def __init__(self): ''' Sets up the initial game board, with the player at a set position. Once everything is set up, starts the game. ''' # Set up the screen self.screen = GameScreen() self.bg = pygame.image.load(IMG_DIR + 'rainbowbg.png') # Set up some game components self.inventory = Inventory() self.map = Map() self.map.player = (1 * TILE_SIZE, 1 * TILE_SIZE) self.player_stats = Player() treasure = self.map.clear_treasure(self.map.player) if treasure: self.add_treasure(treasure) self.clock = pygame.time.Clock() self.direction = 0 self.map.clear_block(self.map.player) self.map.set_current_position(self.map.player) self.screen.draw_screen_layers(player_stats=self.player_stats, map=self.map) self.run()
def main(): try: pygame.init() disp = pygame.display.set_mode((800, 600), False, False) pygame.display.set_caption("rock, paper, and scissors") except pygame.error: print "Pygame failed to initialize" try: tiles = pygame.image.load(src + "images/ssp_trans.png") except pygame.error: print "Failed to read game data" clk = pygame.time.Clock() exit_game = False startscreen = StartScreen(disp, clk, tiles) gamescreen = GameScreen(disp, clk, tiles) while not exit_game: ret = startscreen.run() exit_game = ret[0] if exit_game: break exit_game = gamescreen.run(ret[1]) pygame.quit() return 1
def soccer_screen(): soccer = GameScreen((1200, 900), colors.GREEN) soccer.create_sprites(colors.WHITE) soccer.position() soccer.draw_sprites() pygame.display.flip()
def black_red_screen(): black_red = GameScreen((1200, 900), colors.BLACK) black_red.create_sprites(colors.RED) black_red.position() black_red.draw_sprites() pygame.display.flip()
def classic_screen(): classic = GameScreen((1200, 900), colors.BLACK) classic.create_sprites(colors.WHITE) classic.position() classic.draw_sprites() pygame.display.flip()
def run_game(): pygame.init() cur_gamestate = GameState(1) new_gamestate = GameState( 0) # Used to track which game state we are switching to game_settings = Settings() clock = pygame.time.Clock() screen = pygame.display.set_mode( (game_settings.screen_w, game_settings.screen_h)) pygame.display.set_caption(game_settings.game_name) title_screen = TitleScreen(screen, game_settings) settings_screen = SettingsScreen(screen, game_settings) about_screen = AboutScreen(screen, game_settings) game_settings.initialize_settings() game_screen = GameScreen(screen, game_settings) highscores_screen = HighScoresScreen(screen, game_settings) screens = { GameState.TITLE: title_screen, GameState.SETTINGS: settings_screen, GameState.ABOUT: about_screen, GameState.PLAYING: game_screen, GameState.HIGHSCORES: highscores_screen } screen = title_screen while True: clock.tick(game_settings.clock_tick_interval) if new_gamestate is GameState.QUIT: game_settings.save_settings() pygame.quit() sys.exit() if cur_gamestate != new_gamestate: # Run screen start function cur_gamestate = new_gamestate screen = screens[cur_gamestate] screen.screen_start() new_gamestate = screen.check_events() screen.update() screen.blitme() if cur_gamestate != new_gamestate: # If gamestate has changed, run screen end function screen.screen_end() pygame.display.flip()
def build(self): global DATABASE_LIST DATABASE_LIST = load_db() db_init() self.title = 'Flash Card App' self.sm = ScreenManager() self.sm.current_screen d = DataBaseScreen(DATABASE_LIST) self.sm.add_widget(d) self.sm.current = 'db screen' a = StackListScreen() b = WordListScreen() c = GameScreen() self.sm.add_widget(a) self.sm.add_widget(b) self.sm.add_widget(c) return self.sm
def __init__(self, player=None): director.init() self.main_layer = GameScreen(self) self.ball = Ball() self.main_layer.add(self.ball) self.bouncer = Bouncer() self.main_layer.add(self.bouncer) self.score = 0 self.score_label = Label("Score: 0", font_size=32) self.score_label.position = 20, 400 self.main_layer.add(self.score_label) self.main_scene = Scene(self.main_layer) self.collision_manager = CollisionManagerGrid(0, 640, 0, 400, 5, 5) self.collision_manager.add(self.ball) self.collision_manager.add(self.bouncer) self.player = player
def main(): gScreen = GameScreen()
# #class FlowerItem(FallingItem): # surf = flowerSurfaceObj # def giveBonus(self,p): # p.addScore(50) # #soundPickup.play() # #class FlowerStalkItem(FallingItem): # surf = flowerstalkSurfaceObj # def giveBonus(self,p): # p.addScore(25) # #soundPickup.play() # while True: g = Game() gs = GameScreen(g, windowSurfaceObj) gs.showTitleScreen() while (not g.isGameOver): g.update(fpsClock.tick_busy_loop()) gs.render() pygame.display.flip() gs.showGameOverScreen()