def run_game ():
    #inicjalizacja gry i utworzenie obiektu ekranu
    pygame.init()
    dolphingame_settings=Settings()
    screen=pygame.display.set_mode((dolphingame_settings.screen_width, dolphingame_settings.screen_height))
    pygame.display.set_caption("Dolphin Game")
    play_button=Button(dolphingame_settings, screen,"Play")
    stats=GameStats(dolphingame_settings)
    dolphin_scores=Scoreboard(dolphingame_settings,screen,stats)
    #Utworzenie statku rybackiego
    dolphin=Dolphin(dolphingame_settings,screen)
    bubbles = Group()
    fishers=Group()

    #Utworzenie wielu statków
    functions.create_fishers(dolphingame_settings,screen,dolphin,fishers)

    #rozpocięcie pętli glownej gry
    while True:

        functions.check_events(dolphingame_settings,screen,stats, dolphin_scores, play_button,dolphin,fishers,bubbles)
        if stats.game_active:
            dolphin.update()
            functions.update_fishers(dolphingame_settings, screen, stats,dolphin_scores,dolphin, fishers, bubbles)
            functions.update_bubbles(dolphingame_settings,screen,stats, dolphin_scores, dolphin,fishers,bubbles)
        functions.update_screen(dolphingame_settings, screen, stats, dolphin_scores, dolphin, fishers, bubbles,play_button)
Exemplo n.º 2
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def run_game():
    #Инициализация игры и создание экрана
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien War")
    play_button = Button(ai_settings, screen, "Play")
    stats = GameStats(ai_settings)
    sb = ScoreBoard(ai_settings, screen, stats)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    f.create_fleet(ai_settings, screen, ship, aliens)
    # Назначение цвета фона
    bg_color = (100, 100, 100)
    alien = Alien(ai_settings, screen)
    while True:
        f.check_events(ai_settings, screen, stats, sb, play_button, ship,
                       aliens, bullets)
        if stats.game_active:
            ship.update()
            f.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                             bullets)
            f.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
                            bullets)
        f.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                        play_button)
Exemplo n.º 3
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def run_game():
    """Engine of the game"""
    # Initialize game and create a screen object.
    pygame.init()
    game_set = Settings()
    screen = pygame.display.set_mode(
        (game_set.screen_width, game_set.screen_height))
    # Setting caption
    pygame.display.set_caption("Alien Invasion")
    # An instance to store game statistics and create a scoreboard.
    stats = GameStats(game_set)
    sb = Scoreboard(game_set, screen, stats)
    # Make a ship, a group of bullets, and a group of aliens.
    ship = Ship(game_set, screen)
    flag = 0
    # Create the fleet of aliens.
    Timer(0.0, gf.create_alien, [game_set, screen]).start()
    Timer(8.0, gf.delete_alien, [game_set, screen, ship]).start()
    # Start the main loop for the game.
    while True:
        # Watch for keyboard events.
        flag = gf.check_events(game_set, screen, ship, stats, flag)
        # End game check
        if flag == 1:
            break
        # Update condition of bullets and ship
        ship.update()
        Bullet_Norm.bullets.update()
        Bullet_Wait.bullets.update()
        # Get rid of bullets that have disappeared.
        gf.update_bullets(game_set, screen, stats, sb, ship)
        gf.update_screen(game_set, screen, stats, sb, ship)
    print("Counter : " + (str)(stats.score))
    os._exit(0)
Exemplo n.º 4
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def run():
    pygame.init()

    # load the game settings
    settings = Settings()

    # create the screen and add a title
    screen = pygame.display.set_mode(settings.screen_dimension)
    pygame.display.set_caption('BreakOut - Python')

    # create the game elements
    bar = Bar(screen, settings)
    chances = Chances(screen, settings)
    score = Score(screen, settings)
    ball = Ball(screen, bar, settings, chances, score)
    btn_start = Button(screen, 'press space to start')
    btn_game_over = Button(screen, 'Game Over')

    object_group = []
    function.dispose_objects(screen, object_group, score)

    while True:
        function.check_events(bar, settings, chances, score)
        function.update_screen(bar, screen, ball, settings, object_group,
                               btn_start, btn_game_over, chances, score)
Exemplo n.º 5
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def run_game():
    ''' Inicjalizacja gry i utworzenie ekranu '''
    pygame.init()
    kk_settings = Settings()
    screen = pygame.display.set_mode(
        (kk_settings.screen_width, kk_settings.screen_height))
    pygame.display.set_caption('Kołko i krzyżyk')
    rectangles = Group()
    circles = Group()
    crosses = Group()

    # utworzenie menu gry
    functions.create_menu(screen, kk_settings)

    #utworzenie prostokatów planszy
    functions.create_rectangles(kk_settings, screen, rectangles)

    #rozpoczęcie pętli głównej gry
    while kk_settings.game_running:

        #sprawdzanie myszki i klawiatury
        functions.check_events(rectangles, screen, circles, kk_settings,
                               crosses)

        #odwiezenie ekranu po przejsciu kazdej iteracji
        functions.update_screen(kk_settings, screen, rectangles, circles,
                                crosses)
Exemplo n.º 6
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def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    ship = Ship(ai_settings, screen)
    alien = Alien(ai_settings, screen)

    bullets = Group()
    aliens = Group()

    gf.create_fleet(ai_settings, screen, ship, aliens)

    while True:
        gf.check_events(ai_settings, screen, ship, bullets)
        ship.update()
        #bullets.update()
        gf.update_bullets(bullets)
        gf.update_aliens(ai_settings, aliens)

        for bullet in bullets.copy():
            if bullet.rect.bottom <= 0:
                bullets.remove(bullet)
        #print(len(bullets))
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)
Exemplo n.º 7
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def run():
    #初始化窗口
    pygame.init

    #创建ai_settings存放Settings对象
    ai_settings = Settings()

    #设置窗口宽高
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))

    #设置窗口标题
    pygame.display.set_caption('yudi')

    #创建雨滴编组
    yudis = Group()

    #创建雨滴群
    f.create_yudis(ai_settings, screen, yudis)
    while True:
        #监听键盘事件
        f.check_events()
        #更新雨滴位置
        f.update_yudis(ai_settings, screen, yudis)
        #更新窗口
        f.update_screen(ai_settings, screen, yudis)
Exemplo n.º 8
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def game():
    pygame.init()
    game_settings = settings.Settings()
    screen = pygame.display.set_mode(
        (game_settings.width, game_settings.height))
    pygame.display.set_caption("Space Invaders")
    play_button = play.Button(settings, screen, "Play")
    stats = statistics.GameStats(game_settings)
    scoreboard = score.Score(game_settings, screen, stats)
    player_render = ship.Ship(screen, game_settings)
    bullets = pygame.sprite.Group()
    alien_group = pygame.sprite.Group()

    functions.alien_fleet(game_settings, screen, alien_group)

    while True:
        functions.check_events(game_settings, screen, player_render, bullets,
                               play_button, stats, alien_group, scoreboard)
        if stats.game_active:
            player_render.update()
            functions.update_bullets(alien_group, bullets, screen,
                                     game_settings, scoreboard, stats)
            functions.update_aliens(game_settings, stats, player_render,
                                    alien_group, screen, bullets, scoreboard)
        functions.update_screen(game_settings, screen, player_render,
                                alien_group, bullets, play_button, stats,
                                scoreboard)
Exemplo n.º 9
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def run_game():
    # 初始化游戏,并创建一个屏幕对象

    pygame.init()
    ai_settings = Settings()

    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("邓明星大战外星人!")

    bg_color = ai_settings.bg_color

    ship = Ship(ai_settings, screen)

    aliens = Group()

    bullets = Group()

    # 创建外星人群
    gf.creat_fleet(ai_settings, screen, ship, aliens)

    # 主循环开始
    while True:
        gf.check_events(ai_settings, screen, ship, bullets)

        ship.update()

        gf.update_bullets(ai_settings, screen, ship, aliens, bullets)

        gf.update_aliens(ai_settings, aliens)

        gf.update_screen(ai_settings, screen, ship, aliens, bullets)
Exemplo n.º 10
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def run_game():
    pygame.init()
    ai_setting = setting()
    scree = pygame.display.set_mode(
        (ai_setting.screen_width, ai_setting.screen_hight))
    aliens = Group()
    ship = Ship(scree, ai_setting)
    alien = Alien(ai_setting, scree)
    gf.create_fleet(ai_setting, scree, ship, aliens)
    bullets = Group()
    pygame.display.set_caption('New game')
    stats = GameStats(ai_setting)
    sb = Scoreboard(ai_setting, scree, stats)
    play_button = Button(ai_setting, scree, "Play")

    while True:
        gf.check_events(ship, ai_setting, scree, bullets, stats, play_button,
                        aliens)
        if stats.game_active:
            ship.update()
            gf.update_aliens(ai_setting, aliens, ship, stats, bullets, scree)
            gf.update_bullet(ai_setting, scree, ship, aliens, bullets, sb,
                             stats)
        gf.update_screen(ai_setting, scree, ship, bullets, aliens, play_button,
                         stats, sb)
Exemplo n.º 11
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def run_game():
    pygame.init()
    ai_settings = Settings
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    alien = Alien(ai_settings, screen)
    pygame.display.set_caption("Invasion2.0")
    play_button = Button(ai_settings, screen, "Play")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # main loop
    while True:
        gf.check_events(ai_settings, screen, stats, play_button, ship, aliens,
                        bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, ship, aliens, bullets,
                              stats)
            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
        gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets,
                         play_button, sb)
Exemplo n.º 12
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def run_game():
    # initialize game and create screen object
    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode(settings.screen_res)
    pygame.display.set_caption("Alien Invasion")
    stats = Stats()
    ship = Ship(screen)
    bullets = Group()
    aliens = Group()
    play_button = Button(settings, screen, 'Play')
    scoreboard = Scoreboard(settings, screen, stats)
    fun.create_fleet(settings, screen, aliens, ship.rect.height, stats)

    # start the main loop for the game
    while True:
        fun.check_events(settings, screen, ship, bullets, stats, aliens, play_button, scoreboard)
        if stats.game_active:
            ship.update()
            bullets.update()
            aliens.update()
            fun.drop_aliens(aliens)
            fun.collide(ship, aliens, bullets, settings, stats)
            fun.delete_bullets(bullets)
        fun.update_screen(screen, settings, ship, bullets, aliens, stats, play_button, scoreboard)
Exemplo n.º 13
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def run_game():
    pygame.init()
    ai_settings = settings.Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    #screen=pygame.display.set_mode((1200,800))
    #bg_color=(200,200,222)
    pygame.display.set_caption("alien invasion")
    ship = Ship(ai_settings, screen)
    play_button = Button(ai_settings, screen, "play")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    #存储子弹
    bullets = Group()
    aliens = Group()

    gf.create_fleet(ai_settings, screen, ship, aliens)

    #开始游戏的主循环
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        bullets, aliens)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
                             bullets)
        #每次循环都重绘屏幕
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                         play_button)
Exemplo n.º 14
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def run():
    pygame.init()
    game_settings = Settings()
    screen = pygame.display.set_mode(
        (game_settings.screen_width, game_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    play_button = Button(game_settings, screen, "Play")
    stats = GameStats(game_settings)
    sb = Scoreboard(game_settings, screen, stats)
    ship = Ship(game_settings, screen)
    bullets = Group()
    aliens = Group()
    f.create_fleet(game_settings, screen, ship, aliens)
    while True:
        f.check_events(game_settings, screen, stats, sb, play_button, ship,
                       aliens, bullets)
        if stats.game_active:
            ship.update()
            f.update_bullets(game_settings, screen, stats, sb, play_button,
                             ship, aliens, bullets)
            f.update_aliens(game_settings, stats, sb, screen, ship, aliens,
                            bullets)

        f.update_screen(game_settings, screen, stats, sb, ship, aliens,
                        bullets, play_button)
Exemplo n.º 15
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def run_game():
    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode(settings.screen_size)
    stats = Stats()

    scoreboard = Scoreboard(screen, stats)
    button = Button(screen, 'play')
    pygame.display.set_caption('Snake')
    blocks = Group()
    foods = Group()
    snake1 = Snakes(screen, settings.color1, blocks, 1)
    snake2 = Snakes(screen, settings.color2, blocks, -1)
    food1 = Food((125, 0, 0), blocks, screen, foods, 1)
    food2 = Food((0, 125, 0), blocks, screen, foods, -1)
    while True:
        pygame.display.flip()
        input.check(snake1, snake2, button, stats, blocks)
        if stats.active:
            snake1.update(blocks, foods, stats, scoreboard)
            snake2.update(blocks, foods, stats, scoreboard)

        f.update_screen(screen, settings, snake1, snake2, foods, scoreboard,
                        button, stats)

        sleep(0.2)
Exemplo n.º 16
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def run_game():
    # Initialize game and create a screen object.
    pygame.init()
    bstats_settings = Settings()
    screen = pygame.display.set_mode(
        (bstats_settings.screen_width, bstats_settings.screen_height))
    pygame.display.set_caption("Basketball Scoring")

    # Create an instance to store game statistics.
    stats = ScoreStats(bstats_settings)

    # Create a scoreboard object
    sb = Scoreboard(bstats_settings, screen, stats)

    # Make the play button
    play_button = Button(bstats_settings, screen, "Play")

    playerdict = {}
    teams = []
    # Open Player List CSV, and get players from file in a dictionary
    csvfunc.read_playersCSV(bstats_settings, playerdict, teams)

    # List of team objects
    #    teams = [
    #        Team(bstats_settings, 'A', -1, 'Home'),
    #        Team(bstats_settings, 'B', -2, 'Away')
    #    ]

    # Populate teamlist of team object with correct player
    for team in teams:
        for player in playerdict.values():
            if player.team == team.team:
                team.teamlist.append(player)

    # bstats_settings.get_playerdict(playerdict)

    # Make the stats buttons for players and put it in a dictionary, buttons
    buttons = func.make_stats_buttons(bstats_settings, teams, screen)

    # Create player stats class object
    pstats = Playerstats(bstats_settings, screen, teams)

    # Create a running score class object
    runScore = RunningScore(bstats_settings, screen, teams)

    # Make a player
    # player = players.Player('Lorelei', 5)

    # Start the main loop for the game.
    while True:

        func.check_events(stats, buttons, playerdict, play_button,
                          bstats_settings, teams, runScore)

        func.update_screen(stats, bstats_settings, screen, play_button,
                           buttons, playerdict, sb, pstats, teams, runScore)
Exemplo n.º 17
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def run_level(levels, current_level, wof_settings, screen, stats):
    # select the current level map
    levelMap = levels[current_level]

    # the level status
    status = None

    # load sounds for events
    sound_diamond = pygame.mixer.Sound(wof_settings.sounds['diamond'])
    sound_bomb = pygame.mixer.Sound(wof_settings.sounds['bomb'])
    sound_blot = pygame.mixer.Sound(wof_settings.sounds['blot'])

    # start and play background music - infinit loop
    pygame.mixer.music.load(wof_settings.bckg_music)
    pygame.mixer.music.play(-1)

    # create groups and objects
    walls = Group()  # Make a group to store walls
    hero = Hero(wof_settings, screen, levelMap['hero'])  # create the hero
    bombs = Group()  # Make a group to store bombs in
    diamonds = Group()  # Make a group to store all diamonds in
    explosions = Group()  # Make a group to store all explosions in
    inkblots = Group()  # Make a group to store all inkblots in
    deaths = Group()  # # Make a group to store all deaths in

    # Create Walls according to the level map
    fns.create_walls(wof_settings, screen, walls, levelMap)
    # Create Diamonds according to the level map
    fns.create_diamonds(wof_settings, screen, diamonds, levelMap)
    # Create Inkblots according to the level map
    fns.create_inkblots(wof_settings, screen, inkblots, levelMap)
    # Create Deaths according to the level map
    fns.create_deaths(wof_settings, screen, deaths, levelMap)

    while wof_settings.running:
        # here is the game logic
        status = fns.check_events(wof_settings, screen, hero,
                                  bombs)  # check if keys pressed or released
        hero.update(walls)  # update Hero position and state
        fns.update_inkblots(inkblots, walls, diamonds, hero, levelMap,
                            sound_blot, stats)
        fns.update_deaths(hero, deaths, walls, inkblots, diamonds, stats)
        fns.update_diamonds(hero, diamonds, sound_diamond, stats)
        fns.update_bombs(wof_settings, screen, bombs, explosions, sound_bomb,
                         stats)
        fns.update_explosions(explosions, inkblots, hero, deaths, stats)

        fns.update_screen(wof_settings, screen, walls, hero, diamonds, bombs,
                          explosions, inkblots, deaths)

        if not hero.alive:
            status = 'replay'
            wof_settings.running = False
            pygame.mixer.music.stop()

    return status
Exemplo n.º 18
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def main():
    pygame.init()
    screen = pygame.display.set_mode((400, 300))
    pygame.display.set_caption("按键测试")

    message = Message(screen, 'Press a key...')

    while True:
        func.check_events(message)
        func.update_screen(screen, message)
Exemplo n.º 19
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def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    ship = Ship(ai_settings,screen)

    while True:
        gf.check_events(ship)
        ship.update() 
        gf.update_screen(ai_settings,screen,ship)
Exemplo n.º 20
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def run_game():
    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_height))
    pygame.display.set_caption("Game Character")
    game_char = Character(screen)

    while True:
        f.check_events()
        f.update_screen(settings, screen, game_char)
Exemplo n.º 21
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def run_game():
    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_height))
    pygame.display.set_caption("Rocket")
    rocket = Rocket(settings, screen)

    while True:
        f.check_events_rocket(rocket)
        rocket.update()
        f.update_screen(settings, screen, rocket)
Exemplo n.º 22
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def game():
    # Instantiate objects 1
    settings = Settings()
    # GUI display
    screen = pygame.display.set_mode(settings.size)
    pygame.display.set_caption("JumpUp!")
    # Instantiate objects 2
    player = Player(screen)
    plats = Group()
    score = Score(screen, settings)
    play_again = GameOver(screen, settings)
    clock = pygame.time.Clock()
    # create the first instance of a platform
    new_plat = JPlatform(screen, settings)
    plats.add(new_plat)
    new_plat.update()
    new_plat.draw_me()
    # update screen
    pygame.display.flip()
    # draw player on the top of the first platform.
    player.rect.centerx = new_plat.rect.centerx
    player.rect.bottom = new_plat.rect.top

    # [0] - x and [1] - y velocity
    velocity = [settings.x_speed, settings.jump_speed * (-1)]
    # [0] - negative x, [1] - positive x [2] - jumping
    movement = [False, False, False]
    # first image for animation
    image_no = [1]
    # create initial previous position
    #for not getting an error on the first frame
    prev_pos = [-30]

    while True:
        # check if the ball is still in game
        if f.still_playing(player, settings) == True:
            score.update_time()  # update score by the second
            score.check_highscore()  # check whether we beat the highscore
            delta_t = clock.tick(settings.fps) / 1000
            f.create_platform(player, screen, settings, clock, plats)
            f.check_events(player, movement)
            f.moving_the_ball(player, screen, settings, movement, plats,
                              velocity, delta_t, prev_pos)
            f.animate_the_ball(player, movement, image_no)
            f.update_screen(f.still_playing(player, settings), screen,
                            settings, player, play_again, plats, score)
        else:
            f.update_screen(f.still_playing(player, settings), screen,
                            settings, player, play_again, plats, score)
            score.save_highscore()  # save the current highscore
            if f.check_quit() == False:
                game()
Exemplo n.º 23
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def main():
    pygame.init()
    ms_settings = Settings()
    ms_screen = pygame.display.set_mode(ms_settings.screen_size())
    pygame.display.set_caption(ms_settings.caption)
    ms_clock = pygame.time.Clock()

    ms_minautor = Minautor(ms_screen, ms_settings)
    ms_swarm = [
        Theseus(ms_screen, ms_settings, ms_minautor) for i in range(25)
    ]
    while True:
        ms_clock.tick(ms_settings.FPS)
        event_check()
        update_screen(ms_screen,
                      ms_settings,
                      characters=[*ms_swarm, ms_minautor])
Exemplo n.º 24
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def run():
    pygame.init()
    sets = Set()
    screen = pygame.display.set_mode((sets.width, sets.height))
    stats = GameStats(sets)
    bird = Bird(sets, screen)
    blocks = Group()
    pygame.display.set_caption("小鸟闯关")

    f.create_blocks(sets, screen, blocks, bird)

    while True:
        f.check_events(bird)
        if stats.game_active:
            bird.update()
            f.update_blocks(sets, stats, bird, screen, blocks)
        f.update_screen(sets, screen, bird, blocks)
Exemplo n.º 25
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def main():
    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_height))
    pygame.display.set_caption("ROCKET")

    #make rocket
    rocket = Rocket(settings=settings, screen=screen)

    while True:
        functions.check_events(rocket=rocket)

        rocket.update()

        functions.update_screen(settings=settings,
                                screen=screen,
                                rocket=rocket)
Exemplo n.º 26
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def run_game():
    pygame.init()

    ai_settings = Settings()

    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Raindrops")
    rain_drop = Group()
    bg_color = (230, 230, 230)
    raindrops = Group()

    while True:
        gf.check_events()
        if ai_settings.new_grid:
            gf.create_grid(ai_settings, screen, rain_drop)
        gf.rain_update(ai_settings, rain_drop)
        gf.update_screen(ai_settings, screen, rain_drop)
Exemplo n.º 27
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def run_game():
    pygame.init()
    pygame.display.set_caption("Mario")
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    scores = Scoreboard(ai_settings, screen)
    music = Music()

    g_blocks = Group()
    bg_blocks = Group()
    enemies = Group()
    chunks = Group()
    items = Group()

    pygame.mixer.set_reserved(0)
    pygame.mixer.set_reserved(1)
    pygame.mixer.set_reserved(2)
    pygame.mixer.set_reserved(3)
    pygame.mixer.set_reserved(4)
    pygame.mixer.set_reserved(5)

    monitor = Monitor(ai_settings, screen, g_blocks, bg_blocks, chunks,
                      enemies, items)
    mario = Mario(ai_settings, screen, g_blocks, bg_blocks, enemies, monitor,
                  chunks, items, scores)

    while True:
        gf.check_events(ai_settings, screen, mario, g_blocks, bg_blocks, items,
                        music)
        mario.update(music, mario)
        gf.check_time(ai_settings, scores, mario)
        gf.check_lives(ai_settings, scores)
        music.check_star(mario)
        music.check_dies(mario)
        music.check_win(mario)
        music.check_win2(mario)
        music.change_bg_music()

        gf.update_screen(ai_settings, screen, mario, g_blocks, bg_blocks,
                         enemies, monitor, chunks, items, scores, music)

        mainClock.tick(40)
Exemplo n.º 28
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def play_chess():
    """Inicjalizacja programu i wczytywanie początkowych wartości."""
    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_height))
    pygame.display.set_caption("Chess")
    #Lista pól, które mogą być atakowane przez figury danego koloru.
    check_white = []
    check_black = []
    #Tworzenie szachownicy i figur.
    chess_board = Group()
    board_pieces = Group()
    create_board_and_pieces(settings, screen, chess_board, board_pieces,
                            check_white, check_black)
    #Lista, w której będą się zjadnowały pola mozliwo do zasłonięcia,
    #jeżeli król będzie szachowany prze figure poszuszajacą się rzędem.
    king_attack_path = []
    #Sprawdzenie możliwych ruchów poszczególnych figur.
    fct.check_moves(board_pieces, chess_board, check_white, check_black,
                    king_attack_path)
    #Lista w której będzie znajdował się znacznik pokazujący wybrane
    #pole.
    highlight = []
    #Lista w której będzie znajdował się komunikat końca gry.
    game_end = []
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                #Aktywowanie funkcji, tylko raz podczas kliknięcia.
                if not settings.clicked:
                    fct.button_click(settings, screen, chess_board, highlight,
                                     check_white, check_black, board_pieces,
                                     game_end, king_attack_path)
            elif event.type == pygame.MOUSEBUTTONUP:
                #Umożliwienie ponownych aktywacji funkcji przy kolejnych
                #kliknięciach.
                settings.clicked = False
        #Wyświetlenie obiektów szacownicy.
        fct.update_screen(screen, chess_board, board_pieces, highlight,
                          game_end)
Exemplo n.º 29
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def rungame():

    #initializin pygame,settings,and scr objs
    pygame.init()

    s = Settings()
    
    screen = pygame.display.set_mode((s.screen_width,s.screen_height))
    pygame.display.set_caption("CORONA INVASION!")

    #make the play button
    play_button = Button(s,screen,"Play")

    #create instance to store game statistics and create a scoreboard
    stats = GameStats(s)
    sb = Scoreboard(s,screen,stats)


    #time to make a ship
    sanit = Sanitizer(s , screen)
    #make a  virus
    #coro = Coro(s,screen)                                    ####optional for now
    #making a group to store bullets in
    bubbles = Group()
    coros = Group()
    #create fleet of viruses
    f.create_fleet(s,screen,sanit,coros)
  

    #main loop for the game
    while True:
        f.check_events(s,screen,stats,sb,play_button,sanit,coros,bubbles) 


           
        bubbles.update()
        
        if stats.game_active:
            sanit.update()
            f.update_bubbles(s,screen,stats,sb,sanit,coros,bubbles)
            f.update_coros(s,screen,stats,sb,sanit,coros,bubbles)
            f.update_screen(s,screen,stats,sb,sanit,coros,bubbles,play_button)
def main():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))

    bullets = Group()
    enemies = Group()
    enemybullets = Group()
    enemy = Enemy(ai_settings, screen)

    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    play_button = Button(ai_settings, screen, "Play")



    pygame.display.set_caption("Space Battle")
    player = Player(ai_settings, screen)
    bground = pygame.image.load('images/wallhaven-41034.bmp')
    x = 0


    #main loop
    while True:
        gf.check_events(ai_settings, screen, stats,sb, play_button, player,enemies, bullets)

        if stats.game_active:
            player.update()
            gf.update_bullets(ai_settings, screen, stats, sb, player, enemies,bullets)
            gf.update_enemy(ai_settings, screen, stats,sb, player,enemies, bullets)

        gf.update_screen(ai_settings, screen, stats, sb, player, enemies, bullets, play_button)

        #moving background
        screen.fill((0,0,0))
        rel_x = x % bground.get_rect().width
        screen.blit(bground, (rel_x - bground.get_rect().width,0))
        if rel_x < ai_settings.screen_width:
            screen.blit(bground, (rel_x,0))

        x -= 3
Exemplo n.º 31
0
def run_game():
    # Initialize pygame, settings, and screen object.
    pygame.init()
    settings = Settings()
    screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
    pygame.display.set_caption("Pong")

    play_button = Button(settings, screen, "Play")
    player = Player(settings, screen)
    ball = Ball(settings, screen)
    ai = Ai(settings, screen)
    audio = Audio()
    sb = Scorebord(settings, screen, audio)

    # Start the main loop for the game.
    while True:
        func.check_events(player, settings, ai, play_button, audio, ball)
        if settings.game_active:
            func.updates(player, ai, ball, settings)
        func.update_screen(settings, screen, player, ball, ai, sb, play_button, audio)
        pygame.time.Clock().tick(settings.game_speed)
Exemplo n.º 32
0
def run_game():
	#Initialize and create screen project
	pygame.init()
	game_settings = Settings()
#	screen = pygame.display.set_mode((1200,800))
	screen = pygame.display.set_mode(
		(game_settings.screen_width, game_settings.screen_height))
	pygame.display.set_caption("Rocket game")
	
	# make a rocket
	rocket = Rocket(game_settings, screen)
	# Make a group to store bullets in.
	bullets = Group()	
	aliens = Group()
	
	fn.create_fleet(game_settings, screen, rocket, aliens)
	# Main loop
	while True:
		# Watch for keyboard and mouse events
		fn.check_events(game_settings, screen, rocket, bullets)
		rocket.update()
		fn.update_bullets(bullets)				
		fn.update_screen(game_settings, screen, rocket, aliens, bullets)
Exemplo n.º 33
0
def run():
    # Initialize game, settings and create a screen object
    pygame.init()
    settings = Settings()
    screen_setup = display.build(settings)
    screen = screen_setup[0]
    pygame.display.set_caption("Fake It Til You Make It")

    # Change screen dims to match fullscreen dims
    settings.screen_width = screen_setup[1]
    settings.screen_height = screen_setup[2]

    # create variables for screen center
    scx = settings.screen_width / 2
    scy = settings.screen_height / 2

    # Make Main Menu
    buttons = []
    play_button = Button(settings, screen, "NEW GAME", scx - 100, 500, 300, 75, (0, 0, 0), None)
    quit_button = Button(settings, screen, "QUIT", scx - 100, 600, 300, 75, (0, 0, 0), None)
    buttons.append(play_button)
    buttons.append(quit_button)

    # Make Ingame Menu
    ig_buttons = []
    inv_button = Button(settings, screen, "INVENTORY", settings.screen_width * 0.2 - 100, 100, 300, 75, (0, 0, 0), None)
    craft_button = Button(settings, screen, "CRAFT", settings.screen_width * 0.35 - 100, 100, 300, 75, (0, 0, 0), None)
    build_button = Button(settings, screen, "BUILD", settings.screen_width / 2 - 100, 100, 300, 75, (0, 0, 0), None)
    character_button = Button(
        settings, screen, "CHARACTER", settings.screen_width * 0.65 - 100, 100, 300, 75, (0, 0, 0), None
    )
    menu_button = Button(settings, screen, "MENU", settings.screen_width * 0.8 - 100, 100, 300, 75, (0, 0, 0), None)
    ig_buttons.append(inv_button)
    ig_buttons.append(craft_button)
    ig_buttons.append(build_button)
    ig_buttons.append(character_button)
    ig_buttons.append(menu_button)

    # Make Loot PIP menu
    lp_buttons = []
    lp_title = Button(settings, screen, "", scx - 250, scy - 200, 500, 50, (0, 0, 0), None, 20)
    lptake_button = Button(settings, screen, "TAKE", scx + 25, scy - 125, 200, 50, (0, 0, 0), None, 20)
    lpdesc_button = Button(settings, screen, "", scx + 25, scy - 50, 200, 175, (0, 0, 0), None, 10)
    lp_window = Button(settings, screen, "", scx - 250, scy - 150, 500, 300, (100, 100, 100), None)
    lp_loot_window = Button(settings, screen, "", scx - 225, scy - 125, 200, 250, (180, 180, 180), None)
    lp_loot = Button(settings, screen, "", scx - 215, scy - 115, 180, 230, (250, 250, 250), None)
    lp_buttons.append(lp_title)
    lp_buttons.append(lp_window)
    lp_buttons.append(lptake_button)
    lp_buttons.append(lpdesc_button)
    lp_buttons.append(lp_loot_window)
    lp_buttons.append(lp_loot)

    # Create a stats instance
    stats = Stats(settings)

    # Create item groups
    player = Player(settings, screen)
    furniture = Group()
    items = Group()
    loots = Group()
    customers = Group()

    # Create clock to stabilize framerate
    clock = pygame.time.Clock()

    # Initialize Global Variables
    day = 1
    hour = 6
    minute = 0

    while True:
        clock.tick(100)
        gf.check_events(settings, screen, stats, buttons, ig_buttons, lp_buttons, loots)
        gf.update_screen(settings, screen, stats, buttons, ig_buttons, lp_buttons, player, loots)