Exemplo n.º 1
0
 def createBlock(self, block_id, *args):
     if block_id == "-":
         floor = blocks.Platform(args[0], args[1])
         self.entities.add(floor)
         self.platforms.append(floor)
     elif block_id == "*":
         spike = blocks.Spike(args[0], args[1])
         self.entities.add(spike)
         self.platforms.append(spike)
Exemplo n.º 2
0
def main():
    pygame.init()  # инициация PyGame
    screen = pygame.display.set_mode(DISPLAY)
    pygame.display.set_caption("Super Mario Boy")
    BACKGROUND = pygame.image.load(os.path.join('fon', '0.jpg')).convert()

    timer = pygame.time.Clock()

    level = [
        "--------------------------------------",
        "-                                    -",
        "-      --               -            -",
        "-                                    -",
        "-            --                      -",
        "-                      -             -",
        "--                          ------   -",
        "-                             Z      -",
        "-   -               ----     ---     -",
        "-                                    -",
        "--       --                     --   -",
        "-                 --                 -",
        "-                            ---     -",
        "- --          --                     -",
        "-                           --     ---",
        "-      ---              *            -",
        "-                             *      -",
        "-   -------         ----             -",
        "-                                    -",
        "-                         -          -",
        "--                          --      -",
        "----       *                         -",
        "-                                    -",
        "--------------------------------------"
    ]

    player = hero.Hero(40, 50)  # создаем персонажа по (x,y) координатам
    left = right = False  # по умолчанию — стоим
    up = False

    player2 = hero.Hero(70, 40)

    entities = pygame.sprite.Group()  # все объекты
    platforms = []  # проверка на поверхность
    entities.add(player)

    entities.add(player2)

    animatedEntities = pygame.sprite.Group(
    )  # все анимированные объекты, за исключением героя

    tp = blocks.BlockTeleport(128, 512, 800, 64)
    entities.add(tp)
    platforms.append(tp)
    animatedEntities.add(tp)

    #!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!#
    x = y = 0  # координаты
    for row in level:  # вся строка
        for col in row:  # каждый символ
            if col == "-":
                pf = blocks.Platform(x, y)
                entities.add(pf)
                platforms.append(pf)
            if col == "*":
                bd = blocks.BlockDie(x, y)
                entities.add(bd)
                platforms.append(bd)
            if col == "Z":
                pr = blocks.Emblem(x, y)
                entities.add(pr)
                platforms.append(pr)
                animatedEntities.add(pr)

            x += PLATFORM_WIDTH  #блоки платформы ставятся на ширине блоков
        y += PLATFORM_HEIGHT  #то же самое и с высотой
        x = 0

    total_level_width = len(
        level[0]) * PLATFORM_WIDTH  # Высчитываем фактическую ширину уровня
    total_level_height = len(level) * PLATFORM_HEIGHT  # высоту

    camera = Camera(camera_configure, total_level_width, total_level_height)

    TimeFor = time.time()
    ff = True

    running = False
    NFOn = 1

    Nmonsters = pygame.sprite.Group()  # Все передвигающиеся объекты
    mn1 = monsters.Monster(190, 200, 2, 2, 150, 15)

    mn2 = monsters.Monster(344, 511, 0, 1, 0, 150)

    entities.add(mn1)
    platforms.append(mn1)
    Nmonsters.add(mn1)

    entities.add(mn2)
    platforms.append(mn2)
    Nmonsters.add(mn2)

    pygame.joystick.init()

    while not player.winner:  # основной цикл программы
        timer.tick(60)

        if time.time() - TimeFor > 5:
            if NFOn < 8:
                BACKGROUND = RFon(NFOn)
                TimeFor = time.time()
                NFOn += 1
            else:
                NFOn = 0
                BACKGROUND = RFon(NFOn)
                TimeFor = time.time()

        for e in pygame.event.get():  # обрабатываем события
            if e.type == pygame.QUIT:
                sys.exit()
            if e.type == pygame.KEYDOWN and e.key == pygame.K_LEFT:
                left = True
            if e.type == pygame.KEYDOWN and e.key == pygame.K_RIGHT:
                right = True
            if e.type == pygame.KEYUP and e.key == pygame.K_RIGHT:
                right = False
            if e.type == pygame.KEYUP and e.key == pygame.K_LEFT:
                left = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_UP or e.type == pygame.JOYBUTTONDOWN:
                up = True
            if e.type == pygame.KEYUP and e.key == pygame.K_UP or e.type == pygame.JOYBUTTONUP:
                up = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_LSHIFT:
                running = True
            if e.type == pygame.KEYUP and e.key == pygame.K_LSHIFT:
                running = False

        screen.blit(BACKGROUND,
                    (0, 0))  # каждую итерацию необходимо всё перерисовывать

        #на каждой новой строчке начинаем с нуля

        camera.update(player)
        player.update(left, right, up, running, platforms)

        # player2.update(left,right, up, platforms)

        #player.draw(screen)
        #player.collide(screen)
        #entities.draw(screen)

        for e in entities:
            screen.blit(e.image, camera.apply(e))

        animatedEntities.update()  # показываем анимацию
        Nmonsters.update(platforms)  # передвигаем всех монстров

        pygame.display.update()  # обновление и вывод всех изменений на экран
Exemplo n.º 3
0
    "-                                   -               -    -",
    "-                                    -                   -",
    "-                                     -------- -----------",
    "-                                                        -",
    "-                                                   -    -",
    "----------------------------------------------------------",
]

# #Координаты для отрисовки пробного уровня
x = y = 0
# Цикл, который добавляет в массив platforms все "твёрдые блоки", а также в отрисовку
for line in level1:
    for col in line:
        if col == "-":
            # Создаём экземпляр класса
            pf = blocks.Platform(x, y)
            # Добавляем его к группе спрайтов
            entities.add(pf)
            # Добавляем в массив объектов, с которыми можно сталкиваться
            platforms.append(pf)
        elif col == "*":
            # Создаём экземпляр класса
            pf = objects.Fire(x, y)
            # Добавляем его к группе спрайтов
            bg = blocks.Background(x, y)
            entities.add(pf)
            fires.add(pf)
            bg_blocks.append(bg)
            # Добавляем в массив объектов, от которых умираем
            dieblocks.append(pf)
        elif col == "+":
Exemplo n.º 4
0
def levels(level_score, entities, platforms):

    global COIN1, COIN2, COIN3, COIN4, COIN5, COIN6, COIN7, COIN8, COIN9

    level = ['']
    level1 = [
        "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
        "x                                                                                                           x",
        "x                                                        s     k                                            x",
        "x           * c        ---                                    ---                                           x",
        "x         s----               s---      ---                                           s                     x",
        "x                                                 s   ---                                 ---               x",
        "x                                       s                                                                   x",
        "x                                                                       ---                                 x",
        "x         s                  ---s                                                     s                     x",
        "x                                        ---              ---                                               x",
        "x                                                                                                         f x",
        "x                   ---    s  *                                        s----           ---            ------x",
        "x         ---               -----                                                     s                     x",
        "x                                                              ---                                          x",
        "x                                                        ---          *                                     x",
        "x                      *   s                     s---                ---                                    x",
        "x                      ---                  ---                                                 n      ---  x",
        "x                                   ---      -                                                 ---      -   x",
        "x           *                        - *     -     - *                                          -     * - * x",
        "111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111"]
    level2 = [
        "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
        "x                                          g                                                      j         x",
        "x                                         ---   s                                                ---    s   x",
        "x                                                                                                           x",
        "x                                                          ---     ---     ---     ---     ---              x",
        "x                                                      m                                                    x",
        "x                                 s---          s                                                    ---s   x",
        "x                                                                                                           x",
        "x                                                       ---      ---      ---      ---      ---             x",
        "x                              s---                                                                         x",
        "x                                                                                                       s   x",
        "x                                                                                                           x",
        "x                                                                                                           x",
        "x           s                                                          s---                                 x",
        "x            ---      ---                                                                               s   x",
        "x                                                                                                           x",
        "x                                  h                                                                        x",
        "x                                  -      -      -      -      -      ---          -      -      -          x",
        "x         **************************************************************************************************x",
        "111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111"]
    level3 = [
        "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
        "x                                                                                                           x",
        "x       u                                                                                                   x",
        "x      ---    ---                                                                                           x",
        "x                     ---      ---                                                                          x",
        "x                                -b    ---      ---                                                      z  x",
        "x                                ---                    ---      ---                                        x",
        "x                                                                        ---      ---                       x",
        "x                                                                                         ---      ---   s  x",
        "x                                                                                                           x",
        "x                                                                                                           x",
        "x                                                                                                           x",
        "x                                                                                                           x",
        "x                                                                                        ---      ---       x",
        "x                                                                        ---     ---                        x",
        "x               s                                       ---      ---                                        x",
        "x                                      ---      ---                                                         x",
        "x                     ---      ---                                                                          x",
        "x                      -  *     -  *                                                                     v *x",
        "111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111"]

    level_time = [level1, level2, level3, level]

    for i in range(len(level_time)):
        if i == level_score:
            level = level_time[i]

    total_level_width = len(level[0]) * PLATFORM_WIDTH
    total_level_height = len(level) * PLATFORM_HEIGHT
    camera = Camera(camera_configure, total_level_width, total_level_height)

    y = 0
    x = -64
    for row in level:
        for col in row:
            if col == "-":
                pf = blocks.Platform(x, y)
                entities.add(pf)
                platforms.append(pf)
            if col == "*":
                bd = blocks.BlockDie(x, y)
                entities.add(bd)
                platforms.append(bd)
            if col == "1":
                pf = blocks.Dirt1(x, y)
                entities.add(pf)
                platforms.append(pf)
            if col == "x":
                pf = blocks.Barrier(x, y - 64)
                entities.add(pf)
                platforms.append(pf)
            if col == "s":
                pf = blocks.Stairs(x, y)
                entities.add(pf)
                platforms.append(pf)
            if col == "c":
                COIN1 = blocks.Coin1(x, y)
                entities.add(COIN1)
                platforms.append(COIN1)
            if col == "n":
                COIN2 = blocks.Coin2(x, y)
                entities.add(COIN2)
                platforms.append(COIN2)
            if col == "k":
                COIN3 = blocks.Coin3(x, y)
                entities.add(COIN3)
                platforms.append(COIN3)
            if col == "m":
                COIN4 = blocks.Coin4(x, y)
                entities.add(COIN4)
                platforms.append(COIN4)
            if col == "h":
                COIN5 = blocks.Coin5(x, y)
                entities.add(COIN5)
                platforms.append(COIN5)
            if col == "j":
                COIN6 = blocks.Coin6(x, y)
                entities.add(COIN6)
                platforms.append(COIN6)
            if col == "b":
                COIN7 = blocks.Coin7(x, y)
                entities.add(COIN7)
                platforms.append(COIN7)
            if col == "v":
                COIN8 = blocks.Coin8(x, y)
                entities.add(COIN8)
                platforms.append(COIN8)
            if col == "z":
                COIN9 = blocks.Coin9(x, y)
                entities.add(COIN9)
                platforms.append(COIN9)
            if col == "f":
                a = blocks.Flag(x, y)
                entities.add(a)
                platforms.append(a)
            if col == "g":
                a = blocks.Flag2(x, y)
                entities.add(a)
                platforms.append(a)
            if col == "u":
                a = blocks.Flag3(x, y)
                entities.add(a)
                platforms.append(a)
            x += PLATFORM_WIDTH
        y += PLATFORM_HEIGHT
        x = -64

    return level, camera
Exemplo n.º 5
0
def main(): 
	pygame.init()
	screen = pygame.display.set_mode(DISPLAY)
	pygame.display.set_caption("PAOWL'S TRIP")
	bg = Surface(DISPLAY)
	hero = player.Player(75 , 75)
	entities = pygame.sprite.Group()
	platforms = []
	level = [
       "----------------------------------",
       "-                                -",
       "-                       --       -",
       "-                                -",
       "-            --                  -",
       "-                                -",
       "--                               -",
       "-                                -",
       "-                   ----     --- -",
       "-                                -",
       "--                               -",
       "-                                -",
       "-                            --- -",
       "-                                -",
       "-                                -",
       "-      ---                       -",
       "-                                -",
       "-   -------         ----         -",
       "-                                -",
       "-                         -      -",
       "-                            --  -",
       "-                                -",
       "-                                -",
       "----------------------------------"]  
	
	timer = pygame.time.Clock()
	bcgd_im = pygame.image.load("bg.png")
	bcgd_im_2 = pygame.image.load("bg2.png")
	x = y = 0
	for row in level:
		for col in row:
			if col == "-":
				pl = blocks.Platform(x, y, 0)
				entities.add(pl)
				platforms.append(pl)
				#bg.blit(bcgd_im_2 , (x , y))
			else:
				pl = blocks.Platform(x, y , 1)
				entities.add(pl)
				#bg.blit(bcgd_im_2 , (x , y))
			x += PL_WIDTH
		y += PL_HEIGHT
		x = 0

	entities.add(hero)
	total_level_width  = len(level[0])*PL_WIDTH # Высчитываем фактическую ширину уровня
	total_level_height = len(level)*PL_HEIGHT   # высоту

	camera = Camera(camera_configure, total_level_width, total_level_height)

	run = True
	left = right = up = down = False
	while run:
		timer.tick(60)
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				run = False
			if event.type == KEYDOWN and event.key == K_LEFT:
				left = True
				right = False
				up = False
				down = False
			if event.type == KEYDOWN and event.key == K_RIGHT:
				right = True
				left = False
				up = False
				down = False
			if event.type == KEYUP and event.key == K_RIGHT:
				right = False
				left = False
				up = False
				down = False
			if event.type == KEYUP and event.key == K_LEFT:
				left = False
				right = False
				up = False
				down = False
			if event.type == KEYDOWN and event.key == K_UP:
				up = True
				left = False
				right = False
				down = False
			if event.type == KEYUP and event.key == K_UP:
				up = False
				left = False
				right = False
				down = False
			if event.type == KEYDOWN and event.key == K_DOWN:
				down = True
				left = False
				right = False
				up = False
			if event.type == KEYUP and event.key == K_DOWN:
				down = False	
				left = False
				right = False
				up = False
					

		#screen.blit(bg,camera.apply(blocks.Platform(0,0)))###########################################
		#entities.draw(screen)
		for event in entities:
			screen.blit(event.image, camera.apply(event))
		#hero.draw(screen)
		camera.update(hero)
		hero.update(left , right , up, down, platforms)

		pygame.display.update()
Exemplo n.º 6
0
def main():
    pygame.init()  # инициация PyGame
    screen = pygame.display.set_mode(DISPLAY)
    pygame.display.set_caption("Super Mario Boy")
    BACKGROUND = pygame.image.load(os.path.join('fon',
                                                'Afternoon.jpg')).convert()

    timer = pygame.time.Clock()

    level = [
        "----------------------------------",
        "-                                -",
        "-                       --       -",
        "-                                -",
        "-            --                  -",
        "-                                -",
        "--                               -",
        "-                                -",
        "-                   ----     --- -",
        "-                                -",
        "--                               -",
        "-                                -",
        "-                            --- -",
        "-                                -",
        "-                                -",
        "-      ---                       -",
        "-                                -",
        "-   -------         ----         -",
        "-                                -",
        "-                         -      -",
        "-                            --  -",
        "-                                -",
        "-                                -",
        "----------------------------------"
    ]

    player = hero.Hero(40, 50)  # создаем персонажа по (x,y) координатам
    left = right = False  # по умолчанию — стоим
    up = False

    player2 = hero.Hero(70, 40)

    entities = pygame.sprite.Group()  # все объекты
    platforms = []  # поверхности
    entities.add(player)
    entities.add(player2)

    #!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!#
    x = y = 0  # координаты
    for row in level:  # вся строка
        for col in row:  # каждый символ
            if col == "-":
                pf = blocks.Platform(x, y)
                entities.add(pf)
                platforms.append(pf)

            x += PLATFORM_WIDTH  #блоки платформы ставятся на ширине блоков
        y += PLATFORM_HEIGHT  #то же самое и с высотой
        x = 0

    total_level_width = len(
        level[0]) * PLATFORM_WIDTH  # Высчитываем фактическую ширину уровня
    total_level_height = len(level) * PLATFORM_HEIGHT  # высоту

    camera = Camera(camera_configure, total_level_width, total_level_height)

    TimeFor = time.time()
    ff = True
    while 1:  # основной цикл программы
        timer.tick(60)

        if time.time() - TimeFor > 4:
            if ff:
                BACKGROUND = pygame.image.load(
                    os.path.join('fon', 'Morning.jpg')).convert()
                ff = False
            else:
                BACKGROUND = pygame.image.load(
                    os.path.join('fon', 'Late Afternoon.jpg')).convert()
                ff = True
            TimeFor = time.time()

        for e in pygame.event.get():  # обрабатываем события
            if e.type == pygame.QUIT:
                sys.exit()
            if e.type == pygame.KEYDOWN and e.key == pygame.K_LEFT:
                left = True
            if e.type == pygame.KEYDOWN and e.key == pygame.K_RIGHT:
                right = True
            if e.type == pygame.KEYUP and e.key == pygame.K_RIGHT:
                right = False
            if e.type == pygame.KEYUP and e.key == pygame.K_LEFT:
                left = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_UP:
                up = True
            if e.type == pygame.KEYUP and e.key == pygame.K_UP:
                up = False

        screen.blit(BACKGROUND,
                    (0, 0))  # каждую итерацию необходимо всё перерисовывать

        #на каждой новой строчке начинаем с нуля

        camera.update(player)
        player.update(left, right, up, platforms)

        mes = list(UDP.DOWN())
        if mes[0] == 0:
            SL = False
        else:
            SL = True

        if mes[0] == 0:
            SR = False
        else:
            SR = True

        if mes[0] == 0:
            SUp = False
        else:
            SUp = True

        player2.update(SL, SR, SUp, platforms)

        #player.draw(screen)
        #player.collide(screen)
        #entities.draw(screen)

        for e in entities:
            screen.blit(e.image, camera.apply(e))

        pygame.display.update()  # обновление и вывод всех изменений на экран
Exemplo n.º 7
0
def main():
    pygame.init()

    hero = player.Player(100, 600)
    left = right = up = False

    entities = pygame.sprite.Group()
    entities.add(hero)

    timer = pygame.time.Clock()

    main_win = pygame.display.set_mode(DISPLAY)
    pygame.display.set_caption("THE GAME")
    bg = pygame.Surface((WIN_WIDTH, WIN_HEIGHT))
    bg.fill(pygame.Color(BACKGROUND))

    total_level_width = len(level[0]) * PF_WIDTH
    total_level_height = len(level) * PF_HEIGHT

    camera = Camera(camera_configure, total_level_width, total_level_height)

    x = y = 0
    for row in level:
        for col in row:
            if col == "*":
                pf = blocks.Platform(x, y)
                entities.add(pf)
                platforms.append(pf)
            x += PF_WIDTH
        y += PF_HEIGHT
        x = 0

    done = True

    while done:
        timer.tick(30)

        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                done = False

            if e.type == pygame.KEYDOWN and e.key == pygame.K_LEFT:
                left = True
            if e.type == pygame.KEYDOWN and e.key == pygame.K_RIGHT:
                right = True
            if e.type == pygame.KEYDOWN and e.key == pygame.K_UP:
                up = True

            if e.type == pygame.KEYUP and e.key == pygame.K_LEFT:
                left = False
            if e.type == pygame.KEYUP and e.key == pygame.K_RIGHT:
                right = False
            if e.type == pygame.KEYUP and e.key == pygame.K_UP:
                up = False

        bg.fill(pygame.Color(BACKGROUND))
        hero.update(left, right, up, platforms)
        camera.update(hero)
        for e in entities:
            bg.blit(e.image, camera.apply(e))
        #entities.draw(bg)
        main_win.blit(bg, (0, 0))
        pygame.display.flip()

    pygame.quit()