Esempio n. 1
0
def play_level(player, platform_group, badguy_group, hook_group):
    left_rope_group = pygame.sprite.Group()
    right_rope_group = pygame.sprite.Group()
    while True:
        timer.begin()
        window.fill((100,100,0))
        player.update(platform_group, timer.get_frame_duration(), hook_group) #player update sets velocity others modify
        hook_group = character.player_input(player, hook_group)
        for hook in hook_group:
            hook.update(platform_group, player, timer.get_frame_duration(),left_rope_group,right_rope_group) # this order is important:
            window.blit(hook.image, hook.rect.topleft)
            if hook.side == 'left': pygame.draw.line(window, (100,100,255), hook.rect.center, player.rect.center, 2)
            if hook.side == 'right': pygame.draw.line(window, (255,100,100), hook.rect.center, player.rect.center, 2)
        for rope in right_rope_group:
            window.blit(rope.image, rope.rect.topleft)
        window.blit(player.image, player.rect.topleft)         
        for goomba in badguy_group:
            window.blit(goomba.image, goomba.rect.topleft)
        badguy_group.update(platform_group, timer.get_frame_duration())
        for platform in platform_group:
            window.blit(platform.image, platform.rect.topleft)
        player.move_player(platform_group, timer.get_frame_duration())
        pygame.display.update()
        pygame.time.delay(delay_duration)
        timer.tick()
Esempio n. 2
0
def play_level(player, player_group, spike_group, platform_group, badguy_group, hook_group, background_image, level):
    left_rope_group = pygame.sprite.Group()
    right_rope_group = pygame.sprite.Group()
    timer.begin()
    while not player.win:
        #game_song.play(-1)
        if player.reset:
            #this needs to happen because otherwise play_level never ends
            #it needs to return level so that play_game knows what level it is, since
            #level is a local variable for some retarded reason
            return level
        #play_game(level) # starts the level over when user presses r
        window.blit(background_image, (0,0))
        duration = timer.get_frame_duration()
        hook_group = character.player_input(player, hook_group) #checks for hooks
        #LOL this is retarded
        if hook_group == 99999:
            level = main_menu()
            return level
        player.colliding(platform_group, duration, hook_group)
        for hook in hook_group:
            hook.update(platform_group, player, duration,left_rope_group,right_rope_group) # this order is important:
            window.blit(hook.image, hook.rect.topleft)
            if hook.side == 'left': pygame.draw.line(window, hook.color, hook.rect.center, player.rect.center, 2)
            if hook.side == 'right': pygame.draw.line(window, hook.color, hook.rect.center, player.rect.center, 2)
        for rope in right_rope_group:
            window.blit(rope.image, rope.rect.topleft)
        player.move(duration)
        window.blit(player.image, player.rect.topleft)         
        for goomba in badguy_group:
            window.blit(goomba.image, goomba.rect.topleft)
        badguy_group.update(platform_group, player_group, duration)
        for platform in platform_group:
            pygame.draw.rect(window,platform.color,platform.rect)
        for spike in spike_group:
            window.blit(spike.image, spike.rect.topleft)
        draw_deaths(death.counter)
        spike_group.update(player_group, platform_group, duration)
        pygame.display.update()
        pygame.time.delay(delay_duration)
        timer.tick()
        if player.win:
            level +=1
            #this needs to happen because otherwise play_level never ends
            #it needs to return level so that play_game knows what level it is, since
            #level is a local variable for some retarded reason
            return level
            play_game(level)