def add_new_player(option): os.system("cls") print(27 * "-", "NEW PLAYER", 27 * "-") while True: player_name = input("\nEnter user name: ") if len(player_name) < 3: print("\nPlayer name is too short") elif len(player_name) > 10: print("\nPlayer name is too long") else: break while True: player_password = getpass("Enter player password: "******"\nPassword is too short") elif len(player_password) > 15: print("\nPassword is too long") else: break if player.Player.check_player_name(player_name): print("\nPlayer name already exists") input("Enter a key to continue: ") else: new_player = player.Player(player_name, player_password) new_player.add_player() if option == 0: return new_player
def game_loop(): if gs.change_char: gs.change_char = False randomPlayer = playerList[compteur] gs.playerSelect = randomPlayer gs.char = player.Player(randomPlayer, gs.base_hp) # Game Loop while gs.run: gs.win.fill((gs.DARKGREY)) gs.char.player_controls() #links function to char variable gs.map.afficher_arriere_plan() handle_npc() gs.char.update() gs.map.afficher_premier_plan() interface() # Events (displays pause menu if you press ESC; leaves game when you close the window) for event in pg.event.get(): if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: pause_menu() elif event.key == pg.K_i: inventory_menu() elif event.type == pg.QUIT: pg.quit() quit() #####TODO: create teleportation function (manages the change of maps) ##### Hopefully we'll add another map sometimes in the future :) # runs game at FPS defined in gs (game_settings) gs.clock.tick(gs.FPS) # updates screen pg.display.update()
def init_game(): load.load_tileset() init_music() gs.map = mapping.Map("MapHeticV2", (40, -720), "hetic.ogg") # Loads map gs.map.load_npc() randomPlayer = playerList[compteur] gs.char = player.Player(randomPlayer, gs.base_hp) main_menu()
def __init__(self): super().__init__() self.lasers_list = arcade.SpriteList() self.player = player.Player(init.player_key_up, init.player_key_down, init.player_key_left, init.player_key_right, init.player_key_to_shoot, Laser_cannon(init.laser_angle_player), self.lasers_list)
def check_existing_player(text): os.system("cls") print(25 * "-", text, 24 * "-") player_name = input("\nEnter player name: ") player_password = getpass("Enter player password: "******"\nPlayer name or password incorrect") input("Enter a key to continue: ")
def __init__(self): pygame.init() pygame.key.set_repeat(50) pygame.mixer.music.load( './sounds/burning-mir__organic-metalic-ambience.ogg') pygame.mixer.music.play(-1) self.clock = pygame.time.Clock() self.screen = pygame.display.set_mode((800, 600)) #self.healthPickupEvent = pygame.event.Event(pygame.USEREVENT + 1) self.enemies = pygame.sprite.Group() self.playerGroup = pygame.sprite.Group() self.projectiles = pygame.sprite.Group() self.overlay = overlay.Overlay() self.screen.fill((255, 255, 255)) self.ready = True self.score = 0 self.player = player.Player() self.playerGroup.add(self.player) self.background = self.loadBackground() self.enemyImages = self.loadEnemyImages() self.enemyCounter = 1 self.makeEnemyDelay = 1001
def start_game(self, argv): # variables list_goals = [0, 0, 0, 0, 0, 0] decision = [0, 0, 0, 0, 0, 0, 0] number = len(sys.argv) # decide de "color" of the players for i in range(1, number): decision = self.choose(sys.argv[i], decision) # create the players goals1 = rand.randint(1, 14) #print("1: ",goals1) list_goals[0] = goals1 self.player1 = player.Player(sys.argv[1], decision[1], goals1) goals2 = rand.randint(1, 14) #print("2: ",goals2) list_goals[1] = goals2 self.player2 = player.Player(sys.argv[2], decision[2], goals2) goals3 = rand.randint(1, 14) #print("3: ",goals3) list_goals[2] = goals3 self.player3 = player.Player(sys.argv[3], decision[3], goals3) if len(sys.argv) >= 5: goals4 = rand.randint(1, 14) #print("4: ",goals4) list_goals[3] = goals4 self.player4 = player.Player(sys.argv[4], decision[4], goals4) if len(sys.argv) >= 6: goals5 = rand.randint(1, 14) #print("5: ",goals5) list_goals[4] = goals5 self.player5 = player.Player(sys.argv[5], decision[5], goals5) if len(sys.argv) == 7: goals6 = rand.randint(1, 14) #print("6: ",goals6) list_goals[5] = goals6 self.player6 = player.Player(sys.argv[6], decision[6], goals6) self.distributeClasses(number)
## joysticks pygame.joystick.init() joysticks = [ pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count()) ] for joystick in joysticks: joystick.init() if optionsd["gametype"] == "campaign": m.mapBounds = clvld["mapBounds"] m.mapSectors = m.refresh_map_sectors() optionsd["difficulty"] = clvld["difficulty"] for player in clvld["Players"]: npl = pl.Player(player[0], player[1], player[2], player[3], player[4], player[5]) npl.gametype = "campaign" npl.mpbnds = m.mapBounds players.append(npl) for ai in clvld["Ai"]: try: nai = pl.Player(ai[0], ai[1], ai[2], ai[3], ai[4], ai[5], isAi=True) nai.aiType = ai[6] nai.gametype = "campaign"
BULLET = linkToFile( 'https://github.com/ViperPyWeek/gameAssets/blob/main/bullet.png') # Vars accelRate = 1 iterCt = 0 fps = 100 menuDisp = True pauseDisp = False splashed = False mars = MARSIMG bulletX, bulletY = COP_X + 40, COP_Y + 40 shoot = False # classes cop = hero.Player(COP_IMAGE[0], COP_X, COP_Y, COP_WIDTH, COP_HEIGHT) bulletVel = Acceleration(5, 20, 2) marsAccel = Acceleration(0, 10, accelRate) # button functions def mainMenu(): '''Generates the main menu and buttons''' exitButton = FONT.render('Exit', True, WHITE) window.blit(exitButton, (EXITBUTTONXSTART, EXITBUTTONYSTART)) startButton = FONT.render('Start', True, WHITE) window.blit(startButton, (STARTBUTTONXSTART, STARTBUTTONYSTART)) def pauseScreen():