Esempio n. 1
0
def delimitation():
    X = jeep_position[0]
    Y = jeep_position[1]
    
      # pour s'assurer que le véhicule ne sorte pas de l'image
    if X <= 10:
        pygame.blit(image_fin_noyade(0,0))
             for event in pygame.event.get():
                if event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        pygame.quit()
Esempio n. 2
0
    def __init__(self):
        self.coords = [0, 0]


class Obstacle(object):
    def __init__(self):
        self.coords = [0, 0]


class Time(object):
    def __init__(self):
        self.start = datetime.datetime.now()

    def get_duration(self):
        return datetime.datetime.now() - self.start


player = Player()
obstacles = []
timer = Time()
done = False
while not done:
    # update objects
    # draw stuff
    pygame.screen.fill(0)
    pygame.blit(player.SPRITE, player.coords)
    for obstacle in obstacles:
        pygame.blit(obstacle.SPRITE, obstacle.coords)
    # update the display
    pygame.display.update()
    # handle events
Esempio n. 3
0
def affichage_fin_mur():
    pygame.blit(image_fin_mur(0,0))
         for event in pygame.event.get():
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    pygame.quit()
Esempio n. 4
0
        affichage_fin_mur()
      
    if 657 <= X <= 1086 and 708 <= Y <= 719:
        affichage_fin_mur()
      
    if 706 <= X <= 1041 and 660 <= Y <= 689:
        affichage_fin_mur()
      
    if 1030 <= X <= 1041 and 193 <= Y <= 659:
        affichage_fin_mur()
      
    if 1075 <= X <= 1086 and 201 <= Y <= 707:
        affichage_fin_mur()
        
    if 162 <= X <= 179 and 641 <= Y <= 665
        pygame.blit(image_fin_noyade(0,0))
             for event in pygame.event.get():
                if event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        pygame.quit()
      
def fin_jeu():
    """
    fonction qui vérifie si le jeu doit se terminer.
    """
   if 1050 <= X <= 1060 and 40 <= Y <= 50:
        pygame.blit(victoire(0,0))
         for event in pygame.event.get():
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    pygame.quit()    
Esempio n. 5
0
 def update(self):
     pygame.blit()
Esempio n. 6
0
 def explosion(self):
     pygame.blit(imageExplode, posx, posy, 10, 10)
windowSurfObj = pygame.display.set_mode(640,480)
pygame.display.set_caption('Pygame Cheat Sheet')

jennySurfObj = pygame.image.load('jenny.png')
red = pygame.Color(255, 0, 0)
blu = pygame.Color(0, 255, 0)
grn = pygame.Color(0, 0, 255)
wht = pygame.Color(255, 255, 255)

fontObj = pygame.font.Font('freesansbold.ttf', 32)

#win_music = pygame.
#lose_music = 

win_msg = ('Yay you win!')
lose_msg = ('Aww you lose =(')

while True:
    windowSurfObj.fill(blu)
    
    
    pygame.blit()
    
    for event in pygame.event.get():
        if event.type == LOSE:
            
            pygame.quit()
            sys.exit()
        if event.type == WIN:
            
Esempio n. 8
0
class Player(object):
    SCROLL_SPEED = 5
    SPRITE = pygame.image.load('assets/player.png')
    def __init__(self):
        self.coords = [0,0]

class Obstacle(object):
    def __init__(self):
        self.coords = [0,0]

class Time(object):
    def __init__(self):
        self.start = datetime.datetime.now()

    def get_duration(self):
        return datetime.datetime.now() - self.start

player = Player()
obstacles = []
timer = Time()
done = False
while not done:
    # update objects
    # draw stuff
    pygame.screen.fill(0)
    pygame.blit(player.SPRITE, player.coords)
    for obstacle in obstacles:
        pygame.blit(obstacle.SPRITE, obstacle.coords)
    # update the display
    pygame.display.update()
    # handle events