def level1(fps,screeninfo,screen): run = True world = definitions.World(worldMap) player = definitions.Player(100, screeninfo.screenHeight - 130) sun = pygame.image.load("Preassets/img/sun.png") background = pygame.image.load("Preassets/img/sky.png") while run: clock.tick(fps) screen.blit(background,(0,0)) screen.blit(sun,(100,100)) world.draw() definitions.base_enemyGroup.update() definitions.base_enemyGroup.draw(screen) player.update(definitions.game_over,world) slime_group.draw(screen) platform_group.draw(screen) lava_group.draw(screen) coin_group.draw(screen) exit_group.draw(screen) for event in pygame.event.get(): if event.type == pygame.QUIT: run=False pygame.display.update() pygame.quit()
score_coin = definitions.Coin(definitions.tile_size // 2, definitions.tile_size // 2) slime_group = definitions.small_slime_group platform_group = definitions.platform_group lava_group = definitions.lava_group coin_group = definitions.coin_group exit_group = definitions.exit_group score_coin = definitions.Coin(tile_size // 2, tile_size // 2) coin_group.add(score_coin) water_group = definitions.water_group world = definitions.World(world_data) # (runs once outside game loop) # call player class with starting coordinates resetpositions = [100, definitions.screen_height - 175] player = definitions.Player(resetpositions[0], resetpositions[1]) # create buttons restart_button = definitions.TuTButton(definitions.screen_width // 2 - 50, definitions.screen_height // 2 + 100, definitions.tkrestart_img) start_button = definitions.TuTButton(definitions.screen_width // 2 - 350, definitions.screen_height // 2, definitions.tkstart_img) exit_button = definitions.TuTButton(definitions.screen_width // 2 + 150, definitions.screen_height // 2, definitions.tkexitbtn_img) def run(game_over, world, score, level, world_data, resetpositions): # game loop