground_height = screen_h - self.ground.surface.get_height() self.ground.y = ground_height self.player = SpriteControlled(150, ground_height, 'Sprite.png', True, 2) self.copain = SpriteControlled(500, ground_height, 'copain.png', True, 0) self.cursor = Sprite(0, 0, 'cursor.jpg', False) #self.collision_text = font.render("Oops sorry Mamen", False,(0, 0,0)) self.warp = Warp(700, 0, 'warp.png', False, "level01") self.warp.y = ground_height - self.warp.surface.get_height() / 2 def load(self): pass def inputs(self, events): for event in events: if event.type == pygame.MOUSEBUTTONDOWN: mouse_click = pygame.mouse.get_pos() self.player.move_to(mouse_click[0]) def update(self, change_scene): self.cursor.set_position(pygame.mouse.get_pos()) self.player.update() if(self.player.intersects(self.warp)): change_scene(self.warp.to_scene) #if(self.player.intersects(self.copain)): #screen.blit(self.collision_text,(self.copain_x, self.copain_y - 100)) def draw(self, screen): self.background.draw(screen) self.ground.draw(screen) self.warp.draw(screen) self.player.draw(screen) self.cursor.draw(screen) self.copain.draw(screen)