Exemplo n.º 1
0
def run_game():
    #Инициализация игры и создание объекта на экране
    #timer = pygame.time.Clock()
    pygame.init()
    ai_setting = Settings()
    screen = pygame.display.set_mode(
        (ai_setting.screen_width, ai_setting.screen_height))
    pygame.display.set_caption("Arcanoid")
    platform = Platform(ai_setting, screen)
    bricks = Group()
    ball = Ball(ai_setting, screen, platform, bricks)

    #блок музыки - начало игры
    music_file = "mus/title.mp3"
    pygame.mixer.music.load(music_file)
    pygame.mixer.music.play()  #Проигрываем5
    #

    # Create the wall of bricks.
    gameF.create_wall(ai_setting, screen, platform, bricks)

    #Запуск основного цикла в игре
    while True:
        #    timer.tick(240)
        if (ai_setting.life == 0):

            break
        gameF.checkEvents(platform)  #Функция реагирования на события
        platform.update()  #Обновление платформы
        ball.update()  #Обновление мяча

        gameF.updateScreen(ai_setting, screen, platform, ball,
                           bricks)  #Функция перерисовки экрана
Exemplo n.º 2
0
def runGame():
    # Initialize game, settings and screen object
    pygame.init()
    drSettings = Settings()
    screen = pygame.display.set_mode(
        (drSettings.screenWidth, drSettings.screenHeight))
    pygame.display.set_caption("Drag Race")
    totalTime = 0

    # Make the car
    car = Car(drSettings, screen)

    # Initialize the timer, gear text and speed
    hud = HeadUpDisplay(drSettings, screen, totalTime, car) 

    # Store the game statistics
    stats = GameStats()

    # Start the main loop for the game
    while True:
        # Check for keypresses
        gf.checkEvents(car, stats)

        # Update the game active state
        if not car.onScreen:
            stats.gameActive = False

        if stats.gameActive:
            # Update the position of the car and the hud
            car.update() 
            hud.update(stats.totalTime, car)
            stats.totalTime += drSettings.timeIncrement

        # Update the screen
        gf.updateScreen(drSettings, screen, car, hud)
Exemplo n.º 3
0
def run_game():
	# Initialize game and create a screen object.
	pygame.init()
	
	ai_settings = Settings()

	screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
	
	pygame.display.set_caption("Alien Invasion")
	#Make a ship
	ship = Ship(ai_settings,screen)

	#Make a group to store bullets in (similar to lists)
	bullets = Group()

	#Make a group of Aliens
	aliens = Group()


	#Create a fleet of aliens
	gf.createFleet(ai_settings, screen, ship, aliens)

	# Start the main loop for the game.
	while True:
		# Watch for keyboard and mouse events.
		gf.checkEvents(ai_settings, screen, ship, bullets)
		ship.update()
		gf.updateBullets(bullets)
		gf.updateAliens(ai_settings, aliens)
		gf.updateScreen(ai_settings, screen, ship, aliens, bullets)
Exemplo n.º 4
0
def runGame():  #funcion que iniciara el juego
    pygame.init()
    aiSettings = Config()
    screen = pygame.display.set_mode(
        (aiSettings.screenW, aiSettings.screenH
         ))  #instanciamos el objeto para definir las dimensiones de la ventana
    imagen_defondo = pygame.image.load("images/space.jpg").convert()
    rectangulo = imagen_defondo.get_rect()
    screen.blit(imagen_defondo, (0, 0))
    pygame.display.set_caption("ALIEN INVASION")  #Titulo de nuestra ventana
    pygame.mixer.init()
    pygame.display.init()

    bgCOLOR = (230, 230, 230)

    ship = Ship(aiSettings, screen)
    meteor = Meteor(aiSettings, screen)
    bullets = Group()
    meteoritos = Group()

    tiempo = 1
    puntuacion = 0

    letra = pygame.font.SysFont("Arial", 18)

    while True:

        if tiempo == 1 or tiempo % 100 == 0:
            meteor = Meteor(aiSettings, screen)
            meteoritos.add(meteor)

        gf.check_events(ship, aiSettings, screen, bullets)
        ship.update()
        bullets.update()
        meteoritos.update()
        gf.updateScreen(aiSettings, screen, ship, meteoritos, bullets)

        ship.animation()

        for bullet in bullets.copy():
            if bullet.rect.left >= 1200:
                bullets.remove(bullet)

        for x in meteoritos.copy():
            if x.rect.right <= 0:
                meteoritos.remove(x)

        if pygame.sprite.groupcollide(meteoritos, bullets, True, True):
            puntuacion += 1

            print(puntuacion)

        gf.updateScreen(aiSettings, screen, ship, meteoritos, bullets)
        screen.blit(imagen_defondo, (0, 0))

        tiempo += 1
Exemplo n.º 5
0
def runGame():
    pygame.init()
    aiSettings = Settings()
    screen = pygame.display.set_mode(
        (aiSettings.screenWidth, aiSettings.screenHeight))
    pygame.display.set_caption("Alien Invision")
    ship = Ship(aiSettings, screen)
    bullets = Group()
    while True:
        # gf.checkEvents(ship)
        gf.checkEvents(aiSettings, screen, ship, bullets)
        ship.update()
        gf.updateBullets(bullets)
        gf.updateScreen(aiSettings, screen, ship, bullets)
Exemplo n.º 6
0
def startGame():
    setting = Settings()
    pg.init()
    screen = pg.display.set_mode(
        (setting.screen_width, setting.screeen_height))
    pg.display.set_caption('Alien: Isolation')

    ship = Ship(screen)

    while True:
        gf.checkEvents(ship)  # цикл обработки событий
        ship.update()

        gf.updateScreen(setting, screen,
                        ship)  # функция отрисовки/обновления экрана
Exemplo n.º 7
0
def run_game():

    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load("images/music.mp3")
    pygame.mixer.music.play(-1, 130.0)
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Aliens")
    stats = GameStats(ai_settings)
    playButton = Button(ai_settings, screen, "Play")
    highScore = HighScores(screen, ai_settings)
    score = Score(ai_settings, screen, "Wave#: " + str(stats.waveNumber),
                  stats)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    stars = Group()
    badBullets = Group()
    barriers = Group()
    gf.makeBarriers(barriers, screen, ai_settings)
    gf.createFleet(ai_settings, screen, ship, aliens)
    highScore.prepScores()

    screen.fill(ai_settings.bg_color)
    while True:
        screen.fill(ai_settings.bg_color)
        gf.updateBackground(ai_settings, screen, stars)
        gf.drawBarrier(barriers)
        gf.check_events(ai_settings, screen, ship, stats, playButton, aliens,
                        bullets, barriers)
        gf.updateScreen(ai_settings, screen, stats, ship, aliens, bullets,
                        playButton, score, badBullets)

        if stats.gameActive:
            ship.update()
            gf.barriersCollide(barriers, bullets)
            gf.updateBullets(ai_settings, screen, stats, ship, aliens, bullets,
                             badBullets, highScore, barriers)
            gf.updateAliens(ai_settings, stats, screen, ship, aliens, bullets,
                            highScore, badBullets)
            gf.badShotting(aliens, badBullets, ai_settings, screen)
        else:
            highScore.prepScores()
            highScore.drawScores()

        pygame.display.flip()
Exemplo n.º 8
0
def run_game():
    # Initialisiere das Spiel.
    pygame.init()
    # mySettings ist eine Instanz der Klasse Settings aus der Datei settings.
    mySettings = settings.Settings()

    # Spiel im Fenstermodus. Sinnvoll bei der Fehlersuche.
    # Darum ist die Zeile auskommentiert.
    # So kann die Zeile einfach wieder aktiviert werden.
    screen = pygame.display.set_mode((mySettings.screenWidth, mySettings.screenHight))

    # Spiel im Vollbilsmodus.
    #screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
    pygame.display.set_caption(mySettings.windowCaption)
    # Schalte die Maus aus, damit sie nicht mehr sichtbar ist.
    pygame.mouse.set_visible(False)
    # einstellen der fps
    clock = pygame.time.Clock()

    font = pygame.freetype.Font("fonts/sans.ttf")

    gameRunning = True

    # myShip ist eine Instanz der Klasse Ship aus der Datei ship.
    myShip = ship.Ship(screen)

    bullets = pygame.sprite.Group()
    asteroids = pygame.sprite.Group()

    # Starte die Hauptschleife des Spiels.
    if mySettings.gameRunning == True:
        while True:
            clock.tick(mySettings.fps)
            gf.checkEvents(mySettings, screen, myShip, bullets)
            myShip.update()
            gf.updateBullets(bullets, asteroids)
            gf.updateAsteriods(mySettings, screen, asteroids)
            gf.updateScreen(mySettings, screen, myShip, bullets, asteroids)
            if mySettings.gameRunning == False:
                break
    if mySettings.gameRunning == False:
        while True:
            gf.checkEventNewGame(mySettings)
            if mySettings.newGame == True:
                break
    if mySettings.newGame == True:
        mySettings.newGame = False
        run_game()
Exemplo n.º 9
0
def runGame():
    #runs the game and sets proper display resolution
    pygame.init()
    gameSettings = Settings()
    screen = pygame.display.set_mode(
        (gameSettings.screen_width, gameSettings.screen_height
         )  #imports screen resolution from settings.py
    )

    #create an instance to store the game's stats
    stats = gameStats(gameSettings)

    #draws the ship on the screen, creates a group of bullets, and a group of aliens
    ship = Ship(gameSettings, screen)
    bullets = Group()
    aliens = Group()

    #create first fleet of aliens
    gf.createFleet(gameSettings, screen, ship, aliens)

    #main loop for the game
    while True:
        #window title
        pygame.display.set_caption("Space Invaders Ripoff")

        #draw the play button
        playButton = Button(gameSettings, screen, "PLAY")

        #draw everything on screen constantly
        screen.fill(gameSettings.bgColor)
        ship.blit()

        #updates the ship based on real-time occurences in-game
        gf.checkEvents(gameSettings, screen, stats, playButton, ship, aliens,
                       bullets)

        if stats.gameActive:
            ship.update()
            gf.updateBullets(gameSettings, screen, ship, aliens, bullets)
            gf.updateAliens(gameSettings, stats, screen, ship, aliens, bullets)

        gf.updateScreen(gameSettings, screen, stats, ship, aliens, bullets,
                        playButton)

        #drawing the most recent screen refresh
        pygame.display.flip()
Exemplo n.º 10
0
def runGame():
    pygame.init()
    pongSettings = Settings()
    screen = pygame.display.set_mode(
        (pongSettings.screenWidth, pongSettings.screenHeight))
    pygame.display.set_caption("Pong 2")

    paddleTopBottom = Group()
    paddleLeftRight = Group()

    paddle = Paddle(pongSettings, screen, "player", "bottom")
    paddle3 = Paddle2(pongSettings, screen, "right")
    paddle5 = Paddle(pongSettings, screen, "player", "top")

    paddle2 = Paddle2(pongSettings, screen, "left")
    paddle4 = Paddle(pongSettings, screen, "AI", "top")
    paddle6 = Paddle(pongSettings, screen, "AI", "bottom")

    paddleTopBottom.add(paddle, paddle4, paddle5, paddle6)
    paddleLeftRight.add(paddle2, paddle3)
    ball = Ball(pongSettings, screen)
    divide = Divider(pongSettings, screen)

    play_button = Button(pongSettings, screen, "Play")
    sb = Scoreboard(pongSettings, screen)
    startScreen = Start(pongSettings, screen)

    while True:
        gf.checkEvents(pongSettings, paddle, paddle3, paddle5, play_button, sb)
        if pongSettings.gameActive:
            gf.checkPaddleBallCollision(ball, paddleTopBottom, paddleLeftRight,
                                        pongSettings)
            gf.checkOutOfBounds(ball, pongSettings, screen, sb)
            paddle.update(ball)
            paddle2.update(ball)
            paddle3.update(ball)
            paddle4.update(ball)
            paddle5.update(ball)
            paddle6.update(ball)
            ball.update()
            gf.updateScreen(pongSettings, screen, paddle, paddle2, paddle3,
                            paddle4, paddle5, paddle6, ball, divide, sb)
        else:
            gf.startGame(play_button, startScreen)
Exemplo n.º 11
0
def runGame():
    pygame.init()
    aiSettings = Settings()
    screen = pygame.display.set_mode((aiSettings.screenWidth, aiSettings.screenHeight))
    pygame.display.set_caption("Alien Invasion")
    stats = GameStats(aiSettings)
    ship = Ship(aiSettings, screen)
    bullets = Group()
    aliens = Group()
    gf.createFleet(aiSettings, screen, aliens, ship)
    playButton = Button(aiSettings, screen, "Play")
    sb = Scoreboard(aiSettings, screen, stats)

    while True:
        gf.checkEvents(aiSettings, screen, ship, bullets, aliens, stats, playButton, sb)
        if stats.gameActive:
            ship.update()
            gf.updateBullets(aiSettings, bullets, aliens, screen, ship, stats, sb)
            gf.updateAliens(aiSettings, stats, screen, aliens, bullets, ship, sb)
        gf.updateScreen(aiSettings, screen, ship, bullets, aliens, stats, playButton, sb)
Exemplo n.º 12
0
def runGame():

    # Initialize game and create a screen object.
    pygame.init()  # initialize background settings
    pygame.display.set_caption("Alien Invasion")

    # Set background size.
    aiSettings = Settings()
    screen = pygame.display.set_mode(
        (aiSettings.screenWidth, aiSettings.screenHeight))

    # Make a ship.
    ship = Ship(aiSettings, screen)

    # Start main loop for the game.
    while True:
        # Watch for keyboard and mouse events.
        gf.checkEvents(ship)
        ship.update()
        gf.updateScreen(aiSettings, screen, ship)
Exemplo n.º 13
0
def runGame():
    pygame.init()
    pygame.display.set_caption("Pong")
    settings = Settings()
    gameStats = GameStats()
    screen = pygame.display.set_mode(
        (settings.screenWidth, settings.screenHeight))
    menu = Menu()
    button = Button(screen, settings, "Play")
    scores = ScoreBoard(screen, settings, gameStats)
    player = Player(screen, settings)
    bot = AI(screen, settings, menu)
    balls = Group()
    newBall = Ball(screen, settings, menu)
    balls.add(newBall)

    while True:
        screen.fill(settings.bgColor)
        gf.drawField(screen, settings)
        gf.checkEvent(player, settings, menu, gameStats, scores, button)
        gf.updateScreen(player, balls, bot, scores)

        if gameStats.gameActive == True:
            player.update()
            bot.update(balls)
            balls.update(settings, gameStats, scores, balls)
            scores.showScore()
            gf.checkBallAmount(screen, settings, bot, balls, menu)

            if gameStats.playerScore >= settings.scoreLimit or gameStats.botScore >= settings.scoreLimit:
                gf.restartGame(screen, settings, gameStats, player, bot, balls,
                               menu)

        if gameStats.gameActive == False:
            button.drawButton()
            pygame.mouse.set_visible(True)
            menu.drawWin(gameStats, settings)
            menu.prepMenu(screen, settings, balls, bot)
            menu.drawMenu()

        pygame.display.flip()
Exemplo n.º 14
0
def run_game():
    # intialize
    pygame.init()
    pygame.mixer.init()
    # save y of bGround to move it up
    y = 0
    bGround = Background('pic/background.png', [0, y])
    aiSettings = Setting()
    screen = pygame.display.set_mode(
        (aiSettings.screenWidth, aiSettings.screenHeight))
    pygame.display.set_caption(aiSettings.caption)

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

    # sound effect
    shootSound = pygame.mixer.Sound(aiSettings.pew)
    explosionSound = pygame.mixer.Sound(aiSettings.boom)
    wowSound = pygame.mixer.Sound(aiSettings.wow)
    failSound = pygame.mixer.Sound(aiSettings.fail)

    pygame.mixer.music.load(aiSettings.background)
    pygame.mixer.music.set_volume(0.3)

    # make ship
    ship = Ship(screen, aiSettings)

    # make a group to store the bullet
    bullets = Group()

    # make an alien group
    aliens = Group()

    # make an explosion group
    explode = Group

    # play background music
    pygame.mixer.music.play(loops=-1)

    # start screen
    while True:
        gf.checkStart(screen, aiSettings, stats)
        if not stats.gameActive:
            gf.updateStartScreen(screen, aiSettings)
        else:
            break

    # main game
    gf.createFleet(aiSettings, screen, ship, aliens)
    # start the main loop for the game
    while True:
        if stats.gameActive:
            gf.checkEvents(aiSettings, screen, ship, bullets, shootSound,
                           stats)
            ship.update(screen)
            gf.updateBullet(aiSettings, screen, ship, bullets, aliens,
                            explosionSound, wowSound, stats, sb)
            gf.updateAlien(aiSettings, aliens, ship, failSound, stats, screen,
                           bullets, sb)
            gf.updateScreen(screen, ship, bGround, bullets, aliens, sb)
        else:
            # end screen
            gf.checkEnd(screen, aiSettings, stats)
            aliens.empty()
            bullets.empty()
            if not stats.gameActive:
                gf.updateEndScreen(screen, aiSettings)
            else:
                stats.resetStats()
                aiSettings.reset()
                ship.reset()
Exemplo n.º 15
0
def runGame():
    #Initialize game and create a window
    pg.init()
    #create a new object using the settings class
    setting = Settings()
    #creaete a new object from pygame display
    screen = pg.display.set_mode((setting.screenWidth, setting.screenHeight))
    #set window caption using settings obj
    pg.display.set_caption(setting.windowCaption)

    playBtn = Button(setting, screen, "PLAY", 200)
    menuBtn = Button(setting, screen, "MENU", 250)
    twoPlayBtn = Button(setting, screen, "2PVS", 250)
    #setBtnbtn = Button(setting, screen, "SETTING", 300)
    aboutBtn = Button(setting, screen, "ABOUT", 300)
    quitBtn = Button(setting, screen, "QUIT", 400)
    greyBtn = Button(setting, screen, "GREY", 200)
    redBtn = Button(setting, screen, "RED", 250)
    blueBtn = Button(setting, screen, "BLUE", 300)
    #make slector for buttons
    sel = Selector(setting, screen)
    sel.rect.x = playBtn.rect.x + playBtn.width + 10
    sel.rect.centery = playBtn.rect.centery

    #Create an instance to stor game stats
    stats = GameStats(setting)
    sb = Scoreboard(setting, screen, stats)

    #Make a ship
    ship = Ship(setting, screen)
    #Ships for two player
    ship1 = Ship(setting, screen)
    ship2 = Ship(setting, screen)

    #make a group of bullets to store
    bullets = Group()
    eBullets = Group()
    setting.explosions = Explosions()

    #Make an alien
    aliens = Group()
    gf.createFleet(setting, screen, ship, aliens)
    pg.display.set_icon(pg.transform.scale(ship.image, (32, 32)))

    #plays bgm
    pg.mixer.music.load("sounds/galtron.mp3")
    pg.mixer.music.set_volume(0.25)
    pg.mixer.music.play(-1)

    runGame = True

    #Set the two while loops to start mainMenu first
    while runGame:
        #Set to true to run main game loop
        while stats.mainMenu:
            mm.checkEvents(setting, screen, stats, sb, playBtn, twoPlayBtn,
                           aboutBtn, quitBtn, menuBtn, sel, ship, aliens,
                           bullets, eBullets)
            mm.drawMenu(setting, screen, sb, playBtn, menuBtn, twoPlayBtn,
                        aboutBtn, quitBtn, sel)

        while stats.playMenu:
            pm.checkEvents(setting, screen, stats, sb, playBtn, greyBtn,
                           redBtn, blueBtn, quitBtn, menuBtn, sel, ship,
                           aliens, bullets, eBullets)
            pm.drawMenu(setting, screen, sb, greyBtn, redBtn, blueBtn, menuBtn,
                        quitBtn, sel)

        while stats.mainGame:
            #Game functions
            gf.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, sel,
                           ship, aliens, bullets, eBullets)  #Check for events

            if stats.gameActive:
                gf.updateAliens(setting, stats, sb, screen, ship, aliens,
                                bullets, eBullets)  #Update aliens
                gf.updateBullets(setting, screen, stats, sb, ship, aliens,
                                 bullets, eBullets)  #Update collisions
                ship.update(bullets)  #update the ship
            #Update the screen
            gf.updateScreen(setting, screen, stats, sb, ship, aliens, bullets,
                            eBullets, playBtn, menuBtn, quitBtn, sel)
        while stats.mainAbout:
            About.checkEvents(setting, screen, stats, sb, playBtn, quitBtn,
                              menuBtn, sel, ship, aliens, bullets, eBullets)
            About.drawMenu(setting, screen, sb, menuBtn, quitBtn, sel)

        while stats.twoPlayer:
            tp.checkEvents(setting, screen, stats, playBtn, quitBtn, sel,
                           bullets, eBullets, ship1, ship2)
            if stats.gameActive:
                ship1.update(bullets)
                ship2.update(bullets)
                tp.updateBullets(setting, screen, stats, ship1, ship2, bullets,
                                 eBullets)
            tp.updateScreen(setting, screen, stats, bullets, eBullets, playBtn,
                            menuBtn, quitBtn, sel, ship1, ship2)
        while stats.mainGame:
            if runGame == True:
                print("test")
Exemplo n.º 16
0
def runGame():
	#Initialize game and create a window
	pg.init()
	pg.mixer.init()
	pg.time.delay(1000)
	#create a new object using the settings class
	setting = Settings()
	#creaete a new object from pygame display
	screen = pg.display.set_mode((setting.screenWidth, setting.screenHeight))
	#set window caption using settings obj
	pg.display.set_caption(setting.windowCaption)

	bgm = pg.mixer.Sound('music/背景音乐.ogg')
	bgm.set_volume(0.05)
	bgm.play(-1)


	fps = 120
	fclock = pg.time.Clock()

	playBtn = Button(setting, screen, "PLAY", 200)
	menuBtn = Button(setting, screen, "MENU", 250)
	aboutBtn = Button(setting, screen, "ABOUT", 250)
	quitBtn = Button(setting, screen, "QUIT", 300)

	#make slector for buttons
	sel = Selector(setting, screen)
	sel.rect.x = playBtn.rect.x + playBtn.width + 10
	sel.rect.centery = playBtn.rect.centery

	#Create an instance to stor game stats
	stats = GameStats(setting)
	sb = Scoreboard(setting, screen, stats)

	#Make a ship
	ship = Ship(setting, screen)
	#Ships for two player 
	ship1 = Ship(setting, screen)
	ship2 = Ship(setting, screen)

	#make a group of bullets to store
	bullets = Group()

	#Make an alien
	aliens = Group()
	gf.createFleet(setting, screen, ship, aliens)
	icon = pg.image.load('gfx/SpaceShip.png')
	pg.display.set_icon(icon)

	runGame = True

	#Set the two while loops to start mainMenu first
	while runGame:
		#Set to true to run main game loop
		while stats.mainMenu:
			mm.checkEvents(setting, screen, stats, sb, playBtn, aboutBtn, quitBtn, menuBtn, sel, ship, aliens, bullets)
			mm.drawMenu(setting, screen, sb, playBtn, menuBtn, aboutBtn, quitBtn, sel)

		while stats.mainGame:
			#Game functions
			gf.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, sel, ship, aliens, bullets) #Check for events
			if stats.gameActive:
				gf.updateAliens(setting, stats, sb, screen, ship, aliens, bullets) #Update aliens
				gf.updateBullets(setting, screen, stats, sb, ship, aliens, bullets) #Update collisions
				ship.update() #update the ship
			gf.updateScreen(setting, screen, stats, sb, ship, aliens, bullets, playBtn, menuBtn, quitBtn, sel) #Update the screen

			fclock.tick(fps)

		while stats.mainAbout:
			About.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, menuBtn, sel, ship, aliens, bullets)
			About.drawMenu(setting, screen, sb, menuBtn, quitBtn, sel)

		while stats.mainGame:
			if runGame == True:
				print("test")
Exemplo n.º 17
0
def runGame():
    # Initialize game and create a window
    pg.init()
    # create a new object using the settings class
    setting = Settings()
    # creaete a new object from pygame display
    screen = pg.display.set_mode((setting.screenWidth, setting.screenHeight))

    # intro
    intro.introimages()

    # set window caption using settings obj
    pg.display.set_caption(setting.windowCaption)

    bMenu = ButtonMenu(screen)
    bMenu.addButton("play", "PLAY")
    bMenu.addButton("menu", "MENU")
    bMenu.addButton("twoPlay", "2PVS")
    bMenu.addButton("settings", "SETTINGS")
    bMenu.addButton("invert", "INVERT")
    bMenu.addButton("about", "ABOUT")
    bMenu.addButton("quit", "QUIT")
    bMenu.addButton("grey", "GREY")
    bMenu.addButton("red", "RED")
    bMenu.addButton("blue", "BLUE")
    bMenu.addButton("retry", "RETRY")
    bMenu.addButton("hard", "HARD")
    bMenu.addButton("normal", "NORMAL")

    mainMenuButtons = ["play", "about", "settings", "quit"]  # delete "twoPlay"
    playMenuButtons = ["grey", "red", "blue", "menu", "quit"]
    levelMenuButtons = ["hard", "normal", "quit"]
    mainGameButtons = ["play", "menu", "quit"]
    aboutButtons = ["menu", "quit"]
    settingsMenuButtons = ["menu", "invert", "quit"]

    bgManager = BackgroundManager(screen)
    bgManager.setFillColor((0, 0, 0))
    bgManager.addBackground(
        "universe_1", "gfx/backgrounds/stars_back.png", 0, 1)
    bgManager.addBackground(
        "universe_1", "gfx/backgrounds/stars_front.png", 0, 1.5)
    bgManager.selectBackground("universe_1")

    # Create an instance to stor game stats
    stats = GameStats(setting)
    sb = Scoreboard(setting, screen, stats)

    # Make a ship
    ship = Ship(setting, screen)
    # Ships for two player
    ship1 = Ship(setting, screen)
    ship2 = Ship(setting, screen)

    # make a group of items to store
    items = Group()

    # make a group of bullets to store
    bullets = Group()
    charged_bullets = Group()
    eBullets = Group()
    setting.explosions = Explosions()

    # Make an alien
    aliens = Group()
    gf.createFleet(setting, stats, screen, ship, aliens)
    pg.display.set_icon(pg.transform.scale(ship.image, (32, 32)))

    bgImage = pg.image.load('gfx/title_c.png')
    bgImage = pg.transform.scale(
        bgImage, (setting.screenWidth, setting.screenHeight))
    bgImageRect = bgImage.get_rect()

    aboutImage = pg.image.load('gfx/About_modify2.png')
    aboutImage = pg.transform.scale(
        aboutImage, (setting.screenWidth, setting.screenHeight))
    aboutImageRect = aboutImage.get_rect()

    # plays bgm
    pg.mixer.music.load('sound_bgms/galtron.mp3')
    pg.mixer.music.set_volume(0.25)
    pg.mixer.music.play(-1)

    rungame = True

    sounds.stage_clear.play()
    # Set the two while loops to start mainMenu first
    while rungame:
        # Set to true to run main game loop
        bMenu.setMenuButtons(mainMenuButtons)
        while stats.mainMenu:
            if not stats.gameActive and stats.paused:
                setting.initDynamicSettings()
                stats.resetStats()
                ##stats.gameActive = True

                # Reset the alien and the bullets
                aliens.empty()
                bullets.empty()
                eBullets.empty()

                # Create a new fleet and center the ship
                gf.createFleet(setting, stats, screen, ship, aliens)
                ship.centerShip()

            mm.checkEvents(setting, screen, stats, sb, bMenu,
                           ship, aliens, bullets, eBullets)
            mm.drawMenu(setting, screen, sb, bMenu, bgImage, bgImageRect)

        bMenu.setMenuButtons(levelMenuButtons)
        while stats.levelMenu:
            lm.checkEvents(setting, screen, stats, sb, bMenu,
                           ship, aliens, bullets, eBullets)
            lm.drawMenu(setting, screen, sb, bMenu, bgImage, bgImageRect)

        bMenu.setMenuButtons(playMenuButtons)
        while stats.playMenu:
            pm.checkEvents(setting, screen, stats, sb, bMenu,
                           ship, aliens, bullets, eBullets)
            pm.drawMenu(setting, screen, sb, bMenu)

        bMenu.setMenuButtons(mainGameButtons)

        while stats.mainGame:
            # Game functions
            gf.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens,
                           bullets, eBullets, charged_bullets)  # Check for events
            # Reset Game
            if gf.reset == 1:
                gf.reset = 0
                pg.register_quit(runGame())
            if stats.gameActive:
                gf.updateAliens(setting, stats, sb, screen, ship,
                                aliens, bullets, eBullets)  # Update aliens
                gf.updateBullets(setting, screen, stats, sb, ship, aliens, bullets,
                                 eBullets, charged_bullets, items)  # Update collisions
                gf.updateItems(setting, screen, stats, sb, ship,
                               aliens, bullets, eBullets, items)
                ship.update(bullets, aliens)  # update the ship
                # Update the screen
            gf.updateScreen(setting, screen, stats, sb, ship, aliens,
                            bullets, eBullets, charged_bullets, bMenu, bgManager, items)

        bMenu.setMenuButtons(aboutButtons)
        bMenu.setPos(None, 500)

        while stats.mainAbout:
            About.checkEvents(setting, screen, stats, sb,
                              bMenu, ship, aliens, bullets, eBullets)
            About.drawMenu(setting, screen, sb, bMenu,
                           aboutImage, aboutImageRect)

        while stats.twoPlayer:
            tp.checkEvents(setting, screen, stats, sb, bMenu,
                           bullets, aliens, eBullets, ship1, ship2)
            if stats.gameActive:
                ship1.update(bullets, aliens)
                ship2.update(bullets, aliens)
                tp.updateBullets(setting, screen, stats, sb,
                                 ship1, ship2, aliens, bullets, eBullets, items)
            tp.updateScreen(setting, screen, stats, sb, ship1,
                            ship2, aliens, bullets, eBullets, bMenu, items)

        bMenu.setMenuButtons(settingsMenuButtons)

        while stats.settingsMenu:
            sm.checkEvents1(setting, screen, stats, sb, bMenu,
                            ship, aliens, bullets, eBullets)
            sm.drawMenu(setting, screen, sb, bMenu)

        while stats.mainGame:
            if rungame == True:
                print("test")
Exemplo n.º 18
0
def runGame():
    """Runs the game, duh!"""
    #initialize window and such
    settings = Settings()
    game.init()
    game.font.init()
    screen = game.display.set_mode(
        (settings.screenWidth, settings.screenHeight))
    game.display.set_caption(settings.title)

    character = boy(screen)

    game.display.set_icon(character.image)

    font = Fonts(character)

    total = 2

    #create a path
    pathList = []
    for i in range(0, 20):
        path = Tile('OverworldPath.png',
                    screen.get_rect().centerx,
                    screen.get_rect().bottom - (i * 32), screen, 0)
        pathList.append(path)

    #create a wall
    wallList = []
    for i in range(0, 8):
        for j in range(0, 8, 2):
            wall = Tile('OverworldWall.png',
                        (screen.get_rect().centerx * 1.5) + (i * 32),
                        (screen.get_rect().centery * 1.5) + (j * 32), screen,
                        1)
            wallList.append(wall)
    for i in range(0, 15):
        wall = Tile('OverworldWall.png', 240, 0 + (32 * i), screen, 1)
        wallList.append(wall)
    for i in range(0, 4):
        wall = Tile('OverworldWall.png', 272 + (32 * i), 96 + (32 * i), screen,
                    1)
        wallList.append(wall)

    #generate some rocks
    rockList = []
    for i in range(0, total):
        randX = randint(0, 1200 - 32)
        randY = randint(0, 800 - 32)
        rock = Tile('OverworldRock.png', randX, randY, screen, 1)
        rockList.append(rock)

    usedMinerals = []
    mineral = -1

    bossPresent = False
    bossCounter = 0

    #main loop for game
    while True:
        if len(usedMinerals) % total == 0 and bossPresent == False and len(
                usedMinerals) != 0:
            boss1 = Tile('BossRock.png', 583, 120, screen, 1)
            bossPresent = True
            bossCounter += 1
            while len(rockList) > 0:
                rockList.pop()
            rockList.append(boss1)

        if character.stage == "OVERWORLD":
            character.walkAnimate()
            character.checkCollision(wallList)
            if character.checkCollision(rockList) == True:
                while True:
                    mineral = randint(1, 10)
                    if mineral not in usedMinerals:
                        break
                if bossPresent == True:
                    enemy = Rock(11 * bossCounter, screen)
                else:
                    enemy = Rock(mineral, screen)
                character.stage = "BATTLE"
                character.setBattleImage("Battle.png")
            character.updatePos()
        if character.stage == "BATTLE":
            gf.checkEvents(character, font, enemy, rockList, mineral,
                           usedMinerals, bossPresent)
            gf.updateScreen(settings, screen, character, pathList, wallList,
                            rockList, font, enemy)
        else:
            gf.checkEvents(character, font)
            gf.updateScreen(settings, screen, character, pathList, wallList,
                            rockList, font)
Exemplo n.º 19
0
def runGame():
    #initsialise game and create screen object
    pygame.init()  #To initialise the background settings
    cNM_S = Settings(
    )  # object of the settings class cNM_S stands for "Creeper Nah Man! Settings"

    screen = pygame.display.set_mode(
        (cNM_S.screen_width, cNM_S.screen_height)
    )  # We create a display called screen, (1200,800) is a tuple which defines
    # the dimensions of the game window.
    # The screen object just created is called a surface
    # In pygame a surface is part of the screen where we display a game element,eg creeper will be a surface and the Pewdiepie model will be a surface in the game
    pygame.display.set_caption("Creeper Nah Man!")

    #Make a play button
    playButton = Button(cNM_S, screen, "Play")

    #Create an instance to store game stats and create a scoreboard
    stats = GameStats(cNM_S)
    sb = Scoreboard(cNM_S, screen, stats)

    #Make a Pewds model, a group of tridents and a group of creepers:-

    #Create a Pewdiepie model
    pewdsModel = Pewds(
        cNM_S, screen
    )  # Creating an instance of Pewds class , this part is outside while since we do not want to create a new instance of Pewds class on each

    #Make a group to store tridents in
    tridents = Group()
    #The group is created outside the while loop so that we dont create a new group each time we pass through the while loop
    #This group will store all the live tridents so that we can manage the tridents that have already been fired by the user
    #This group will be an instance of the class pygame.sprite.Group, which behaves like a list with some extra functionality which is helpful when
    # building games, we will use this group to draw tridents on the screen on each pass through the main loop (while loop) and to update each tridents'
    # position

    #Make a group of creepers
    creepers = Group()

    #Create a collection of creepers
    gf.createCreeperCollection(cNM_S, screen, pewdsModel, creepers)

    #setting up backround image for the game
    bkgnd = pygame.image.load(
        "C:\\Users\\Rahul Pillai\\Desktop\\_\\College\\SkillShare\\PythonGameDevelopment\\Codes\\CreeperNahMan\\CreeperNahMan\\CreeperNahMan\\ImageAssets\\bkgnd.png"
    )
    #.convert() #convert is used since the image needs to be converted to a format Pygame can more easily work with.

    #set background color (Already done in Settings.py)
    #bg_color=(135,206,250) (Can use this if there was no Settings file)

    #start main loop for the game

    while True:  # while loop that contains the game

        screen.blit(
            bkgnd, [0, 0])  # to set our background initially before everything
        # watch for keyboard and mouse events
        gf.checkEvents(cNM_S, screen, stats, sb, playButton, pewdsModel,
                       creepers,
                       tridents)  #this function exists in gameFunctions.py
        #tridents is passed to this function since we need to check the event when space bar is pressed to shoot trident

        if stats.gameActive:
            pewdsModel.update()

            #tridents is passed to this function since we need to update the tridents drawn to the screen so we see the tridents moving up
            gf.updateTridents(
                cNM_S, screen, stats, sb, creepers, pewdsModel, tridents
            )  # instead of doing tridents.update() and removal of off screen tridents here
            # we have moved that code to a new function in gameFunctions.py

            gf.updateCreepers(cNM_S, stats, screen, sb, pewdsModel, creepers,
                              tridents)

        gf.updateScreen(cNM_S, screen, stats, sb, pewdsModel, tridents,
                        creepers, playButton)
Exemplo n.º 20
0
			mm.checkEvents(setting, screen, stats, sb, playBtn, twoPlayBtn, aboutBtn, quitBtn, menuBtn, sel, ship, aliens, bullets, eBullets)
			mm.drawMenu(setting, screen, sb, playBtn, menuBtn, twoPlayBtn, aboutBtn, quitBtn, sel)
		while stats.playMenu:
			pm.checkEvents(setting, screen, stats, sb, playBtn, greyBtn, redBtn, blueBtn, quitBtn, menuBtn, sel, ship, aliens, bullets, eBullets)
			pm.drawMenu(setting, screen, sb, greyBtn, redBtn, blueBtn, menuBtn, quitBtn, sel)

		while stats.mainGame:
			#Game functions
			gf.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, sel, ship, aliens, bullets, eBullets) #Check for events

			if stats.gameActive:
				gf.updateAliens(setting, stats, sb, screen, ship, aliens, bullets, eBullets) #Update aliens
				gf.updateBullets(setting, screen, stats, sb, ship, aliens, bullets, eBullets) #Update collisions
				ship.update(bullets,aliens) #update the ship
			 #Update the screen
			gf.updateScreen(setting, screen, stats, sb, ship, aliens, bullets, eBullets, playBtn, menuBtn, quitBtn, sel)
		while stats.mainAbout:
			About.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, menuBtn, sel, ship, aliens, bullets, eBullets)
			About.drawMenu(setting, screen, sb, menuBtn, quitBtn, sel)

		while stats.twoPlayer:
			tp.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, sel, ship1, ship2, aliens, bullets, eBullets)
			if stats.gameActive:
				ship1.update(bullets)
				ship2.update(bullets)
#				tp.updateBullets(setting, screen, stats, ship1, ship2, bullets, eBullets)
#			tp.updateScreen(setting, screen, stats, bullets, eBullets, playBtn, menuBtn, quitBtn, sel, ship1, ship2)
		while stats.mainGame:
			if runGame == True:
				print("test")
Exemplo n.º 21
0
        bMenu.setMenuButtons(mainGameButtons)

        while stats.mainGame:
            # Game functions
            gf.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets, charged_bullets)  # Check for events
            # Reset Game
            if gf.reset == 1:
                gf.reset = 0
                pg.register_quit(runGame())
            if stats.gameActive:
                gf.updateAliens(setting, stats, sb, screen, ship, aliens, bullets, eBullets)  # Update aliens
                gf.updateBullets(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, items) # Update collisions
                gf.updateItems(setting, screen, stats, sb, ship, aliens, bullets, eBullets, items)
                ship.update(bullets, aliens)  # update the ship
                # Update the screen
            gf.updateScreen(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, bMenu, bgManager, items)

        bMenu.setMenuButtons(aboutButtons)
        bMenu.setPos(None, 500)

        while stats.mainAbout:
            About.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets)
            About.drawMenu(setting, screen, sb, bMenu, aboutImage, aboutImageRect)

        while stats.twoPlayer:
            tp.checkEvents(setting, screen, stats, sb, bMenu, bullets, aliens, eBullets, ship1, ship2)
            if stats.gameActive:
                ship1.update(bullets, aliens)
                ship2.update(bullets, aliens)
                tp.updateBullets(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets, items)
            tp.updateScreen(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets, bMenu, items)