def gameLoop(): pygame.init() pygame.font.init() #pygame.mixer.init() #pygame.mixer.music.load("audio/halo_themes.wav") #pygame.mixer.music.play(-1) invalids = tuple(invalids_func()) for y in range(0, screen.get_height(), 32): for x in range(0, screen.get_width(), 32): if Tile.total_tiles in invalids: Tile(x, y, 'solid') else: Tile(x, y, 'empty') #set time #clock = pygame.time.Clock() FPS = 24 total_frames = 0 background = pygame.image.load('images/Background.png') player = Player(64, 128) while player.health > 1: screen.blit(background, (0, 0)) Enemy.spawn(total_frames, FPS) Enemy.update(screen, player) player.movement() Bullet.super_massive_jumbo_loop(screen) A_Star(screen, player, total_frames, FPS) interaction(screen, player) player.draw(screen) Func.text_to_screen(screen, "Health {0}".format(player.health), 0, 0) pygame.display.flip() clock.tick(FPS) total_frames += 1 if player.health <= 0: sleep(2) screen.blit(pygame.image.load("images/End.png"), (0, 0)) pygame.display.update() break sleep(4)
pygame.init() pygame.font.init() #initialize font module pygame.mixer.init() #initialize mixer for music pygame.mixer.music.load("../Audio/gameMusicHighAlert.ogg") #set up the game's background music pygame.mixer.music.set_volume(0.06) pygame.mixer.music.play(-1) #keep the music playing on replay print(pygame.mixer.music.get_volume()) screen = pygame.display.set_mode((800, 608)) for y in range(0, screen.get_height(), 32): for x in range(0, screen.get_width(), 32): if Tile.total_tiles in Tile.invalidTiles: #total_tiles also keeps track of current tile number. So if the tile is in fact an invalid tile, Tile(x, y, "solid") #then make the tile a solid type (aka walkable = False) else: Tile(x, y, "empty") #if not then make the tile an empty type (aka walkable = True) clock = pygame.time.Clock() FPS = 32 total_frames = 0 gamemap = pygame.image.load("../Images/techbackground.jpg") player = Player(64, 288) healthUPS.spawn() ammoPacks.spawn() prev_enemies_killed = 0 healthUPS_respawn = False
from object_classes import * from interaction import interaction from invalidsFunc import * from A_Star import A_Star pygame.init() pygame.font.init() invalids = tuple(invalids_func()) screen = pygame.display.set_mode((960, 640)) for y in range(0, screen.get_height(), 32): for x in range(0, screen.get_width(), 32): if Tile.total_tiles in invalids: Tile(x, y, 'solid') else: Tile(x, y, 'empty') #set time clock = pygame.time.Clock() FPS = 24 total_frames = 0 background = pygame.image.load('images/Background.png') player = Player(64, 128) while True: screen.blit(background, (0, 0))