def gameOverScreen(self): # It controls all the menu Screens rospy.Subscriber("/bender/joy/joy0", Joy, callback) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == KEYDOWN: if event.key == K_ESCAPE: pygame.quit() quit() if START == 1: print "START: ", START FaceOrder.ChangeFace("happy3") rospy.sleep(2) FaceOrder.ChangeFace("happy1") return True # video.SetDisplay(WIDTH, HEIGHT, video.getFullscreen()) # break if EXIT == 1: FaceOrder.ChangeFace("sad2") pygame.mixer.music.fadeout(2000) rospy.sleep(2) Talk.getInstance("oh! you didn't like this game! ", 4) Talk.getInstance("let's go to the next one! ", 4) FaceOrder.ChangeFace("happy1") pygame.quit() sys.exit()
def __fin_win(self): # rospy.sleep(5) FaceOrder.ChangeFace("happy3") pygame.mixer.music.fadeout(5000) rospy.sleep(5) Talk.getInstance("you are a great driver! ", 4) FaceOrder.ChangeFace("happy1") pygame.quit() #return sys.exit()
def __fin(self): FaceOrder.ChangeFace("sad2") rospy.sleep(5) pygame.mixer.music.fadeout(4000) rospy.sleep(4) Talk.getInstance("better luck next time! ", 4) FaceOrder.ChangeFace("happy1") pygame.quit() #return sys.exit()
def __fin_exit(self): # rospy.sleep(5) FaceOrder.ChangeFace("sad2") pygame.mixer.music.fadeout(2000) rospy.sleep(2) Talk.getInstance("oh! you didn't like this game! ", 4) Talk.getInstance("let's go to the next one! ", 4) FaceOrder.ChangeFace("happy1") pygame.quit() #return sys.exit()
def Kill(self, ID): #self.ENEMY_LIST[ID] = pygame.Surface((32,32)) #self.ENEMY_LIST.remove(self.ENEMY_LIST[ID]) self.ENEMY_LIST[ID] = self.EnemyAlien(0, AlienType.Type0) self.EnemiesLeft -= 1 # print "Muerto!!!" FaceOrder.ChangeFace("happy2") return self.EnemiesLeft
def __hit_speed_boost(self): path = rospack.get_path('uchile_fun') path += "/src/uchile_fun/SwervinMervin/" if self.speed_boost == 1: boost_sfx = pygame.mixer.Sound( os.path.join(path + "lib", "speed_boost.ogg")) boost_sfx.play() self.__set_special_text("Speed boost!", 2) FaceOrder.ChangeFace("happy2") self.speed_boost = 1.6
def __hit_competitor(self): path = rospack.get_path('uchile_fun') path += "/src/uchile_fun/SwervinMervin/" crash_sfx = pygame.mixer.Sound( os.path.join(path + "lib", "car_crash.ogg")) crash_sfx.play() self.speed = self.speed / s.CRASH_DIVISOR FaceOrder.ChangeFace("surprise") if self.status == self.ALIVE: self.points -= self.points * s.POINT_LOSS_COMP
def __hit_bonus(self): path = rospack.get_path('uchile_fun') path += "/src/uchile_fun/SwervinMervin/" if self.status == self.ALIVE: self.lap_bonus += s.BONUS_AMOUNT bonus_sfx = pygame.mixer.Sound( os.path.join(path + "lib", "oh_yeah.ogg")) bonus_sfx.play() FaceOrder.ChangeFace("happy2") self.__set_special_text("Bonus time!", 2)
def checkPlayerCollitions(self): # Checks if the Nao's Balls hit the player playerCollides = pygame.sprite.spritecollide(self.player, self.balls, True) if len(playerCollides) != 0: self.player.looseLive() # Set last hit to remember what killed bender self.player.setDeath(0) pygame.mixer.Sound.play(self.hitSound) #======================BENDER EMOTION================== FaceOrder.ChangeFace("surprise") playerCollidesWithNao = pygame.sprite.spritecollide( self.player, self.naos, False) if len(playerCollidesWithNao) != 0: self.player.looseLive(3) # Set last hit to remember what killed bender self.player.setDeath(1) pygame.mixer.Sound.play(self.hitSound) #======================BENDER EMOTION================== FaceOrder.ChangeFace("surprise")
def __hit_hooker(self): path = rospack.get_path('uchile_fun') path += "/src/uchile_fun/SwervinMervin/" crash_sfx = pygame.mixer.Sound(os.path.join(path + "lib", "scream.ogg")) splat_sfx = pygame.mixer.Sound(os.path.join(path + "lib", "blood.ogg")) self.blood_alpha = 255 # Yeah, I'm a sicko.... if self.status == self.ALIVE: self.points += s.POINT_GAIN_PROSTITUTE self.__set_special_text("+%d points!" % s.POINT_GAIN_PROSTITUTE, 2) crash_sfx.play() splat_sfx.play() FaceOrder.ChangeFace("happy2")
def __hit_world_object(self): path = rospack.get_path('uchile_fun') path += "/src/uchile_fun/SwervinMervin/" pygame.mixer.music.set_volume(0.2) crash_sfx = pygame.mixer.Sound( os.path.join(path + "lib", "you_fool.ogg")) self.crashed = True self.speed = 0 self.speed_boost = 1 crash_sfx.play() FaceOrder.ChangeFace("angry3") if self.status == self.ALIVE: deduction = self.points * s.POINT_LOSS_SPRITE self.points -= deduction self.__set_special_text("-%d points!" % deduction, 2)
def checkCollitions(self): # Checks if the player's Rockets hit a Nao rockets = self.rockets.sprites() rocketsQuantity = len(rockets) for i in range(0, rocketsQuantity, 1): collides = pygame.sprite.spritecollide(rockets[i], self.naos, True) if len(collides) != 0: rockets[i].kill() #======================BENDER EMOTION================== FaceOrder.ChangeFace("happy2") self.naosOnMap -= 1 if self.naosOnMap == 0 and not self.bossTime: # Here the game conditions change self.boss = MotherShip(WIDTH / 2, 10) self.naos.add(self.boss) self.naosOnMap = 1 self.bossTime = True self.maxNaoBalls += 3 pygame.mixer.music.stop() pygame.mixer.music.load(BOSS_MUSIC) pygame.mixer.music.play(-1)
def progress(self, window): txt = str(self.remaining) if self.remaining > 0 else "GO" cd_text = self.cd_font.render(txt, 1, s.COLOURS["text"]) level_text = self.text_font.render( "Level %d: %s" % (self.level_number, self.level_name), 1, s.COLOURS["text"]) freq = 440 if self.remaining > 0 else 570 beep = pygame.mixer.Sound(os.path.join("lib", "%d.wav" % freq)) window.fill(s.COLOURS["black"]) window.blit(level_text, u.middle(level_text, y=25)) window.blit(cd_text, u.middle(cd_text, y_offset=(level_text.get_height()))) beep.set_volume(0.2) beep.play() self.remaining -= 1 if self.remaining < 0: FaceOrder.ChangeFace("happy1") self.finished = True
def updateModel(self): # Updates the model according to the events currentTime = pygame.time.get_ticks() for event in pygame.event.get(): if event.type == pygame.QUIT: #======================BENDER EMOTION================== # FaceOrder.ChangeFace("sad2") # pygame.mixer.music.fadeout(2000) # rospy.sleep(2) # Talk.getInstance("oh! you didn't like this game! ",4) # Talk.getInstance("let's go to the next one! ",4) # FaceOrder.ChangeFace("happy1") pygame.quit() quit() if event.type == self.shootEvent: self.model.spawnNaoBalls() pygame.time.set_timer(self.shootEvent, 150) if event.type == self.animateEvent: self.model.animateNaos() pygame.time.set_timer(self.animateEvent, 200) if event.type == KEYDOWN: if event.key == K_ESCAPE: #======================BENDER EMOTION================== # FaceOrder.ChangeFace("sad2") # pygame.mixer.music.fadeout(2000) # rospy.sleep(2) # Talk.getInstance("oh! you didn't like this game! ",4) # Talk.getInstance("let's go to the next one! ",4) # FaceOrder.ChangeFace("happy1") pygame.quit() quit() if event.key == K_LEFT: self.player_H_Speed = -3 if event.key == K_RIGHT: self.player_H_Speed = 3 if event.key == K_SPACE: self.model.playerRocket() if event.type == pygame.KEYUP: if event.key == K_LEFT or event.key == K_RIGHT: self.player_H_Speed = 0 if RIGHT_LEFT > 0 or RIGHT_LEFT == 1: self.player_H_Speed = -3 if RIGHT_LEFT < 0 or RIGHT_LEFT == -1: self.player_H_Speed = 3 if RIGHT_LEFT == 0: self.player_H_Speed = 0 if B == 1: self.model.playerRocket() if EXIT == 1: FaceOrder.ChangeFace("surprise") pygame.mixer.music.fadeout(2000) rospy.sleep(2) Talk.getInstance("oh! you didn't like this game! ", 4) Talk.getInstance("let's go to the next one! ", 4) FaceOrder.ChangeFace("happy1") pygame.quit() sys.exit() self.model.move() self.model.movePlayer(self.player_H_Speed) self.previousTime = currentTime self.clock.tick(60)
def getInstance(): rospy.Subscriber("/bender/joy/joy0", Joy, callback) global START global EXIT global RIGHT_LEFT global B global WIDTH global HEIGHT #Setup Variables START_GAME = False GAME_OVER = False GAME_WIN = False #Setup Classes video = Video() fps = FPS() player = Player() #Init Pygame pygame.init() #Hide Mouse pygame.mouse.set_visible(0) #Enable Keyinput repeat pygame.key.set_repeat(10,10) #Setup Video video.SetDisplay(WIDTH, HEIGHT, False) path = rospack.get_path('uchile_fun') path+="/src/uchile_fun/BenderVaders/" #Setup TTF Stuff Player_Info_Font = pygame.font.Font(path+"data/fonts/arialbd.ttf", 24) GameOver_Font = pygame.font.Font(path+"data/fonts/VeraMoBd.ttf", 20) GameWin_Font = pygame.font.Font(path+"data/fonts/VeraMoBd.ttf", 60) #Game Music pygame.mixer.music.load(path+"data/Sounds/race1.ogg") pygame.mixer.music.play(-1) # Final Message win_surface = pygame.image.load(path+"data/images/Win.png") #Start the Enemy Fire Monitoring Thread thread.start_new_thread(EnemyFire_Monitor, ()) #Game Loop Loop_Count = 0 #Keep track of how many times we have looped Loop_Count_GameOver = 0 #Keep track of many times the game over loop has looped while 1: ################################## #GAME STUFF if START_GAME == True and GAME_OVER == False: #Check Player Life Count if player.LIFE <= 0: #Since the player has no more lives, the game is over GAME_OVER = True FaceOrder.ChangeFace("sad2") # rospy.sleep(3) # pygame.quit() # sys.exit() #FPS fps.Tick() #Events for event in pygame.event.get(): #Keydown if event.type == pygame.QUIT: pygame.quit() quit() if event.type == KEYDOWN: if event.key == K_ESCAPE: pygame.quit() sys.exit(0) if event.key == K_RIGHT: player.MoveRight() if event.key == K_LEFT: player.MoveLeft() if event.key == K_SPACE: player.Fire() # if event.key == K_BACKSLASH: # if video.getFullscreen() == False: # video.SetDisplay(WIDTH, HEIGHT, True) # else: # video.SetDisplay(WIDTH, HEIGHT, False) if RIGHT_LEFT>0 or RIGHT_LEFT==1: player.MoveLeft() if RIGHT_LEFT<0 or RIGHT_LEFT==-1: player.MoveRight() if B ==1: player.Fire() if EXIT ==1: FaceOrder.ChangeFace("surprise") pygame.mixer.music.fadeout(2000) rospy.sleep(2) Talk.getInstance("oh! you didn't like this game! ",4) Talk.getInstance("let's go to the next one! ",4) FaceOrder.ChangeFace("happy1") pygame.quit() #return sys.exit() #CAN I HAVE CHEATS? # if event.key == K_F1: # player.LIFE += 1 # if event.key == K_F2: # player.SCORE += 500 # if event.key == K_F3: # player.FIRE_SPEED += 2 global killed #Collision Check - Player Missile Hitting Enemy Alien for i in range(0, len(enemy_man.ENEMY_LIST)): #Dont Check Type0 Enemy Types if enemy_man.ENEMY_LIST[i].getType() != AlienType.Type0: if(player.FIRE_SPRITE.get_rect( center=(player.FIRE_XPOS, player.FIRE_YPOS) ).colliderect\ (enemy_man.ENEMY_LIST[i].SPRITE[enemy_man.ENEMY_LIST[i].FRAME].get_rect\ ( center=(enemy_man.ENEMY_LIST[i].getX(), enemy_man.ENEMY_LIST[i].getY()) ))) == True: #print "Collision[", i, "]" player.FIRE_DISPLAY = False #Hide Player Missile #Update player's score accordingly if enemy_man.ENEMY_LIST[i].getType() == AlienType.Type1: player.SCORE += 50 elif enemy_man.ENEMY_LIST[i].getType() == AlienType.Type2: player.SCORE += 40 elif enemy_man.ENEMY_LIST[i].getType() == AlienType.Type3: #Since there are two rows of Type3, there are two #score possibilites index = random.randrange(0,10) if index <= 5: player.SCORE += 20 else: player.SCORE += 30 elif enemy_man.ENEMY_LIST[i].getType() == AlienType.MotherShip: player.SCORE += 250 # print "x,y: ",enemy_man.ENEMY_LIST[i].getX(), ", ", enemy_man.ENEMY_LIST[i].getY() enemy_num = enemy_man.Kill(i) #"Kill" Enemy Alien that was hit killed[i]=0 # Check if there are no more enemies if enemy_num == 0: pygame.display.get_surface().blit(win_surface, (10,10)) pygame.draw.line(pygame.display.get_surface(), (0,255,0), (0, 500), (900, 500), 2) pygame.display.get_surface().blit(Score_Surface, (10, 500)) pygame.display.get_surface().blit(Life_Surface, (10, 550)) #Update screen pygame.display.flip() FaceOrder.ChangeFace("happy3") GAME_WIN = True #Break from collision check loop break # print "x,y: ",enemy_man.ENEMY_LIST[i].getX(), ", ", enemy_man.ENEMY_LIST[i].getY(), ": ", killed[i], "#: ", player.XPOS, ", ", player.YPOS disX = abs(enemy_man.ENEMY_LIST[i].getX()-player.XPOS) disY = abs(enemy_man.ENEMY_LIST[i].getY()-player.YPOS) # print disX, ", ", disY, ", ", killed[i] if (killed[i] ==1 and disX<50 and disY<60):#disX<40 and disY<60 GAME_OVER = True break if (killed[i] ==1 and disY<40):#disX<40 and disY<60 rospy.sleep() GAME_OVER = True break #Collision Check - Enemy Missile Hitting Player for i in range(0, len(enemy_man.ENEMY_LIST)): if(enemy_man.ENEMY_LIST[i].FIRE_SPRITE.get_rect(center=(enemy_man.ENEMY_LIST[i].FIRE_XPOS, enemy_man.ENEMY_LIST[i].FIRE_YPOS) ).colliderect\ (player.SPRITE.get_rect(center=(player.XPOS, player.YPOS)))) == True: if enemy_man.ENEMY_LIST[i].FIRE_DISPLAY == True: #Remove a life from player player.LIFE -= 1 # print "Ouch!!!" FaceOrder.ChangeFace("surprise") #Update Enemy Missile Variables enemy_man.ENEMY_LIST[i].FIRE_DISPLAY = False enemy_man.ENEMY_LIST[i].FIRE_XPOS = 0 enemy_man.ENEMY_LIST[i].FIRE_YPOS = 0 #Break from collisioin check loop break #Clear screen before rendering video.SCREEN.fill((0,0,0)) #Rendering (Blitting) enemy_man.Render() player.Render() #Render Player Information Score_Str = "Score: " + str(player.SCORE) Score_Surface = Player_Info_Font.render(str(Score_Str), False, (255,255,255)) Life_Str = "Lives: x" + str(player.LIFE) Life_Surface = Player_Info_Font.render(str(Life_Str), False, (255,255,255)) for i in range(0, int(player.LIFE)): #Blit Images to represent number of current lifes pygame.display.get_surface().blit(player.SPRITE, (90 + (i*(player.SPRITE.get_width()+10)), HEIGHT-52)) # #If the player Wins display Win Message if GAME_WIN: # pygame.display.get_surface().blit(win_surface, (10,10)) pygame.mixer.music.fadeout(3000) rospy.sleep(3) Talk.getInstance("did you have fun killing naos? ",4) FaceOrder.ChangeFace("happy1") pygame.quit() #return sys.exit() pygame.draw.line(pygame.display.get_surface(), (0,255,0), (0, HEIGHT-100), (WIDTH + 100, HEIGHT-100), 2) pygame.display.get_surface().blit(Score_Surface, (10, HEIGHT-100)) pygame.display.get_surface().blit(Life_Surface, (10, HEIGHT-50)) #Update screen pygame.display.flip() ################################## #MENU STUFF elif START_GAME == False: if Loop_Count < 1: Menu_Logo = pygame.image.load(path+"data/images/Logo.png") Start_Game_Text = Player_Info_Font.render("Press Green Button To Begin", False, (0,255,0)) # Hi_Text = Player_Info_Font.render("Hi!!", False, (255,255,255)) # ImBender_Text = Player_Info_Font.render("I am Bender and I need your help!", False, (255,255,255)) # ControlMe_Text = Player_Info_Font.render("Control me and shoot the Naos' spaceships", False, (255,255,255)) # Avoid_Text = Player_Info_Font.render("down. Avoid the football!", False, (255,255,255)) # Controls_Text = Player_Info_Font.render("The controls are:", False, (255,255,255)) # Controls1_Text = Player_Info_Font.render("Move left: left stick to left", False, (255,255,255)) # Controls2_Text = Player_Info_Font.render("Move right: left stick to right", False, (255,255,255)) # Controls3_Text = Player_Info_Font.render("Fire: red button", False, (255,255,255)) # Exit_Game_Text = Player_Info_Font.render("Press Escape To Exit", False, (255,0,0)) Copyright_Text = Player_Info_Font.render("Bonder whut? Bender YES", False, (255,255,255)) Control_Text = pygame.image.load(path+"data/images/Controls.png") #video.SetDisplay(swidth, sheight, False) #FPS fps.Tick() #Events for event in pygame.event.get(): #Keydown if event.type == pygame.QUIT: pygame.quit() quit() if event.type == KEYDOWN: if event.key == K_ESCAPE: pygame.quit() sys.exit(0) if event.key == K_RETURN: START_GAME = True # video.SetDisplay(WIDTH, HEIGHT, video.getFullscreen()) break # if event.key == K_BACKSLASH: # if video.getFullscreen() == False: # video.SetDisplay(swidth, sheight, True) # Loop_Count = 0 #Re-Load data for menu, and render # else: # video.SetDisplay(swidth, sheight, False) # Loop_Count = 0 #Re-Load data for menu, and render print "" if START ==1: FaceOrder.ChangeFace("happy3") rospy.sleep(3) FaceOrder.ChangeFace("happy1") START_GAME = True # video.SetDisplay(WIDTH, HEIGHT, video.getFullscreen()) # break if EXIT ==1: FaceOrder.ChangeFace("sad2") pygame.mixer.music.fadeout(2000) rospy.sleep(2) Talk.getInstance("oh! you didn't like this game! ",4) Talk.getInstance("let's go to the next one! ",4) FaceOrder.ChangeFace("happy1") pygame.quit() #return sys.exit() pygame.display.get_surface().blit(Menu_Logo, (WIDTH/2 - 375/2,20)) # pygame.display.get_surface().blit(Hi_Text, (WIDTH/2 - 180,240)) # pygame.display.get_surface().blit(ImBender_Text, (WIDTH/2 - 180,260)) # pygame.display.get_surface().blit(ControlMe_Text, (WIDTH/2 - 180,290)) # pygame.display.get_surface().blit(Avoid_Text, (WIDTH/2 - 180,310)) # pygame.display.get_surface().blit(Controls_Text, (WIDTH/2 - 180,340)) # pygame.display.get_surface().blit(Controls1_Text, (WIDTH/2 - 180,360)) # pygame.display.get_surface().blit(Controls2_Text, (WIDTH/2 - 180,380)) # pygame.display.get_surface().blit(Controls3_Text, (WIDTH/2 - 180,400)) # pygame.display.get_surface().blit(Exit_Game_Text, (10,300)) pygame.display.get_surface().blit(Control_Text, (WIDTH/2 - 220,310)) pygame.display.get_surface().blit(Start_Game_Text, (WIDTH/2 - 175,720))#680 # pygame.display.get_surface().blit(Copyright_Text, (5,sheight-50)) if Loop_Count < 1: #Update screen pygame.display.flip() #GAME OVER STUFF elif GAME_OVER == True: if Loop_Count_GameOver < 1: GameOver_Text = GameOver_Font.render("GAME OVER!", False, (255,0,0)) GameOver_Image = pygame.image.load(path+"data/images/GameOver.png") Score_Str = str(player.SCORE) Score_Surface = Player_Info_Font.render(str(Score_Str), False, (255,255,255)) Life_Str = str(player.LIFE) Life_Surface = Player_Info_Font.render(str(Life_Str), False, (255,255,255)) #FPS fps.Tick() #Events # for event in pygame.event.get(): # if event.type == pygame.QUIT: # pygame.quit() # quit() # #Keydown # if event.type == KEYDOWN: # if event.key == K_ESCAPE: # pygame.quit() # sys.exit(0) # if event.key == K_BACKSLASH: # if video.getFullscreen() == False: # video.SetDisplay(WIDTH, HEIGHT, True) # Loop_Count_GameOver = 0 # else: # video.SetDisplay(WIDTH, HEIGHT, False) # Loop_Count_GameOver = 0 enemy_man.Render() video.SCREEN.fill((0,0,0)) #pygame.display.get_surface().blit(GameOver_Text, (400,300)) pygame.display.get_surface().blit(GameOver_Image, (0,0)) pygame.display.get_surface().blit(Score_Surface, (425, HEIGHT-50)) pygame.display.get_surface().blit(Life_Surface, (425, HEIGHT)) pygame.display.get_surface().blit(enemy_man.tmpSurface, (WIDTH/4,HEIGHT-535)) #Clear screen before rendering pygame.display.flip() if Loop_Count_GameOver < 1: pygame.display.flip() #Update Game Over Loop Count Loop_Count_GameOver += 1 pygame.mixer.music.fadeout(3000) rospy.sleep(3) Talk.getInstance("better luck next time! ",4) rospy.sleep(1) FaceOrder.ChangeFace("happy1") pygame.quit() return # sys.exit(0) ################################## Loop_Count += 1 #Update Count
def progress(self, window): # rospy.init_node('listener', anonymous=True) rospy.Subscriber("/bender/joy/joy0", Joy, callback) path = rospack.get_path('uchile_fun') path += "/src/uchile_fun/SwervinMervin/" global RIGHT_LEFT global A global EXIT txt_title = self.fonts["title"].render("Player: Bender", 1, s.COLOURS["text"]) player = s.PLAYERS[self.selected] lpad = 40 start_point = (s.DIMENSIONS[0] / 2) + (lpad / 2) step = player["sprites"]["mugshot_small"]["width"] large_mugshot = pygame.image.load( os.path.join(path + "lib", player["sprites"]["mugshot_large"]["path"])) self.selection_colour = 1 if self.selection_colour == 0 else 0 window.blit(self.background, (0, 0)) window.blit(txt_title, ((s.DIMENSIONS[0] / 2) - (txt_title.get_size()[0] / 2), 10)) for i, p in enumerate(s.PLAYERS): details = p["sprites"]["mugshot_small"] mugshot = pygame.image.load( os.path.join(path + "lib", details["path"])) x = start_point + (i * (step + lpad)) y = 120 window.blit(mugshot, (x, y)) if i == self.selected: bw = 10 pygame.draw.rect( window, s.COLOURS["selection"][self.selection_colour], [ x - (bw / 2), y - (bw / 2), details["width"] + bw, details["width"] + bw ], bw) # Player name and picture. window.blit(large_mugshot, (0, s.DIMENSIONS[1] - player["sprites"]["mugshot_large"]["height"])) window.blit( self.fonts["name"].render(player["name"], 1, s.COLOURS["text"]), (start_point - bw, 200)) window.blit( self.fonts["details"].render(player["city"], 1, s.COLOURS["text"]), (start_point - bw, 228)) # Player stats. desired_acceleration = int( self.normalise(player["acceleration_factor"], *s.HARD_ACCELERATION) * 155) desired_handling = int( (1.0 - self.normalise(player["centrifugal_force"], *s.HARD_HANDLING)) * 155) desired_top_speed = int( self.normalise(player["top_speed"], *s.HARD_TOP_SPEED) * 155) window.blit( self.fonts["stats"].render("Acceleration", 1, s.COLOURS["text"]), (start_point - bw, 260)) window.blit( self.fonts["stats"].render("Handling", 1, s.COLOURS["text"]), (start_point - bw, 284)) window.blit(self.fonts["stats"].render("Speed", 1, s.COLOURS["text"]), (start_point - bw, 308)) su = pygame.Surface((155, 18), pygame.SRCALPHA) su.fill(s.COLOURS["opaque_white"]) window.blit(su, (start_point + 105, 255)) window.blit(su, (start_point + 105, 279)) window.blit(su, (start_point + 105, 303)) pygame.draw.rect(window, s.COLOURS["text"], [start_point + 105, 255, desired_acceleration, 18]) pygame.draw.rect(window, s.COLOURS["text"], [start_point + 105, 279, desired_handling, 18]) pygame.draw.rect(window, s.COLOURS["text"], [start_point + 105, 303, desired_top_speed, 18]) if self.player_chosen: self.finalise_selection(player) for e in pygame.event.get(): u.try_quit(e) if e.type == pygame.KEYDOWN and not self.player_chosen: if e.key == pygame.K_LEFT and self.selected > 0: self.selected -= 1 elif e.key == pygame.K_RIGHT and self.selected < len( s.PLAYERS) - 1: self.selected += 1 elif e.key == pygame.K_RETURN: self.player_chosen = True #self.selected += 1 if not self.player_chosen: # if RIGHT_LEFT>0 and self.selected > 0: # self.selected -= 1 # elif RIGHT_LEFT<0 and self.selected < len(s.PLAYERS) - 1: # self.selected += 1 if A == 1: FaceOrder.ChangeFace("happy3") self.player_chosen = True elif EXIT == 1: FaceOrder.ChangeFace("sad2") pygame.mixer.music.fadeout(2000) rospy.sleep(2) Talk.getInstance("oh! you don't want to play this game! ", 4) Talk.getInstance("let's go to the next one! ", 4) FaceOrder.ChangeFace("happy1") pygame.quit() #return sys.exit()