def pregame(self): done = False while not done: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: return self.run() if event.type == pygame.QUIT: return {'text': 'quit'} text = self.font.render("Tryk på en knap for at starte", True, variables.BLUE) draw_screen(self.screen, self.background_image) self.screen.blit(text,[500, 400]) pygame.display.flip() self.clock.tick(variables.fps)
def main(self): done = False while not done: for event in pygame.event.get(): if 'click' in self.StartButton.handleEvent(event): Game = Instance(self.screen) msg = Game.pregame() if msg['text'] == 'quit': done = True continue elif msg['text'] == 'back': self.Score = msg['score'] HIGHSCORES.new_score(self.Score) HIGHSCORES.scoreboard.sort(key=int, reverse=True) continue elif msg['text'] == 'dead': self.Score = msg['score'] HIGHSCORES.new_score(self.Score) HIGHSCORES.scoreboard.sort(key=int, reverse=True) continue if event.type == pygame.QUIT: done = True text = self.welcome_font.render('Velkommen til Princess Adventure', True, variables.BLUE) draw_screen(self.screen, self.background_image) self.screen.blit(text,[100, 400]) if len(HIGHSCORES.scoreboard) > 0: highscore_text = self.score_font.render("Highscoren er: {}".format(HIGHSCORES.scoreboard[0]), True, variables.BLUE) self.screen.blit(highscore_text,[100, 350]) if self.Score != None: score_text = self.score_font.render("Din Score var: {}".format(self.Score), True, variables.BLUE) self.screen.blit(score_text, [150, 450]) self.StartButton.draw(self.screen) pygame.display.flip() self.clock.tick(variables.fps) HIGHSCORES.save_score()
def main(): screen = initialize_screeen(variables.size, "Tic Tac Toe") clock = pygame.time.Clock() done = False background_image = pygame.image.load(variables.back_ground_img).convert() kryds_image = pygame.image.load(variables.kryds_img).convert() bolle_image = pygame.image.load(variables.bolle_img).convert() all_bricks = pygame.sprite.Group() turn = 'player1' pos1 = 0 pos2 = 0 pos3 = 0 pos4 = 0 pos5 = 0 pos6 = 0 pos7 = 0 pos8 = 0 pos9 = 0 placed = False b = Brick.brick(kryds_image, variables.WHITE) all_bricks.add(b) turn_count = 1 while not done: posX, posY = pygame.mouse.get_pos() for event in pygame.event.get(): if event.type == pygame.QUIT: done = True if event.type == pygame.MOUSEBUTTONDOWN: if posX < 60: if posY < 63: if turn == 'player1': pos1 = 1 else: pos1 = 2 elif posY > 137: if turn == 'player1': pos7 = 1 else: pos7 = 2 else: if turn == 'player1': pos4 = 1 else: pos4 = 2 elif posX > 135: if posY < 63: if turn == 'player1': pos3 = 1 else: pos3 = 2 elif posY > 137: if turn == 'player1': pos9 = 1 else: pos9 = 2 else: if turn == 'player1': pos6 = 1 else: pos6 = 2 else: if posY < 63: if turn == 'player1': pos2 = 1 else: pos2 = 2 elif posY > 137: if turn == 'player1': pos8 = 1 else: pos8 = 2 else: if turn == 'player1': pos5 = 1 else: pos5 = 2 placed = True if turn == 'player1': turn = 'player2' else: turn = 'player1' turn_count += 1 if turn == 'player1' and placed: b = Brick.brick(kryds_image, variables.WHITE) all_bricks.add(b) placed = False if turn == 'player2' and placed: b = Brick.brick(bolle_image, variables.WHITE) all_bricks.add(b) placed = False win = check_for_Win(pos1, pos2, pos3, pos4, pos5, pos6, pos7, pos8, pos9) if win == 'player1': print ('Kryds Vandt') elif win == 'player2': print ('Bolle Vandt') elif turn_count == 9: print ('Draw') b.x = posX - 28 b.y = posY - 28 draw_screen(screen, background_image) for brick in all_bricks: brick.draw(screen) pygame.display.flip()