def loadAssets(self): path = 'Assets/isometric_Mini-Crusader/walk/' self.walk_frames = tools.load_all_gfx(path, pg, accept=('.png'), width=128, height=150) path = 'Assets/isometric_Mini-Crusader/idle/' self.idle_frames = tools.load_all_gfx(path, pg, accept=('.png'), width=128, height=150) path = 'Assets/isometric_Mini-Crusader/attack/' self.attack_frames = tools.load_all_gfx(path, pg, accept=('.png'), width=128, height=150) path = 'Assets/isometric_Mini-Crusader/jump/' self.jump_frames = tools.load_all_gfx(path, pg, accept=('.png'), width=128, height=150)
import os import pygame as pg import tools SCREEN_SIZE = (1280, 720) ORIGINAL_CAPTION = "Pygame Challenge" pg.mixer.pre_init(44100, -16, 1, 512) pg.init() os.environ['SDL_VIDEO_CENTERED'] = "TRUE" pg.display.set_caption(ORIGINAL_CAPTION) SCREEN = pg.display.set_mode(SCREEN_SIZE) SCREEN_RECT = SCREEN.get_rect() GFX = tools.load_all_gfx(os.path.join("resources", "graphics")) for num in range(1, 5): img = GFX["tree{}".format(num)] curvy = pg.Rect(0, 0, 128, 128) straight = pg.Rect(128, 0, 96, 128) GFX["curvy-tree{}".format(num)] = img.subsurface(curvy) GFX["straight-tree{}".format(num)] = img.subsurface(straight)
import os import pygame as pg import tools # Useful constants. CAPTION = "Drawing Order" SCREEN_SIZE = (500, 500) BACKGROUND_COLOR = pg.Color("darkgreen") DIRECT_DICT = {"UP": (0, -1), "RIGHT": (1, 0), "DOWN": (0, 1), "LEFT": (-1, 0)} DIRECTIONS = ("UP", "RIGHT", "DOWN", "LEFT") CONTROLS = { pg.K_UP: "UP", pg.K_RIGHT: "RIGHT", pg.K_DOWN: "DOWN", pg.K_LEFT: "LEFT" } # Set up environment. os.environ['SDL_VIDEO_CENTERED'] = '1' pg.init() pg.display.set_caption(CAPTION) pg.display.set_mode(SCREEN_SIZE) # Load all graphics. GFX = tools.load_all_gfx("rpgsprites")
FONT = os.path.join("resources", "DOS.ttf") # Display a message while prepare prepares font = pg.font.Font(FONT, 64) label = font.render("Generating Galaxy", True, pg.Color(0, 220, 220), BACKGROUND_COLOR) label_rect = label.get_rect(center=SCREEN.get_rect().center) label.set_alpha(200) SCREEN.fill(BACKGROUND_COLOR) SCREEN.blit(label, label_rect) pg.display.update() # Load sound effects. SFX = tools.load_all_sounds(os.path.join("resources", "sounds")) # Load all graphics. GFX = {} GFX = tools.load_all_gfx("resources") GFX["ships"] = tools.load_all_gfx(os.path.join("resources", "ships")) colors = ("blue", "orange", "red", "green", "yellow", "purple") imgs = tools.split_sheet(GFX["lasersheetsmall"], (48, 16), 6, 1) imgs2 = tools.split_sheet(GFX["lasersheetfat"], (48, 16), 6, 1) for color, img in zip(colors, *imgs): GFX["smallbeam{}".format(color)] = img for color2, img2 in zip(colors, *imgs2): GFX["fatbeam{}".format(color2)] = img2 # bigger space image stars = GFX["stars"] w, h = stars.get_size() big_stars = pg.Surface((w * 8, h * 8)).convert_alpha() big_stars.fill((0, 0, 0, 0))
SCALE_FACTOR = 0.3 # For scaling down ship images. ROTATE = {pg.K_RIGHT: 1, pg.K_LEFT: -1} ACCELERATE = pg.K_UP DECELERATE = pg.K_DOWN FIRE = pg.K_d BOOST = pg.K_SPACE # Set up environment. os.environ['SDL_VIDEO_CENTERED'] = '1' pg.init() pg.display.set_caption(CAPTION) pg.display.set_mode(SCREEN_SIZE) # Load all graphics. GFX = tools.load_all_gfx("resources") GFX["ships"] = tools.load_all_gfx(os.path.join("resources", "ships")) # All enemy types ENEMIES = { "destroyer": { "image": GFX["ships"]["destroyer"], "guns": 3, "speed": 40, "angular": 20, "value": 3 }, "cruiser": { "image": GFX["ships"]["cruiser"], "guns": 2, "speed": 60,
import os from random import choice, sample import pygame as pg import tools SCREEN_SIZE = (1280, 720) ORIGINAL_CAPTION = "Skeet Shoot" pg.mixer.pre_init(44100, -16, 1, 512) pg.init() os.environ['SDL_VIDEO_CENTERED'] = "TRUE" pg.display.set_caption(ORIGINAL_CAPTION) SCREEN = pg.display.set_mode(SCREEN_SIZE) SCREEN_RECT = SCREEN.get_rect() pg.mixer.set_num_channels(16) GFX = tools.load_all_gfx(os.path.join("resources", "graphics"), colorkey=(255,255,255)) SFX = tools.load_all_sfx(os.path.join("resources", "sounds")) night_colors = [ ("trees1", {(95, 137, 75): (6, 10, 5)}), ("trees2", {(82, 117, 64): (5, 7, 3)}), ("trees3", {(73, 104, 57): (3, 5, 2)})] for name, swaps in night_colors: img = GFX[name] GFX["night-{}".format(name)] = tools.color_swap(img, swaps)
import os from random import choice, sample import pygame as pg import tools SCREEN_SIZE = (1280, 720) ORIGINAL_CAPTION = "Skeet Shoot" pg.mixer.pre_init(44100, -16, 1, 512) pg.init() os.environ['SDL_VIDEO_CENTERED'] = "TRUE" pg.display.set_caption(ORIGINAL_CAPTION) SCREEN = pg.display.set_mode(SCREEN_SIZE) SCREEN_RECT = SCREEN.get_rect() pg.mixer.set_num_channels(16) GFX = tools.load_all_gfx(os.path.join("resources", "graphics"), colorkey=(255, 255, 255)) SFX = tools.load_all_sfx(os.path.join("resources", "sounds")) night_colors = [("trees1", { (95, 137, 75): (6, 10, 5) }), ("trees2", { (82, 117, 64): (5, 7, 3) }), ("trees3", { (73, 104, 57): (3, 5, 2) })] for name, swaps in night_colors: img = GFX[name] GFX["night-{}".format(name)] = tools.color_swap(img, swaps)
import pygame as pg import tools import options import map_tools opts = options.Options() the_map = map_tools.Map(opts) screen_width = opts.cell_width * ( the_map.num_cells_x + opts.wraparound_repeat * 2 + opts.coord_display) screen_height = opts.cell_height * ( the_map.num_cells_y + opts.wraparound_repeat * 2 + opts.coord_display) pg.init() screen = pg.display.set_mode((screen_width, screen_height), pg.RESIZABLE, 32) pg.display.set_caption("MapMaker BT by CanuckMonkey Games") GFX = tools.load_all_gfx(os.path.join("asset", "image")) SFX = tools.load_all_sfx(os.path.join("asset", "sound")) FONTS = tools.load_all_fonts(os.path.join("asset", "font")) MUSIC = tools.load_all_music(os.path.join("asset", "music")) background = pg.Surface(screen.get_size()) background = background.convert() overlay = pg.Surface(screen.get_size()) overlay = screen.convert_alpha() the_map.draw(background) screen.blit(background, (0, 0)) pg.display.flip()
import pygame as pg import os import constants as c import tools # Center game window. os.environ['SDL_VIDEO_CENTERED'] = 'TRUE' pg.init() pg.display.set_caption(c.CAPTION) display = pg.display.set_mode(c.DISPLAY_SIZE) surf_to_display = pg.Surface(c.DISPLAY_SIZE) window = pg.Surface(c.WINDOW_SIZE) GFX = tools.load_all_gfx(os.path.join('assets', 'graphics')) TMX = tools.load_all_tmx(os.path.join('assets', 'tmx')) FONTS = tools.load_all_fonts(os.path.join('assets', 'fonts')) MUSIC = tools.load_all_music(os.path.join('assets', 'music')) SFX = tools.load_all_sfx(os.path.join('assets', 'sfx')) pg.display.set_icon(GFX['icon']) def play_sfx(sound_name, volume=c.SFX_DEFAULT_VOLUME): sound = SFX[sound_name] sound.set_volume(volume) sound.play() def update_display(window):
TILE_SIZE = 32 # Assume tiles are square. BACKGROUND_COLOR = pg.Color("darkgreen") DIRECT_DICT = {"UP" : ( 0,-1), "RIGHT" : ( 1, 0), "DOWN" : ( 0, 1), "LEFT" : (-1, 0)} DIRECTIONS = ("UP", "RIGHT", "DOWN", "LEFT") CONTROLS = {pg.K_UP : "UP", pg.K_RIGHT : "RIGHT", pg.K_DOWN : "DOWN", pg.K_LEFT : "LEFT"} # Set up environment. os.environ['SDL_VIDEO_CENTERED'] = '1' pg.init() pg.display.set_caption(CAPTION) pg.display.set_mode(SCREEN_SIZE) # Load all graphics. GFX = {} GFX = tools.load_all_gfx("resources") GFX["characters"] = tools.load_all_gfx(os.path.join("resources", "rpgsprites"))
import pygame as pg import tools import options import map_tools opts = options.Options() the_map = map_tools.Map(opts) screen_width = opts.cell_width * (the_map.num_cells_x + opts.wraparound_repeat * 2 + opts.coord_display) screen_height = opts.cell_height * (the_map.num_cells_y + opts.wraparound_repeat * 2 + opts.coord_display) pg.init() screen = pg.display.set_mode((screen_width, screen_height), pg.RESIZABLE, 32) pg.display.set_caption("MapMaker BT by CanuckMonkey Games") GFX = tools.load_all_gfx(os.path.join("asset", "image")) SFX = tools.load_all_sfx(os.path.join("asset", "sound")) FONTS = tools.load_all_fonts(os.path.join("asset", "font")) MUSIC = tools.load_all_music(os.path.join("asset", "music")) background = pg.Surface(screen.get_size()) background = background.convert() overlay = pg.Surface(screen.get_size()) overlay = screen.convert_alpha() the_map.draw(background) screen.blit(background, (0, 0)) pg.display.flip()