Esempio n. 1
0
def run_game():
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.pre_init(44100, 16, 2,
                          4096)  # frequency, size, channels, buffersize
    pygame.mixer.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_height, ai_settings.screen_width))
    pygame.display.set_caption("ALIEN INVASION")
    play_button = Button(ai_settings, screen, "Play")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    arrow = Arrow(ai_settings, screen)
    bg_color = (100, 230, 200)
    num_of_arrows = Group()
    num_of_balloons = Group()
    gf.create_fleet(ai_settings, screen, arrow, num_of_balloons)
    pygame.mixer.music.load('sounds/bgmmusic.wav')
    pygame.mixer.music.play(-1)

    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, arrow,
                        num_of_arrows, num_of_balloons)
        if stats.game_active:
            arrow.update()
            num_of_arrows.update()
        gf.update_each_arrows(ai_settings, screen, stats, sb, play_button,
                              arrow, num_of_balloons, num_of_arrows)
        gf.update_balloons(ai_settings, stats, sb, screen, arrow,
                           num_of_balloons, num_of_arrows)
        gf.update_screen(ai_settings, screen, stats, sb, arrow, num_of_arrows,
                         num_of_balloons, play_button)
Esempio n. 2
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def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Monster Invasion")
    #Make the play button
    play_button = Button(ai_settings, screen, "Play")
    #create an instance to store game stats and create a score board
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    #manke an arrow, a gorup of bullets,and a group of monsters
    arrow = Arrow(ai_settings, screen)
    #make a group to store bullets in
    bullets = Group()
    monsters = Group()
    gf.create_fleet(ai_settings, screen, arrow, monsters)
    print('here')
    arrow.blitme()
    #start the main loop for the game
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, arrow,
                        monsters, bullets)

        if stats.game_active:
            arrow.update()

            gf.update_bullets(ai_settings, screen, stats, sb, arrow, monsters,
                              bullets)
            gf.update_monsters(ai_settings, screen, stats, sb, arrow, monsters,
                               bullets)

        gf.update_screen(ai_settings, screen, stats, sb, arrow, monsters,
                         bullets, play_button)
Esempio n. 3
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def main():
    pygame.init()
    clock = pygame.time.Clock()
    board = CreateEmptyBoard()

    FillBoard(board, COLORS)
    launchBall = False
    ball = getBubble(COLORS)
    ball.rect.centerx = STARTX
    nextBall = getBubble(COLORS)
    # board[0][15] = copy.deepcopy(ball)
    # setPosition(board)
    arrow = Arrow()

    while 1:  # main game loop
        display.fill(BEIGE)
        vector, angle = getVector()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()

            if event.type == MOUSEBUTTONDOWN:
                if not launchBall:
                    ball.shoot(angle)

                launchBall = True

            if event.type == MOUSEMOTION:
                arrow.update(angle, vector)

        drawBoard(board)
        nextBall.draw()

        if ball is not None:

            ball.update()
            ball.draw()
            #print(ball.rect.centerx, ball.rect.centery)
            ball, board, checkwin = stopBubble(board, ball)

        else:
            launchBall = False
            ball = Bubble(nextBall.color)
            nextBall = getBubble(COLORS)

        arrow.draw()

        if checkwin:
            return 1
        elif checkBottom(board) == False:
            return 2
        pygame.display.update()
        clock.tick(FPS)
Esempio n. 4
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class Slide(UserState):
  def __init__(self, app, hand, time=max_slide_wait, arrow=None):
    UserState.__init__(self, app, hand.user)
    self.hand = hand
    self.start_time = clock()
    self.time = time

    base.slide(hand.side_sign)

    self.arrow = arrow
    if not self.arrow:
      self.arrow = Arrow(self.app, hand.user, hand.side)
      self.arrow.play_trigger()
    self.arrow.update(base.nui.users)

    print 'time', time
    self.timer(time, self.timeout)

  def hand_move(self, hand):
    if hand.side == self.hand.side and not self.arrow.is_playing:
      max_extension = 0.55
      pos = hand.positions[-1].x * hand.side_sign
      time = max(0.0, min(1.0, (pos - hand_trigger) / (max_extension - hand_trigger)))
      self.time = max_slide_wait - time * (max_slide_wait - min_slide_wait)
      self.timer(self.time - (clock()-self.start_time), self.timeout)
      self.arrow.set_time_at_speed(time)
    self.arrow.update(base.nui.users)
    UserState.hand_move(self, hand)

  def hand_in(self, hand):
    if hand.side != self.hand.side:
      self.arrow.destroy()
      self.next_state(Thumbnails(self.app, self.hand.user))

  def hand_out(self, hand):
    if hand.side == self.hand.side:
      self.arrow.destroy()
      self.next_state(Start(self.app))

  def lost_user(self):
    self.arrow.destroy()

  def timeout(self):
    self.next_state(Slide(self.app, self.hand, self.time, self.arrow))