def main(): scr_width = int(input('SCREEN_WIDTH: ')) scr_height = int(input('SCREEN_HEIGHT: ')) new_game = game.Game(scr_width, scr_height) new_game.run() print('Thanks for playing! ;)')
#! /usr/bin/env python from core import game G = game.Game(True) G.play()
while game_is_running: menu_result = menu.Menu( screen, music_list[MENU_MUSIC], new_scene, menu_bounds, ('Trouble in Cloudland', 80, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4), main_menu_dictionary).show() if menu_result == START_GAME: last_highlighted = settings_list[WORLD_UNLOCKED] world_result = menu.Menu( screen, music_list[MENU_MUSIC], new_scene, menu_bounds, ('Choose a World', 96, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 4), world_menu_dictionary, last_highlighted).show() if world_result == TUTORIAL: game.Game(screen, 0, music_list).run() elif world_result == EXIT_OPTIONS: world_result = False elif world_result is not False: utility.fade_music() utility.play_music(music_list[world_result - 1], True) game.Game(screen, world_result - 1, music_list).run() elif menu_result == OPTION_MENU: option_result = True last_highlighted = 0 while option_result: option_result = menu.Menu( screen, music_list[MENU_MUSIC], new_scene, menu_bounds,
#! /usr/bin/env python from core import game game = game.Game() game.play()
def main(): game = g.Game(4) pygame.init() pygame.display.set_caption("2048") screen = pygame.display.set_mode((500, 550)) screen.fill((127, 102, 102)) game_font = pygame.font.SysFont("Terminal", 40) running = True while running: for row in range(game.width): for col in range(game.width): pygame.draw.rect( screen, CELL_COLOR[game.get_field()[row][col]], ((BORDER_WIDTH + (col * (BORDER_WIDTH + CELL_WIDTH))), (BORDER_WIDTH + (row * (BORDER_WIDTH + CELL_WIDTH))), CELL_WIDTH, CELL_WIDTH)) if game.get_field()[row][col] != game.EMPTY_CELL: text = game_font.render(str(game.get_field()[row][col]), True, FONT_COLOR) text_rect = text.get_rect( center=((BORDER_WIDTH + (col * (BORDER_WIDTH + CELL_WIDTH))) + (CELL_WIDTH / 2), (BORDER_WIDTH + (row * (BORDER_WIDTH + CELL_WIDTH))) + (CELL_WIDTH / 2))) screen.blit(text, text_rect) pygame.draw.rect(screen, BOARD, (0, 500, 500, 50)) text_score = game_font.render("Score : " + str(game.get_score()), True, FONT_COLOR) screen.blit(text_score, text_score.get_rect(center=(250, 525))) pygame.display.update() if not game.has_moves(): text_game_over = game_font.render("GAME OVER", True, GAME_OVER) screen.blit(text_game_over, text_game_over.get_rect(center=(250, 250))) running = False for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: game.move_down() elif event.key == pygame.K_LEFT: game.move_left() elif event.key == pygame.K_RIGHT: game.move_right() elif event.key == pygame.K_UP: game.move_up() time.sleep(0.02)
#! /usr/bin/env python from core import game G = game.Game(False) G.play()
from core import board, ui, validate, placement, ai, game if __name__ == "__main__": comp_board = board.Board() human_board = board.Board() ui = ui.TerminalUi() validate = validate.Validate() place = placement.Place() ai = ai.Ai(validate) game = game.Game(comp_board, human_board, ai, ui, validate, place) game.play()
def main(): G = game.Game() G.play()