Esempio n. 1
0
def process(mario, FPS, total_frames):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_e:
                classes.BugProjectile.fire = not classes.BugProjectile.fire

    keys = pygame.key.get_pressed()
    if keys[pygame.K_d]:
        classes.Mario.going_right = True
        mario.image = pygame.image.load("images/mario.png")
        mario.velx = 10
    elif keys[pygame.K_a]:
        classes.Mario.going_right = False
        mario.image = pygame.image.load("images/marioflipped.png")
        mario.velx = -10

    else:
        mario.velx = 0

    if keys[pygame.K_w]:
        mario.jumping = True

    if keys[pygame.K_SPACE]:
        # p=classes.BugProjectile(mario.rect.x,mario.rect.y,21,25,"projectiles/fire.png")
        if classes.Mario.going_right:
            if classes.BugProjectile.fire:
                p = classes.BugProjectile(mario.rect.x + mario.rect.width,
                                          mario.rect.y, True,
                                          "projectiles/fire.png")
                p.velx = 12
            else:
                p = classes.BugProjectile(mario.rect.x + mario.rect.width,
                                          mario.rect.y, False,
                                          "projectiles/ice.png")
                p.velx = 12
        else:
            if classes.BugProjectile.fire:
                p = classes.BugProjectile(mario.rect.x, mario.rect.y, True,
                                          "projectiles/fire.png")
                p.image = pygame.transform.flip(p.image, True, False)
                p.velx = -12
            else:
                p = classes.BugProjectile(mario.rect.x, mario.rect.y, False,
                                          "projectiles/ice.png")
                p.image = pygame.transform.flip(p.image, True, False)
                p.velx = -12

    spawn(FPS, total_frames)
    collisions()
Esempio n. 2
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def process(bug, FPS, total_frames):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_e:
                classes.BugProjectile.fire = not classes.BugProjectile.fire


#Keys detection are bellow!
    keys = pygame.key.get_pressed()

    if keys[pygame.K_d]:
        classes.Bug.going_right = True
        bug.image = pygame.image.load("images/bug.png")
        bug.velx = 5

    elif keys[pygame.K_a]:
        classes.Bug.going_right = False
        bug.image = pygame.image.load("images/bugflipped.png")
        bug.velx = -5

    else:
        bug.velx = 0

        if keys[pygame.K_w]:

            bug.jumping = True

    if keys[pygame.K_SPACE]:

        def direction():
            if classes.Bug.going_right:
                p.velx = 8
            else:
                p.image = pygame.transform.flip(p.image, True, False)
                p.velx = -8

        if (classes.BugProjectile.fire):
            p = classes.BugProjectile(bug.rect.x, bug.rect.y, True,
                                      "images/fire.png")
            direction()
        else:
            p = classes.BugProjectile(bug.rect.x, bug.rect.y, False,
                                      "images/frost.png")
            direction()

        spawn(FPS, total_frames)
        collisions()
Esempio n. 3
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def process(bug, FPS, total_frames):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

    keys = pygame.key.get_pressed()

    if keys[pygame.K_d]:
        classes.Bug.going_right = True
        bug.image = pygame.image.load("images/bug.png")
        bug.velx = 5
    elif keys[pygame.K_a]:
        bug.going_right = False
        bug.image = pygame.image.load("images/bugflipped.png")
        bug.velx = -5
    else:
        bug.velx = 0

    if keys[pygame.K_w]:
        bug.jumping = True

    if keys[pygame.K_SPACE]:
        p = classes.BugProjectile(bug.rect.x, bug.rect.y, 43, 25,
                                  "images/projectiles/fire.png")
        if bug.going_right:
            p.velx = 8
        else:
            p.image = pygame.transform.flip(p.image, True, False)
            p.velx = -8

    spawn(FPS, total_frames)
Esempio n. 4
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def processes(bug, fps, totoalframes):

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_e:
                classes.BugProjectile.Fire = not classes.BugProjectile.Fire
    #key testing
    keys = pygame.key.get_pressed()
    if keys[pygame.K_a]:
        bug.velx = -5
        bug.image = pygame.image.load('images\\Bugflipped.png')
        bug.going_right = False

    elif keys[pygame.K_d]:
        bug.velx = 5
        bug.image = pygame.image.load('images\\bug.png')
        bug.going_right = True
    elif keys[pygame.K_w]:
        bug.jumping = True

    elif keys[pygame.K_SPACE]:

        def direction():
            if bug.going_right:
                p.velx = 8
            else:
                p.image = pygame.transform.flip(p.image, True, False)
                p.velx = -8

        if (classes.BugProjectile.Fire):
            sound = pygame.mixer.Sound('music\\f2.ogg')
            sound.play()
            p = classes.BugProjectile(bug.rect.x, bug.rect.y,
                                      "images\\projectiles\\fire.png")
        else:
            sound = pygame.mixer.Sound('music\\f1.ogg')
            sound.play()
            p = classes.BugProjectile(bug.rect.x, bug.rect.y,
                                      "images\\projectiles\\frost.png")
        direction()
    spawn(fps, totoalframes)
    score_plus = collisions()
    return score_plus
Esempio n. 5
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def process(bug, FPS, total_frames, SCREENHEIGHT, score):
    #Processing

    for event in pygame.event.get():
        #If the type of event is that the program wants to quit then we close pygame and make sure our program closes accordingly
        if event.type == pygame.QUIT:
            pygame.quit()
            #Terminates our program
            sys.exit()
    #Declaring a variable that will be used to determine what key was pressed     
    keys = pygame.key.get_pressed()
    
    #if statements with statements to excute when the right key is pressed.
    if keys[pygame.K_RIGHT]:
        #once the right key is pressed the main character will move to the right.
        classes.Bug.going_right = True
        #The image of the main character facing in the right direction will loaded.
        bug.image = pygame.image.load("C:\\Users\\Joseph Molina\\Desktop\\CST\\flippedEnemy1.png")
        #The position of the main character will change.
        bug.velx = 5
        #If statements with lines of code to be excuted once the left key is pressed
        
    elif keys[pygame.K_LEFT]:
        #The character will now be facing in the left direction.
        classes.Bug.going_right = False
        #The image of the character moving in the left direction will be loaded.
        bug.image = pygame.image.load("C:\\Users\\Joseph Molina\\Desktop\\CST\\enemy1.png")
        #The position of the character will be moved.
        bug.velx = -5
        
    else:
        #if none of the keys above are pressed nothing will occur to the main character
        bug.velx = 0
        
    #If statement with lines of code to be executed once it is pressed
    if keys[pygame.K_UP]:
        #once the up key is pressed the sound effect will be loaded then played once.
        pygame.mixer.music.load('C:\\Users\\Joseph Molina\\Desktop\\CST\\jump.ogg')
        pygame.mixer.music.play(1)
        #Boolean value of the character jumping will be set to True.
        bug.jumping = True
        
    #IF statements with lines of code to be executed once the space key is pressed.    
    if keys[pygame.K_SPACE]:
        pygame.mixer.music.load('C:\\Users\\Joseph Molina\\Desktop\\CST\\lasersound.ogg')
        pygame.mixer.music.play(1)
        p = classes.BugProjectile(bug.rect.x, bug.rect.y, 34, 34, "projectile.gif")
        if classes.Bug.going_right:
            p.velx = 8
        else:
            p.image = pygame.transform.flip(p.image, True, False)
            p.velx = -8

    #Calling out the spawn and collision functions with the given parameters
    spawn(FPS, total_frames, SCREENHEIGHT,score)
    collisions()
Esempio n. 6
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def process(bug, FPS, total_frames, screen):

    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_e:

                classes.BugProjectile.fire = not classes.BugProjectile.fire

            if event.key == pygame.K_ESCAPE:
                b = metrow(screen)
                if b == 2:
                    classes.period.sp = 1
                    classes.period.kl = 0
                    for proj in classes.BugProjectile.List:
                        proj.destroy()

                    for bug in classes.Bug.List:
                        bug.destroy(classes.Bug)

                    for proj in classes.FlyProjectile.List:
                        proj.destroy()

                    for fly in classes.Fly.List:
                        fly.destroy(classes.Fly)

                    return 1
                elif b == 1:
                    pass

            if event.key == pygame.K_d:
                classes.Bug.going_right = True
                #bug.image=pygame.image.load('ship/f1.png')
                bug.velx = 5
            elif event.key == pygame.K_a:
                classes.Bug.going_right = False
                #bug.image=pygame.image.load('ship/f1.png')

                bug.velx = -5
            elif event.key == pygame.K_w:
                bug.vely = -5
            elif event.key == pygame.K_s:
                bug.vely = +5

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_d:
                bug.velx = 0
            elif event.key == pygame.K_a:
                bug.velx = 0
            elif event.key == pygame.K_s:
                bug.vely = 0
            elif event.key == pygame.K_w:
                bug.vely = 0

    keys = pygame.key.get_pressed()
    if keys[pygame.K_SPACE]:

        def direction():

            p.velx = 8

        if (classes.BugProjectile.fire):
            p = classes.BugProjectile(bug.rect.x + bug.rect.width - 10,
                                      bug.rect.y + (bug.rect.height / 2) - 2,
                                      'extras/shell.gif')
            direction()

        else:
            p = classes.BugProjectile(bug.rect.x + bug.rect.width, bug.rect.y,
                                      'extras/gun.gif')
            direction()

    if classes.period.sp in (1, 2, 3):
        spawn(FPS, total_frames, bug)
        spawn1(FPS, total_frames)
    else:
        spawn1(FPS, total_frames)
        spawn2(FPS, total_frames, bug)
        spawn3(FPS, total_frames, bug)

    collisions(bug)
    return 0