Esempio n. 1
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	def draw_buttons(screen):

		for button in Button.List:

			pygame.draw.rect(screen, button.color, (button.x, button.y, button.width, button.height))

			functions.text_to_screen(screen, button.text, button.x, button.y + 10, color=button.textcolor, size=25)
Esempio n. 2
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    def draw_tiles(screen): #DRAWS TILES TO SCREEN ACCORDING TO TYPE (point/hole/solid/empty)
        for tile in Tile.List:
            if (tile.walkable):
                if tile.number < Tile.total_tiles - Tile.V:
                    tile_below = Tile.get_tile(tile.number + Tile.V)
                    if (tile_below.walkable):
                        if tile.type == 'point':
                            screen.blit(Tile.point_block, (tile))
                        elif tile.type == 'hole':
                            screen.blit(Tile.hole_block, (tile))
                        else:
                            screen.blit(Tile.solid_block, (tile))
                    else:
                        if tile.type == 'point':
                            screen.blit(Tile.point_block_edge, (tile))
                        elif tile.type == 'hole':
                            screen.blit(Tile.hole_block_edge, (tile))
                        else:
                            screen.blit(Tile.solid_block_edge, (tile))

        functions.text_to_screen(screen, 'Level: ' + str(Tile.MAP['level']), 20, 20, color = (0,0,0))

        if (Tile.moves + 1) % int(Tile.moves + 1) != 0:
                Tile.moves += 0.5

        functions.text_to_screen(screen, 'Moves: ' + str(int(Tile.moves + 0.5)), 20, 40, color = (0,0,0))
Esempio n. 3
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	def update(screen, list):

		for button in list:
			pygame.draw.rect(screen, button.color, (button.x, button.y, button.w, button.h))       
			x = button.w / 2
			y = button.h / 2
			text_to_screen(screen, button.msg, button.x+x, button.y+y, 20)
Esempio n. 4
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    def update(screen, list):

        for button in list:
            pygame.draw.rect(screen, button.color,
                             (button.x, button.y, button.w, button.h))
            #pygame.draw.rect(screen, (BLACK), (button.x, button.y, button.w, button.h), 2)
            x = button.w / 2
            y = button.h / 2
            functions.text_to_screen(screen, button.msg, button.x + x,
                                     button.y + y, 20)
Esempio n. 5
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    def draw_buttons(screen):

        for button in Button.List:

            pygame.draw.rect(screen, button.color,
                             (button.x, button.y, button.width, button.height))

            functions.text_to_screen(screen,
                                     button.text,
                                     button.x,
                                     button.y + 10,
                                     color=button.textcolor,
                                     size=25)
Esempio n. 6
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    def draw_tiles(
        screen
    ):  #DRAWS TILES TO SCREEN ACCORDING TO TYPE (point/hole/solid/empty)
        for tile in Tile.List:
            if (tile.walkable):
                if tile.number < Tile.total_tiles - Tile.V:
                    tile_below = Tile.get_tile(tile.number + Tile.V)
                    if (tile_below.walkable):
                        if tile.type == 'point':
                            screen.blit(Tile.point_block, (tile))
                        elif tile.type == 'hole':
                            screen.blit(Tile.hole_block, (tile))
                        else:
                            screen.blit(Tile.solid_block, (tile))
                    else:
                        if tile.type == 'point':
                            screen.blit(Tile.point_block_edge, (tile))
                        elif tile.type == 'hole':
                            screen.blit(Tile.hole_block_edge, (tile))
                        else:
                            screen.blit(Tile.solid_block_edge, (tile))

        functions.text_to_screen(screen,
                                 'Level: ' + str(Tile.MAP['level']),
                                 20,
                                 20,
                                 color=(0, 0, 0))

        if (Tile.moves + 1) % int(Tile.moves + 1) != 0:
            Tile.moves += 0.5

        functions.text_to_screen(screen,
                                 'Moves: ' + str(int(Tile.moves + 0.5)),
                                 20,
                                 40,
                                 color=(0, 0, 0))
Esempio n. 7
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dungeon = pygame.image.load('images/dungeon.jpg')
survivor = Survivor(32 * 2, 32 * 4)


while True:

    screen.blit(dungeon, (0,0) )

    Zombie.spawn(totalFrames, FPS)
    Zombie.update(screen,survivor)

    survivor.movement()
    Bullet.superMassiveJumbleLoop(screen)
    
    A_Star(screen, survivor, totalFrames, FPS)
    interaction(screen, survivor)   
    survivor.draw(screen)
    functions.text_to_screen(screen,'Health: {0}'.format(survivor.health),0,0)
    functions.text_to_screen(screen,'Score: {0}'.format(Zombie.counter),0,20)

    pygame.display.flip()
    clock.tick(FPS)
    totalFrames += 1   
    if survivor.health <=0 :
        sleep(2.5)
        screen.blit(pygame.image.load('images/dead.jpg'), (0,0))
        pygame.display.update() 
        break

Esempio n. 8
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dungeon = pygame.image.load('images/dungeon.jpg')
survivor = Survivor(32 * 2, 32 * 4)

while True:

    screen.blit(dungeon, (0, 0))

    Zombie.spawn(totalFrames, FPS)
    Zombie.update(screen, survivor)

    survivor.movement()
    Bullet.superMassiveJumbleLoop(screen)

    A_Star(screen, survivor, totalFrames, FPS)
    interaction(screen, survivor)
    survivor.draw(screen)
    functions.text_to_screen(screen, 'Health: {0}'.format(survivor.health), 0,
                             0)
    functions.text_to_screen(screen, 'Score: {0}'.format(Zombie.counter), 0,
                             20)

    pygame.display.flip()
    clock.tick(FPS)
    totalFrames += 1
    if survivor.health <= 0:
        sleep(2.5)
        screen.blit(pygame.image.load('images/dead.jpg'), (0, 0))
        pygame.display.update()
        break