def init(): global running global game_over global all_sprites global player_sprite global player_shoots global enemies global player global enemy_count global start_ticks global level1 running = True game_over = False all_sprites = pygame.sprite.Group() player_sprite = pygame.sprite.Group() player_shoots = pygame.sprite.Group() enemies = pygame.sprite.Group() player = Player() all_sprites.add(player) player_sprite.add(player) first_enemy = Enemy() enemies.add(first_enemy) all_sprites.add(first_enemy) enemy_count = 0 start_ticks = pygame.time.get_ticks() level1 = Level1()
def mouse_handler(pos): global level1 global level2 global level3 global level4 global level5 global menu if not menu.game_start: if menu.BUTT_Pos[0] - menu.BUTT_CENTRE[0] <= pos[ 0] <= menu.BUTT_Pos[0] + menu.BUTT_CENTRE[0]: if menu.BUTT_Pos[1] - menu.BUTT_CENTRE[1] <= pos[ 1] <= menu.BUTT_Pos[1] + menu.BUTT_CENTRE[1]: level1.LoadLevel() menu.game_start = True if menu.game_end or menu.won: if menu.END_BUTT_Pos[0] - menu.BUTT_CENTRE[0] <= pos[ 0] <= menu.END_BUTT_Pos[0] + menu.BUTT_CENTRE[0]: if menu.END_BUTT_Pos[1] - menu.BUTT_CENTRE[1] <= pos[ 1] <= menu.END_BUTT_Pos[1] + menu.BUTT_CENTRE[1]: menu.game_music.pause() menu.menu_music.pause() menu = Menu() Levels.restart() level1 = Level1() level2 = Level2() level3 = Level3() level4 = Level4() level5 = Level5() frame.set_keydown_handler(Levels.kbd.keyDown) frame.set_keyup_handler(Levels.kbd.keyUp)
def __init__(self): self.states = [ GameOver(), Menu(self), Level1(self) ] self.state_index = 1
def __init__(self): pygame.init() self.res = (800, 800) self.clock = pygame.time.Clock() self.victory = False #when full game has been completed self.start = Start(self.res) self.level1 = Level1(self.res) self.level2 = Level2(self.res) self.currLevel = self.start #starts on start screen
def main(self): """ just a main menu wrapper, and level selector """ while self.game.level != -1: if self.game.level == 1: Level1(self.game).run_level() elif self.game.level == 2: Level2(self.game).run_level() elif self.game.level == 0: main_menu(self.game)
def new(self): # start a new game self.all_sprites = pg.sprite.Group() self.fireballs = pg.sprite.Group() # self.platforms = pg.sprite.Group() self.player = Mario(game=self) self.all_sprites.add(self.player) self.bg = Level1(mario=self.player, screen=self.screen, game=self) # for plat in PLATFORM_LIST: # p = Platform(*plat) # self.all_sprites.add(p) # self.platforms.add(p) self.run()
def __init__(self): pygame.init() self.screen_width = 800 self.screen_height = 480 self.score = 0 self.levels = [ Level1(self.screen_height, self.screen_width), LevelDemo(self.screen_height, self.screen_width) ] self.level = self.levels[1] self.win = pygame.display.set_mode( (self.screen_width, self.screen_height)) pygame.display.set_caption("Dinostrider") self.ellip = Elliptical() self.right_button = Button(2) self.left_button = Button(4) self.jump_button = Button(1) self.shoot_button = Button(3)
def run_game(): pygame.init() screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Super Mario Bros") stats = Stats() mario = SuperMario(screen) mario.rect.x = screen.get_rect().centerx mario.rect.y = GROUND_HEIGHT * BG_SCALER clock = pygame.time.Clock() bg = Level1(screen=screen) frame_index = 0 while True: if stats.fire_mode: if str(type(mario)) == "<class 'Super_Mario.SuperMario'>": mario = FireMario(mario) elif stats.mini_mode: if str(type(mario)) == "<class 'Super_Mario.SuperMario'>": mario = Mario(mario) else: if str(type(mario)) == "<class 'fire_mario.FireMario'>" \ or str(type(mario)) == "<class 'mario.Mario'>": mario = SuperMario(screen, mario) # mario.screen.fill((0, 0, 0), rect=mario.rect) gf.check_events(stats, mario) mario.update_walking(stats) frame_index += 1 bg.draw(mario=mario) bg.blit_rect(frame_index=frame_index, mario=mario) gf.update_screen(stats, mario) pygame.display.flip() if not stats.mario_running: sleep(.002) if not stats.game_active: sleep(.5) stats.game_active = True clock.tick(FPS)
def _build_floors(self): """Method to create and position floors""" # Creating the level1 floors self.floors = pygame.sprite.Group() self.floor_widths = [1000, 120, 250, 870, 1120, 1200] self.floor0 = Level1(self, self.floor_widths[0], 0, 135) self.floors.add(self.floor0) self.floor1 = Level1(self, self.floor_widths[1], 1080, 135) self.floors.add(self.floor1) self.floor2 = Level1(self, self.floor_widths[2], 0, 285) self.floors.add(self.floor2) self.floor3 = Level1(self, self.floor_widths[3], 330, 285) self.floors.add(self.floor3) self.floor4 = Level1(self, self.floor_widths[4], 0, 435) self.floors.add(self.floor4) self.floor5 = Level1(self, self.floor_widths[5], 0, 585) self.floors.add(self.floor5)
def __init__(self): pyxel.init(128, 128, caption="WHAT THE ACTUALLY F**K", fps=25) try: # load files in cx_freeze pyxel.load( os.path.join( os.path.dirname(__file__)[:-16], 'my_resource.pyxel')) file = open( os.path.join(os.path.dirname(__file__)[:-16], 'items.txt')) for line in file: exec(f'self.item_database.append({line})') file.close() except FileNotFoundError: # load files in python pyxel.load( os.path.join(os.path.dirname(__file__), 'my_resource.pyxel')) file = open(os.path.join(os.path.dirname(__file__), 'items.txt')) for line in file: exec(f'self.item_database.append({line})') file.close() self.player_damage = 4 self.player_hp = 10 pyxel.mouse(visible=True) self.battle = Battle() self.menu_opened = False self.player_direction = 0 self.player_animation_frame = 1 self.player_animation_frame_counter = 0 self.x = 0 self.y = 0 self.sx = 56 self.sy = 48 self.level = Level1() self.battle_init = False # init inventory self.inventory = [] # init game app pyxel.run(self.update, self.draw)
from walls import Wall from levels import Levels from level1 import Level1 from level2 import Level2 from level3 import Level3 from level4 import Level4 from level5 import Level5 from menu import Menu # constants # add them in the global files so they can be used across multiple files CANVAS_DIMS = globals.CANVAS_DIMS menu = Menu() level1 = Level1() level2 = Level2() level3 = Level3() level4 = Level4() level5 = Level5() def draw(canvas): if menu.game_start and not menu.game_end: Levels.update() Levels.draw(canvas) menu.draw(canvas) menu.update() def mouse_handler(pos):
from eventtypes import * STATE_BONUS_LEVEL = "BONUS_LEVEL" STATE_LEVEL1 = "LEVEL_1" STATE_LEVEL2 = "LEVEL_2" STATE_MENU = "MENU" pygame.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption(TITLE) clock = pygame.time.Clock() os.environ['SDL_VIDEO_CENTERED'] = '1' menu = Menu(screen, clock) bonus_level = BonusLevel() level1 = Level1(screen, clock) level2 = Level2(screen, clock) state = STATE_MENU while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == START_LEVEL1_EVENT: state = STATE_LEVEL1 level1.new() elif event.type == START_LEVEL2_EVENT: state = STATE_LEVEL2 level2.new() elif event.type == START_BONUS_LEVEL_EVENT:
# Check sprite if not self.moving and \ self.direction == "right" or self.direction == 0: self.spr = self.i_right if not self.moving and \ self.direction == "left" or self.direction == 1: self.spr = self.i_left if self.moving and \ self.direction == "right" or self.direction == 0: self.spr = self.w_right if self.moving and \ self.direction == "left" or self.direction == 1: self.spr = self.w_left self.x = new_x self.y = new_y self.spr.x = self.x self.spr.y = self.y self.hitbox = new_hitbox def change_direction(self, direction, vx): self.direction = direction self.vx = vx lvl1 = Level1(6, 6, 64, 64, map1) engine = Engine(lvl1)
import pygame from game import Game from titlescreen import Titlescreen from level1 import Level1 pygame.init() screen = pygame.display.set_mode((800, 600)) done = False clock = pygame.time.Clock() game = Game() # Rooms game.add_room(Titlescreen(game)) game.add_room(Level1(game)) # Game game.switch_room("Titlescreen") while not done: for event in pygame.event.get(): if event.type == pygame.QUIT: done = True game.update() pygame.display.flip() clock.tick(60) # 60 FPS pygame.quit()
pygame.mixer.init() dynamite = pygame.image.load("images/dynamite.png") key_image = pygame.image.load("images/key.png") life_image = pygame.image.load("images/life.png") open_door = pygame.image.load("images/open_door.png") closed_door = pygame.image.load("images/closed_door.png") dynamite_sound = pygame.mixer.Sound("sounds/bomb.wav") key_sound = pygame.mixer.Sound("sounds/key.ogg") door_sound = pygame.mixer.Sound("sounds/door_creak_closing.wav") pygame.mixer.music.load("sounds/zombie_theme.wav") pygame.mixer.music.play(-1) level = Level1() surface = Surface(SURFACE_SIZE, TILE_SIZE, level) end_tile = Surface.get_tile_by_number(173) level.end = End(end_tile.x, end_tile.y) player_position = Surface.get_tile_by_number(level.player_position) player = Player(player_position.x, player_position.y, TILE_SIZE) bg = pygame.image.load("images/bg.png") game_screen = pygame.display.set_mode(SURFACE_SIZE) pygame.display.set_caption("Zombie")