def load_level_3(level): global game_objects, hidden, event_stack_size, player global tokens_collected, max_tokens, laser, switch1, portal1 while event_stack_size>0: viewport.window.pop_handlers() event_stack_size-=1 event_stack_size=0 game_objects=[] reload(world) world.generate_world(level) player=avatar.Avatar(batch=avatar_batch) game_objects.append(player) portal1=portal.Portal(3060,60) portal1.batch=main_batch game_objects.append(portal1) pyglet.clock.schedule_once(spawn_bubble,.01,25,175) pyglet.clock.schedule_once(spawn_bubble,.01,200,175) pyglet.clock.schedule_once(spawn_bubble,.01,1077,223) pyglet.clock.schedule_once(spawn_bubble,.01,1049,553) pyglet.clock.schedule_once(spawn_enemy,.01,125,175) pyglet.clock.schedule_once(spawn_enemy,.01,125,175) pyglet.clock.schedule_once(spawn_enemy,1.5,260,570) pyglet.clock.schedule_once(spawn_enemy,1.5,560,570) pyglet.clock.schedule_once(spawn_enemy,1.5,410,570) pyglet.clock.schedule_once(spawn_enemy,9.5,260,570) pyglet.clock.schedule_once(spawn_enemy,9.5,560,570) pyglet.clock.schedule_once(spawn_enemy,9.5,410,570) pyglet.clock.schedule_once(spawn_enemy,17.5,260,570) pyglet.clock.schedule_once(spawn_enemy,17.5,560,570) pyglet.clock.schedule_once(spawn_enemy,17.5,410,570) pyglet.clock.schedule_once(spawn_enemy,25.5,260,570) pyglet.clock.schedule_once(spawn_enemy,25.5,560,570) pyglet.clock.schedule_once(spawn_enemy,25.5,410,570) switch1=switch.Switch(770,90,'right') switch1.batch=main_batch game_objects.append(switch1) pyglet.clock.schedule_once(spawn_laser,.01,395,75) viewport.window.push_handlers(player.key_handler) pyglet.clock.schedule_interval(update,1.0/120.0)
def load_level_4(level): global game_objects, hidden, event_stack_size, player, boss1 global tokens_collected, max_tokens, laser, switch1, portal1 while event_stack_size>0: viewport.window.pop_handlers() event_stack_size-=1 event_stack_size=0 game_objects=[] reload(world) world.generate_world(level) switch1=switch.Switch(1057,540,'left') switch1.batch=main_batch game_objects.append(switch1) boss1=boss.Boss(140,200) boss1.batch=main_batch game_objects.append(boss1) #pyglet.clock.schedule_once(spawn_boss,1,140,200) player=avatar.Avatar(batch=avatar_batch) game_objects.append(player) #gate1=gate.Gate(487,275) #gate1.batch=main_batch #game_objects.append(gate1) pyglet.clock.schedule_once(spawn_laser,.01,555,75) portal1=portal.Portal(3060,60) portal1.batch=main_batch game_objects.append(portal1) viewport.window.push_handlers(player.key_handler) pyglet.clock.schedule_interval(update,1.0/120.0)
def load_level(level): global game_objects, hidden, player, event_stack_size, victory, token global tokens_collected, max_tokens, car_enemy, lever_timer, player_has_binder while event_stack_size > 0: viewport.window.pop_handlers() event_stack_size -= 1 event_stack_size = 0 game_objects = [] reload(world) world.generate_world(level) if level == 1: pyglet.gl.glClearColor(0.75, 0.75, 0.75, 1.0) media_player.play() player = avatar.Avatar(batch=main_batch) game_objects.append(player) collectibles = spawn_tokens.spawn_tokens(1, level) for collectible in collectibles: collectible.batch = main_batch game_objects += collectibles car_enemies = spawn_car_enemy.spawn_car_enemy(18) for car_enemy in car_enemies: car_enemy.batch = main_batch game_objects += car_enemies if not player_has_binder: btokens = spawn_btokens.spawn_btokens(2, 1) for btoken in btokens: btoken.batch = main_batch game_objects += btokens level_timer = 50 hud.time_label.color = (255, 255, 255, 255) elif level == 2: pyglet.gl.glClearColor(0.7, 0.8, 0.75, 1.0) media_player.pause() level_timer = 0 hud.time_label.text = 'Time:0' player = avatar.Avatar2(batch=main_batch) game_objects.append(player) token = token.Token2(batch=main_batch) game_objects.append(token) teachers = spawn_teachers.spawn_teachers(1, 2) for teacher in teachers: teacher.batch = main_batch game_objects += teachers hidden = hidden_token.Hidden_token(batch=main_batch) hidden.x = 250 hidden.y = 500 hidden.update_bounding_box() game_objects.append(hidden) enemies = spawn_enemies.spawn_enemies(4, level) for enemy in enemies: enemy.batch = main_batch game_objects += enemies tokens_collected = 0 max_tokens = 1 viewport.window.push_handlers(player.key_handler) pyglet.clock.schedule_interval(update, 1.0 / 120.0)
def start_game(): global game_objects,pacer,coconut,gorilla,hanging_monkey,losing_screen,background global hanging_monkey2,rubies,door,key,player,player_lives game_objects=[] world.generate_world() player=avatar.Avatar(batch=main_batch) player.affected_by_gravity=True player.update_bounding_box() player_lives=3 losing_screen=hud.Losing_screen() gorilla=enemy.Enemy(batch=main_batch) gorilla.affected_by_gravity=True game_objects.append(gorilla) gorilla.update_bounding_box() hanging_monkey=monkey.Monkey(batch=main_batch) game_objects.append(hanging_monkey) hanging_monkey.update_bounding_box() hanging_monkey2=monkey.Monkey(batch=main_batch) game_objects.append(hanging_monkey2) hanging_monkey2.x=700 hanging_monkey2.y=560 hanging_monkey2.update_bounding_box() chucknorris=pacer.Pacer(batch=main_batch) game_objects.append(chucknorris) chucknorris.update_bounding_box() coconut=coconuts.Coconut(batch=main_batch) coconut.x=700 coconut.y=540 game_objects.append(coconut) coconut.update_bounding_box() coconut2=coconuts.Coconut(batch=main_batch) coconut2.x=375 coconut2.y=540 game_objects.append(coconut2) coconut2.update_bounding_box() rubies=spawn_tokens.spawn_tokens(7) for ruby in rubies: ruby.batch=main_batch game_objects.extend(rubies) door=key_and_door.Door(batch=main_batch) door.affected_by_gravity=False game_objects.append(door) door.update_bounding_box() key=key_and_door.Key(batch=main_batch) key.affected_by_gravity=False game_objects.append(key) key.update_bounding_box() background=background.Background() song_sound.play() viewport.window.push_handlers(player.key_handler) pyglet.clock.schedule_interval(update,1.0/120.0) pyglet.clock.schedule_interval(update_main_clock,1.0)
def load_level_1(level): global game_objects, hidden, event_stack_size, player global tokens_collected, max_tokens, laser, switch1, portal1 while event_stack_size>0: viewport.window.pop_handlers() event_stack_size-=1 event_stack_size=0 game_objects=[] reload(world) world.generate_world(level) #hidden=hidden_token.Hidden_token(batch=main_batch) #hidden.x=250 #hidden.y=500 #hidden.update_bounding_box() #game_objects.append(hidden) health.healthbar.batch=main_batch #game_objects.append(health.healthbar) portal1=portal.Portal(3060,60) portal1.batch=main_batch game_objects.append(portal1) switch1=switch.Switch(1056,367,'left') switch1.batch=main_batch game_objects.append(switch1) pyglet.clock.schedule_once(spawn_laser,.01,535,75) #laser=power_up.Laser(1050,140) #laser.batch=main_batch #laser.x=200 #laser.y=200 #laser.update_bounding_box() #laser.batch=main_batch #game_objects.append(laser) pyglet.clock.schedule_once(spawn_bubble,.01,251,50) pyglet.clock.schedule_once(spawn_bubble,.01,45,325) pyglet.clock.schedule_once(spawn_enemy,.01,991,528) pyglet.clock.schedule_once(spawn_enemy,3.01,991,528) pyglet.clock.schedule_once(spawn_enemy,6.01,991,528) pyglet.clock.schedule_once(spawn_enemy,9.01,991,528) pyglet.clock.schedule_once(spawn_enemy,12.01,991,528) pyglet.clock.schedule_once(spawn_enemy,15.01,991,528) pyglet.clock.schedule_once(spawn_enemy,18.01,991,528) pyglet.clock.schedule_once(spawn_enemy,21.01,991,528) pyglet.clock.schedule_once(spawn_enemy,24.01,991,528) pyglet.clock.schedule_once(spawn_enemy,27.01,991,528) pyglet.clock.schedule_once(spawn_enemy,30.01,991,528) pyglet.clock.schedule_once(spawn_enemy,.01,510,25) pyglet.clock.schedule_once(spawn_enemy,.01,251,50) #collectibles=spawn_tokens.spawn_tokens(4,level) #for collectible in collectibles: # collectible.batch=main_batch #game_objects+=collectibles #tokens_collected=0 #max_tokens=4 player=avatar.Avatar(batch=avatar_batch) game_objects.append(player) viewport.window.push_handlers(player.key_handler) pyglet.clock.schedule_interval(update,1.0/120.0)
def load_level_2(level): global game_objects, hidden, event_stack_size, player global tokens_collected, max_tokens, laser, switch1, portal1 while event_stack_size>0: viewport.window.pop_handlers() event_stack_size-=1 event_stack_size=0 game_objects=[] reload(world) world.generate_world(level) player=avatar.Avatar(batch=avatar_batch) game_objects.append(player) portal1=portal.Portal(3060,60) portal1.batch=main_batch game_objects.append(portal1) switch1=switch.Switch(996,365,'right') switch1.batch=main_batch game_objects.append(switch1) pyglet.clock.schedule_once(spawn_laser,.01,134,195) pyglet.clock.schedule_once(spawn_bubble,.01,205,197) #pyglet.clock.schedule_once(spawn_bubble,.01,755,521) pyglet.clock.schedule_once(spawn_bubble,.01,576,322) pyglet.clock.schedule_once(spawn_bubble,.01,624,322) #pyglet.clock.schedule_once(spawn_bubble,.01,45,325) pyglet.clock.schedule_once(spawn_enemy,.01,289,570) pyglet.clock.schedule_once(spawn_enemy,6.01,289,570) pyglet.clock.schedule_once(spawn_enemy,12.01,289,570) pyglet.clock.schedule_once(spawn_enemy,18.01,289,570) pyglet.clock.schedule_once(spawn_enemy,24.01,289,570) pyglet.clock.schedule_once(spawn_enemy,30.01,289,570) pyglet.clock.schedule_once(spawn_enemy,36.01,289,570) pyglet.clock.schedule_once(spawn_enemy,.01,900,570) pyglet.clock.schedule_once(spawn_enemy,11.01,900,570) pyglet.clock.schedule_once(spawn_enemy,20.01,900,570) pyglet.clock.schedule_once(spawn_enemy,30.01,900,570) pyglet.clock.schedule_once(spawn_enemy,40.01,900,570) pyglet.clock.schedule_once(spawn_enemy,50.01,900,570) pyglet.clock.schedule_once(spawn_enemy,55.01,900,570) pyglet.clock.schedule_once(spawn_enemy,60.01,900,570) pyglet.clock.schedule_once(spawn_enemy,65.01,900,570) pyglet.clock.schedule_once(spawn_enemy,70.01,900,570) pyglet.clock.schedule_once(spawn_enemy,75.01,900,570) #pyglet.clock.schedule_once(spawn_enemy,35.01,950,570) pyglet.clock.schedule_once(spawn_enemy,.01,45,45) viewport.window.push_handlers(player.key_handler) pyglet.clock.schedule_interval(update,1.0/120.0)
def load_level(level): global game_objects, hidden, player, event_stack_size global tokens_collected, max_tokens, bg while event_stack_size>0: viewport.window.pop_handlers() event_stack_size-=1 event_stack_size=0 game_objects=[] reload(world) world.generate_world(level) bg=background.Background(level=level,batch=bg_batch) player=avatar.Avatar(batch=main_batch) player.affected_by_gravity=False #Don't change this game_objects.append(player) if level==1: hidden_locations=[(250,500),(250,250),(750,250),(500,250)] loc=random.choice(hidden_locations) hidden=hidden_token.Hidden_token(batch=main_batch) hidden.x=loc[0] hidden.y=loc[1] hidden.update_bounding_box() game_objects.append(hidden) enemies=spawn_enemies.spawn_enemies(5,level) for enemy in enemies: enemy.batch=main_batch game_objects+=enemies collectibles=spawn_tokens.spawn_tokens(4,level) for collectible in collectibles: collectible.batch=main_batch game_objects+=collectibles hud.d.x=50 hud.d.y=50 tokens_collected=0 max_tokens=4 elif level==2: player.x=50 player.y=50 pwr_up=power_up.Power_up(batch=main_batch) pwr_up.x=650 pwr_up.y=450 pwr_up.make_armed=True pwr_up.update_bounding_box() game_objects.append(pwr_up) enemies=spawn_enemies.spawn_enemies(6,level) for enemy in enemies: enemy.batch=main_batch game_objects+=enemies collectibles=spawn_tokens.spawn_tokens(4,level) for collectible in collectibles: collectible.batch=main_batch game_objects+=collectibles hud.d.x=1050 hud.d.y=50 tokens_collected=0 max_tokens=4 elif level==3: enemies=spawn_enemies.spawn_enemies(8,level) for enemy in enemies: enemy.batch=main_batch game_objects+=enemies collectibles=spawn_tokens.spawn_tokens(4,level) for collectible in collectibles: collectible.batch=main_batch game_objects+=collectibles life_up=extra_life.Extra_life(batch=main_batch) life_up.x=650 life_up.y=150 life_up.update_bounding_box() game_objects.append(life_up) hud.d.x=1050 hud.d.y=400 tokens_collected=0 max_tokens=4 viewport.window.push_handlers(player.key_handler) pyglet.clock.schedule_interval(update,1.0/120.0)