def main(): pygame.init() mainScreen = pygame.display.set_mode((pygame.display.Info().current_w, pygame.display.Info().current_h), FULLSCREEN) mainScreenBG_image1 = Image("../images/menus/castelo_menu.png", (pygame.display.Info().current_w, pygame.display.Info().current_h), (0,0)) mainScreenBG_image2 = Image("../images/menus/folhas_menu.png", (pygame.display.Info().current_w, pygame.display.Info().current_h), (0,0)) play = (Image("../images/menus/play_image.png",(300,105), (900,175))) exit = (Image("../images/menus/exit_image.png",(300,105), (900,425))) tutorial = (Image("../images/menus/tutorial_image.png", (300,105),(900,300))) pygame.mixer.music.load('../sounds/music.mp3') pygame.mixer.music.play(-1) while True: for event in pygame.event.get(): if event.type == QUIT: break if event.type == pygame.MOUSEBUTTONDOWN: if play.rect.collidepoint(pygame.mouse.get_pos()): firstScreen.main(None, True) if exit.rect.collidepoint(pygame.mouse.get_pos()): sys.exit() mainScreen.blit(mainScreenBG_image1.surface, mainScreenBG_image1.position) mainScreen.blit(mainScreenBG_image2.surface, mainScreenBG_image2.position) mainScreen.blit(play.surface, play.position) mainScreen.blit(exit.surface, exit.position) pygame.display.update()
def main(): pygame.init() mainScreen = pygame.display.set_mode( (pygame.display.Info().current_w, pygame.display.Info().current_h), FULLSCREEN) mainScreenBG_image1 = Image( "../images/menus/castelo_menu.png", (pygame.display.Info().current_w, pygame.display.Info().current_h), (0, 0)) mainScreenBG_image2 = Image( "../images/menus/folhas_menu.png", (pygame.display.Info().current_w, pygame.display.Info().current_h), (0, 0)) play = (Image("../images/menus/play_image.png", (300, 105), (900, 175))) exit = (Image("../images/menus/exit_image.png", (300, 105), (900, 425))) tutorial = (Image("../images/menus/tutorial_image.png", (300, 105), (900, 300))) pygame.mixer.music.load('../sounds/music.mp3') pygame.mixer.music.play(-1) while True: for event in pygame.event.get(): if event.type == QUIT: break if event.type == pygame.MOUSEBUTTONDOWN: if play.rect.collidepoint(pygame.mouse.get_pos()): firstScreen.main(None, True) if exit.rect.collidepoint(pygame.mouse.get_pos()): sys.exit() mainScreen.blit(mainScreenBG_image1.surface, mainScreenBG_image1.position) mainScreen.blit(mainScreenBG_image2.surface, mainScreenBG_image2.position) mainScreen.blit(play.surface, play.position) mainScreen.blit(exit.surface, exit.position) pygame.display.update()
def main(character, winner = False): pygame.init(); mainScreen = pygame.display.set_mode((800, 600), FULLSCREEN); mainScreenBG = Image("../images/maps/house_map.png", (800, 600), (0,0)); clock = pygame.time.Clock(); ironMan = Character(CharImage('../images/characters/ferro.png', 0, (400,300), (30, 30))); dice = Dice(DiceImage("../images/items/dice.png",0, [700,500], [25,32] )); key = Image("../images/items/key.png", (30,30), (420,100)); if not winner : message = 1; else: message = 3; printKey, printDice = False, False; while True: pygame.display.update(); keys = pygame.key.get_pressed(); if keys[K_DOWN]:character.downMovement(); elif keys[K_UP]:character.upMovement(); elif keys[K_LEFT]:character.leftMovement(); elif keys[K_RIGHT]:character.rightMovement(); for event in pygame.event.get(): if event.type == QUIT: break; if event.type == KEYDOWN: if event.key == K_SPACE:dice.anime = True; if event.key == K_RETURN and message <= 4: message += 1; if key.rect.collidepoint(character.image.position) and event.key == K_e: character.bag.add_item("key", "slot1"); printKey = False; pygame.display.update(); character.image.position = [500,350]; firstScreen.main(character, False, False, True); if(Rect(610,350,300,600).collidepoint(character.image.position) and not printDice): printDice = True; mainScreen.blit(mainScreenBG.surface, mainScreenBG.position); mainScreen.blit(ironMan.image.surface, ironMan.image.position, ironMan.image.rect); mainScreen.blit(character.image.surface, character.image.position, character.image.rect); if dice.anime: for i in range(300): result = dice.diceAnimation(); mainScreen.blit(dice.diceImage, dice.dicePosition, dice.diceRect); pygame.display.update(); if result == 6: result = None; printKey = True; dice.anime = False; elif printDice: mainScreen.blit(dice.diceImage, dice.dicePosition, dice.diceRect); if printKey: mainScreen.blit(key.surface, key.position); pygame.display.update(); if message <= 2: mainScreen = showMessage(mainScreen, message); pygame.display.update(); if winner and message <= 4: mainScreen = showMessage(mainScreen, message) pygame.display.update() pygame.display.update(); time_passed = clock.tick(12);
def main(): firstScreen.main() root.mainloop()
def main(fighter1, fighter2): pygame.init() mainScreen = pygame.display.set_mode((800, 600), FULLSCREEN) mainScreenBG = Image("../images/maps/cavern_map.png", (800, 600), (0,0)) clock = pygame.time.Clock() dice = Dice(DiceImage("../images/items/dice.png",0, [400,300], [25,32] )) message = 1 turn, result, printDice, dice.anime, gameOver = True, False, False,False, False; fighter1.image.position, fighter1.image.rect.x, fighter1.image.rect.y = [700,300],0,33 ; fighter2.image.position,fighter2.image.rect.x, fighter2.image.rect.y = [100,300],0, 66; dice.dicePosition = [400,300]; while True: pygame.display.update() for event in pygame.event.get(): if event.type == QUIT: break if event.type == KEYDOWN: if event.key == K_RETURN: message += 1; if message == 3: gameOver = True if event.key == K_SPACE:dice.anime = True mainScreen.blit(mainScreenBG.surface, mainScreenBG.position); if dice.anime: for i in range(300): dice, mainScreen, fighter1, fighter2, result = diceAnime(dice, mainScreen, fighter1, fighter2) pygame.display.update() dice.anime = False; elif printDice: mainScreen.blit(dice.diceImage, dice.dicePosition, dice.diceRect); if result: if turn: fighter1.hp -= (fighter2.attack * result) - fighter1.defense fighter1.hpRect.x = fighter1.hp / 10 turn = not turn result = None else: dice.anime = True fighter2.hp -= (fighter1.attack * result) - fighter2.defense fighter2.hpRect.x = fighter2.hp / 10 turn = not turn result = None if message <= 1: mainScreen = showMessage(mainScreen, message); pygame.display.update(); else: printDice = True if fighter2.hp <= 0: message = 2 mainScreen = showMessage(mainScreen, message) pygame.display.update() time.sleep(2) firstScreen.main(fighter1, False, False, False, False, True) elif fighter1.hp <= 0: message = 3 mainScreen = showMessage(mainScreen, message) pygame.display.update() time.sleep(3) gameOver = True if gameOver: sys.exit() mainScreen.blit(fighter1.image.surface, fighter1.image.position, fighter1.image.rect) mainScreen.blit(fighter1.hpImage.surface, fighter1.hpImage.position, fighter1.hpRect) mainScreen.blit(fighter2.image.surface, fighter2.image.position, fighter2.image.rect) mainScreen.blit(fighter2.hpImage.surface, fighter2.hpImage.position, fighter2.hpRect) pygame.display.update() time_passed = clock.tick(12)
def main(character, winner=False): pygame.init() mainScreen = pygame.display.set_mode((800, 600), FULLSCREEN) mainScreenBG = Image("../images/maps/house_map.png", (800, 600), (0, 0)) clock = pygame.time.Clock() ironMan = Character( CharImage('../images/characters/ferro.png', 0, (400, 300), (30, 30))) dice = Dice(DiceImage("../images/items/dice.png", 0, [700, 500], [25, 32])) key = Image("../images/items/key.png", (30, 30), (420, 100)) if not winner: message = 1 else: message = 3 printKey, printDice = False, False while True: pygame.display.update() keys = pygame.key.get_pressed() if keys[K_DOWN]: character.downMovement() elif keys[K_UP]: character.upMovement() elif keys[K_LEFT]: character.leftMovement() elif keys[K_RIGHT]: character.rightMovement() for event in pygame.event.get(): if event.type == QUIT: break if event.type == KEYDOWN: if event.key == K_SPACE: dice.anime = True if event.key == K_RETURN and message <= 4: message += 1 if key.rect.collidepoint( character.image.position) and event.key == K_e: character.bag.add_item("key", "slot1") printKey = False pygame.display.update() character.image.position = [500, 350] firstScreen.main(character, False, False, True) if (Rect(610, 350, 300, 600).collidepoint( character.image.position) and not printDice): printDice = True mainScreen.blit(mainScreenBG.surface, mainScreenBG.position) mainScreen.blit(ironMan.image.surface, ironMan.image.position, ironMan.image.rect) mainScreen.blit(character.image.surface, character.image.position, character.image.rect) if dice.anime: for i in range(300): result = dice.diceAnimation() mainScreen.blit(dice.diceImage, dice.dicePosition, dice.diceRect) pygame.display.update() if result == 6: result = None printKey = True dice.anime = False elif printDice: mainScreen.blit(dice.diceImage, dice.dicePosition, dice.diceRect) if printKey: mainScreen.blit(key.surface, key.position) pygame.display.update() if message <= 2: mainScreen = showMessage(mainScreen, message) pygame.display.update() if winner and message <= 4: mainScreen = showMessage(mainScreen, message) pygame.display.update() pygame.display.update() time_passed = clock.tick(12)