def run(self): pygame.display.set_caption(self.caption) if self.state == S_MENU: play_button = Button( 'PLAY', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 200, self.button_size[0], self.button_size[1], 'PLAY GAME') builder_button = Button( 'DEVELOP', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 300, self.button_size[0], self.button_size[1], 'DEVELOP LEVEL') while self.state == S_MENU: self.state = functions.get_state() self.screen.blit(self.menubackground, (0, 0)) Button.draw_buttons(self.screen) menu_interaction(self.screen) pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_GAME: Tile.create_tiles() bill = Character('Bill') bull = Character('Bull') functions.load_level(1) sound = pygame.mixer.Sound("audio/music.wav") sound.set_volume(.25) sound.play(-1) print Tile.MAP while self.state == S_GAME: self.state = functions.get_state() self.screen.blit(self.gamebackground, (0, 0)) Tile.draw_tiles(self.screen) Character.update_characters(bill, bull) Character.draw_characters(self.screen) interaction(self.screen, bill, bull) bill.movement() bull.movement() pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_ESC: pass
def run(self): pygame.display.set_caption(self.caption) if self.state == S_MENU: play_button = Button('PLAY', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 200, self.button_size[0], self.button_size[1], 'PLAY GAME') builder_button = Button('DEVELOP', Tile.screen_size[0] / 2 - self.button_size[0] / 2, 300, self.button_size[0], self.button_size[1], 'DEVELOP LEVEL') while self.state == S_MENU: self.state = functions.get_state() self.screen.blit(self.menubackground, (0,0)) Button.draw_buttons(self.screen) menu_interaction(self.screen) pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_GAME: Tile.create_tiles() bill = Character('Bill') bull = Character('Bull') functions.load_level(1) sound = pygame.mixer.Sound("audio/music.wav") sound.set_volume(.25) sound.play(-1) print Tile.MAP while self.state == S_GAME: self.state = functions.get_state() self.screen.blit(self.gamebackground, (0,0)) Tile.draw_tiles(self.screen) Character.update_characters(bill, bull) Character.draw_characters(self.screen) interaction(self.screen, bill, bull) bill.movement() bull.movement() pygame.display.flip() self.clock.tick(self.FPS) if self.state == S_ESC: pass
clock = pygame.time.Clock() FPS = 20 total_frames = 0 dungeon = pygame.image.load('images/dungeon.jpg') survivor = Survivor(32 * 2, 32 * 4) while True: screen.blit(dungeon, (0,0) ) #after making move, it will erase our last position Zombie.spawn(total_frames, FPS) Zombie.movement() survivor.movement() Bullet.super_massive_jumbo_loop(screen) A_Star(screen, survivor, total_frames, FPS) #calling A_Star interaction(screen, survivor) Tile.draw_tiles(screen) #drawing tiles survivor.draw(screen) Zombie.draw_zombies(screen) #print survivor.get_number() #print zombie1.get_number() pygame.display.flip() clock.tick(FPS) total_frames += 1
191, 192, 193, 194, 195, 196, 197, 198, 36, 54, 72, 90, 108, 126, 144, 162, 180, 198) screen = pygame.display.set_mode((720, 440)) for y in range(0, screen.get_height(), 40): for x in range(0, screen.get_width(), 40): if Tile.total_tiles in invalids: Tile(x, y, 'solid') else: Tile(x, y, 'empty') clock = pygame.time.Clock() FPS = 24 total_frames = 0 zombie1 = Zombie(200, 240) survivor = Survivor(400, 120) while True: screen.fill([0, 0, 0]) A_Star(screen, survivor) interaction(screen, survivor) Tile.draw_tiles(screen) survivor.draw(screen) Zombie.draw_zombies(screen) pygame.display.flip() clock.tick(FPS) total_frames += 1