def show_gameover_screen(): draw_text(screen, "GALACTICMOON", 64, WIDTH / 2, HEIGHT / 4) #show game over draw_text(screen, "Press W to move up", 40, WIDTH / 2, HEIGHT / 2 - 70) # DISPLAY INSTRUCTION draw_text(screen, "Press S to move down", 40, WIDTH / 2, HEIGHT / 2 - 30) # DISPLAY INSTRUCTION draw_text(screen, "Press A to move left", 40, WIDTH / 2, HEIGHT / 2 + 10) # DISPLAY INSTRUCTION draw_text(screen, "Press D to move right", 40, WIDTH / 2, HEIGHT / 2 + 50) # DISPLAY INSTRUCTION draw_text(screen, "Press UP-ARROW to shoot", 40, WIDTH / 2, HEIGHT / 2 + 90) # DISPLAY INSTRUCTION draw_text(screen, "PRESS SPACE BEGIN", 40, WIDTH / 2, HEIGHT - 100) #DISPLAY INSTRUCTIONS pygame.display.flip() #allow users to see the endgame screen waiting = True #set a new loop while waiting: clock.tick(FPS) #speed at which the loop if gone through for event in pygame.event.get(): #quite if the player exits the game if event.type == pygame.QUIT: pygame.quite() if event.type == pygame.KEYUP: #start the game if the player presses a button if event.key == pygame.K_SPACE: waiting = False
def play(): exit=True while exit: for event in pygame.event.get(): text("aperte 0 para sair", green) pygame.display.update() if event.type==pygame.QUIT: exit=False if event.type==pygame.KEYDOWN: if event.key==pygame.K_0: exit=False if event.type==pygame.K_BACKSPACE: if c_intro==0: intro1() c_intro+=1 if c_intro==1: intro2() c_intro+=1 if c_intro==2: intro3() c_intro+=1 if c_intro==3: intro4() c_intro+=1 if c_intro==4: intro5() c_intro+=1 if event.key==pygame.K_1: room=1 c_action+=1 living() if event.key==pygame.K_2: room=2 c_action+=1 bed1() if event.key==pygame.K_3: room=3 c_action+=1 bed2() if event.key==pygame.K_4: room=4 c_action+=1 kitchen() if event.key==pygame.K_5: room=5 c_action+=1 bath() if c_action==50: proves() back.fill(back_color) relogio.trick(20) pygame.display.update() pygame.quite()
def fireShell(xy, tankx, tanky, turPos, gun_power, xlocation, barrier_width, randomHeight, enemyTankX, enemyTankY): fire = True damage = 0 startingShell = list(xy) print("Fire!", xy) while fire: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quite() quit() #print(startingShell [0],startingShell[1]) pygame.draw.circle(gameDisplay, red, (startingShell[0], startingShell[1]), 5) startingShell[0] -= (12 - turPos) * 2 startingShell[1] += int((((startingShell[0] - xy[0]) * 0.015 / (gun_power / 50))**2) - (turPos + turPos / (12 - turPos))) if startingShell[1] > display_height - ground_height: print("Last shell:", startingShell, [0], startingShell[1]) hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1]) hit_y = int(display_height - ground_height) print("Impact:", hit_x, hit_y) if enemyTankX + 15 > hit_x > enemyTankY - 15: print("Hit Target!") damage = 25 explosion(hit_x, hit_y) fire = False check_x_1 = startingShell[0] <= xlocation + barrier_width check_x_2 = startingShell[0] >= xlocation check_y_1 = startingShell[1] <= display_height check_y_2 = startingShell[1] >= display_height - randomHeight if check_x_1 and check_x_2 and check_y_1 and check_y_2: print("Last shell:", startingShell, [0], startingShell[1]) hit_x = int(startingShell[0]) hit_y = int(startingShell[1]) print("Impact:", hit_x, hit_y) explosion(hit_x, hit_y) fire = False pygame.display.update() clock.tick(60) return damage
def paused(): largeText = pygame.font.SysFont("comicsansms",115) TextSurf, TextRect = text_objects("Paused", largeText) TextRect.center = ((d_width/2),(d_height/2)) gameDisplay.blit(TextSurf, TextRect) pygame.mixer.music.pause() while pause: for event in pygame.event.get(): if event.type ==pygame.QUIT: pygame.quite() quit() button("Continue", 150,450, 100,50, green, bright_green, unpause) button("Quit", 550,450,100,50, red, bright_red, quitgame) pygame.display.update() clock.tick(15)
def main(win, width): ROWS = 50 grid = make_grid(ROWS, width) start = None end = None run = True started = False while run: draw(win, grid, ROWS, width) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if started: continue if pygame.mouse.get_pressed()[0]: # Left click pos = pygame.mouse.get_pos() row, col = get_clicked_pos(pos, ROWS, width) node = grid[row][col] if not start and node != end: start = node start.make_start() elif not end and node != start: end = node end.make_end() elif node != end and node != start: node.make_barrier() elif pygame.mouse.get_pressed()[2]: # Right click pass pygame.quite()
def play(): exit=True while exit: for event in pygame.event.get(): if event.type==pygame.QUIT: exit=False if event.type==pygame.KEYDOWN: if event.key==pygame. if event.key==pygame.K_0: exit=False if event.key==pygame.K_1: room=1 def living() if event.key==pygame.K_2: if event.key==pygame.K_3: if event.key==pygame.K_4: if event.key==pygame.K_5: back.fill(back_color) relogio.trick(20) pygame.display.update() pygame.quite()
import pygame, sys from pygame.locals import * pygame.init() screen = pygame.display.set_mode((600, 600), 0, 32) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quite() sys.exit() screen.lock() pygame.draw.rect(screen, (140, 240, 145), Rect((100, 100), (100, 100))) screen.unloc k() pygame.display.update()
def e_fireShell(xy, tankx, tanky, turPos, gun_power, xlocation, barrier_width, randomHeight, ptankx, ptanky): damage = 0 currentPower = 1 power_found = False while not power_found: currentPower += 1 if currentPower > 100: power_found = True fire = True startingShell = list(xy) while fire: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quite() quit() #pygame.draw.circle(gameDisplay, red, (startingShell[0],startingShell[1]),5) startingShell[0] += (12 - turPos) * 2 startingShell[1] += int((((startingShell[0] - xy[0]) * 0.015 / (currentPower / 50))**2) - (turPos + turPos / (12 - turPos))) if startingShell[1] > display_height - ground_height: hit_x = int( (startingShell[0] * display_height - ground_height) / startingShell[1]) hit_y = int(display_height - ground_height) #explosion(hit_x,hit_y) if ptankx + 15 > hit_x > ptankx - 15: print("target acquired!") power_found = True fire = False check_x_1 = startingShell[0] <= xlocation + barrier_width check_x_2 = startingShell[0] >= xlocation check_y_1 = startingShell[1] <= display_height check_y_2 = startingShell[1] >= display_height - randomHeight if check_x_1 and check_x_2 and check_y_1 and check_y_2: hit_x = int(startingShell[0]) hit_y = int(startingShell[1]) #explosion(hit_x,hit_y) fire = False fire = True startingShell = list(xy) print("Fire!", xy) while fire: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quite() quit() #print(startingShell [0],startingShell[1]) pygame.draw.circle(gameDisplay, red, (startingShell[0], startingShell[1]), 5) startingShell[0] += (12 - turPos) * 2 startingShell[1] += int((((startingShell[0] - xy[0]) * 0.015 / (currentPower / 50))**2) - (turPos + turPos / (12 - turPos))) if startingShell[1] > display_height - ground_height: print("Last shell:", startingShell, [0], startingShell[1]) hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1]) hit_y = int(display_height - ground_height) print("Impact:", hit_x, hit_y) if ptankx + 15 > hit_x > ptankx - 15: print("Hit Target!") damage = 25 explosion(hit_x, hit_y) fire = False check_x_1 = startingShell[0] <= xlocation + barrier_width check_x_2 = startingShell[0] >= xlocation check_y_1 = startingShell[1] <= display_height check_y_2 = startingShell[1] >= display_height - randomHeight if check_x_1 and check_x_2 and check_y_1 and check_y_2: print("Last shell:", startingShell, [0], startingShell[1]) hit_x = int(startingShell[0]) hit_y = int(startingShell[1]) print("Impact:", hit_x, hit_y) explosion(hit_x, hit_y) fire = False pygame.display.update() clock.tick(60) return damage
import pygame,sys from pygame.locals import * pygame.init() MYDISPLAY=pygame.display.set_mode((400,200)) MYDISPLAY.fill((255,255,255)) pygame.draw.line(MYDISPLAY,(0,255,0),(50,50),(100,100)) while 1: for event in pygame.event.get(): if event.type==QUIT: pygame.quite() sys.exit() pygame.display.update()
def events(self): for event in pg.event.get(): if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False def draw(self): self.screen.fill(BLACK) self.all_sprites.draw(self.screen) pg.display.flip() def show_start_screen(self): pass def show_go_screen(self): # show game over screen pass g = Game() g.show_start_screen() while g.running: g.new() g.run() g.show_go_screen() pg.quite()
def option(): global musics musics=True screen.fill(BLACK) regNo = 0 clicked=False onoff='on' while True: if regNo<0: regNo=4 if regNo>4: regNo=1 message_display('Snake Game', 80,red,(330),(100)) mouse = pygame.mouse.get_pos() for event in pygame.event.get(): if event.type== pygame.QUIT: pygame.quite() quit() if event.type==pygame.KEYDOWN: if event.key==pygame.K_UP: regNo-=1 if event.key==pygame.K_DOWN: regNo+=1 if event.key==pygame.K_KP_ENTER: clicked=True if musics==True: musics=False else: musics=True if event.type==pygame.KEYUP: if event.key==pygame.K_KP_ENTER: clicked = False click = pygame.mouse.get_pressed() if (250 < mouse[0] <250 + 300 and 200 < mouse[1] < 250) or regNo==1: pygame.draw.rect(screen, bright_black,(250,200,300,50)) message_display('Classic Mode',30,WHITE,(360),(220)) if click[0]==1 or clicked==True: gameloopclass() else: pygame.draw.rect(screen, BLACK,(250,200,300,50)) message_display('Classic Mode',30,WHITE,(360),(220)) if (250 < mouse[0] <250 + 300 and 270< mouse[1] <320) or regNo==2: pygame.draw.rect(screen, bright_black,(250,270,300,50)) message_display('Standard Mode',30,WHITE,(360),(290)) if click[0]==1 or clicked==True: gameloop() else: pygame.draw.rect(screen, BLACK,(250,270,300,50)) message_display('Standard Mode',30,WHITE,(360),(290)) if (250 < mouse[0] <250 + 300 and 340< mouse[1] <390) or regNo==3: pygame.draw.rect(screen, bright_black,(250,340,300,50)) message_display('Sound '+str(onoff),30,WHITE,(360),(360)) if click[0]==1 or clicked==True: if musics==True: pygame.mixer.music.unpause() onoff='on' elif musics==False: pygame.mixer.music.pause() onoff='off' else: pygame.draw.rect(screen, BLACK,(250,340,300,50)) message_display('Sound '+str(onoff),30,WHITE,(360),(360)) if (250 < mouse[0] <250 + 300 and 410< mouse[1] <460) or regNo==4: pygame.draw.rect(screen, bright_black,(250,410,300,50)) message_display('Quit',30,WHITE,(360),(430)) if click[0]==1 or clicked==True: pygame.quit() quit() else: pygame.draw.rect(screen, BLACK,(250,410,300,50)) message_display('Quit',30,WHITE,(360),(430)) pygame.display.update() clock.tick(10)