class Game(object): def __init__(self): #config self.fps_max = 100.0 #initialization pygame.init() self.screen = pygame.display.set_mode((1280, 720)) self.fpsclock = pygame.time.Clock() self.fps_delta = 0.0 self.player = Rocket(self) while True: # take events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) # ticking self.fps_delta += self.fpsclock.tick() / 1000.0 while self.fps_delta > self.fps_max: self.tick() self.fps_delta -= self.fps_max #rendering self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): self.player.tick() def draw(self): self.player.draw()
class Game(object): def __init__(self): # Config self.max_fps = 100.0 self.resolution = [800, 600] #Init pygame.init() self.screen = pygame.display.set_mode(self.resolution) self.screen_size = self.screen.get_size() self.fps_clock = pygame.time.Clock() self.fps_delta = 0.0 self.player = Rocket(self) self.bullet = Bullet(self) self.enemy = Enemy(self) self.enemy_bullet = Enemy_bullets(self) while True: # Events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: self.bullet.bullets.append([ self.player.pos.x - (self.player.direction.y * 17), self.player.pos.y + (self.player.direction.x * 17), self.player.direction ]) # Set Max Fps self.fps_delta += self.fps_clock.tick() / 1000.0 while self.fps_delta > 1 / self.max_fps: self.update() self.fps_delta -= 1 / self.max_fps # Rendering self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def update(self): self.player.update() self.bullet.update() self.enemy.update() self.enemy_bullet.tick() def draw(self): self.player.draw() self.bullet.draw() self.enemy.draw() self.enemy_bullet.draw()
class Game: def __init__(self, width=640, height=480): # config self.tps_max = 100.0 self.width = width self.height = height # initialization pygame.init() self.screen = pygame.display.set_mode((self.width, self.height)) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.player = Rocket(self.screen) breaky = False while True: # handle events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type is pygame.KEYDOWN and event.key is pygame.K_ESCAPE: breaky = True if breaky: break self.tps_delta += self.tps_clock.tick(50) / 1000.0 while self.tps_delta > 1 / self.tps_max: self.tick() self.tps_delta -= 1 / self.tps_max # drawing self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): # checking inputs self.player.tick() def draw(self): mp_x, mp_y = pygame.mouse.get_pos() # pygame.draw.rect(self.screen, (100, 0, 200), pygame.Rect(10, 10, 50, 50)) pygame.draw.circle(self.screen, (110, 110, 110), (mp_x, mp_y), 20) self.player.draw()
class Game(object): def __init__(self): max_fps = 100 screen_width = 1280 screen_high = 720 # INITIALIZATION pygame.init() self.screen = pygame.display.set_mode((screen_width, screen_high)) self.fps_clock = pygame.time.Clock() self.fps_delta = 0.0 self.player = Rocket(self) while True: # HANDLE EVENTS for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) # TICKING self.fps_delta += self.fps_clock.tick() / 1000.0 while self.fps_delta > 1 / max_fps: self.tick() self.fps_delta -= 1 / max_fps # DRAWING self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): # CHECKING INPUTS self.player.tick() keys = pygame.key.get_pressed() def draw(self): # DRAWING self.player.draw()
class Game(object): def __init__(self): # Config self.tps_max = 25.0 #Initialization pygame.init() self.screen = pygame.display.set_mode((1280, 720)) icon = pygame.image.load("rocket.png") pygame.display.set_caption("Space rocket") pygame.display.set_icon(icon) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.player = Rocket(self) while True: # Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) # Ticking self.tps_delta += self.tps_clock.tick( ) / 1000 # dt - to czas ms miedzy klatkami while self.tps_delta > 1 / self.tps_max: self.tick() self.tps_delta -= 1 / self.tps_max # Drawing self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): self.player.tick() # Checking inputs keys = pygame.key.get_pressed() def draw(self): # Drawing self.player.draw()
class Game: box = pygame.Rect(10, 50, 50, 50) def __init__(self): # Config self.tps_max = 100.0 # Initialisation pygame.init() self.resolution = (1024, 600) self.screen = pygame.display.set_mode(self.resolution) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.player = Rocket(self) self.circles = [Circle(self, self.player)] while True: # Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) # Ticking self.tps_delta += self.tps_clock.tick() / 1000.0 while self.tps_delta > 1 / self.tps_max: self.tick() self.tps_delta -= 1 / self.tps_max # Drawing self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): self.player.tick() for circle in self.circles: circle.tick() def draw(self): self.player.draw() for circle in self.circles: circle.draw()
class Game(object): def __init__(self): # config self.max_tps = 300.0 self.tps_delta = 0.0 self.width = 1280 self.height = 720 # initialization pygame.init() self.screen = pygame.display.set_mode((self.width, self.height)) self.tps_clock = pygame.time.Clock() # player self.player = Rocket(self) while True: # handle events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) # ticking self.tps_delta += self.tps_clock.tick() / 1000.0 while self.tps_delta > 1 / self.max_tps: self.tick() # run 300 ticks per second self.tps_delta -= 1 / self.max_tps # drawing self.screen.fill((0, 0, 0)) # clear the screen self.draw() pygame.display.flip() def tick(self): self.player.tick() def draw(self): self.player.draw()
class Game(object): def __init__(self): # konfiguracja self.tps_max = 120.0 pygame.init() self.screen = pygame.display.set_mode((1280, 720)) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.player = Rocket(self) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) # ticking self.tps_delta += self.tps_clock.tick() / 1000.0 while self.tps_delta > 1 / self.tps_max: self.tick() self.tps_delta -= 1 / self.tps_max # Drawing self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): self.player.tick def draw(self): # drawing self.player.draw()
class Game(object): def __init__(self): #Config self.tps_max = 100 #initialization pygame.init() # Inicjalizuje wszystkie moduły. self.screen = pygame.display.set_mode((1280, 720)) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.player = Rocket(self) while True: # Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) # Ticking self.tps_delta += self.tps_clock.tick() / 1000.0 while self.tps_delta > 1 / self.tps_max: self.tick() self.tps_delta -= 1 / self.tps_max # Drawing self.screen.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): self.player.tick() def draw(self): self.player.draw()
class Game(object): def __init__(self): pygame.init() self.tps_delta = 0.0 self.tps_clock = pygame.time.Clock() self.player = Rocket() self.enemies = EnemyCollection(self.player.points) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: self.player.fire_bullet() self.tps_delta += self.tps_clock.tick() / 1000.0 while self.tps_delta > 1 / Settings.MAX_TPS: self.tick() self.tps_delta -= 1 / Settings.MAX_TPS Settings.SCREEN.fill((0, 0, 0)) self.draw() pygame.display.flip() def tick(self): self.player.tick() self.enemies.tick() Collision(self.player.bullets, self.enemies) def draw(self): self.player.draw() self.enemies.draw()
class Floor(BaseItem): lastHeight = 0 def __init__(self, windowX: int, windowY: int, width=120, height=30, isNew=False, isMoving=False, imagePath='images/floor.png'): super().__init__(imagePath, windowX, windowY, width, height) self.__isMoving = isMoving # 地板是否左右移动 currHeight = Floor.lastHeight + randint(70, 90) self._rect.x = randint(0, windowX - width) self._rect.y = 50 if isNew else windowY - currHeight Floor.lastHeight = currHeight # 板子上面的东西:火箭 弹簧 怪物 等... self.__itemOn = None if randint(0, 100) < 20: self.__itemOn = Spring(windowX, windowY) self.__itemOn.attachTo(self) if randint(0, 100) < 20: self.__itemOn = Rocket(windowX, windowY, self.getLeft(), self.getTop()) self.__itemOn.attachTo(self) def draw(self, screen): screen.blit(self._image, self._rect) if self.__itemOn is not None: self.__itemOn.draw(screen) def getItemOn(self): return self.__itemOn def isDoodleLandOn(self, x: int, y: int, deltaY=0) -> bool: if x < self.getLeft() or x > self.getRight(): return False if self.isDoodleLandOnItemOn(x, y): return True if deltaY < 0: return False if fabs(y - self.getCenterY()) < 3: return True if fabs(y + deltaY - self.getCenterY()) < 3: return True return False def isDoodleLandOnItemOn(self, x: int, y: int) -> bool: if self.__itemOn is not None: if self.__itemOn.getLeft() < x < self.__itemOn.getRight() \ and self.__itemOn.getBottom() < y < self.__itemOn.getTop(): return True return False def getLandOnItemType(self) -> ItemType: # 获取涂鸦跳到此地板上的东西 if self.__itemOn is not None: return self.__itemOn.getType() return ItemType.FLOOR def getType(self) -> ItemType: return ItemType.FLOOR @staticmethod def setLastHeight(newLastHeight): Floor.lastHeight = newLastHeight
class Game(object): def __init__(self): # Configuracja self.max_tps = 100.0 self.res = (1080, 720) # Inicjalizacja self.screen = pg.display.set_mode((0, 0), pg.FULLSCREEN) #self.screen = pg.display.set_mode((1000,750)) pg.init() pg.display.set_caption("Game") self.tps_clock = pg.time.Clock() self.tps_delta = 0.0 self.bulletsList = list() self.enemyList = list() img_dir = path.join(path.dirname(__file__), "img/") eeg_dir = path.join(path.dirname(__file__), "img/eeg/") sound_dir = path.join(path.dirname(__file__), "sound/") diff = open("diff.txt", "r") self.diff = diff.read() diff.close() self.tomekr = pg.image.load(eeg_dir + "TTr.png") self.tomekl = pg.image.load(eeg_dir + "TTl.png") self.eship = pg.image.load(img_dir + "eship.png") self.pship = pg.image.load(img_dir + "pship.png") self.bullimg = pg.image.load(img_dir + "bullet.png") self.background = pg.image.load(img_dir + "background2.jpg") self.jeden = pg.image.load(eeg_dir + "1ka.png") self.eeglist = [ pg.image.load(eeg_dir + "en1.png"), pg.image.load(eeg_dir + "en2.png"), pg.image.load(eeg_dir + "en3.png"), pg.image.load(eeg_dir + "en4.png"), pg.image.load(eeg_dir + "en5.png"), pg.image.load(eeg_dir + "en6.png"), pg.image.load(eeg_dir + "en7.png"), pg.image.load(eeg_dir + "en8.png"), pg.image.load(eeg_dir + "en9.png"), pg.image.load(eeg_dir + "en10.png") ] self.explist = [ pg.image.load(img_dir + "expl1.png"), pg.image.load(img_dir + "expl2.png"), pg.image.load(img_dir + "expl3.png"), pg.image.load(img_dir + "expl4.png"), pg.image.load(img_dir + "expl5.png"), pg.image.load(img_dir + "expl6.png"), pg.image.load(img_dir + "expl7.png"), pg.image.load(img_dir + "expl8.png") ] self.expsound = pg.mixer.Sound(sound_dir + "bum.wav") self.shootsound = pg.mixer.Sound(sound_dir + "shoot.wav") self.rocketexpsound = pg.mixer.Sound(sound_dir + "rocketbum.wav") self.lbsb = pg.mixer.Sound(eeg_dir + "lbsb.wav") pg.mixer.music.load(sound_dir + "soundtrack.mp3") pg.mixer.music.play(-1) self.green = (80, 180, 30) self.orange = (230, 70, 10) self.white = (255, 255, 255) self.tom = 0 self.player = Rocket(self) self.bullet = Bullet(self, self.player) self.enemy = Enemy(self, self.player, self.bullet) self.collision = Collision(self, self.player, self.bullet, self.enemy) while True: # Obsluga zdarzen for event in pg.event.get(): if event.type == pg.QUIT: sys.exit(0) elif event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE: sys.exit(0) elif event.type == pg.KEYDOWN and event.key == pg.K_r: system("Start.exe") sys.exit(0) elif event.type == pg.KEYDOWN and event.key == pg.K_SPACE: in_bullet = Bullet(self, self.player) in_bullet.shoot() self.bulletsList.append(in_bullet) elif event.type == pg.KEYDOWN and event.key == pg.K_q: in_enemy = Enemy(self, self.player, self.bullet) in_enemy.enemymake() self.enemyList.append(in_enemy) if self.diff == "Easy": self.enemies = 5 + int(time.process_time() / 9) elif self.diff == "Medium": self.enemies = 7 + int(time.process_time() / 6.5) elif self.diff == "Hard": self.enemies = 9 + int(time.process_time() / 5) # Taktowanie self.tps_delta += self.tps_clock.tick() / 1000.0 while self.tps_delta > 1 / self.max_tps: self.tick() self.tps_delta -= 1 / self.max_tps # Renderowanie if self.tom == 1: self.screen.fill((0, 0, 0)) elif self.tom == 0: self.screen.fill((0, 0, 0)) #self.screen.blit(self.background,(0,0)) self.draw() pg.display.flip() def tick(self): for item in self.bulletsList: item.tick() self.player.tick() self.collision.tick() for item in self.enemyList: item.tick() if self.player.pressed[pg.K_t] and self.player.pressed[pg.K_y]: if self.tom == 0: self.lbsb.play() self.tom = 1 if len(self.enemyList) < self.enemies: in_enemy = Enemy(self, self.player, self.bullet) in_enemy.enemymake() self.enemyList.append(in_enemy) def draw(self): for item in self.bulletsList: item.draw() for item in self.enemyList: item.draw() self.player.draw() self.collision.draw()
while 1337: for event in pygame.event.get(): if event.type is pygame.QUIT: pygame.quit() sys.exit('1337') elif event.type is pygame.KEYDOWN and event.key is pygame.K_ESCAPE: breaky = True if breaky: break # ticking delta += clock.tick(MAX_FRAMES) / 1000 mp_x, mp_y = pygame.mouse.get_pos() color_g = remap(mp_x, 0, width, 0, 255) color_b = remap(mp_y, 0, height, 0, 255) screen.fill((0, color_g, color_b)) rocket.tick() rocket.draw() # pygame.draw.rect(screen, (100, 0, 200), box) pygame.draw.circle(screen, (110, 110, 110), (mp_x, mp_y), 20) pygame.display.update() frames += 1 print('Time: {:.4f} s'.format(delta)) print('Frames: {}'.format(frames)) print('AVG FPS: {:.2f} frames/s'.format(frames / delta))