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)
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))
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)
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)
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))
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
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