def move(self): self.position = [ randNum(0, screen.get_width() / 20 - 1), randNum(0, screen.get_height() / 20 - 1) ] print(self.position)
def __init__(self): self.img = pygame.image.load('apple.png') self.position = [ randNum(0, screen.get_width() / 20 - 1), randNum(0, screen.get_height() / 20 - 1) ] self.draw()
def getBlockType(blockX, blockY, blockKind): #Defining blocks in the grid global entrancePos if(blockKind == 'origPath'): randBlock = randNum(1,5) if(randBlock <= 4): return 'path' return 'actionBlock' if(blockKind == 'other'): if(blockX == 0 or blockX == 13 or blockY == 0 or blockY == 7): if(blockY == 7 and randDoor == blockX): entrancePos = [randDoor,blockY] return 'entrance' return 'border' randBlock = randNum(1,25) if(randBlock <= 9): return 'path' if(randBlock > 9 and randBlock < 24): return 'wall' return 'actionBlock'
def getArt(blockKind): #Gets the Random Art for that type if (blockKind == 'path'): randomVar = randNum(1, 4) if (randomVar == 1): return 'path' if (randomVar == 2): return 'cracked.path' if (randomVar == 3): return 'flower.path' if (randomVar == 4): return 'crackedFlower.path' if (blockKind == 'actionBlock'): randomVar = randNum(1, 2) if (randomVar == 1): return 'aBlock' if (randomVar == 2): return 'flower.aBlock' if (blockKind == 'wall' or blockKind == 'border'): randomVar = randNum(1, 2) if (randomVar == 1): return 'wall' if (randomVar == 2): return 'cracked.wall' if (blockKind == 'entrance' or blockKind == 'exit'): randVar = randNum(1, 2) if (randVar == 1): return 'door' if (randVar == 2): return 'flower.door'
def getDir(entrancePos): #Creating the random path global posPath print(gameBoard) blockX = entrancePos[0] blockY = entrancePos[1] while(blockY-1 != 0): randomVar = randNum(1,3) if(randomVar == 1 and gameBoard[blockY-1][blockX][0] != 'border'): #Left blockX -= 1 if(randomVar == 2 and gameBoard[blockY][blockX-1][0] != 'border'): #Up blockY -= 1 if(randomVar == 3 and gameBoard[blockY+1][blockX][0] != 'border'): #Right blockX += 1 posPath.append([blockX, blockY]) exitPos = [blockX, blockY-1] for x in range(len(posPath)): gameBoard[[posPath[x][1]posPath[x][0]]] = [getBlockType(posPath[x][1],posPath[x][0],'origPath')] gameBoard[exitPos[0]][exitPos[1]] = ['exit']
import json pygame.init() global white, grey, red, yellow, green, blue global randDoor, randBlock #Non-Color Variables displayWidth = 1400 displayHeight = 800 xBox = 0 yBox = 0 scene = 'startPage' gameOver = False imageType = None firstTime = True randDoor = randNum(1, 8) randBlock = randNum(1, 10) gameBoard = [] entrancePos = [] posPath = [] #Colors white = (255, 255, 255) grey = (125, 125, 125) red = (255, 0, 0) yellow = (255, 255, 0) green = (0, 210, 0) blue = (0, 125, 255) #Images startScreen = pygame.transform.scale(
pygame.init() global white, grey, red, yellow, green, blue global randDoor, randBlock #Non-Color Variables displayWidth = 1000 displayHeight = 1000 xBox = 0 yBox = 0 scene = 'startPage' gameOver = False imageType = None firstTime = True randDoor = 0 randBlock = randNum(1,10) gameBoard = [] entrancePos = [] posPath = [] #Images startScreen = pygame.transform.scale(pygame.image.load('gameArt/startScreen.png'),(1000,1000)) playerImg = pygame.transform.scale(pygame.image.load('gameArt/pixelChar.png'), (75, 75)) path = pygame.transform.scale(pygame.image.load('gameArt/path.png'), (100,100)) crackedPath = pygame.transform.scale(pygame.image.load('gameArt/cracked.path.png'), (100,100)) flowerPath = pygame.transform.scale(pygame.image.load('gameArt/flower.path.png'), (100,100)) crackedFlowerPath = pygame.transform.scale(pygame.image.load('gameArt/crackedFlower.path.png'),(100,100)) aBlock = pygame.transform.scale(pygame.image.load('gameArt/aBlock.png'),(100,100)) flowerABlock = pygame.transform.scale(pygame.image.load('gameArt/flower.aBlock.png'),(100,100)) wall = pygame.transform.scale(pygame.image.load('gameArt/wall.png'),(100,100))