def __init__(self, option_handler): self.option_handler = option_handler self.state = State.MENU self.level = Level() self.players = dict() self.colliders = [] self.time_scale = 1.0 self.camera = Camera([0, 0], self.option_handler.resolution) self.respawn_time = 50.0 self.menu = MainMenu() self.player_menus = [ PlayerMenu((6 * i - 9) * basis(0)) for i in range(4) ] self.options_menu = OptionsMenu() self.options_menu.set_values(self.option_handler) self.network = None self.network_id = -1 self.obj_id = -1 self.controller_id = 0
def __init__(self): self.window = Window(Game.WINDOW_WIDTH, Game.WINDOW_HEIGHT) self.window.set_title(Game.TITLE) self.keyboard = self.window.get_keyboard() self.mouse = self.window.get_mouse() self.menuPool = [] if (Game.DEBUG): self._frameRate = 0 self.frameRate = 0 self.timer = 0 self.mainMenu = MainMenu(self) self.difficultyMenu = DifficultyMenu(self) self.menuPool.append(self.mainMenu) self.menuPool.append(self.difficultyMenu) self.life = Game.MAX_LIFE self.difficulty = 1 self.score = 0 self.inGame = False
def setup(self): """Set up the game""" # set the default state self.state_change = False self.state = GameStates.MAIN_MENU # setup the background self.background = Background() self.background.center_x = SCREEN_WIDTH / 2 self.background.center_y = SCREEN_HEIGHT / 2 # setup the main menu self.main_menu = MainMenu() self.main_menu.center_x = SCREEN_WIDTH / 2 self.main_menu.center_y = SCREEN_HEIGHT / 2 # setup the pause menu self.pause_menu = PauseMenu() self.pause_menu.center_x = SCREEN_WIDTH / 2 self.pause_menu.center_y = SCREEN_HEIGHT / 2 # setup the game over screen self.game_over_screen = GameOverMenu() self.game_over_screen.center_x = SCREEN_WIDTH / 2 self.game_over_screen.center_y = SCREEN_HEIGHT / 2 # setup the highscores self.load_scores() # setup the scoreboard self.score_board = ScoreBoard() self.score_board.center_x = SCREEN_WIDTH / 2 self.score_board.center_y = SCREEN_HEIGHT / 2 # setup the player self.player = Player() self.player.center_x = SCREEN_WIDTH / 2 self.player.center_y = SCREEN_HEIGHT / 2 # setup the creatures self.all_creature_sprites_list = arcade.SpriteList() for i in range(self.current_creature_amount): rand = random.randint(1, 2) if rand == 1: creature = Moth() elif rand == 2: creature = Bug() creature.setup() self.all_creature_sprites_list.append(creature) # setup the obstacles self.all_obstacle_sprite_list = arcade.SpriteList() for i in range(MAX_OBSTACLE_COUNT): obstacle = Obstacle() obstacle.setup() self.all_obstacle_sprite_list.append(obstacle)
class MyApp(App): def build(self): self.title = "Blackjack" self.parent = Widget() sm = ScreenManager() # set up the screens #splashcreen self.ss = Screen(name = 'splash_screen') splashmenu = SplashScreen() splashmenu.buildUp() self.ss.add_widget(splashmenu) #main menu self.mm = Screen(name = 'main_menu') self.mainmenu = MainMenu() self.mainmenu.buildUp() self.mm.add_widget(self.mainmenu) #add the logo to mainmenu and splashscreen logo = Image(source = 'images/logo.png') logo.width = Window.width/2 logo.height = Window.height/2 logo.x = Window.width/2 - (logo.width-logo.width*.05) logo.y = (Window.height/2 - logo.width/2) self.mm.add_widget(logo) #game screen self.gs = Game(name = 'game') #Add screens to screen manager sm.add_widget(self.ss) sm.add_widget(self.mm) sm.add_widget(self.gs) sm.current = 'main_menu' def check_screen_change(obj): if(self.mainmenu.buttonText == 'Play'): sm.current = 'game' self.gs.start_round() self.mainmenu.bind(on_button_release = check_screen_change) return sm
def MainMenuStart(): #Code below makes the first MainMenu instance work #and delete Game instances if a new MainMenu is created try: del(CurrentRun) except NameError: pass global MainMenu #Starts Main Menu loop in file menu.py MenuInstance = MainMenu() MenuInstance.mm_loop() IntroStart(MenuInstance)
def __init__(self, app_name, root_view, app=None, components=[]): TopLevelMenu.__init__(self) self.app_name = app_name self.menu = {"left": MainMenu(), "right": MainMenu()} self.system_module = None self.babel = mydomain self.root_view = root_view self.component_config = components self.search_view = None self.base_templates = {"plain": "appshell/base_plain.html"} self.access_map = {} if app: self.init_app(app)
class MainMenuTests(unittest.TestCase): def setUp(self): self.menu = MainMenu(WorkLog()) def test_init(self): self.assertEqual(len(self.menu.options), 3) self.assertIsInstance(self.menu.options[1], MenuOption) def test_print_title(self): output = io.StringIO() sys.stdout = output self.menu.print_title() sys.stdout = sys.__stdout__ text = "WORK LOG\nWhat would you like to do?\n" self.assertEqual(output.getvalue(), text)
def __init__(self, world): self.world = world self.load_image = self.world.load_image self.display = world.display self.menu = MainMenu(self) self.dialog = Dialog(self, self.display) self.state = ""
def __init__(self): pygame.init() self.running = True # When the application is running self.playing = False # When the game is actually being played self.UP_KEY, self.DOWN_KEY, self.START_KEY, self.BACK_KEY = False, False, False, False # START_KEY = ENTER self.I_KEY, self.M_KEY = False, False self.DISPLAY_H = 600 self.DISPLAY_W = 600 self.mid_width = self.DISPLAY_W/2 self.mid_height = self.DISPLAY_H/2 self.twelth_x = self.DISPLAY_W / 12 self.twelth_y = self.DISPLAY_H / 12 #Initialise window self.window = pygame.display.set_mode((self.DISPLAY_W, self.DISPLAY_H)) pygame.display.set_caption("SOME COOL GAME NAME") self.display = pygame.Surface((self.window.get_size())) self.font = pygame.font.SysFont("Courier", 20) self.action_font = pygame.font.SysFont("Courier", 16) self.legend_font = pygame.font.SysFont("Courier", 12) self.BLACK = (0,0,0) self.GREEN = (0,255,0) self.main_menu = MainMenu(self) self.options_menu = OptionsMenu(self) self.credits_menu = CreditsMenu(self) self.level_one_map = LevelOneMap(self) self.curr_menu = self.main_menu self.current_screen = '' self.all_options_selected = [] # Current menu. Self (current Game instance) given as parameter as MainMenu requires a game to be passed in. self.level_one = LevelOne(self) self.current_level = 0
def __init__(self, app): super(MainWindow, self).__init__() self.app = app print('window created') self.setWindowIcon(QIcon('img/icon.png')) self.setWindowTitle('Kasino') self.setPalette(QPalette(Qt.darkGreen)) self.setup_music() self.statusbar = QStatusBar(self) self.statusbar.setStyleSheet('background: white') self.setStatusBar(self.statusbar) self.statusbar.showMessage('Welcome to the Cassino game!') self.menubar = QMenuBar(self) self.optionsMenu = self.menubar.addMenu('Options') self.music_toggle = QAction() self.music_toggle.setText('Music') self.music_toggle.setShortcut('Ctrl+m') self.music_toggle.setCheckable(True) self.music_toggle.setChecked(True) self.optionsMenu.addAction(self.music_toggle) self.music_toggle.triggered.connect(self.toggle_music) self.speedGroup = QActionGroup(self) self.speedGroup.triggered.connect(self.set_speed) self.slow_speed = QAction('Slow', self.speedGroup) self.slow_speed.setCheckable(True) self.normal_speed = QAction('Normal', self.speedGroup) self.normal_speed.setCheckable(True) self.fast_speed = QAction('Fast', self.speedGroup) self.fast_speed.setCheckable(True) self.vfast_speed = QAction('Very Fast', self.speedGroup) self.vfast_speed.setCheckable(True) self.normal_speed.setChecked(True) self.speed_menu = self.optionsMenu.addMenu('Speed') self.speed_menu.addActions(self.speedGroup.actions()) self.menubar.setMouseTracking(False) self.setMenuBar(self.menubar) self.play_widget = PlayWidget(self) self.main_menu = MainMenu(self) self.start_menu = StartMenu(self) self.widgets = QStackedWidget(self) self.widgets.addWidget(self.play_widget) self.widgets.addWidget(self.main_menu) self.widgets.addWidget(self.start_menu) self.widgets.setCurrentWidget(self.main_menu) self.setCentralWidget(self.widgets) self.setGeometry(25, 50, 1028, 720) self.main_menu.startbutton.clicked.connect(self.init_game) self.main_menu.loadbutton.clicked.connect(self.load_game) self.main_menu.quitbutton.clicked.connect(self.quit) self.play_widget.quit_button.clicked.connect(self.quit_to_menu) self.play_widget.save_button.clicked.connect(self.save_game) self.start_menu.startbutton.clicked.connect(self.start_game)
class BankCRM: menu = MainMenu() def run(self): while True: self.menu.display_menu() choice = input("Enter an option: ") item = self.menu.choices.get(choice) if item and item in (self.menu.credit_menu, self.menu.investor_menu): while True: item.display_menu() choice = input("Enter an option: ") action = item.choices.get(choice) if action == item.quit: break if action: action() else: print("{0} is not a valid choice".format(choice)) continue elif item: item() else: print("{0} is not a valid choice".format(choice))
def __init__(self, app): super(MainWindow, self).__init__() # QApplication self.app = app # events queue self._events = Queue.Queue(0) # modal dialog holder self.dialog = None # store User in session self._user = None self.resize(1024, 600) self.setWindowTitle(u"Malnutrition Aigüe au Mali") self.setWindowIcon(QtGui.QIcon('images/icon32.png')) self.menu = MainMenu(self) self.menu.build() self.addToolBar(self.menu) self.statusbar = NUTStatusBar(self) self.setStatusBar(self.statusbar) self.view_widget = NUTWidget(self) self.change_context(LoginWidget) self.thread = SnakeMQServer(self) self.thread.start() self.timer = None
def __init__(self): pygame.init() self.level = 0 self.checkanswer = True self.running = True self.playing = False self.game_over = False self.paused = False self.UP, self.DOWN, self.LEFT, self.RIGHT, self.START, self.BACK = False, False, False, False, False, False self.allow_pausing = True self.player = rocket(self) self.rock = asteroid(self) self.windowX, self.windowY = 1200, 700 self.display = pygame.Surface((self.windowX, self.windowY)) self.screen = pygame.display.set_mode([self.windowX, self.windowY]) self.font_name = 'fonts/game_over.ttf' self.font_game = 'fonts/OpenSans-Light.ttf' pygame.display.set_caption("Rocket Logic: Not quite rocket science") self.main_menu = MainMenu(self) self.instr_menu = InstructionsMenu(self) self.options_menu = OptionsMenu(self) self.credits_menu = CreditsMenu(self) self.curr_menu = self.main_menu self.get_new_equation()
def __init__(self, title="", sWidth=1280, sHeight=720, bgC=color_rgb(25, 25, 25)): self.window = GraphWin(title, sWidth, sHeight) self.window.setBackground(bgC) self.gameState = GameState.MENU self.menu = MainMenu(self.window) self.game = Game(self.window, False) self.dt = 0.0 #DeltaTime self.lastFrameTime = 0.0 self.setState(self.gameState)
def __initGame(self): """ Probably going to be a good idea to move the majority of these configs to a config file ...soon as I create a ini object """ environ['SDL_VIDEO_CENTERED'] = '1' pygame.init() self.clock = pygame.time.Clock() self.running = True self.fullscreen = False if G["fullscreen"] == True: self.screen = pygame.display.set_mode((G["screen_width"], G["screen_height"]), pygame.FULLSCREEN, G["color_depth"]) else: self.screen = pygame.display.set_mode((G["screen_width"], G["screen_height"]), 0, G["color_depth"]) self.fps = self.clock.get_fps() pygame.mouse.set_visible(False) self.GameMenu = MainMenu(self.screen) self.RunWorld = False
def createWidgets(self): # 创建一个Text self.text = tkinter.Text(self,width=550, height=650) self.text.pack() # 将主菜单栏加到根窗口 menu = MainMenu(root) menu.createWidget() self.mainMenu = menu.getMenu() #添加快捷键事件处理 self.root.bind("<Control-n>",lambda event:self.newfile()) self.root.bind("<Control-o>",lambda event:self.openfile()) self.root.bind("<Control-s>",lambda event:self.savefile()) self.root.bind("<Control-q>",lambda event:self.exit()) menu.bindMenuFile(newfile=self.newfile, openfile=self.openfile, savefile=self.savefile, exit=self.exit) quickMenu = QuickMenu(self.root) quickMenu.createWidget() quickMenu.bindMenu(changeBG=self.changBG) self.quickMenu = quickMenu.menu self.root["menu"] = self.mainMenu #为右键绑定事件 self.root.bind("<Button-2>",self.showQuickMenu)
def __init__(self): pygame.mixer.pre_init(44100, -16, 2, 512) pygame.init() pygame.key.set_repeat(500, 100) pygame.font.init() pygame.event.set_allowed([ pygame.QUIT, pygame.VIDEORESIZE, pygame.KEYDOWN, pygame.MOUSEBUTTONDOWN ]) self.playing = True self.clock = pygame.time.Clock() self.running = True # Start with the game paused (menus will keep running though) self.paused = True self.fullscreen = config["graphics"]["fullscreen"] self.vsync = config["graphics"]["vsync"] # Engine self.renderer = Renderer(self) self.spriteRenderer = SpriteRenderer(self) self.clickManager = ClickManager(self) self.textHandler = TextHandler() # Loaders self.imageLoader = ImageLoader(self) self.mapLoader = MapLoader() self.audioLoader = AudioLoader() # Map editor self.mapEditor = MapEditor(self) # Menu's self.mainMenu = MainMenu(self) self.optionMenu = OptionMenu(self) if self.fullscreen: self.renderer.setFullscreen() self.setCaption() self.setIcon() self.setCursor()
class Loop: def __init__(self): self.state = "menu" self.game_state = Game(self) self.mainmenu_state = MainMenu(self.game_state, self) self.levelselect_state = LevelSelectMenu(self.game_state, self) def main(self): while True: if self.state == "game": # run game updates self.game_state.tick() elif self.state == "menu": self.mainmenu_state.tick() elif self.state == "levelSelect": self.levelselect_state.tick()
def main(): start_menu = StartMenu() main_menu = MainMenu() mode = 'start' user = None while True: try: if mode == 'start': user = start_menu.start_logic() mode = 'registered' elif mode == 'registered': main_menu.main_menu_logic() mode = 'start' except UserExitException: print('\n\n=================================================\nExiting the programm.\nThank you for using this software and goodbye!') exit(0)
def ValidarUser(): user = str(entryuser.get()) password = str(entrypassword.get()) # User(user) connection = mysql.connector.connect(host="localhost",user="******",password="",database="bdlanchonete") mycursor = connection.cursor() sqlselect = "select * from usuarios where nome like '"+user+"' and senha like '"+password+"' " # like (parecido com) #print(sqlselect) mycursor.execute(sqlselect) valido = mycursor.fetchall() if len(valido) > 0: connection = mysql.connector.connect(host="localhost",user="******",password="",database="bdlanchonete") mycursor = connection.cursor() sqlselectUsuario = "select * from log_usuario " # like (parecido com) mycursor.execute(sqlselectUsuario) validarUsuario = mycursor.fetchall() if len(validarUsuario) > 0: connection = mysql.connector.connect(host="localhost",user="******",password="",database="bdlanchonete") mycursor = connection.cursor() sqlDeleteUsuario = "DELETE FROM log_usuario " mycursor.execute(sqlDeleteUsuario) connection.commit() sqlInsertUsuario = "INSERT INTO log_usuario(nome) VALUES('{}')".format(user) mycursor.execute(sqlInsertUsuario) connection.commit() else: connection = mysql.connector.connect(host="localhost",user="******",password="",database="bdlanchonete") mycursor = connection.cursor() sqlInsertUsuario = "INSERT INTO log_usuario(nome) VALUES('{}')".format(user) mycursor.execute(sqlInsertUsuario) connection.commit() window.destroy() MainMenu() else: messagebox.showwarning("Warning","Usuário ou senha inválida!") # entryuser.delete(0, END) entrypassword.delete(0, END) entrypassword.focus() mycursor.close() connection.commit() connection.close()
class Interface(object): def __init__(self, world): self.world = world self.load_image = self.world.load_image self.display = world.display self.menu = MainMenu(self) self.dialog = Dialog(self, self.display) self.state = "" def show_dialog(self, owner, player, handler): self.dialog.init_dialog(owner, player, handler) self.state = "dialog" self.world.state = "itf" def show_menu(self, state="game"): self.menu.set_state(state) self.state = "menu" self.world.state = "itf" def return_event(self): for event in pygame.event.get(): if event.type == KEYDOWN: return event else: return EmptyEvent() def draw(self): if self.state == "menu": self.menu.key_loop(self.return_event()) self.menu.draw(self.display) elif self.state == "dialog": self.dialog.key_loop(self.return_event()) self.dialog.draw() else: self.world.state = "game"
def __init__(self, cfg, mic=None): # arguments self.cfg = cfg self.mic = mic # init pygame pygame.init() # init display self.screen = pygame.display.set_mode(self.cfg['game']['screen_size']) # screen capturer self.screen_capturer = ScreenCapturer(self.screen, self.cfg['game']) # menues self.main_menu = MainMenu(self.cfg['game'], self.screen) self.help_menu = HelpMenu(self.cfg['game'], self.screen) self.option_menu = OptionMenu(self.cfg['game'], self.screen, self.mic) # game loop self.game_loop_state_dict = { 'main_menu_loop': 0, 'game_loop': 1, 'help_menu_loop': 2, 'option_menu_loop': 3, 'exit': 4 } # loop action self.loop_action_dict = { 'start_button': 'game_loop', 'help_button': 'help_menu_loop', 'option_button': 'option_menu_loop', 'end_button': 'exit', 'exit': 'exit' } # start at main menu self.game_loop_state = self.game_loop_state_dict['main_menu_loop']
def __init__(self): pygame.init() self.exit = False self.framerate = 60 self.clock = None self.delta_time = 0 self.tabs = {} self.add_tab('game', Game(self)) self.add_tab('mainmenu', MainMenu(self)) self.current_tab = self.get_tab('mainmenu') self.current_tab.start() self.screen = pygame.display.set_mode(self.current_tab.get_size().floor().get()) Painter.init(self.screen)
def main(): print('Press return to start the game') pygame.init() RUN = True screen = pygame.display.set_mode(SCREEN_SIZE) background = pygame.image.load(BG_PATH).convert_alpha() pygame.display.set_caption('PyPong') menu = MainMenu(screen) while RUN: for event in pygame.event.get(): if event.type == QUIT or \ (event.type == KEYDOWN and event.key == K_ESCAPE): RUN = False if event.type == KEYDOWN and event.key == K_RETURN: menu.start() pygame.draw.rect(screen, BLACK, SCREEN_ORI + SCREEN_SIZE) screen.blit(background, SCREEN_ORI) pygame.display.flip() pygame.quit()
def eventCheck(self, event): if event.type == QUIT: self.running = False if event.type == KEYDOWN: if event.key == K_p or event.key == K_ESCAPE: # Pause the game and open the menu self.menu = MainMenu(self) self.menu.run() if event.key == K_SPACE: self.player.shooting = True if event.key == K_UP: self.player.moving.add("forward") if event.key == K_DOWN: self.player.moving.add("back") if event.key == K_RIGHT: self.player.moving.add("right") if event.key == K_LEFT: self.player.moving.add("left") if event.key == K_e: if self.player.emp: self.player.triggerEmp(self.screen, Enemy.container, self.boss) if event.key == K_m: self.player.missile(Enemy.container, self.boss) if event.key == K_n: self.player.nuke(self.screen, Enemy.container, self.boss) if event.key == K_r: self.player.repair() if event.key == K_EQUALS: self.volume += 0.1 if self.volume > 1: self.volume = 1.0 pygame.mixer.music.set_volume(self.volume) if event.key == K_MINUS: self.volume -= 0.1 if self.volume < 0: self.volume = 0.0 pygame.mixer.music.set_volume(self.volume) if event.type == KEYUP: if event.key == K_SPACE: self.player.shooting = False if event.key == K_UP: self.player.moving.remove("forward") if event.key == K_DOWN: self.player.moving.remove("back") if event.key == K_RIGHT: self.player.moving.remove("right") if event.key == K_LEFT: self.player.moving.remove("left")
def __init__(self): pygame.init() self.running, self.playing = True, False self.UP_KEY, self.DOWN_KEY, self.START_KEY, self.BACK_KEY = False, False, False, False self.DISPLAY_W, self.DISPLAY_H = 600, 800 self.display = pygame.Surface((self.DISPLAY_W, self.DISPLAY_H)) self.window = pygame.display.set_mode((self.DISPLAY_W, self.DISPLAY_H)) self.font_name = pygame.font.match_font("comicsansms") self.font = pygame.font.Font(None, 32) self.BLACK, self.WHITE = (0, 0, 0), (255, 255, 255) self.main_menu = MainMenu(self) self.options = OptionsMenu(self) self.credits = CreditsMenu(self) self.controls = ControlsMenu(self) self.volume = VolumeMenu(self) self.current_menu = self.main_menu
def __init__(self): pygame.init() self.running, self.playing = True, False self.UP_KEY, self.DOWN_KEY, self.START_KEY, self.BACK_KEY = False, False, False, False self.DISPLAY_W, self.DISPLAY_H = 800, 800 self.display = pygame.Surface((self.DISPLAY_W, self.DISPLAY_H)) self.window = pygame.display.set_mode( ((self.DISPLAY_W, self.DISPLAY_H))) self.font_name = 'LobsterTwo-Bold.otf' self.font_name2 = 'SEASRN__.ttf' self.font_name1 = pygame.font.get_default_font() self.BLACK, self.WHITE = (0, 0, 0), (255, 255, 255) self.main_menu = MainMenu(self) #self.options = OptionsMenu(self) #self.credits = CreditsMenu(self) self.curr_menu = self.main_menu
def __init__(self, debug=False): self.debug = debug ## Centers game window, needs to be before pygame.init() os.environ['SDL_VIDEO_CENTERED'] = '1' self.state = S_MENU self.fps = FPS self.paused = False self.all_player_names = [] self.wait = 1500 #WAITING TIME AFTER FIRST PLAYER DIES, BEFORE MENU SHOWS UP. IN MILLISECONDS. self.keymap = {} #REGISTER KEPRESS CONSTANTLY self.keymap_singlepress = {} #REGISTER KEYPRESS ONE TIME self.events = {} #REGISTER EVENT #PYGAME INIT REQUIRED pygame.init() self.screen = pygame.display.set_mode(SCREEN_SIZE) pygame.display.set_caption(CAPTION) self.font = pygame.font.Font("fonts/04b.ttf", 18) self.scorefont = pygame.font.Font("fonts/04b.ttf", 42) self.keys = pygame.key.get_pressed() self.clock = pygame.time.Clock() self.register_eventhandler(pygame.QUIT, self.quit) self.register_key(pygame.K_ESCAPE, self.quit, singlepress = True) self.menu = MainMenu(self) self.pregame_menu = False self.betweengame_menu = False self.aftergame_menu = False Sound.sounds_init() Sound.Sounds["menumusic"].play() self.displaytime = False self.ammo = [] self.maps = ["grass", "sand"] if self.debug: self.displaytime = True
def __init__(self, window): self.window = window self.active_env = None self.levelone_env = self.init_levelone() self.main_menu_env = MainMenu(on_start_game=self.start_game, on_exit=self.exit, window=self.window) self.pause_env = PauseMenu(on_resume=self.start_game, on_restart=self.restart, on_exit=self.exit, window=self.window) self.game_over_env = GameOverMenu(on_restart=self.restart, on_exit=self.exit, window=self.window) self.start_menu()
def __init__(self): wx.Frame.__init__(self, None, size=(600, 600), title="Astute Song Hunter", style=wx.DEFAULT_FRAME_STYLE & ~(wx.MAXIMIZE_BOX | wx.RESIZE_BORDER)) self.Menubar = MainMenu(self) self.SetMenuBar(self.Menubar) self.MainPanel = wx.Panel(self) self.Tools = Toolbar(self, self.MainPanel) self.Tune = TunePanel(self, self.MainPanel) self.Song = SongPanel(self, self.MainPanel) self.Search = SearchPanel(self, self.MainPanel) self.SetToolBar(self.Tools) VBox = wx.BoxSizer(wx.VERTICAL) VBox.Add(self.Tune, proportion=0, flag=wx.BOTTOM | wx.LEFT, border=10) VBox.Add(self.Search, proportion=0, flag=wx.LEFT | wx.TOP, border=20) HBox = wx.BoxSizer() HBox.Add(VBox, proportion=1, flag=wx.EXPAND | wx.ALL, border=5) HBox.Add(self.Song, proportion=1, flag=wx.EXPAND | wx.ALL, border=5) self.MainPanel.SetSizer(HBox) self.Centre()
"""Add new entry""" employee, _ = models.Employee.get_or_create(name=utils.get_name()) task = models.Task.create(employee=employee, title=utils.get_title(), time=utils.get_time(), notes=utils.get_notes()) task.show() input("The entry has been added. Press enter to return to the menu") @classmethod def edit_task(self, index, tasks): """Edit entry""" tasks[index].edit() return index @classmethod def delete_task(self, index, tasks): """Delete a task for the user selected.""" answer = input("Do you really want to delete this task? [y/N]: ") if answer.lower() == 'y': tasks[index].delete_instance() tasks.remove(tasks[index]) if index > 1: return index - 1 return 0 return index if __name__ == '__main__': MainMenu().run()
from machine import Pin, SoftI2C from sh1106 import SH1106, SH1106_I2C from menu import MainMenu from time import sleep from time import time import config # # Create Display # i2c: SoftI2C = SoftI2C(scl=Pin(22), sda=Pin(21), freq=400000) config.DISPLAY = SH1106_I2C(128, 64, i2c, addr=0x3c) config.DISPLAY.sleep(False) # # Create Menu # config.MAIN_MENU = MainMenu(config.DISPLAY) # Updates values on main menu config.delay(config.delay()) config.blob(config.blob()) config.active(config.active()) # Impoprt pin listeners import pinListener
""" This module initializes and runs the main game. """ from game import Game from menu import MainMenu import pygame SCREEN_SIZE = (960, 500) if __name__ == "__main__": pygame.init() pygame.display.set_caption("PING") goal_score = 10 game = Game(SCREEN_SIZE, goal_score) mainMenu = MainMenu(game, SCREEN_SIZE) mainMenu.display()
def on_show(self): FORMAT = '%(asctime)s - %(levelname)s: %(message)s' logging.basicConfig(format=FORMAT, level=logging.DEBUG) log = logging.getLogger('tkplus-demo') def cool2(): print "GREETZ" def cool(): global f messagebox.show('hello world') f1 = Form(caption="New Form", left=320, top=200) btn1 = Button(f1, caption='Hello', left=5, top=5, width=200, height=100) btn1.on_click = cool2 btn1.background = 'blue' f1.show_modal() print "I'm a cool app" log.debug('demo app starting') f = Form(caption="Hello", width=640, height=480) f.caption = "Greetings" f.resizable = True f.form_type = SINGLE #img = Image(f, left=0, top=0, width=400, height=400, file='ok.gif') #img2 = Image(f, left=20, top=20, width=30, height=30, file='ok.gif') b = Button(f, caption="&Click Me", left=0, top=0, width=120, height=35) b.on_click = cool b.default = True b2 = Button(f, caption="Click &Me 2", left=0, top=40, width=120, height=35) def on_new(): print "HELLO" messagebox.show("NEW FILE") menu = MainMenu(f) filemenu = menu.create("File") filemenu.create("New", on_click=on_new) filemenu.separator() filemenu.create("Exit", on_click=f.close) def close_notify(): print "CLOSING" popup1 = PopupMenu(f) popup1.create("Click me", on_click=on_new) popup2 = PopupMenu(f) dlg = OpenDialog(f) dlg.multiple = True dlg.title = 'Pick a file' dlg.filter = 'Text Documents|*.txt' def raise_ex(): raise ValueError('If I had a nickel for every exception that was thrown...') b2.on_click = raise_ex #f.icon = 'notepad.ico' tv1 = TreeView(f, top=80, left=5, width=600, height=300) item = tv1.items.add('C:') item.add('Documents and Settings') item.add('Users').add('Todd Suess').add('Desktop') item.add('Windows').add('system32') sb = StatusBar(f) f.left, f.top = 0, 0 f.show()
def run_main(): menu_scene = Scene() menu_scene.add(BackgroundLayer()) menu_scene.add(MultiplexLayer(MainMenu(), Authors())) director.run(menu_scene)
def set_menu_mode(self): self.mode = self.Mode.MENU self.menu = MainMenu(main=self, screen=self.display, settings=self.settings)
class GameHandler(): """ game handler """ def __init__(self, cfg, mic=None): # arguments self.cfg = cfg self.mic = mic # init pygame pygame.init() # init display self.screen = pygame.display.set_mode(self.cfg['game']['screen_size']) # screen capturer self.screen_capturer = ScreenCapturer(self.screen, self.cfg['game']) # menues self.main_menu = MainMenu(self.cfg['game'], self.screen) self.help_menu = HelpMenu(self.cfg['game'], self.screen) self.option_menu = OptionMenu(self.cfg['game'], self.screen, self.mic) # game loop self.game_loop_state_dict = { 'main_menu_loop': 0, 'game_loop': 1, 'help_menu_loop': 2, 'option_menu_loop': 3, 'exit': 4 } # loop action self.loop_action_dict = { 'start_button': 'game_loop', 'help_button': 'help_menu_loop', 'option_button': 'option_menu_loop', 'end_button': 'exit', 'exit': 'exit' } # start at main menu self.game_loop_state = self.game_loop_state_dict['main_menu_loop'] def run_game(self): """ run game loops """ # overall loop while self.game_loop_state != self.game_loop_state_dict['exit']: # run menu loops if self.game_loop_state == self.game_loop_state_dict[ 'main_menu_loop']: self.det_next_loop(self.main_menu.menu_loop()) elif self.game_loop_state == self.game_loop_state_dict[ 'help_menu_loop']: self.det_next_loop(self.help_menu.menu_loop()) elif self.game_loop_state == self.game_loop_state_dict[ 'option_menu_loop']: self.det_next_loop(self.option_menu.menu_loop()) # run game loop elif self.game_loop_state == self.game_loop_state_dict[ 'game_loop']: self.det_next_loop(self.game_loop()) # exit else: self.game_loop_state = self.game_loop_state_dict['exit'] def det_next_loop(self, action): """ determine next loop """ # game loop state update self.game_loop_state = self.game_loop_state_dict[self.loop_action_dict[ action]] if self.game_loop_state == self.game_loop_state_dict[ 'main_menu_loop'] else self.game_loop_state_dict[ 'main_menu_loop'] def game_loop(self): """ actual game loop """ # level creation levels = [ Level_01(self.screen, self.cfg['game']['screen_size'], self.mic), Level_02(self.screen, self.cfg['game']['screen_size'], self.mic) ] # choose level level = levels[0] # game logic with dependencies game_logic = ThingsGameLogic(level, levels) # add clock clock = pygame.time.Clock() # init stream self.mic.init_stream() # mic stream and update with self.mic.stream: # game loop while game_logic.run_loop: for event in pygame.event.get(): # input handling game_logic.event_update(event) level.event_update(event) # frame update level = game_logic.update() level.update() self.screen_capturer.update() # update display pygame.display.flip() # reduce framerate clock.tick(cfg['game']['fps']) # save video plus audio self.screen_capturer.save_video(self.mic)
from menu import MainMenu if __name__ == "__main__": # Enter the main menu menu = MainMenu(".sr_data") menu.run()
def on_combat(self): from menu import MainMenu MainMenu.start_battle()
class Game(object): """Controls Gameplay and main loop""" def __init__(self): self.__initGame() while self.running: self.clock.tick(G["frame_speed"]) pygame.display.set_caption(G["name"] + " FPS: " + str(self.clock.get_fps())) self.__checkEvents() self.__renderScreen() self.__exitGame() def __initGame(self): """ Probably going to be a good idea to move the majority of these configs to a config file ...soon as I create a ini object """ environ['SDL_VIDEO_CENTERED'] = '1' pygame.init() self.clock = pygame.time.Clock() self.running = True self.fullscreen = False if G["fullscreen"] == True: self.screen = pygame.display.set_mode((G["screen_width"], G["screen_height"]), pygame.FULLSCREEN, G["color_depth"]) else: self.screen = pygame.display.set_mode((G["screen_width"], G["screen_height"]), 0, G["color_depth"]) self.fps = self.clock.get_fps() pygame.mouse.set_visible(False) self.GameMenu = MainMenu(self.screen) self.RunWorld = False def __checkEvents(self): if self.GameMenu.selection == 0: for event in pygame.event.get(): if event.type == QUIT: self.running = False elif event.type == KEYDOWN: if event.key == K_ESCAPE: self.running = False elif event.key == K_a: self.World.addCharacter(self.mainCharacter) elif event.key == K_c: self.World.removeCharacter(self.mainCharacter) elif event.key == K_LSHIFT: self.mainCharacter.movementspeed += 10 elif event.key in(K_DOWN, K_UP, K_LEFT, K_RIGHT): self.mainCharacter.move_keys.append(pygame.key.name(event.key)) self.mainCharacter.direction = (self.mainCharacter.move_keys[-1]) self.mainCharacter.stop = False elif event.type == KEYUP: if event.key == K_LSHIFT: self.mainCharacter.movementspeed -= 10 if event.key in(K_DOWN, K_UP, K_LEFT, K_RIGHT): key_id = self.mainCharacter.move_keys.index(pygame.key.name(event.key)) del self.mainCharacter.move_keys[key_id] if len(self.mainCharacter.move_keys) != 0: self.mainCharacter.direction = (self.mainCharacter.move_keys[-1]) else: self.mainCharacter.stop = True def __renderScreen(self): """ Display the Game's Main Menu, until a option is selected This is going to need to change the menu needs to be one just for the main screen """ if self.GameMenu.active == True: self.GameMenu.run() if self.GameMenu.selection == 0: if self.RunWorld == False: collisionlist = [] self.mainCharacter = Hero("Hero", collisionlist) self.World = WorldScene(self.screen) self.World.addCharacter(self.mainCharacter) self.World.setHero(self.mainCharacter) self.World.setMap("BIG") self.RunWorld = True else: self.World.update() def __exitGame(self): """docstring for __exitGame""" pygame.quit() pass
from game import Game from map import Map import os import argparse version = None with open('version_history.txt', 'r') as f: version = f.readline()[:-1] parser = argparse.ArgumentParser(description='Process command line options.') parser.add_argument('--debug', action='store_true', help='Turn on debug logging') parser.add_argument('--version', action='version', version='Billy in the Fat Lane v'+version) args = parser.parse_args() quit_completely = False main_menu = MainMenu() while not quit_completely: """Clear the screen, use cls if Windows or clear if Linux""" if not args.debug: os.system('cls' if os.name=='nt' else 'clear') print "Welcome to Billy in the Fat Lane v"+version+"\n" selection = main_menu.display().lower() """Clear the screen, use cls if Windows or clear if Linux""" if not args.debug: os.system('cls' if os.name=='nt' else 'clear') if selection == 'q': quit_completely, quit_to_main_menu = QuitMenu().display() if selection == 'n': print "Loading maps..." map_list = []
class MainWindow(QtGui.QMainWindow): def __init__(self, app): super(MainWindow, self).__init__() # QApplication self.app = app # events queue self._events = Queue.Queue(0) # modal dialog holder self.dialog = None # store User in session self._user = None self.resize(1024, 600) self.setWindowTitle(u"Malnutrition Aigüe au Mali") self.setWindowIcon(QtGui.QIcon('images/icon32.png')) self.menu = MainMenu(self) self.menu.build() self.addToolBar(self.menu) self.statusbar = NUTStatusBar(self) self.setStatusBar(self.statusbar) self.view_widget = NUTWidget(self) self.change_context(LoginWidget) self.thread = SnakeMQServer(self) self.thread.start() self.timer = None def change_context(self, context_widget, *args, **kwargs): if self.view_widget.prevent_close(): if not self.view_widget.attempt_close(): return # check permissions if context_widget.require_logged_user() and not self.is_logged(): self.change_context(LoginWidget) return # remove focus from previous page self.view_widget.clearFocus() # instanciate context self.view_widget = context_widget(parent=self, *args, **kwargs) # adjust menu pagination self.menu.setPagination(context_widget.has_pagination()) # attach context to window self.setCentralWidget(self.view_widget) # set focus to default widget on target focus = self.view_widget.default_focus() if focus: focus.setFocus() def open_dialog(self, dialog, modal=False, *args, **kwargs): self.dialog = dialog(parent=self, *args, **kwargs) self.dialog.setModal(modal) self.dialog.exec_() self.dialog = None def process_event(self, event): # discard if event expired if not event.alive: return # send event to modal dialog if exist if self.dialog: self.dialog.process_event(event) # has event been discarded? if not event.alive: return # send event to current widget self.view_widget.process_event(event) # has event been discarded? if not event.alive: return # nobody handled event. Use default notification self.default_event_handler(event) event.discard() def default_event_handler(self, event): #rep = QtGui.QMessageBox.question(self, u"Incoming SMS", event.detail) self.statusbar.showMessage(event.verbose()) event.discard() def add_event(self, event): # add event to queue and launch a timer # this way we can process event on the QtGui thread. self._events.put(event) self.timer = self.startTimer(1000) def timerEvent(self, qt_event): # retrieve event from queue # delete timer # process event gui-wise event = self._events.get() if event: self.killTimer(self.timer) self.process_event(event) def closeEvent(self, event): # make sure we kill ZMQ thread before leaving self.thread.stop() event.accept() # stop Gammu-SMSD envoy.run('sudo /etc/init.d/gammu-smsd stop') def is_logged(self): return self._user and self._user.active def keyPressEvent(self, event): ''' menu shortcuts on function keys ''' if event.key() in self.menu.SHORTCUTS.keys(): self.menu.SHORTCUTS[event.key()]()
class Game: def __init__ (self): self.screensize = self.assembleImages() self.screen = pygame.display.set_mode(self.screensize, 0, 32) self.volume = 0.5 self.player = SpaceShip(self.screensize) HealthBar(self.player, self.screen, True) self.clock = pygame.time.Clock() self.level = 1 self.boss = None self.font = pygame.font.Font("GearsOfPeace.ttf", 12) self.med_font = pygame.font.Font("GearsOfPeace.ttf", 30) self.big_font = pygame.font.Font("GearsOfPeace.ttf", 50) self.notify = {"msg": None, "timer": [60*3, 0]} self.spawner = {"max_enemies": 2, "enemy_killed": 0, "spawn_delay": (60 * 2.2), "spawn_counter": 0, "boss_out": False,} self.running = True def openingScene (self): to_play = [sfx.AI_greeting, sfx.AI_mission] running = True for index, sound in enumerate(to_play): sound.play() while running: self.time_passed = self.clock.tick(60)/1000.0 if not pygame.mixer.get_busy(): break for event in pygame.event.get(): if event.type == QUIT: running = False self.running = False return if event.type == KEYDOWN and event.key == K_ESCAPE: running = False sound.stop() return self.manageSprite(Background.container) text = "SPACEBAR = FIRE ZE LASERS" surface = self.font.render(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]/2-120, 250)) text = "M = FIRE A MISSILE" surface = self.font.render(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]/2-120, 280)) text = "N = LAUNCH NUCLEAR WARHEAD" surface = self.font.render(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]/2-120, 310)) text = "E = EMP (Scorpion Upgrade Line)" surface = self.font.render(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]/2-120, 340)) text = "R = Repair (Collect Wrenches)" surface = self.font.render(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]/2-120, 370)) text = "PRESS Esc TO SKIP INTRO" surface = self.med_font.render(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]/2-250, 450)) self.manageSprite(self.player.container) pygame.display.flip() def assembleImages(self): image_path = os.path.join("backgrounds", choice(BACKGROUNDS)) backgroundTL = ScrollingBackground(image_path) backgroundBL = ScrollingBackground(image_path) backgroundTL.rect.bottom = backgroundBL.rect.top width = backgroundTL.rect.width height = backgroundTL.rect.height global screenrect screenrect = Rect(0,0,backgroundTL.rect.width,backgroundTL.rect.height) display = pygame.display.Info() if display.current_h < 1000: height = display.current_h return (width, height) def manageSprite (self, container): container.update(self.time_passed) container.draw(self.screen) def spawnEnemies (self): spwn = self.spawner if spwn["spawn_counter"] >= spwn["spawn_delay"]: if len(Enemy.container) < spwn["max_enemies"]: if self.level -3 in range(3): enemy = choice([Drone, Warship])(self.screensize, self.player, self.level) elif self.level > 6: enemy = choice([Drone, Warship, Bomber])(self.screensize, self.player, self.level) else: enemy = Drone(self.screensize, self.player, self.level) if self.level > 10: enemy.armor["T"] *= 2 enemy.armor["M"] *= 2 HealthBar(enemy, self.screen) spwn["spawn_counter"] = 0 else: if not spwn["boss_out"]: spwn["spawn_counter"] += 1 if spwn["enemy_killed"] >= spwn["max_enemies"]+( 5+self.level*3) and (spwn["boss_out"] == False): sfx.stab.play() self.boss = Boss(self.screensize, self.player, self.level) self.boss.rect.midbottom = (self.screensize[0]/2, 0) spwn["enemy_killed"] = 0 spwn["boss_out"] = True spwn["max_enemies"] += 1 HealthBar(self.boss, self.screen) def gameOver (self): # Do all the game over stuff here... self.running = False # True for debugging purposes - set to False to end game def playerDamage (self, enemy, projectiles): for proj in projectiles: proj.explode() if enemy.decreaseHealth(proj.damage) <= 0: if type(enemy).__name__ == "Guard": self.boss.guards_out -= 1 self.player.exp += enemy.armor["M"] enemy.die(sfx.muffled_explosion) return self.spawner["enemy_killed"] += 1 if type(enemy).__name__ == "Drone": self.player.exp += enemy.armor["M"]+1 else: self.player.exp += enemy.armor["M"] chance = randint(1,13) if chance in [12, 13]: new_powerup = Wrench() new_powerup.rect.center = enemy.rect.center PowerUpGlow(new_powerup) elif chance == 2: new_powerup = Bullet() new_powerup.rect.center = enemy.rect.center PowerUpGlow(new_powerup) elif chance == 3: new_powerup = MissileReload() new_powerup.rect.center = enemy.rect.center PowerUpGlow(new_powerup) elif chance == 4: new_powerup = GunUpgrade() new_powerup.rect.center = enemy.rect.center PowerUpGlow(new_powerup) enemy.die(sfx.muffled_explosion) break def collisionCheck (self, collide): # Check if the player has shot an enemy (non boss) kpow = collide(Enemy.container, Fireball.container, False, True) if kpow: for enemy in kpow: self.playerDamage(enemy, kpow[enemy]) # Check if an enemy has shot the player boom = collide(EnemyFireball.container, self.player.container, True, False) if boom: if self.player.decreaseHealth(1) <= 0: self.player.die() # Check if the player crashed into an enemy bang = collide(Enemy.container, self.player.container, False, False) if bang: for enemy in bang: e_armor = enemy.armor["T"] if type(enemy).__name__ == "Guard": self.boss.guards_out -= 1 enemy.die(sfx.muffled_explosion) if self.player.decreaseHealth(e_armor) <= 0: self.player.die() # Check if the player has shot a boss bash = collide(Fireball.container, Boss.container, True, False) if bash: for projectile in bash: if not self.boss.invincible: if self.boss.decreaseHealth(projectile.damage) <= 0: self.spawner["boss_out"] = False self.player.exp += self.boss.armor["M"] self.level += 1 self.boss.die(sfx.muffled_explosion) self.boss = None self.player.ranks["remaining"] += 1 text = "New Upgrades! (Press ESC)" self.notify["msg"] = self.med_font.render(text, True, (255,255,255)) break projectile.explode() # Check if the player has grabbed a PowerUp ding = collide(PowerUp.container, self.player.container, True, False) if ding: for power in ding: power.effect(self.player) def showStats (self): fr = self.font.render if self.player.lives < 0: text = "Game Over..." surface = self.big_font.render(text, True, (255,255,255)) self.screen.blit(surface, (200, self.screensize[1]/2-75)) text = "EXP: %s -- LEVEL: %s" %(game.player.exp, game.level) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (350, self.screensize[1]/2)) else: text = "Level: %s" %(game.level) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (10, 10)) text = "EXP: %s" %(int(round(game.player.exp))) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (10, 30)) text = "Escape Pods: %s" %(game.player.lives) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (10, 50)) text = game.player.getHitPercentage() surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (10, 70)) text = "Armor: %s/%s" % (game.player.armor["T"], game.player.armor["M"]) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (10, self.screensize[1]-50)) text = "Missiles: %s" %(self.player.missiles) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]-180, 10)) text = "Repair Drones: %s" %(self.player.wrenches) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]-180, 30)) text = "Nukes: %s" %(game.player.nukes) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]-180, 50)) if self.player.missile: text = "NEXT MISSILE: 0:%s" %(round(game.player.missile_timer[1],1)) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]-180, 70)) if self.player.emp: text = "NEXT EMP: 0:%s" %(round(game.player.emp["timer"][1],1)) surface = fr(text, True, (255,255,255)) self.screen.blit(surface, (self.screensize[0]-180, 90)) def displayNotifications (self): if not self.notify["msg"]: return if self.notify["timer"][1] >= self.notify["timer"][0]: self.notify["msg"] = None self.notify["timer"][1] = 0 else: self.screen.blit(self.notify["msg"], (275, int(self.screensize[1]/3-50))) self.notify["timer"][1] += 1 def eventCheck(self, event): if event.type == QUIT: self.running = False if event.type == KEYDOWN: if event.key == K_p or event.key == K_ESCAPE: # Pause the game and open the menu self.menu = MainMenu(self) self.menu.run() if event.key == K_SPACE: self.player.shooting = True if event.key == K_UP: self.player.moving.add("forward") if event.key == K_DOWN: self.player.moving.add("back") if event.key == K_RIGHT: self.player.moving.add("right") if event.key == K_LEFT: self.player.moving.add("left") if event.key == K_e: if self.player.emp: self.player.triggerEmp(self.screen, Enemy.container, self.boss) if event.key == K_m: self.player.missile(Enemy.container, self.boss) if event.key == K_n: self.player.nuke(self.screen, Enemy.container, self.boss) if event.key == K_r: self.player.repair() if event.key == K_EQUALS: self.volume += 0.1 if self.volume > 1: self.volume = 1.0 pygame.mixer.music.set_volume(self.volume) if event.key == K_MINUS: self.volume -= 0.1 if self.volume < 0: self.volume = 0.0 pygame.mixer.music.set_volume(self.volume) if event.type == KEYUP: if event.key == K_SPACE: self.player.shooting = False if event.key == K_UP: self.player.moving.remove("forward") if event.key == K_DOWN: self.player.moving.remove("back") if event.key == K_RIGHT: self.player.moving.remove("right") if event.key == K_LEFT: self.player.moving.remove("left") def run (self): #self.notify["msg"] = self.med_font.render("Pew Pew Space", True, (255,255,255)) self.openingScene() sfx.play_music() collide = pygame.sprite.groupcollide while self.running: self.time_passed = self.clock.tick(60)/1000.0 pygame.display.set_caption("[FPS -- %s]" %(int(self.clock.get_fps()))) for event in pygame.event.get(): self.eventCheck(event) self.spawnEnemies() self.manageSprite(Background.container) # Background self.showStats() # Stats self.displayNotifications() # Notifications self.manageSprite(Passive.container) # Passive sprites self.manageSprite(Animation.container) # Animations self.manageSprite(Fireball.container) # Player's bullets self.manageSprite(Missile.container) # Player missiles self.manageSprite(Boss.container) # Boss self.manageSprite(EnemyFireball.container) # Enemy's bullets self.manageSprite(Enemy.container) # Enemies self.manageSprite(HealthBar.container) # Healthbars self.manageSprite(PowerUp.container) # PowerUps self.manageSprite(self.player.container) # Player self.collisionCheck(collide) # Collisions pygame.display.flip() # Update dislplay