def init(self): pygame.init() self.gamemusic = prepare.SFX['Play'] self.gamemusic.play(-1) self.screen = pygame.display.set_mode(self.screenSize) self.font = pygame.font.Font(None, 30) self.getKey = Choose() self.v = self.getKey.value print(self.v) self.levelGet = LevelClass() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.level_text = self.font.render("Level: " + str(self.Level), 1, (0, 0, 0)) self.correct_text = self.font.render( "Correct: " + str(self.correct) + "/20", 1, (0, 0, 0)) self.Bg = LabClass() self.Key = keyClass() self.time_timeout = pygame.time.get_ticks() self.choose = True self.KA = False self.KE = False self.key1 = False self.key2 = False self.check = False
def init(self): pygame.init() self.gamemusic = prepare.SFX["Play"] self.gamemusic.play(-1) self.screen = pygame.display.set_mode(self.screenSize) self.font = pygame.font.Font(None, 30) self.getKey = Choose() self.v = self.getKey.value print(self.v) self.levelGet = LevelClass() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.level_text = self.font.render("Level: " + str(self.Level), 1, (0, 0, 0)) self.correct_text = self.font.render("Correct: " + str(self.correct) + "/20", 1, (0, 0, 0)) self.Bg = LabClass() self.Key = keyClass() self.time_timeout = pygame.time.get_ticks() self.choose = True self.KA = False self.KE = False self.key1 = False self.key2 = False self.check = False
def __init__(self): self.screenSize = (640, 640) self.levelGet = LevelClass() self.Level = self.levelGet.level
class GameStuff: def __init__(self): self.screenSize = (640, 640) self.levelGet = LevelClass() self.Level = self.levelGet.level def init(self): pygame.init() self.gamemusic = prepare.SFX['Play'] self.gamemusic.play(-1) self.screen = pygame.display.set_mode(self.screenSize) self.font = pygame.font.Font(None, 30) self.getKey = Choose() self.v = self.getKey.value print(self.v) self.levelGet = LevelClass() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.level_text = self.font.render("Level: " + str(self.Level), 1, (0, 0, 0)) self.correct_text = self.font.render( "Correct: " + str(self.correct) + "/20", 1, (0, 0, 0)) self.Bg = LabClass() self.Key = keyClass() self.time_timeout = pygame.time.get_ticks() self.choose = True self.KA = False self.KE = False self.key1 = False self.key2 = False self.check = False def animate(self): self.screen.blit(self.Bg.image, self.Bg.rect) self.screen.blit(self.Key.image, self.Key.rect) self.screen.blit(self.level_text, [10, 10]) self.screen.blit(self.correct_text, [10, 30]) pygame.display.flip() def timeout(self): self.Level = self.levelGet.level self.timenow = pygame.time.get_ticks() if self.Level <= 3: if self.timenow - self.time_timeout > 2500: self.die() def die(self): self.gamemusic.stop() self.Key.image = prepare.GFX["clear"] self.Bg.image = prepare.GFX["shock"] self.animate() time.sleep(1) self.Bg.image = prepare.GFX["lab"] self.animate() time.sleep(0.5) import Game.end def run(self): while True: self.v = self.getKey.value self.level_text = self.font.render("Level: " + str(self.Level), 1, (0, 0, 0)) self.correct_text = self.font.render( "Correct: " + str(self.correct) + "/20", 1, (0, 0, 0)) self.KAKey = KAClass() self.KEKey = KEClass() self.animate() while self.choose: self.getKey.chooseKey() if self.getKey.key1 == True: self.choose = False self.now = pygame.time.get_ticks() self.time_timeout = self.now self.key1 = True if self.getKey.key2 == True: self.choose = False self.now = pygame.time.get_ticks() self.time_timeout = self.now self.key2 = True while self.key1: self.Key.image = prepare.GFX["KA"] self.animate() self.KAKey.run() self.timeout() if self.KAKey.KA == 1: self.levelGet.add() self.levelGet.get_level() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.Key.image = prepare.GFX["clear"] self.animate() self.getKey.key1 = False self.key1 = False self.choose = True elif self.KAKey.KA == 2: self.die() while self.key2: self.Key.image = prepare.GFX["KE"] self.animate() self.KEKey.run() self.timeout() if self.KEKey.KE == 1: self.levelGet.add() self.levelGet.get_level() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.Key.image = prepare.GFX["clear"] self.animate() print("mainlevel =" + str(self.Level)) self.getKey.key2 = False self.key2 = False self.choose = True elif self.KEKey.KE == 2: self.die() def New(self): self.init() self.animate() self.run()
class GameStuff: def __init__(self): self.screenSize = (640, 640) self.levelGet = LevelClass() self.Level = self.levelGet.level def init(self): pygame.init() self.gamemusic = prepare.SFX["Play"] self.gamemusic.play(-1) self.screen = pygame.display.set_mode(self.screenSize) self.font = pygame.font.Font(None, 30) self.getKey = Choose() self.v = self.getKey.value print(self.v) self.levelGet = LevelClass() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.level_text = self.font.render("Level: " + str(self.Level), 1, (0, 0, 0)) self.correct_text = self.font.render("Correct: " + str(self.correct) + "/20", 1, (0, 0, 0)) self.Bg = LabClass() self.Key = keyClass() self.time_timeout = pygame.time.get_ticks() self.choose = True self.KA = False self.KE = False self.key1 = False self.key2 = False self.check = False def animate(self): self.screen.blit(self.Bg.image, self.Bg.rect) self.screen.blit(self.Key.image, self.Key.rect) self.screen.blit(self.level_text, [10, 10]) self.screen.blit(self.correct_text, [10, 30]) pygame.display.flip() def timeout(self): self.Level = self.levelGet.level self.timenow = pygame.time.get_ticks() if self.Level <= 3: if self.timenow - self.time_timeout > 2500: self.die() def die(self): self.gamemusic.stop() self.Key.image = prepare.GFX["clear"] self.Bg.image = prepare.GFX["shock"] self.animate() time.sleep(1) self.Bg.image = prepare.GFX["lab"] self.animate() time.sleep(0.5) import Game.end def run(self): while True: self.v = self.getKey.value self.level_text = self.font.render("Level: " + str(self.Level), 1, (0, 0, 0)) self.correct_text = self.font.render("Correct: " + str(self.correct) + "/20", 1, (0, 0, 0)) self.KAKey = KAClass() self.KEKey = KEClass() self.animate() while self.choose: self.getKey.chooseKey() if self.getKey.key1 == True: self.choose = False self.now = pygame.time.get_ticks() self.time_timeout = self.now self.key1 = True if self.getKey.key2 == True: self.choose = False self.now = pygame.time.get_ticks() self.time_timeout = self.now self.key2 = True while self.key1: self.Key.image = prepare.GFX["KA"] self.animate() self.KAKey.run() self.timeout() if self.KAKey.KA == 1: self.levelGet.add() self.levelGet.get_level() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.Key.image = prepare.GFX["clear"] self.animate() self.getKey.key1 = False self.key1 = False self.choose = True elif self.KAKey.KA == 2: self.die() while self.key2: self.Key.image = prepare.GFX["KE"] self.animate() self.KEKey.run() self.timeout() if self.KEKey.KE == 1: self.levelGet.add() self.levelGet.get_level() self.Level = self.levelGet.level self.correct = self.levelGet.correct self.Key.image = prepare.GFX["clear"] self.animate() print("mainlevel =" + str(self.Level)) self.getKey.key2 = False self.key2 = False self.choose = True elif self.KEKey.KE == 2: self.die() def New(self): self.init() self.animate() self.run()