def saveFile(self): save_confirm = GameOverScreen(293,161,self.screen,str('filesaved.png')) save_confirm.draw() self.bar.menuWidget.dropped() system.saveFile(self.level,self.player.lives,self.bar.score.score) pygame.display.flip() while True: self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) for evt in pygame.event.get(): if evt.type == QUIT: self.quit() return elif evt.type == KEYDOWN: if evt.key == K_RETURN: return elif evt.key == K_ESCAPE: self.quit() return
class Game(object): title = 'Gravity' screen_size = 1000, 750 def __init__(self,level=0): pygame.init() self.screen = pygame.display.set_mode(self.screen_size) if self.title: pygame.display.set_caption(self.title) self.fps = 30 #group definitions self.userPlacedObjects = Group() self.startItems = RenderUpdates() self.playerGroup = RenderUpdates() self.tails = RenderUpdates() self.blackHoles = RenderUpdates() self.obstacles = RenderUpdates() self.masslessObstacles = RenderUpdates() self.goalCollide = Group() self.toolbar = OrderedUpdates() #level/transition/player & enemy/obstacle creation hocus pocus self.goal = Goal(573,372,self.goalCollide,30) self.bar = ToolBar(0,626,self.toolbar,self.screen,self,self.goal) self.player = Player(50,535,self.screen,(255,0,0),self.playerGroup,1000,624,(2,-2),self.tails,self) self.level = level self.levelUp = True self.stars = Starfield(self.screen,1000,626,200) BlackHole(339,70,self.blackHoles,self.screen,80,71,16) temp = EarthRounder(513,313,self.masslessObstacles,self.screen,40,0) temp.rotate(55) temp = Alien(60,188,self.masslessObstacles,self.screen,34,1) temp.rotate(-15) temp = Alien(107,268,self.masslessObstacles,self.screen,35,1) temp.rotate(-75) temp = Alien(816,533,self.masslessObstacles,self.screen,39,0) temp.rotate(-13) temp = BlueUpAnDown(811,227,self.masslessObstacles,self.screen,34,1,97,239) temp.rotate(80) self.obstacles.add(self.blackHoles) self.obstacles.add(self.goalCollide) self.freeb = False self.gotoLevel = level self.loaded = False if system.thereIsASaveFile() and level == 0: self.intro_screen = Intro(0,0,self.startItems,str('title_w_file.png')) self.thereIsAFile = True elif level == 0: self.intro_screen = Intro(0,0,self.startItems) self.thereIsAFile = False def quit(self): self.done = True def level_0(self): self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) for evt in pygame.event.get(): if evt.type == QUIT: self.quit() if evt.type == KEYDOWN: if evt.key == K_ESCAPE: self.quit() elif evt.key == K_RETURN: if not self.thereIsAFile: self.transition = Transition(-1314,0,self.screen,self.startItems) self.intro_screen.begin() else: loadingDial = system.Loading() pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) self.startItems.draw(self.screen) loadingDial.draw(self.screen) pygame.display.flip() self.loadFile(system.loadFile()) elif evt.key == K_RIGHT: self.intro_screen.instruct(True) elif evt.key == K_LEFT: self.intro_screen.instruct(False) elif evt.key == K_n: if self.thereIsAFile: self.transition = Transition(-1314,0,self.screen,self.startItems) self.intro_screen.begin() self.transition = Transition(-1314,0,self.screen,self.startItems) elif evt.key == K_d: if self.thereIsAFile: os.remove('save.txt') self.thereIsAFile = False self.startItems.empty() self.intro_screen = Intro(0,0,self.startItems) if self.intro_screen.next_level(): self.level = 1 self.startItems.update() self.stars.draw() self.goalCollide.draw(self.screen) self.toolbar.draw(self.screen) self.masslessObstacles.draw(self.screen) self.playerGroup.draw(self.screen) self.blackHoles.draw(self.screen) self.startItems.draw(self.screen) pygame.display.flip() def tick(self): self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) pos = pygame.mouse.get_pos() #inputs queue for evt in pygame.event.get(): if evt.type == QUIT: self.quit() elif evt.type == KEYDOWN: if evt.key == K_ESCAPE and not self.bar.itemsTab.open and self.bar.grabbed == None: self.bar.menuWidget.dropped() elif evt.key == K_ESCAPE and self.bar.grabbed == None: self.bar.itemsTab.dropped() self.bar.menuWidget.dropped() elif evt.type == MOUSEBUTTONDOWN: #print pos should_freebie = self.bar.collision_test(pos,self.player,evt.button) if should_freebie and not self.freeb: self.freebie() self.freeb = True if evt.button == 1: for obj in self.userPlacedObjects: if obj.rect.collidepoint(pos) and not self.player.makeANew and not self.bar.menuWidget.open: obj.grab(pos) elif evt.button == 3: for obj in self.userPlacedObjects: if obj.rect.collidepoint(pos) and not self.player.makeANew and not self.bar.menuWidget.open: obj.remove() elif evt.type == MOUSEBUTTONUP: self.bar.clear_grabbed() for obj in self.userPlacedObjects: obj.drop(self.blackHoles) if self.level == 4 and self.player.makeANew: self.masslessObstacles.update() #self.masslessObstacles.update(self.player.makeANew) self.stars.draw() self.player.drawTails() self.blackHoles.update() self.bar.update(pos) self.blackHoles.draw(self.screen) self.userPlacedObjects.update(pos) self.userPlacedObjects.draw(self.screen) self.masslessObstacles.draw(self.screen) self.goalCollide.draw(self.screen) self.toolbar.draw(self.screen) self.playerGroup.update() self.playerGroup.draw(self.screen) if len(self.playerGroup) == 0 and self.player.lives >1: self.bar.lives_update() self.bar.score.update(-200) pygame.time.wait(750) self.player.lives -= 1 if self.level == 4: self.asteroid.reset() self.player.add(self.playerGroup) elif len(self.playerGroup) == 0: self.bar.score.update(-200) self.bar.lives_update() self.over_screen = GameOverScreen(293,161,self.screen) if self.level == 4: self.asteroid.reset() self.gameOver() if pygame.sprite.collide_mask(self.player, self.goal): if self.loaded != 0: self.level = self.loaded self.loaded = 0 self.next_level() for obj in self.blackHoles: if pygame.sprite.collide_mask(self.player,obj): self.player.blackHoleCollision(True,False) for obj in self.masslessObstacles: if pygame.sprite.collide_mask(self.player,obj): self.player.update(True) for obj in self.userPlacedObjects: if pygame.sprite.collide_mask(self.player,obj) and not obj.grabbed: self.player.update(True) pygame.display.flip() def next_level(self,add_score_bool=True,trans_effect=True): if self.level < 5: print self.level,"pre-adding" self.level += 1 print self.level,"post-adding" #print self.level if self.level == 5: return if trans_effect: self.transition.add_to_group() changed = False while True: self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) for evt in pygame.event.get(): if evt.type == QUIT: self.quit() if evt.type == KEYDOWN: if evt.key == K_ESCAPE: self.quit() if not trans_effect or self.transition.rect.x >= -50 and not changed: print self.level if self.level == 2: self.make_level_two(add_score_bool) if self.level == 3: self.make_level_three(add_score_bool) if self.level == 4: self.make_level_four(add_score_bool) if add_score_bool: self.bar.score.update(2000) self.player.restart(add_score_bool) changed = True if not trans_effect: print self.level,"load" break self.startItems.update() self.stars.draw() self.player.drawTails() self.goalCollide.draw(self.screen) self.masslessObstacles.draw(self.screen) self.userPlacedObjects.draw(self.screen) self.toolbar.draw(self.screen) self.blackHoles.draw(self.screen) self.playerGroup.draw(self.screen) self.startItems.draw(self.screen) if self.transition.rect.x > 1000: self.transition.kill() break pygame.display.flip() if trans_effect: self.transition.reset(-1314) print self.level,"end o loop" return False def freebie(self): groupus = Group() groupus.add(self.blackHoles,self.goal) self.player.makeANew = True self.player.addTail = False while True: self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) for evt in pygame.event.get(): if evt.type == QUIT: self.quit() if evt.type == KEYDOWN: if evt.key == K_ESCAPE: self.quit() for obj in self.blackHoles: if pygame.sprite.collide_mask(self.player,obj): self.player.blackHoleCollision(True,False) for obj in self.masslessObstacles: if pygame.sprite.collide_mask(self.player,obj): self.player.update(True) for obj in self.userPlacedObjects: if pygame.sprite.collide_mask(self.player,obj) and not obj.grabbed: self.player.update(True) self.startItems.update() #self.masslessObstacles.update() self.stars.draw() self.player.drawTails() self.goalCollide.draw(self.screen) self.masslessObstacles.draw(self.screen) self.userPlacedObjects.draw(self.screen) self.toolbar.draw(self.screen) self.blackHoles.draw(self.screen) self.player.update(False,groupus) self.playerGroup.draw(self.screen) self.startItems.draw(self.screen) if len(self.playerGroup) < 1: self.player.addTail = True pygame.time.wait(750) self.player.add(self.playerGroup) break pygame.display.flip() def gameOver(self): overing = True self.bar.update() self.toolbar.draw(self.screen) self.over_screen.draw() pygame.display.flip() while overing: self.clock.tick(self.fps) for evt in pygame.event.get(): if evt.type == QUIT: overing = False self.quit() if evt.type == KEYDOWN: if evt.key == K_ESCAPE: overing = False self.quit() if evt.key == K_RETURN: overing = False self.player.add(self.playerGroup) self.bar.reset_lives_over() self.player.restart() self.over_screen.kill() def inStructionees(self): self.instructions = Instructions(0,-750,self.startItems) self.instructions.instruct(True) while True: self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) if self.instructions.instruct and self.instructions.rect.y < 0: self.instructions.rect.y += 50 elif not self.instructions.instruct and self.instructions.rect.y > -750: self.instructions.rect.y -= 50 elif not self.instructions.instruct and self.instructions.rect.y <= -750: self.instructions.kill() return for evt in pygame.event.get(): if evt.type == QUIT: self.quit() return elif evt.type == KEYDOWN: if evt.key == K_RETURN: self.instructions.instruct = False elif evt.key == K_ESCAPE: self.quit() return self.stars.draw() self.player.drawTails() self.goalCollide.draw(self.screen) self.masslessObstacles.draw(self.screen) self.userPlacedObjects.draw(self.screen) self.toolbar.draw(self.screen) self.blackHoles.draw(self.screen) self.playerGroup.draw(self.screen) self.startItems.draw(self.screen) pygame.display.flip() def saveFile(self): save_confirm = GameOverScreen(293,161,self.screen,str('filesaved.png')) save_confirm.draw() self.bar.menuWidget.dropped() system.saveFile(self.level,self.player.lives,self.bar.score.score) pygame.display.flip() while True: self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) for evt in pygame.event.get(): if evt.type == QUIT: self.quit() return elif evt.type == KEYDOWN: if evt.key == K_RETURN: return elif evt.key == K_ESCAPE: self.quit() return def loadFile(self,file_tuple): gotoLevel,gotoLives,gotoScore = file_tuple self.level = gotoLevel if self.level > 1: self.loaded = self.level self.player.lives = gotoLives self.bar.lives.next_life = gotoLives+1 self.bar.lives_update() self.bar.score.reset(gotoScore) if gotoLevel != 1: self.level -= 1 self.next_level(False,False) self.startItems.empty() self.intro_screen = Intro(0,0,self.startItems,str('title_w_file.png')) self.intro_screen.begin() self.transition = Transition(-1314,0,self.screen,self.startItems) while True: self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) if self.intro_screen.next_level(): break self.startItems.update() self.startItems.update() self.stars.draw() self.goalCollide.draw(self.screen) self.toolbar.draw(self.screen) self.masslessObstacles.draw(self.screen) self.playerGroup.draw(self.screen) self.blackHoles.draw(self.screen) self.startItems.draw(self.screen) pygame.display.flip() def gameWinner(self): self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) for evt in pygame.event.get(): if evt.type == QUIT: self.quit() elif evt.type == KEYDOWN: self.quit() self.winnerScreen.draw() pygame.display.flip() def run(self,level=0): self.done = False self.clock = pygame.time.Clock() if self.gotoLevel > 1 and self.gotoLevel < 4: self.transition = Transition(-1314,0,self.screen,self.startItems) self.tick() self.level = self.gotoLevel self.next_level() while not self.done: while self.level == 0 and not self.done: self.level_0() while self.level >= 1 and self.level < 5 and not self.done: self.tick() self.winnerScreen = WinScreen(0,0,self.screen) while not self.done: self.gameWinner() def make_level_two(self,reset_lives_bool): self.tails.empty() self.goal.next_level(self.level) self.bar.next_level(self.level,reset_lives_bool) self.userPlacedObjects.empty() self.blackHoles.empty() self.obstacles.empty() self.freeb = False self.bar.itemsTab.earth_item.light() self.masslessObstacles.empty() temp = Alien(55,143,self.masslessObstacles,self.screen,39,1) temp.rotate(-66) temp = Alien(189,98,self.masslessObstacles,self.screen,36,1) temp.rotate(23) temp = Alien(107,228,self.masslessObstacles,self.screen,32,1) temp.rotate(17) temp = BlueUpAnDown(249,244,self.masslessObstacles,self.screen,41,1,204,245) temp.rotate(80) temp = TwitchyOnes(898,541,self.masslessObstacles,self.screen,45,2) temp.rotate(22) temp = TwitchyOnes(730,545,self.masslessObstacles,self.screen,40,2) temp.rotate(-30) temp = Rotator(525,121,self.masslessObstacles,self.screen,50,0,-70) BlackHole(842,388,self.blackHoles,self.screen,80,71,16) hole = BlackHole(388,189,self.blackHoles,self.screen,80,71,16) hole.flip() self.obstacles.add(self.blackHoles) self.obstacles.add(self.goal) def make_level_three(self,reset_lives_bool): self.goal.next_level(self.level) self.bar.next_level(self.level,reset_lives_bool) self.userPlacedObjects.empty() self.blackHoles.empty() self.obstacles.empty() self.freeb = False self.bar.itemsTab.earth_item.light() self.masslessObstacles.empty() temp = Alien(519,257,self.masslessObstacles,self.screen,28,3) temp.rotate(18) temp = Alien(539,247,self.masslessObstacles,self.screen,27,3) temp.rotate(60) temp = Alien(555,240,self.masslessObstacles,self.screen,25,3) temp.rotate(-20) temp = Alien(568,281,self.masslessObstacles,self.screen,29,3) temp.rotate(-45) temp = Alien(549,291,self.masslessObstacles,self.screen,32,3) temp.rotate(10) temp = Alien(530,301,self.masslessObstacles,self.screen,26,3) temp = Alien(562,265,self.masslessObstacles,self.screen,27,3) temp.rotate(25) temp = Alien(519,334,self.masslessObstacles,self.screen,25,3) temp.rotate(-70) temp = Alien(500,307,self.masslessObstacles,self.screen,25,3) temp.rotate(-80) temp = Alien(494,356,self.masslessObstacles,self.screen,25,3) temp.rotate(-3) temp = Alien(560,365,self.masslessObstacles,self.screen,25,3) temp.rotate(77) temp = Alien(525,374,self.masslessObstacles,self.screen,29,3) temp.rotate(33) temp = Alien(640,290,self.masslessObstacles,self.screen,26,3) temp.rotate(37) temp = Alien(607,250,self.masslessObstacles,self.screen,33,3) temp.rotate(-27) temp = Alien(518,421,self.masslessObstacles,self.screen,24,3) temp.rotate(55) temp = Alien(473,419,self.masslessObstacles,self.screen,28,3) temp.rotate(-43) temp = Alien(480,453,self.masslessObstacles,self.screen,27,3) temp = Alien(512,479,self.masslessObstacles,self.screen,31,3) temp.rotate(4) temp = Alien(422,500,self.masslessObstacles,self.screen,32,3) temp = Alien(463,521,self.masslessObstacles,self.screen,27,3) temp.rotate(22) temp = Alien(471,486,self.masslessObstacles,self.screen,22,3) temp.rotate(80) temp = Alien(743,713,self.masslessObstacles,self.screen,25,3) temp.rotate(13) temp = Alien(527,532,self.masslessObstacles,self.screen,28,3) temp.rotate(-8) temp = Alien(568,559,self.masslessObstacles,self.screen,27,3) temp = Alien(527,593,self.masslessObstacles,self.screen,23,3) temp.rotate(-60) temp = Alien(652,552,self.masslessObstacles,self.screen,25,3) temp.rotate(-24) temp = Alien(636,581,self.masslessObstacles,self.screen,26,3) temp.rotate(-19) temp = Alien(714,596,self.masslessObstacles,self.screen,22,3) temp.rotate(-88) BlackHole(162,42,self.blackHoles,self.screen,80,71,29) self.obstacles.add(self.goal) self.obstacles.add(self.blackHoles) def make_level_four(self,reset_lives_bool): self.goal.next_level(self.level) self.bar.next_level(self.level,reset_lives_bool) self.userPlacedObjects.empty() self.blackHoles.empty() self.obstacles.empty() self.freeb = False self.bar.itemsTab.earth_item.light() self.masslessObstacles.empty() BlackHole(183,61,self.blackHoles,self.screen,80,71,16) BlackHole(101,157,self.blackHoles,self.screen,80,71,16) BlackHole(234,157,self.blackHoles,self.screen,80,71,16) BlackHole(178,250,self.blackHoles,self.screen,80,71,16) hole = BlackHole(683,41,self.blackHoles,self.screen,80,71,16) hole = BlackHole(577,41,self.blackHoles,self.screen,80,71,16) hole = BlackHole(646,133,self.blackHoles,self.screen,80,71,16) hole = BlackHole(747,133,self.blackHoles,self.screen,80,71,16) self.asteroid = Asteroid(840,530,self.masslessObstacles,self.screen,55,4) self.asteroid.rotate(137) self.obstacles.add(self.blackHoles) self.obstacles.add(self.goal)
def tick(self): self.clock.tick(self.fps) pygame.draw.rect(self.screen,(0,0,0),((0,0),(1000,750))) pos = pygame.mouse.get_pos() #inputs queue for evt in pygame.event.get(): if evt.type == QUIT: self.quit() elif evt.type == KEYDOWN: if evt.key == K_ESCAPE and not self.bar.itemsTab.open and self.bar.grabbed == None: self.bar.menuWidget.dropped() elif evt.key == K_ESCAPE and self.bar.grabbed == None: self.bar.itemsTab.dropped() self.bar.menuWidget.dropped() elif evt.type == MOUSEBUTTONDOWN: #print pos should_freebie = self.bar.collision_test(pos,self.player,evt.button) if should_freebie and not self.freeb: self.freebie() self.freeb = True if evt.button == 1: for obj in self.userPlacedObjects: if obj.rect.collidepoint(pos) and not self.player.makeANew and not self.bar.menuWidget.open: obj.grab(pos) elif evt.button == 3: for obj in self.userPlacedObjects: if obj.rect.collidepoint(pos) and not self.player.makeANew and not self.bar.menuWidget.open: obj.remove() elif evt.type == MOUSEBUTTONUP: self.bar.clear_grabbed() for obj in self.userPlacedObjects: obj.drop(self.blackHoles) if self.level == 4 and self.player.makeANew: self.masslessObstacles.update() #self.masslessObstacles.update(self.player.makeANew) self.stars.draw() self.player.drawTails() self.blackHoles.update() self.bar.update(pos) self.blackHoles.draw(self.screen) self.userPlacedObjects.update(pos) self.userPlacedObjects.draw(self.screen) self.masslessObstacles.draw(self.screen) self.goalCollide.draw(self.screen) self.toolbar.draw(self.screen) self.playerGroup.update() self.playerGroup.draw(self.screen) if len(self.playerGroup) == 0 and self.player.lives >1: self.bar.lives_update() self.bar.score.update(-200) pygame.time.wait(750) self.player.lives -= 1 if self.level == 4: self.asteroid.reset() self.player.add(self.playerGroup) elif len(self.playerGroup) == 0: self.bar.score.update(-200) self.bar.lives_update() self.over_screen = GameOverScreen(293,161,self.screen) if self.level == 4: self.asteroid.reset() self.gameOver() if pygame.sprite.collide_mask(self.player, self.goal): if self.loaded != 0: self.level = self.loaded self.loaded = 0 self.next_level() for obj in self.blackHoles: if pygame.sprite.collide_mask(self.player,obj): self.player.blackHoleCollision(True,False) for obj in self.masslessObstacles: if pygame.sprite.collide_mask(self.player,obj): self.player.update(True) for obj in self.userPlacedObjects: if pygame.sprite.collide_mask(self.player,obj) and not obj.grabbed: self.player.update(True) pygame.display.flip()