コード例 #1
0
ファイル: menu.py プロジェクト: elxw/snowyslopes
    def __init__(self, screen, gameSelection=False):
        self.screen = screen
        self.gameSelection = gameSelection
        self.font = load.load_font("Nexa Light", 40)
        self.timer = pygame.time.Clock()
        self.selection = 0
        self.bg = Surface((32, 32))
        self.titleImg = load.load_image("title")
        self.offset = 175
        self.mouse = pygame.mouse

        s = random.choice("01")
        self.snowing = int(s)
        if not self.snowing:
            r = random.choice("00000001")
            self.raining = int(r)
        else:
            self.raining = False
        self.rain = Rain()
        self.snow = Snow()

        # random trees
        self.numTrees = random.randint(10, 15)
        self.trees = pygame.sprite.Group()
        increment = SCREEN_WIDTH // self.numTrees
        for t in range(self.numTrees):
            # better random distribution
            x = random.randint(t * increment - 5, (t + 1) * increment + 5)
            img = int(random.choice("111223"))
            y = SCREEN_HEIGHT + random.randint(10, 60)
            tree = Tree(x, y, img)
            self.trees.add(tree)
コード例 #2
0
 def __init__(self, screen):
     self.mouse = pygame.mouse
     self.timer = pygame.time.Clock()
     self.screen = screen
     self.bgColor = (208, 229, 246)
     self.canvas = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), SRCALPHA,
                                  32)
     self.screen.set_colorkey(self.bgColor)
     self.points = []
     self.filename = None
     self.numDrawings = 0
     self.slopeColor = (236, 247, 255)
     self.selection = 0
     self.font = load.load_font("Nexa Light", 40)
     self.drawingMode = False
     self.selectionMode = True
     self.loadMode = False
     self.findingImages = True
     self.terrains = []
     self.platforms = []
     # random trees
     self.numTrees = random.randint(10, 15)
     self.trees = pygame.sprite.Group()
     increment = SCREEN_WIDTH // self.numTrees
     for t in range(self.numTrees):
         # better random distribution
         x = random.randint(t * increment - 5, (t + 1) * increment + 5)
         img = int(random.choice("111223"))
         y = SCREEN_HEIGHT + random.randint(10, 60)
         tree = Tree(x, y, img)
         self.trees.add(tree)
コード例 #3
0
    def __init__(self):
        super().__init__()
        self.score = 0
        self.updatedScore = 0

        self.font = load.load_font("Nexa Light", 30)
        self.image = self.font.render("SCORE: 0", True, ((236, 247, 255)))

        self.rect = Rect(50, 30, self.image.get_width(),
                         self.image.get_height())
        self.rect.left = 100
        self.rect.top = 5  # revise these numbers
コード例 #4
0
def drawMessage(screen):
    msgNum = 0
    messages = ["SMASHED INTO ROCK!", "JUMPED OVER ROCK!", "SUCCESSFUL TRICK!"]
    font = load.load_font("FuturaT_Bold", 20)
    for i in range(len(Player.msgBools)):
        if Player.msgBools[i]:
            msgNum += 1
            msg = font.render(messages[i], True, (127, 178, 215))
            screen.blit(msg, (SCREEN_WIDTH - 250,
                              SCREEN_HEIGHT - 50 - msgNum * 35))
            # if multiple messages have to be blitted
    msgNum = 0
コード例 #5
0
 def __init__(self, pos):
     """ 
     fps constructor. 
     """
     pg.sprite.Sprite.__init__(self, self.containers)
     self.font = load_font(font_name='casio-fx-702p\casio-fx-702p.ttf',
                           size=70)
     self.color = (200, 200, 200)
     self.background_color = (0, 0, 0)
     self.last_score = -1
     self.current_score = 0
     self.update()
     self.rect = self.image.get_rect(center=pos)
コード例 #6
0
 def __init__(self, screen, score=0):
     self.screen = screen
     self.font = load.load_font("Nexa Light", 40)
     self.titleFont = load.load_font("Nexa Bold", 50)
     self.score = score
     message = "YOUR SCORE WAS " + str(int(self.score))
     self.gameover = load.load_image("game over")
     self.title = self.titleFont.render(message, True, (255, 255, 255))
     self.done = False
     self.bg = Surface((32,32))
     self.selection = 0
     self.timer = pygame.time.Clock()
      # random trees
     self.numTrees = random.randint(10, 15)
     self.trees = pygame.sprite.Group()
     increment = SCREEN_WIDTH//self.numTrees
     for t in range(self.numTrees):
         # better random distribution
         x = random.randint(t*increment-5, (t+1)*increment+5) 
         img = int(random.choice("11123"))
         y = SCREEN_HEIGHT + random.randint(10, 60)
         tree = Tree(x, y, img)
         self.trees.add(tree)
コード例 #7
0
 def __init__(self, screen, timer):
     self.screen = screen
     self.timer = timer
     self.font = load.load_font("Nexa Light", 20)
     self.bg = Surface((32, 32))
     # random trees
     self.numTrees = random.randint(10, 15)
     self.trees = pygame.sprite.Group()
     increment = SCREEN_WIDTH // self.numTrees
     for t in range(self.numTrees):
         # better random distribution
         x = random.randint(t * increment - 5, (t + 1) * increment + 5)
         img = int(random.choice("111223"))
         y = SCREEN_HEIGHT + random.randint(10, 60)
         tree = Tree(x, y, img)
         self.trees.add(tree)
コード例 #8
0
    def __init__(self):
        """ 
        fps constructor. 
        """
        pg.sprite.Sprite.__init__(self, self.containers)
        self.font = load_font(font_name='casio-fx-702p\casio-fx-702p.ttf',
                              size=10)
        self.color = (200, 200, 200)
        self.background_color = (0, 0, 0)
        msg = "Fps:"
        self.fps = 0
        self.image = self.font.render(msg, 0, self.color,
                                      self.background_color)
        self.rect = self.image.get_rect(
            topright=(pg.display.get_surface().get_rect().topright[0] * 24 /
                      25, 2))

        self.visible = False
コード例 #9
0
    def setGameOver(self, message="Game Over"):
        # sets game over, shows a message depending on cause of death
        self.gameover = True
        images = []
        font = load.load_font("Nexa Light", 30)
        height = 0
        width = 0
        for text in message.split("\n"):
            images.append(font.render(text, True, (25, 51, 71)))
            height += images[-1].get_height()
            width = images[-1].get_width()
        self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
        self.gameover_image.fill((0, 0, 0, 0))
        for i in range(len(images)):
            rect = images[i].get_rect()
            rect.top = i * images[i].get_height()
            rect.centerx = width / 2
            self.gameover_image.blit(images[i], rect)

        self.gameover_rect = self.gameover_image.get_rect()
        self.gameover_rect.center = self.screen.get_rect().center
コード例 #10
0
    def run(self):
        self.done = False
        self.resetScreen()
        while not self.done:
            self.screen.fill(self.bgColor)

            if self.selectionMode:
                title = load.load_image("drawing mode")
                self.screen.blit(title, (0, 20))
                self.makeButtons("NEW DRAWING", Draw.NEW)
                self.makeButtons("LOAD DRAWINGS", Draw.LOAD)
                self.makeButtons("BACK", Draw.BACK)
                for tree in self.trees:
                    self.screen.blit(tree.image, tree.rect)

            if self.drawingMode:
                font = load.load_font("Nexa Bold", 20)
                self.screen.blit(load.load_image("instructions"), (100, 0))

                # guide dots
                pygame.draw.circle(self.screen, (159, 194, 252),
                                   (3, SCREEN_HEIGHT * 2 // 5 + 20), 5)
                # the screen_height*2//5 is used in platform also so change
                pygame.draw.circle(
                    self.screen, (159, 194, 252),
                    (SCREEN_WIDTH - 3, SCREEN_HEIGHT * 2 // 5 + 20), 5)

                pygame.draw.circle(self.screen, (236, 247, 255),
                                   (self.mouse.get_pos()), 5)
                if self.renderLine:
                    self.render()

                self.canvas.convert_alpha()
                self.screen.convert_alpha()
                self.screen.blit(self.canvas, (0, 0))
                if self.numDrawings >= 1:
                    color = Draw.TEXTCOLOR
                else:
                    color = (250, 250, 255)
                self.screen.blit(
                    font.render(
                        str(self.numDrawings) + " drawings saved", True,
                        color), (SCREEN_WIDTH - 200, SCREEN_HEIGHT - 30))

            if self.loadMode:
                if self.findingImages:
                    for drawing in range(1, 10):
                        try:
                            name = "terrain" + str(drawing * 100)
                            img = pygame.transform.scale(
                                load.load_image(str(name)), (200, 119))
                            self.terrains.append(img)
                        except:
                            # no more platform images
                            self.findingImages = False

                for i in range(len(self.terrains)):
                    x = 240 + (245 * (i % 3))
                    y = 200 * (i // 3)
                    width = 200
                    height = 119
                    rect = Rect(x - 200, y, width, height)
                    self.screen.blit(self.terrains[i], rect)

                help = self.font.render("Click to select platforms", True,
                                        Draw.TEXTCOLOR)
                help2 = self.font.render("Press P to play", True,
                                         Draw.TEXTCOLOR)
                self.screen.blit(help, (175, SCREEN_HEIGHT - 150))
                self.screen.blit(help2, (250, SCREEN_HEIGHT - 100))

            pygame.display.update()
            left_pressed, middle_pressed, right_pressed = mouse.get_pressed()

            self.timer.tick(60)
            for e in pygame.event.get():
                if e.type == QUIT:
                    pygame.quit()
                    sys.exit()
                if self.selectionMode:
                    if e.type == KEYDOWN:
                        if e.key == K_UP:
                            self.selection -= 1
                            if self.selection < 0:
                                self.selection = 0
                        if e.key == K_DOWN:
                            self.selection += 1
                            if self.selection > Draw.BACK:
                                self.selection = Draw.BACK
                            if self.selection < 0:
                                self.selction = 0
                        if e.key == K_RETURN:
                            self.selectionMode = False
                            if self.selection == 0:
                                self.drawingMode = True
                            elif self.selection == 1:
                                self.loadMode = True
                            else:
                                self.done = True

                if self.drawingMode:
                    if left_pressed:
                        pygame.draw.circle(self.canvas, self.slopeColor,
                                           pygame.mouse.get_pos(), 2)
                        self.points.append((pygame.mouse.get_pos()[0],
                                            pygame.mouse.get_pos()[1] - 5))

                    elif e.type == KEYDOWN and e.key == K_r:
                        self.renderLine = not self.renderLine
                    elif e.type == KEYDOWN and e.key == K_p:
                        self.done = True
                    elif e.type == KEYDOWN and (e.key == K_s):
                        if self.points != [] and self.renderLine:
                            # can't save empty drawing or dots
                            self.filename = ("terrain%s.png" % (str(
                                (self.numDrawings + 1) * 100)))
                            pygame.image.save(self.canvas, self.filename)
                            self.numDrawings += 1
                            # num drawings only increases after a save
                            print("file %s has been saved" %
                                  str(self.filename))
                    elif e.type == KEYDOWN and e.key == K_n:
                        self.resetScreen()

                if self.loadMode:
                    # this feature is mostly for demo purposes
                    if left_pressed:
                        if 20 < pygame.mouse.get_pos()[1] < 120:
                            if 40 < pygame.mouse.get_pos()[0] < 220:
                                if "1" not in self.platforms:
                                    self.platforms.append("1")
                            elif 240 < pygame.mouse.get_pos()[0] < 460:
                                if "2" not in self.platforms:
                                    self.platforms.append("2")
                            elif pygame.mouse.get_pos()[0] > 520:
                                if "3" not in self.platforms:
                                    self.platforms.append("3")
                        if 220 < pygame.mouse.get_pos()[1] < 320:
                            if 40 < pygame.mouse.get_pos()[0] < 220:
                                if "4" not in self.platforms:
                                    self.platforms.append("4")
                            elif 240 < pygame.mouse.get_pos()[0] < 460:
                                if "5" not in self.platforms:
                                    self.platforms.append("5")
                            elif pygame.mouse.get_pos()[0] > 520:
                                if "6" not in self.platforms:
                                    self.platforms.append("6")
                    elif e.type == KEYDOWN and e.key == K_p:
                        if self.platforms != []:
                            self.done = True

                    for num in self.platforms:
                        if int(num) > len(self.terrains):
                            self.platforms.remove(num)
        if self.drawingMode:
            return self.numDrawings
        elif self.loadMode:
            return self.platforms
        else:
            return None
コード例 #11
0
ファイル: kirby.py プロジェクト: Babulu/Kirby
 def loadIcon(self):
     self.blood1 = load.load_image("blood1.png")
     self.blood2 = load.load_image("blood2.png")
     self.sparkIcon = load.load_image("sparkIcon.png")
     self.font = load.load_font("Transformers.ttf",25)
コード例 #12
0
    def __init__(self, screen, timer, custom=False):
        self.screen = screen
        self.timer = timer

        '''Game Mode'''
        if custom != False:  # 0, if no platforms are drawn
            self.custom = True
            if isinstance(custom, list):
                self.customPlatTypes = custom
                self.customNumPlatforms = None
            else:
                self.customNumPlatforms = custom
                self.customPlatTypes = None
        else:
            self.custom = False

        '''Game Mechanics'''
        self.totalGameTime = 1000
        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.pause = False
        self.done = False
        font = load.load_font("OpenSans-Semibold", 40)
        self.pause_image = font.render("Paused", True, (236, 247, 255))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center
        self.exit = True
        self.showFPS = False
        self.noCrashes = False

        '''Background'''
        self.bg = Surface((32, 32))
        self.bgTime = 0
        self.bgColor = Game.bgColor
        self.sundownTime = 0
        self.rainStart = random.randint(0, self.totalGameTime)
        self.rainEnd = self.rainStart + random.randint(150, 500)
        self.rainEndColor = None
        self.darkenTime = (self.rainEnd - self.rainStart) / 3
        self.lightenTime = 2 * (self.rainEnd - self.rainStart) / 3
        self.raining = self.darkening = self.lightening = False
        self.snowing = False
        self.snow = Snow()

        '''Game entities'''
        self.entities = pygame.sprite.Group()
        self.rocks = pygame.sprite.Group()
        self.trees = pygame.sprite.Group()
        self.birds = pygame.sprite.Group()
        self.coins = pygame.sprite.Group()
        self.ice = pygame.sprite.Group()
        self.player = Player()
        self.entities.add(self.player)
        self.coinCount = 0
        self.flyingBirds = []
        self.collectedCoins = []
        self.clouds = None

        '''Score'''
        self.score = Score()
        self.scoreSprite = pygame.sprite.Group()
        self.scoreSprite.add(self.score)

        '''Platforms'''
        self.platforms = []
        self.numPlatforms = 30
        self.generatePlatforms()
        self.createPlatforms()

        '''Camera'''
        self.totalWidth = 1024 * len(self.platformTypes)
        self.totalHeight = 800
        self.camera = Camera(complex_camera, self.totalWidth, self.totalHeight)

        '''Generating obstacles'''
        self.iceCoords = makeIce(self.platforms)
        rockInfo = makeRock(self.platforms)
        self.treeDict = makeTrees(self.platforms)
        self.birdDict = generateBirds(self.platforms)
        self.coinDict = makeCoins(self.platforms)
        (self.rockRects, self.rockCoords, self.rockAngles) = \
            (rockInfo[0], rockInfo[1], rockInfo[2])

        # ROCKS
        offset = 1024
        for item in range(1, len(self.rockRects)):
            currentPlatform = self.platforms[item]
            x = self.rockRects[currentPlatform][0] + offset
            y = self.rockRects[currentPlatform][1]
            angle = self.rockAngles[currentPlatform]
            obstacle = random.choice("001")
            rock = Rock(x, y, angle) if obstacle == "0" else Penguin(
                x, y, angle)
            self.rocks.add(rock)
            offset += 1024

        # ICE
        iceOffset = 0
        for item in range(self.numPlatforms):
            currentPlatform = self.platforms[item]
            x = iceOffset
            ice = Ice(x, 299, currentPlatform, self.iceCoords)
            self.ice.add(ice)
            iceOffset += 1024

        # TREES
        offset = 0
        for item in range(len(self.treeDict)):
            currentPlatform = self.platforms[item]
            treeCoords = self.treeDict[currentPlatform]
            for tree in treeCoords:
                x = offset + tree[0]
                yOffset = random.randint(5, 20)
                y = tree[1] + 300 + yOffset
                tree = Tree(x, y)
                self.trees.add(tree)
            offset += 1024

        # BIRBS & COINS
        offset = 0
        for item in range(self.numPlatforms):
            currentPlatform = self.platforms[item]
            coords = self.birdDict[currentPlatform]
            coinCoords = self.coinDict[currentPlatform]
            if coords != None:
                for point in coords:
                    x = offset + point[0]
                    y = point[1]
                    bird = Bird(x, y, 0)
                    self.birds.add(bird)
            if coinCoords != None:
                for coin in coinCoords:
                    x = offset + coin[0]
                    y = coin[1]
                    coin = Coin(x, y)
                    self.coins.add(coin)
            offset += 1024
コード例 #13
0
    def draw(self):
        self.bg.convert()
        if not self.pause:
            self.bgTime += 1
        if self.bgTime + 1 == self.totalGameTime:
            print(self.player.rect.right // 1024)
            self.exit = False
            self.bgTime += 1  # avoid an endless loop
            self.setGameOver("Time's Up! Press ENTER to exit.")

        if self.bgTime % 5 == 0:
            if self.darkening or self.lightening or self.raining:
                self.bgColor = self.rainSky()
            else:
                self.bgColor = self.getTimeColor()

        color = (self.bgColor[0], self.bgColor[1], self.bgColor[2])
        try:
            self.bg.fill(color)
        except:
            self.bg.fill((59, 82, 119))

        # blit the background
        for y in range(32):
            for x in range(32):
                self.screen.blit(self.bg, (x * 32, y * 32))

        # draw the sun based on "time of day"
        sun = pygame.transform.scale(load.load_image("sun"), (150, 150))
        if 50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime) <= 400:
            self.screen.blit(sun, (SCREEN_WIDTH - 150 - 50 *
                            (self.bgTime / self.totalGameTime),
                     50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime)))

        if abs((50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime))
                - 250) <= 2:
            self.sundownTime = self.bgTime

        # draw game entities
        for tree in self.trees:
            self.screen.blit(tree.image, self.camera.apply(tree))
        for e in self.entities:
            self.screen.blit(e.image, self.camera.apply(e))
        for ice in self.ice:
            self.screen.blit(ice.image, self.camera.apply(ice))
        for rock in self.rocks:
            self.screen.blit(rock.image, self.camera.apply(rock))
        for bird in self.birds:
            self.screen.blit(bird.image, self.camera.apply(bird))
        for coin in self.coins:
            self.screen.blit(coin.image, self.camera.apply(coin))

        self.scoreSprite.draw(self.screen)
        clouds.draw(self.screen)
        player.drawMessage(self.screen)

        if self.snowing:
            self.snow.draw(self.screen)

        self.checkForRain()

        particles.draw(self.screen, self.camera)

        # Draw game info
        font = load.load_font("Nexa Light", 30)
        fps = font.render("FPS: " + str(int(self.timer.get_fps())),
                          True, Game.textColor)
        speed = font.render("Speed: " + str(int(self.groundSpeed)),
                            True, Game.textColor)
        if self.showFPS:
            self.screen.blit(fps, (50, 60))
        self.screen.blit(speed, (SCREEN_WIDTH - 200, 30))
        timeLeft = "Time Left: "
        timer = font.render(timeLeft, True, Game.textColor)
        rect = timer.get_rect()
        rect.right = int(self.screen.get_rect().centerx)
        rect.top = 30
        self.screen.blit(timer, rect)
        time = font.render(str(self.totalGameTime - self.bgTime),
                           True, Game.textColor)
        rect = time.get_rect()
        rect.left = int(self.screen.get_rect().centerx)
        rect.top = 30
        self.screen.blit(time, rect)

        if self.gameover:
            if self.exit == False:  # when time runs out
                self.pause = True
                self.screen.blit(self.gameover_image, self.gameover_rect)
            else:
                self.done = True

        pygame.display.update()