Esempio n. 1
0
    def __init__(self,score,lives,level):
        """ Constructor Function: called automatically when an instance of the class is created """
        
        """Creating Player """
        self.player = Player.Player()
    
        """ Creating a List for Donkey and Fireballs"""
        self.fireball_sprites = pygame.sprite.Group()

        """ Declaring Current Level """
        self.current_level = Board.Board(self.player)

        """ Creating various Sprite Groups """
        self.moving_sprites = pygame.sprite.Group()
        self.donkey_sprites = pygame.sprite.Group()
        self.player.level = self.current_level

        """ Player's initial Location """
        self.player.rect.x = 30
        self.player.rect.y = HEIGHT - self.player.rect.height-30
        
        """Adding Player in moving_sprites to make updates easy"""
        self.moving_sprites.add(self.player)

        """ List that contains random numbers for turning Donkey """
        self.donkeyturn = []

        """ Creating Donkey and adding it to lists """
        for i in range(0,level):
            donkey = Donkey.Donkey()
        
            """Donkey's initial Location"""
            donkey.rect.x = 30+30*i
            donkey.rect.y = 120
        
            """Adding Donkey in various lists"""
            self.donkey_sprites.add(donkey)
            self.donkeyturn.append(random.randint(100,200))
            self.moving_sprites.add(donkey)
    
        """ For restarting and respawing """
        self.game_over = False
        self.game_win = False

        """ Score Lives Level """
        self.level = level
        self.score = score
        self.lives = lives

        """ Flag to check when 'a' or 's' is pressed """
        self.flag = 0

        """ Counter to randomize things """
        self.counter = 0
def main():
	life=3
	move=0
	side=0
	level=1
	while(1):
		screen=Board()
		p1=Player(24,2)
		screen.printP(24,2,'P')
		d1=Donkey(4,5)
		screen.printD(4,5,'D')
		os.system("clear")  #clears the terminal screen!
		screen.coingen()
		screen.screenout()
		while(1):
			print "Let's Save The Queen!!"
			print "Enter your move :"
			PX=p1.getX()
			PY=p1.getY()
			ch=getchar()
			if(ch=='q'):
				break
			if(ch=='a' or ch=='A'):
				side=1
				if(screen.checkCHAR(PX,PY-1,'Q')):
					screen.saved('1')
					level+=1
					break
			elif(ch=='D' or ch=='d'):
				side=0
			prevPX=p1.getX()
			prevPY=p1.getY()
			prevDX=d1.getX()
			prevDY=d1.getY()
			d1.move(screen,d1)
			DX=d1.getX()
			DY=d1.getY()
			p1.move(ch,screen,side)
			PX=p1.getX()
			PY=p1.getY()
			
			if(((((ch=='a' or ch=='A') or(ch=='d' or ch=='D') )and ((prevDX==PX and prevDY==PY) and (prevPX==DX and prevPY==DY)))  or (DX==PX and DY==PY) )and (life>0)):
				life-=1
				break
			print ""
			os.system("clear")
			screen.screenout()
			print "Level :",
			print level
			print "Score :",
			print screen.getscore()
			print "Life :",
			print life
			if(DX==PX and DY==PY):
				screen.printD(PX,PY,'D')
				if(life>0):
					continue
				else:
					break
		if(ch=='q'):
			break
		if(life==0):
			print "Sorry U can't make it!!"
			break
		elif(life>0):
			continue
		elif(screen.checkSAVED()==1):
			print "Queen Saved!!",
			continue
		elif(screen.checkSAVED()==0):
			print "Let's Try Again!!",
		print ""
	print "Final Score :",
	print screen.getscore()
	print "Life :",
	print life
	print "Level Reached :",
	print level
Esempio n. 3
0
def main():
	# print 
	while(1):
		global lives
		global score
		if(lives==0):
			break
		screen=Screen(score)
		screen.generatecoin()
		screen.printscreen()
		pl=Player(24,1)
		dn=Donkey(4,1)
		# dn.donkeyposition(screen)
		while(1):
			global cnt
			global firefl

			cnt+=1
			ch=getchar()
			if(ch=='q'):
				lives=0
				break
			if(cnt==10):
				fb=Fireball(dn.getx(),dn.gety())
				fb.move(screen)
				firefl=1
				cnt=-10000

			if(firefl==1):	
				fb.move(screen)
				if(fb.getx()==pl.getx() and fb.gety()==pl.gety()):
					lives-=1
					score=screen.getscore()
					score-=50
					os.system("clear")
					break
				if(dn.getx()==pl.getx() and dn.gety()==pl.gety()):
					lives-=1
					os.system("clear")
					score=screen.getscore()
					score-=50
					break
			dn.move(screen)
			if(firefl==1):	
				# fb.move(screen)
				if(fb.getx()==pl.getx() and fb.gety()==pl.gety()):
					lives-=1
					score=screen.getscore()
					score-=50
					os.system("clear")
					break
				if(dn.getx()==pl.getx() and dn.gety()==pl.gety()):
					lives-=1
					os.system("clear")
					score=screen.getscore()
					score-=25
					break
			pl.move(ch,screen)
			if(firefl==1):	
				# fb.move(screen)
				if(fb.getx()==pl.getx() and fb.gety()==pl.gety()):
					lives-=1
					score=screen.getscore()
					score-=50
					os.system("clear")
					break
				if(dn.getx()==pl.getx() and dn.gety()==pl.gety()):
					lives-=1
					os.system("clear")
					score=screen.getscore()
					score-=50
					break
			if(pl.gety()==28 and pl.getx()==1):
				score=screen.getscore()
				score+=50
				os.system("clear")
				print "Bravo!!! You saved your Queen"
				print 'You get 50 bonus points'
				lives=3
				break
			print "Your Score:"
			print screen.getscore()




	print "Ooops!!! Game Over: Your Final Score was:",
	print screen.getscore()
Esempio n. 4
0
    def __init__(self):
#Important to begin and initialize everything
        pygame.init()

#Determine the dimension
        self.display_Width = 1200
        self.display_Height = 600
        self.image_Width = 30
        self.image_Height = 30

#Setup the Display
        self.DISPLAYSURF = pygame.display.set_mode((self.display_Width , self.display_Height))
        pygame.display.set_caption('DonkeyPy')

#Define the colors
        self.white = (255,255,255)
        self.black = (0,0,0)
        self.blue = (0,0,128)
        self.red = (255,0,0)

#Set up the self.clock for the game and decide Frame Rate
        self.clock = pygame.time.Clock()
        self.FPS = 30

#Introduce self.fonts
        self.font = pygame.font.SysFont(None, 25) # self.font Size 25

#Alias Directions
        self.UP = 'up'
        self.DOWN = 'down'
        self.LEFT = 'left'
        self.RIGHT = 'right'

        self.big_list = pygame.sprite.Group()

#Introduce our players
        self.donkey = Donkey()
        self.big_list.add(self.donkey)

#Introduce the Queen
        self.queen = Queen(150,68)
        self.queen_list = pygame.sprite.Group()
        self.queen_list.add(self.queen)

#Introduce the Boards
        self.board = Board(0,0)
        self.block_list = pygame.sprite.Group()

#Introduce the Ladders
        self.ladder_list = pygame.sprite.Group()
        self.ladder_1 = Ladder()
        self.ladder_list.add(self.ladder_1)
        self.ladder_2 = Ladder()
        self.ladder_list.add(self.ladder_2)
        self.ladder_3 = Ladder()
        self.ladder_list.add(self.ladder_3)
        self.ladder_4 = Ladder()
        self.ladder_list.add(self.ladder_4)
        self.ladder_5 = Ladder()
        self.ladder_list.add(self.ladder_5)

#Introduce the Bananas
        self.banana_list = pygame.sprite.Group()

#Bring Home the Fire !
        self.fire_list = pygame.sprite.Group()

#Introduce the Villian
        self.man = Human()
        self.great_list = pygame.sprite.Group()
Esempio n. 5
0
class App():
    def __init__(self):
#Important to begin and initialize everything
        pygame.init()

#Determine the dimension
        self.display_Width = 1200
        self.display_Height = 600
        self.image_Width = 30
        self.image_Height = 30

#Setup the Display
        self.DISPLAYSURF = pygame.display.set_mode((self.display_Width , self.display_Height))
        pygame.display.set_caption('DonkeyPy')

#Define the colors
        self.white = (255,255,255)
        self.black = (0,0,0)
        self.blue = (0,0,128)
        self.red = (255,0,0)

#Set up the self.clock for the game and decide Frame Rate
        self.clock = pygame.time.Clock()
        self.FPS = 30

#Introduce self.fonts
        self.font = pygame.font.SysFont(None, 25) # self.font Size 25

#Alias Directions
        self.UP = 'up'
        self.DOWN = 'down'
        self.LEFT = 'left'
        self.RIGHT = 'right'

        self.big_list = pygame.sprite.Group()

#Introduce our players
        self.donkey = Donkey()
        self.big_list.add(self.donkey)

#Introduce the Queen
        self.queen = Queen(150,68)
        self.queen_list = pygame.sprite.Group()
        self.queen_list.add(self.queen)

#Introduce the Boards
        self.board = Board(0,0)
        self.block_list = pygame.sprite.Group()

#Introduce the Ladders
        self.ladder_list = pygame.sprite.Group()
        self.ladder_1 = Ladder()
        self.ladder_list.add(self.ladder_1)
        self.ladder_2 = Ladder()
        self.ladder_list.add(self.ladder_2)
        self.ladder_3 = Ladder()
        self.ladder_list.add(self.ladder_3)
        self.ladder_4 = Ladder()
        self.ladder_list.add(self.ladder_4)
        self.ladder_5 = Ladder()
        self.ladder_list.add(self.ladder_5)

#Introduce the Bananas
        self.banana_list = pygame.sprite.Group()

#Bring Home the Fire !
        self.fire_list = pygame.sprite.Group()

#Introduce the Villian
        self.man = Human()
        self.great_list = pygame.sprite.Group()


    def makeFire(self):
        self.fireball = Fire(0,0)
        self.fireball.x = self.man.x
        self.fireball.y = 104
        self.fireball.rect.x = self.fireball.x
        self.fireball.rect.y = self.fireball.y
        self.fire_list.add(self.fireball)


    def makeBananas(self,quantity,check):
        if check == 0 :
            for bananas in self.banana_list:
                self.banana_list.remove(bananas)
            for i in range(quantity/4):
                self.banana = Banana(0,0)
                self.banana.x = random.randrange(0,self.display_Width-40,30)
                self.banana.y = 538
                self.banana.rect.x = self.banana.x
                self.banana.rect.y = self.banana.y
                self.banana_list.add(self.banana)
                self.big_list.add(self.banana)
            for i in range(quantity/4):
                self.banana = Banana(0,0)
                self.banana.x = random.randrange(100,1000,30)
                self.banana.y = 438
                self.banana.rect.x = self.banana.x
                self.banana.rect.y = self.banana.y
                self.banana_list.add(self.banana)
                self.big_list.add(self.banana)
            for i in range(quantity/4):
                self.banana = Banana(0,0)
                self.banana.x = random.randrange(300,self.display_Width-40,30)
                self.banana.y = 288
                self.banana.rect.x = self.banana.x
                self.banana.rect.y = self.banana.y
                self.banana_list.add(self.banana)
                self.big_list.add(self.banana)
            for i in range(quantity/4):
                self.banana = Banana(0,0)
                self.banana.x = random.randrange(0,900,30)
                self.banana.y = 188
                self.banana.rect.x = self.banana.x
                self.banana.rect.y = self.banana.y
                self.banana_list.add(self.banana)
                self.big_list.add(self.banana)

    def changePosition(self, ladder, x, y):
        """ Function modifies the postion of the ladder """
        ladder.x = x
        ladder.y = y


    def makeLadders(self):
        self.changePosition(self.ladder_1,200,150)
        self.renderImage(self.ladder_1.body, self.ladder_1.x, self.ladder_1.y)
        self.changePosition(self.ladder_2,400,250)
        self.renderImage(self.ladder_2.body, self.ladder_2.x, self.ladder_2.y)
        self.changePosition(self.ladder_3,800,350)
        self.renderImage(self.ladder_3.body, self.ladder_3.x, self.ladder_3.y)
        self.changePosition(self.ladder_4,800,395)
        self.renderImage(self.ladder_4.body, self.ladder_4.x, self.ladder_4.y)
        self.changePosition(self.ladder_5,546,500)
        self.renderImage(self.ladder_5.body, self.ladder_5.x, self.ladder_5.y)

    def generateBoard(self,check):
        if check == 0:
            for i in range(0,45):
                self.new_block = Board(i*30,570)
                self.block_list.add(self.new_block)
                self.DISPLAYSURF.blit(self.board.image,(i*30,570))
            for i in range(0,30):
                self.new_block = Board(100+i*30,470)
                self.block_list.add(self.new_block)
                self.DISPLAYSURF.blit(self.board.image,(100+i*30,470))
            for i in range(0,30):
                self.new_block = Board(300+i*30,320)
                self.block_list.add(self.new_block)
                self.DISPLAYSURF.blit(self.board.image,(300+i*30,320))
            for i in range(0,30):
                self.new_block = Board(i*30,220)
                self.block_list.add(self.new_block)
                self.DISPLAYSURF.blit(self.board.image,(i*30,220))
            for i in range(0,15):
                self.new_block = Board(150+i*30,120)
                self.block_list.add(self.new_block)
                self.DISPLAYSURF.blit(self.board.image,(150+i*30,120))
        else:
            for baba in self.block_list:
                self.DISPLAYSURF.blit(baba.image,(baba.x,baba.y))

    def gravity(self):
        self.gravity_list = pygame.sprite.Group()
        self.gravity_list = pygame.sprite.spritecollide(self.donkey, self.block_list, False)
        if len(self.gravity_list) == 0 and self.donkey.canClimbUp == False:
            self.donkey.y = self.donkey.y + 1.5

    def printMessage(self,msg, color, x, y):
        self.show_text = self.font.render(msg, True, color)
        self.DISPLAYSURF.blit(self.show_text,[x,y])

    def boundaryCheck(self):
        if self.donkey.x > self.display_Width - self.image_Width or self.donkey.x < 0 or self.donkey.canMoveSide == False:
            self.donkey.x_Stop()
        if self.donkey.y > 538:
            self.donkey.y_Stop()

    def canClimb(self):
        self.m = self.donkey.x
        self.y = self.donkey.y
        if self.m > self.ladder_1.x-15 and self.m <self.ladder_1.x+15:
            if self.y <= self.ladder_1.y+42 and self.y >= self.ladder_1.y-62:
                self.donkey.canClimbUp = True
            else:
                self.donkey.canClimbUp = False
        elif self.m > self.ladder_2.x-15 and self.m <self.ladder_2.x+15:
            if self.y <= self.ladder_2.y+42 and self.y >= self.ladder_2.y-62:
                self.donkey.canClimbUp = True
            else:
                self.donkey.canClimbUp = False
        elif self.m > self.ladder_3.x-15 and self.m <self.ladder_3.x+15:
            if self.y <= self.ladder_3.y+50 and self.y >= self.ladder_3.y-62:
                self.donkey.canClimbUp = True
            elif self.y <= self.ladder_4.y+44 and self.y >= self.ladder_4.y-62:
                self.donkey.canClimbUp = True
            else:
                self.donkey.canClimbUp = False
        elif self.m > self.ladder_5.x-15 and self.m <self.ladder_5.x+15:
            if self.y <= self.ladder_5.y+70 and self.y >= self.ladder_5.y-62:
                self.donkey.canClimbUp = True
            else:
                self.donkey.canClimbUp = False

    def canHorizontal(self):
        self.m = self.donkey.x
        self.y = self.donkey.y
        if self.m > self.ladder_1.x-30 and self.m <self.ladder_1.x+30:
            if self.y <= self.ladder_1.y+37 and self.y >= self.ladder_1.y-57:
                self.donkey.canMoveSide = False
            else:
                self.donkey.canMoveSide = True
        elif self.m > self.ladder_2.x-30 and self.m <self.ladder_2.x+30:
            if self.y <= self.ladder_2.y+37 and self.y >= self.ladder_2.y-57:
                self.donkey.canMoveSide = False
            else:
                self.donkey.canMoveSide = True
        elif self.m > self.ladder_3.x-30 and self.m <self.ladder_3.x+30:
            if self.y <= self.ladder_3.y+50 and self.y >= self.ladder_3.y-57:
                self.donkey.canMoveSide = False
            elif self.y <= self.ladder_4.y and self.y >= self.ladder_4.y-62:
                self.donkey.canMoveSide = False
            else:
                self.donkey.canMoveSide = True
        elif self.m > self.ladder_5.x-30 and self.m <self.ladder_5.x+30:
            if self.y <= self.ladder_5.y+37 and self.y >= self.ladder_5.y-57:
                self.donkey.canMoveSide = False
            else:
                self.donkey.canMoveSide = True
        else:
            self.donkey.canMoveSide = True
        
    def canFallDown(self):
        for fires in self.fire_list:
            self.m = fires.x
            self.y = fires.y
            if self.m > self.ladder_1.x-15 and self.m <self.ladder_1.x+15:
                if self.y <= self.ladder_1.y+50 and self.y >= self.ladder_1.y-62:
                    fires.canFallDown = True
                else:
                    fires.canFallDown = False
            elif self.m > self.ladder_2.x-15 and self.m <self.ladder_2.x+15:
                if self.y <= self.ladder_2.y+50 and self.y >= self.ladder_2.y-62:
                    fires.canFallDown = True
                else:
                    fires.canFallDown = False
            elif self.m > self.ladder_3.x-15 and self.m <self.ladder_3.x+15:
                if self.y <= self.ladder_3.y+50 and self.y >= self.ladder_3.y-62:
                    fires.canFallDown = True
                elif self.y <= self.ladder_4.y+50 and self.y >= self.ladder_4.y-62:
                    fires.canFallDown = True
                else:
                    fires.canFallDown = False
            elif self.m > self.ladder_5.x-15 and self.m <self.ladder_5.x+15:
                if self.y <= self.ladder_5.y+50 and self.y >= self.ladder_5.y-62:
                    fires.canFallDown = True
                else:
                    fires.canFallDown = False
            else:
                fires.canFallDown = False

    def getPosition(self,body):
        self.pos = [body.x , body.y]
        return self.pos

    def checkWall_Up(self):
        self.canClimb()
        if self.donkey.canClimbUp == False:
            self.donkey.y_Stop()

    def checkWall_Down(self):
        self.canClimb()
        if self.donkey.canClimbUp == False:
            self.donkey.y_Stop()

    def Jump(self):
        if self.donkey.canJump == True:
            for i in range(210):
                self.donkey.Jump()
                self.renderImage(self.donkey.body, self.donkey.x, self.donkey.y)
        self.platform_hit_list = pygame.sprite.spritecollide(self.donkey, self.block_list, False)
        if len(self.platform_hit_list) == 0:
            self.donkey.canJump = False
        else:
            self.donkey.canJump = True

    def handleFire(self):
        self.canFallDown()
        for fires in self.fire_list:
            if fires.canFallDown == True :
                fires.moveDown()
            self.DISPLAYSURF.blit(fires.image,(fires.x,fires.y))

    def collectCoin(self):
        self.block_hit_list = pygame.sprite.spritecollide(self.donkey,self.banana_list,True)
        if len(self.block_hit_list)>0:
            self.donkey.score += len(self.block_hit_list)*5

    def checkCollision(self):
        for fires in self.fire_list:
            self.handleFire()
            self.fire_hit_list = pygame.sprite.spritecollide(fires, self.block_list, False)
            fires.find_Level()
            fires.moveWeird()
            self.player_fire_hit_list = pygame.sprite.spritecollide(self.donkey, self.fire_list, True)
            if len(self.player_fire_hit_list) > 0:
                self.donkey.lives -= 1
                self.donkey.resetPos()

    def checkGameStatus(self):
        self.win_list = pygame.sprite.spritecollide(self.donkey, self.queen_list, False)
        if len(self.win_list) > 0:
            self.donkey.score += 50
            self.donkey.win = True
            return True
        else:
            return False

    def renderImage(self,body,x,y):
        self.DISPLAYSURF.blit(body,(x,y))

    def main(self):
        self.gameOver = False
        self.gameOverDone = False
        self.check = 0
        self.counter = 0
        while not self.gameOverDone:
            if self.donkey.lives <= 0:
                self.donkey.Penalize()
                self.donkey.win = False
                self.gameOver = True
                self.gameOverDone = False
            
            while self.gameOver == True:
                self.DISPLAYSURF.fill(self.black)
                self.message = "Final Score : "+str(self.donkey.score)
                self.message2 = "Game Over "
                self.message3 = "Thanks For Playing!"
                self.message4 = "Press 'q' to : Quit"
                self.message5 = "Press 'r' to : Reset"
                self.printMessage(self.message, self.white, 490, 350)
                self.printMessage(self.message4, self.white, 485, 370)
                self.printMessage(self.message5, self.white, 482, 390)
                self.printMessage(self.message2, self.red, 510, 250)
                self.printMessage(self.message3, self.red, 470, 280)
                pygame.display.update()
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        self.gameOverDone = False
                        pygame.quit()
                        quit()
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_r:
                            self.donkey.newGame()
                            for fires in self.fire_list:
                                self.fire_list.remove(fires)
                            self.gameOver = False
                            self.check = 0
                        if event.key == pygame.K_q:
                            self.gameOverDone = False
                            pygame.quit()
                            quit()

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.gameOverDone = False
                    pygame.quit()
                    quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    self.donkey.moveLeft()
                    self.canHorizontal()

                elif event.key == pygame.K_d:
                    self.donkey.moveRight()
                    self.canHorizontal()

                elif event.key == pygame.K_w:
                    self.donkey.moveUp()
                    self.checkWall_Up()

                elif event.key == pygame.K_s:
                    self.donkey.moveDown()
                    self.checkWall_Down()

                elif event.key == pygame.K_SPACE:
                    self.Jump()

            if event.type == pygame.KEYUP:
                self.donkey.reset()

            #Increment Counter
            self.counter += 1

            #The very first and bottom most layer
            self.DISPLAYSURF.fill(self.black)
            
            #Once the background has been generated we make the board
            self.generateBoard(self.check)
            
            #MoveHuman
            self.man.Update(220,600)

            #MakeBananas
            self.makeBananas(20,self.check)
           
            #MakeFire
            if self.counter % 120 == 0 :
                self.makeFire()
            
            self.check = 1
           
            #Implement Gravity
            self.gravity()

            #Make the ladders
            self.makeLadders()

            #Function Call the check if over flow occurs
            self.boundaryCheck()

            self.donkey.canClimbUp = False
            self.donkey.update()  
            
            #self.fire_list.draw(self.DISPLAYSURF)
            self.checkCollision()
            
            self.banana_list.draw(self.DISPLAYSURF)
            self.collectCoin()

            #Change the Display location of the self.donkey
            self.renderImage(self.donkey.body, self.donkey.x, self.donkey.y)
            self.renderImage(self.man.player, self.man.x, self.man.y)
            self.renderImage(self.queen.image, self.queen.rect.x, self.queen.rect.y)
            
            #Constantly Check if the Game is over
            self.gameOver = self.checkGameStatus()
            
            #Showing the message
            self.message = "Score : "+str(self.donkey.score)
            self.printMessage(self.message, self.white, 1100, 10)
            self.message = " Lives : "+str(self.donkey.lives)
            self.printMessage(self.message, self.white, 1100, 40)

            #Update the screen to show the latest changes
            pygame.display.update()
            self.clock.tick(60)
Esempio n. 6
0
def main():
    # print
    while (1):
        global lives
        global score
        if (lives == 0):
            break
        screen = Screen(score)
        screen.generatecoin()
        screen.printscreen()
        pl = Player(24, 1)
        dn = Donkey(4, 1)
        # dn.donkeyposition(screen)
        while (1):
            global cnt
            global firefl

            cnt += 1
            ch = getchar()
            if (ch == 'q'):
                lives = 0
                break
            if (cnt == 10):
                fb = Fireball(dn.getx(), dn.gety())
                fb.move(screen)
                firefl = 1
                cnt = -10000

            if (firefl == 1):
                fb.move(screen)
                if (fb.getx() == pl.getx() and fb.gety() == pl.gety()):
                    lives -= 1
                    score = screen.getscore()
                    score -= 50
                    os.system("clear")
                    break
                if (dn.getx() == pl.getx() and dn.gety() == pl.gety()):
                    lives -= 1
                    os.system("clear")
                    score = screen.getscore()
                    score -= 50
                    break
            dn.move(screen)
            if (firefl == 1):
                # fb.move(screen)
                if (fb.getx() == pl.getx() and fb.gety() == pl.gety()):
                    lives -= 1
                    score = screen.getscore()
                    score -= 50
                    os.system("clear")
                    break
                if (dn.getx() == pl.getx() and dn.gety() == pl.gety()):
                    lives -= 1
                    os.system("clear")
                    score = screen.getscore()
                    score -= 25
                    break
            pl.move(ch, screen)
            if (firefl == 1):
                # fb.move(screen)
                if (fb.getx() == pl.getx() and fb.gety() == pl.gety()):
                    lives -= 1
                    score = screen.getscore()
                    score -= 50
                    os.system("clear")
                    break
                if (dn.getx() == pl.getx() and dn.gety() == pl.gety()):
                    lives -= 1
                    os.system("clear")
                    score = screen.getscore()
                    score -= 50
                    break
            if (pl.gety() == 28 and pl.getx() == 1):
                score = screen.getscore()
                score += 50
                os.system("clear")
                print "Bravo!!! You saved your Queen"
                print 'You get 50 bonus points'
                lives = 3
                break
            print "Your Score:"
            print screen.getscore()

    print "Ooops!!! Game Over: Your Final Score was:",
    print screen.getscore()
Esempio n. 7
0
    print("\n\n\n\n")
    print "\033[1;42mPlay it on full screen\033[1;m",
    print "\t\t\033[1;42mPress any key to Continue...\033[1;m"
    input = getchar()
    score = 0
    while True:

        draw_layout = Board(30,90)
        draw_layout.create_board();
        coins = Coins(random.randint(6,8))
        coins.create_coins(draw_layout.get_Matrix())
        queen = Queen()
        queen.locate_queen(draw_layout.get_Matrix())
        player = Player(28,2,score)

        donkey = Donkey(4,6)
        donkey.locate_donkey(draw_layout.get_Matrix())
        track_time = 0

        fbList = []

        fb = FireBalls(donkey.getPosition(),draw_layout.get_Matrix())
        fbList.append(fb)

        player.print_player(draw_layout.get_Matrix())

        count = 1
        it = 0
        if (life == -1):
            os.system('clear')
            print("\n\n\n\n\n\n\n\n\n")