def check(): f = open("email.txt", "r") text = f.readline(20) f = open("password.txt", "r") passw = f.readline(20) if (text == str(e1.get()) and passw == str(e2.get())): t = tkMessageBox.showinfo("alert", "Log in Successful") level() else: t = tkMessageBox.showinfo("alert", "Invalid username or password")
def Load_level_1(screen, choice, P): #Creates the level if choice == "normal": E1 = level(20, 948, 100, 20, black) El = [E1] L.i = 0 return El, L.i elif choice == "custom": if L.w == 0: Origin_Block = level(0, 0, 1, 1, white) L.Done = level(1480, 940, 200, 40, green) E1 = level(20, 948, 100, 20, black) L.El.append(L.Done) L.El.append(E1) L.El.append(Origin_Block) L.w = 1 Done.cert = Done.draw(screen, P) #for i in range(0, random.randint(2,12)): # print("Haga: ", i) # L.Star[i]=SC.Points() # L.StarL.append(L.Star[i]) if pygame.mouse.get_pressed()[0] == True: #Left Click and drag to draw if L.id == 0: L.x, L.y = pygame.mouse.get_pos() print(L.x) print(L.y) L.j = 1 L.id = 1 if pygame.mouse.get_pressed()[2] == True: #Left Click and drag to draw if L.id == 1: E = {} L.x1, L.y1 = pygame.mouse.get_pos() print(L.x1) print(L.y1) width = L.x1 - L.x height = L.y1 - L.y E[L.st] = level(L.x, L.y, width, height, black) L.El.append(E[L.st]) L.st += 1 L.j == 2 L.id = 0 if len(L.El) > 1000: L.i = 0 L.El.remove(L.Done) if L.j == 2: L.j == 0 if L.x > 1480 and L.x < 1720 and L.y > 940 and L.y < 1020: L.i = 2 L.El.remove(L.Done) return L.El, L.i, L.StarL
def main_menu(): pygame.mixer.music.load(MUSIC_SCORE) pygame.mixer.music.play(-1) clevel = level(GAME_TITLE, SCREEN_WIDTH, SCREEN_HEIGHT) background_menu = objectGame(MENU_IMAGE, 0, 0, 1811, 996) background_menu.objDraw while not clevel.gameOver: clevel = level(GAME_TITLE, SCREEN_WIDTH, SCREEN_HEIGHT) clevel.game_screen.fill((110, 159, 211)) background_menu.objDraw(clevel.game_screen) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: clevel.gameOver = 1 elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: clevel.run_level_loop() if event.key == pygame.K_RETURN: instruction(clevel) if event.key == pygame.K_KP_ENTER: instruction(clevel)
import pygame, sys, os, urllib, cStringIO from pygame.locals import * from level import * pygame.init() pygame.display.set_caption('t9k Unofficial Collaborative Game') mainScreen = pygame.display.set_mode((736, 480)) mainScreen = pygame.display.get_surface() background = pygame.Surface((mainScreen.get_width(), mainScreen.get_height())) keyBindings = {'paused': "k_P"} states = [] states.append(level()) # states.append(<all of the menus>) # I really don't understand how Python's memory management system works, so this will probably be # an inefficient way to use memory. pygame.display.flip() size = mainScreen.get_size() paused = False currentState = states[0] # Changing states: # Every level and menu will need to have a "state" variable, and a load() and unload() method # When you change a state, the current state will unload, then the new state will load # Potential problems: # Loading a level will require input data (which level, save files).
if (player.vector[0] != -1): player.setmovevector((-1, player.vector[1])) player.startmoving() # SHOOT THINGS! if keys[pygame.K_SPACE]: if not player.dead: newproj = player.shoot() if newproj != False: projectiles.append(newproj) return True #============== THE MAIN PART HERE ======================= now = pygame.time.get_ticks() level = level("Greenhill Zone", Level1Enemies()) while(gameisrunning): currentTicks = pygame.time.get_ticks() if currentTicks - now > max_frame_time: now = currentTicks - step_size while(currentTicks - now >= step_size): #Game stuff! print now checkenemies(now) gameisrunning = checkevents() update(level)
def run_level(input_file_name): #initializing pygame pygame.init() #constructing a level #class level is decsribed in level.py cur_level = level(input_file_name) #setting window size width = cur_level.width height = cur_level.height size = (width, height) #creating the screen screen = pygame.display.set_mode(size) pygame.display.set_caption("Labirinth") #filling background background = Surface((width, height)) background.fill(Color(BACKGROUND_COLOR)) #running the game running = True win = False while running: #clearing the screen screen.blit(background, (0, 0)) #No direction chosen yet left, right, up, down = False, False, False, False #checking events for event in pygame.event.get(): #checking if the user tries to quit if event.type == QUIT: running = False #checking the direction if event.type == KEYDOWN and event.key == K_DOWN: down = True if event.type == KEYDOWN and event.key == K_UP: up = True if event.type == KEYDOWN and event.key == K_LEFT: left = True if event.type == KEYDOWN and event.key == K_RIGHT: right = True #updating and drawing the labirinth and player's position cur_level.update(left, right, up, down) cur_level.draw(screen) #updating the pixels of the screen pygame.display.update() #checking if the game is over if cur_level.finished(): win = True running = False #closing the widnow and quitting the game pygame.quit() #returning True if the player has found the exit #and False otherwise return win
import pygame, sys, os, urllib, cStringIO from pygame.locals import * from level import * pygame.init() pygame.display.set_caption('t9k Unofficial Collaborative Game') mainScreen = pygame.display.set_mode((736, 480)) mainScreen = pygame.display.get_surface() background = pygame.Surface((mainScreen.get_width(),mainScreen.get_height())) keyBindings = {'paused': "k_P"} states = [] states.append(level()) # states.append(<all of the menus>) # I really don't understand how Python's memory management system works, so this will probably be # an inefficient way to use memory. pygame.display.flip() size = mainScreen.get_size() paused = False currentState = states[0] # Changing states: # Every level and menu will need to have a "state" variable, and a load() and unload() method # When you change a state, the current state will unload, then the new state will load # Potential problems: # Loading a level will require input data (which level, save files).