def setup(keySet, resolution): hero = Hero({ "Name": 'Hero', "Lvl": 1, "Exp": 0, "Atk": 3, "Def": 4, "Stam": 3, "Health": 25, "ExpPoint": 50, "Skills": [], }) curMap = Map() level = Levels() makeWindow(hero, curMap, level, keySet, resolution)
def __init__(self, **kwargs): super(Game2048, self).__init__() self.levels = Levels() self.current_level = self.levels.next_level() self.level_info = self.current_level.info self.grid_size = self.current_level.grid_size self.grid = self.current_level.grid[:] # bind keyboard Window.bind(on_key_down=self.on_key_down) Window.on_keyboard = lambda *x: None #schedule clock Clock.schedule_interval(self.update_time, 1) self.restart()
def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) # self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption('Breakout!') icon = pygame.image.load('images/icon.png') pygame.display.set_icon(icon) # Initialize game objects self.paddle = Paddle(self) self.ball = Ball(self) self.brick = Brick(self) self.bricks = pygame.sprite.Group() self.level = Levels() self._create_level() self.hacks_active = False self.game_running = False self.play_button = Button(self, 'Play')
# General graphics livesImg = graphics.g_player.lives numbers = [graphics.g_numbers.n0, graphics.g_numbers.n1, graphics.g_numbers.n2, graphics.g_numbers.n3, graphics.g_numbers.n4, graphics.g_numbers.n5, graphics.g_numbers.n6, graphics.g_numbers.n7, graphics.g_numbers.n8, graphics.g_numbers.n9] impImages = [graphics.g_imps.imp0_0, graphics.g_imps.imp1_0, graphics.g_imps.imp2_0, graphics.g_imps.imp3_0, graphics.g_imps.imp4_0, graphics.g_imps.imp5_0] levelImages = [[graphics.g_tiles.tile01, graphics.g_teleporters.tele01], [graphics.g_tiles.tile02, graphics.g_teleporters.tele02], [graphics.g_tiles.tile03, graphics.g_teleporters.tele03], [graphics.g_tiles.tile04, graphics.g_teleporters.tele04], [graphics.g_tiles.tile05, graphics.g_teleporters.tele05], [graphics.g_tiles.tile06, graphics.g_teleporters.tele06]] bullet = graphics.g_enemies.bullet # Init classes instructions = Interface() bg = Background(0, 0) player = Player(0, 2, -12, 106) audio = Audio(g_sound) lvlEnemies = Enemy(0, -20, -20, 0, 0) bonusItem.append(Drops(-20, -20, 0)) aLevel = Levels([levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)]]) levelImps = Imps(-20, -20, impImages[0], 0) flashText = Text(1, 1, "", True, -5) tmpImpId = random.getrandbits(2) impId = tmpImpId + random.getrandbits(2) if impId > 5: impId = 5 ############################################# def update(): global gameState, levelComplete, movePlayerX, impsOnScreen, impId, rndLevel, bonusItem, playerLives, bonusItemDropRate, score, aLevel, tmpImpId global cheatsOn, flashPlayer, flashText, freezeTimer, freezeTimerMax, freezeEnemies, bulletVisible, bulletX, bulletY, bulletDir, bulletSpeed, warpPlayed # Randomize imps during splash if gameState == STATE_MENU: # Create the random imps
pygame.init() size = width, height = 1600, 900 screen = pygame.display.set_mode(settings.size) backgrounds = dict() for i in range(4): backgrounds[i] = pygame.image.load( os.path.join('images', f'background_{i}.png')) points = Points() with open('river_system.txt') as input_file: points.read(input_file) levels = Levels('levels.txt') power_towers = PowerTowers(screen) vehicles = Vehicles(screen, points) destinations = Destinations(screen) hotels = Hotels(screen) travellers = Travellers(screen) flash = Flash(screen) map = Map( screen=screen, power_towers=power_towers, vehicles=vehicles, destinations=destinations, hotels=hotels, travellers=travellers,
#!/usr/bin/python from dnd_classes import DNDClasses from dnd_races import DNDRaces from levels import Levels DND_CLASSES = DNDClasses() DND_RACES = DNDRaces() LEVELS = Levels() class Character(object): max_HP = None current_HP = None current_XP = 0 next_level_XP = None level = 1 MAX_XP = 1000000 MAX_LEVEL = 30 attribute_dictionary = { 'attribute': "name", 'baseSave': 0, 'abilityModifier': 0, 'magicModifier': 0, 'miscModifier': 0, 'temporaryModifier': 0 } ability_scores = { 'STR': 0, 'DEX': 0, 'CON': 0, 'INT': 0,
break # Break loop if it reaches level 6. window_clear('cls') if level_complete: print(GAME_OVER) print(DOLL_PICTURE[lap_counter]) else: print(GAME_OVER) print(DOLL_PICTURE[num_image + 1]) dashboard(word, formatted_word, string_entered, formatted_string_ent,\ found_letters) keep_playing = ask_continue_playing(keep_playing, level_complete, word) if level_complete: print(GAME_OVER) print(DOLL_PICTURE[lap_counter]) else: print(GAME_OVER) print(DOLL_PICTURE[6]) if __name__ == '__main__': LEVEL = Levels().LEVELS DOLL_PICTURE = Images().IMAGES GAME_OVER = GameOver().GAME_OVER WORDS = list_words() NUM_OF_WORDS_IN_LIST = len(WORDS) - 1 main()
def __init__(self, window_width, window_height): print "Seed = " + str(util.get_seed()) pygame.init() pygame.mixer.init() self.wood = pygame.mixer.Sound("audio/wood.wav") self.stone = pygame.mixer.Sound("audio/stone.wav") self.ice = pygame.mixer.Sound("audio/ice.wav") self.bleep = pygame.mixer.Sound("audio/bleep.wav") self.moss = pygame.mixer.Sound("audio/moss.wav") self.mute = False self.font = pygame.font.Font(None, 80) self.score = 0 self.currentLevel = 0 self.shootingBird = [] self.birdType = 1 self.running = False self.instructions = True self.win_screen = False self.firing = False self.pulling = False self.mouse_origin = util.Vec2D(0, 0) self.launch_velocity = util.Vec2D(0, 0) self.window_width = window_width self.window_height = window_height self.window = pygame.display.set_mode( (self.window_width, self.window_height)) self.space = pymunk.Space() self.space.gravity = 0, 3 self.space.damping = 1 def collision(arbiter, space, data): if (issubclass(arbiter.shapes[0].body.__class__, Bird) and issubclass(arbiter.shapes[1].body.__class__, Block)): bird = arbiter.shapes[0] block = arbiter.shapes[1] elif (issubclass(arbiter.shapes[0].body.__class__, Block) and issubclass(arbiter.shapes[1].body.__class__, Bird)): bird = arbiter.shapes[1] block = arbiter.shapes[0] else: return True if issubclass(block.body.__class__, Crate): if not self.mute: self.wood.play(0, 400) space.remove(bird, bird.body) space.remove(block, block.body) bird.body.kill() block.body.kill() return False elif issubclass(block.body.__class__, Ice): if not self.mute: self.ice.play(0, 400) space.remove(bird, bird.body) space.remove(block, block.body) bird.body.kill() block.body.kill() return False elif issubclass(block.body.__class__, Sheep): self.score += 100 if not self.mute: self.wood.play(0, 400) space.remove(bird, bird.body) space.remove(block, block.body) bird.body.kill() block.body.kill() return False elif issubclass(block.body.__class__, Stone): if not self.mute: self.stone.play(0, 400) return True elif issubclass(block.body.__class__, Moss): if not self.mute: self.moss.play(0, 400) return True h = self.space.add_default_collision_handler() h.begin = collision self.birds = pygame.sprite.Group() self.enemies = pygame.sprite.Group() self.blocks = pygame.sprite.Group() self.slingshots = pygame.sprite.Group() self.slingshot = Slingshot(util.Vec2D(125, self.window_height - 370), 50, "slingshot") self.slingshots.add(self.slingshot) self.levels = Levels(window_width, window_height)