def char_select(): color_choices = [ 'Blue', 'Orange', 'Green', 'Purple', 'Red', 'Yellow', 'Grey' ] player1 = 0 player2 = 1 textS1 = v.font.render('Choose Your Character', True, v.white) textS2 = v.font.render('Space To Continue', True, v.white) textS3 = v.font.render('Player 1: ', True, v.white) textS4 = v.font.render('Player 2: ', True, v.white) player1_image, text1 = f.get('char', color_choices[player1]) player2_image, text2 = f.get('char', color_choices[player2]) clock = pygame.time.Clock() loop = True while loop: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_w: player1 += 1 elif event.key == pygame.K_s: player1 -= 1 if event.key == pygame.K_UP: player2 += 1 elif event.key == pygame.K_DOWN: player2 -= 1 if event.key in (pygame.K_w, pygame.K_s, pygame.K_UP, pygame.K_DOWN): player1 %= len(color_choices) player2 %= len(color_choices) player1_image, text1 = f.get('char', color_choices[player1]) player2_image, text2 = f.get('char', color_choices[player2]) m.MEDIA['select'].play() if event.key == pygame.K_SPACE: v.P1Char = color_choices[player1] v.P2Char = color_choices[player2] loop = False m.screen.fill(v.black) m.screen.blit(textS1, (100, 50)) m.screen.blit(textS2, (125, 500)) m.screen.blit(textS3, (115, 225)) m.screen.blit(textS4, (115, 325)) m.screen.blit(text1, (240, 225)) m.screen.blit(text2, (240, 325)) m.screen.blit(player1_image, (355, 210)) m.screen.blit(player2_image, (355, 310)) pygame.display.flip() clock.tick(60)
def char_select(): color_choices = ['Blue', 'Orange', 'Green', 'Purple', 'Red', 'Yellow', 'Grey'] player1 = 0 player2 = 1 textS1 = v.font.render('Choose Your Character', True, v.white) textS2 = v.font.render('Space To Continue', True, v.white) textS3 = v.font3.render('VS.', True, v.white) all_sprites = pygame.sprite.Group() player1_image, text1 = f.get('char', color_choices[player1]) player2_image, text2 = f.get('char', color_choices[player2]) selectorA = s.Selector((85, 188)) selectorB = s.Selector((140, 388)) all_sprites.add(selectorA, selectorB) clock = pygame.time.Clock() loop = True while loop: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_d: player1 += 1 selectorA.pos[0] += 55 elif event.key == pygame.K_a: player1 -= 1 selectorA.pos[0] -= 55 if event.key == pygame.K_RIGHT: player2 += 1 selectorB.pos[0] += 55 elif event.key == pygame.K_LEFT: player2 -= 1 selectorB.pos[0] -= 55 if event.key in (pygame.K_d, pygame.K_a, pygame.K_RIGHT, pygame.K_LEFT): player1 %= len(color_choices) player2 %= len(color_choices) player1_image, text1 = f.get('char', color_choices[player1]) player2_image, text2 = f.get('char', color_choices[player2]) m.MEDIA['select'].play() if event.key == pygame.K_SPACE: v.P1Char = color_choices[player1] v.P2Char = color_choices[player2] loop = False all_sprites.update() m.screen.fill(v.black) m.screen.blit(textS1, (90, 50)) m.screen.blit(textS2, (120, 500)) m.screen.blit(textS3, (230, 275)) m.screen.blit(text1, (m.GAME_MEDIA[color_choices[player1]]['local'], 218)) m.screen.blit(text2, (m.GAME_MEDIA[color_choices[player2]]['local'], 330)) m.screen.blit(m.MEDIA['blue'], (60, 163)) m.screen.blit(m.MEDIA['orange'], (115, 163)) m.screen.blit(m.MEDIA['green'], (170, 163)) m.screen.blit(m.MEDIA['purple'], (225, 163)) m.screen.blit(m.MEDIA['red'], (280, 163)) m.screen.blit(m.MEDIA['yellow'], (335, 163)) m.screen.blit(m.MEDIA['grey'], (390, 163)) m.screen.blit(m.MEDIA['blue'], (60, 363)) m.screen.blit(m.MEDIA['orange'], (115, 363)) m.screen.blit(m.MEDIA['green'], (170, 363)) m.screen.blit(m.MEDIA['purple'], (225, 363)) m.screen.blit(m.MEDIA['red'], (280, 363)) m.screen.blit(m.MEDIA['yellow'], (335, 363)) m.screen.blit(m.MEDIA['grey'], (390, 363)) all_sprites.draw(m.screen) m.screen.blit(m.MEDIA['charselborder'], (0, 0)) pygame.display.flip() clock.tick(60)
def main(): # Game Variables all_sprites = pygame.sprite.Group() bullets1 = pygame.sprite.Group() bullets2 = pygame.sprite.Group() player1 = s.Player((35, 35), bullets2, (8, 0), v.P1Char, all_sprites) player2 = s.Player((465, 465), bullets1, (-8, 0), v.P2Char, all_sprites) clock = pygame.time.Clock() textstatic1 = v.font2.render('Player 1', True, v.white) textstatic2 = v.font2.render('Player 2', True, v.white) textstatic3 = v.font2.render('Escape to leave', True, v.white) textstatic4 = v.font2.render('Enter to restart', True, v.white) # Conditionals loop = True time = True onStart = True onEnd = True confirm = False # Integers vel = 8 vel_reset = 0 timer = 30 dt = clock.tick(60) / 1000 textlocal = (222, 520) while loop: for event in pygame.event.get(): if event.type == pygame.QUIT: v.superloop = False loop = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_e and player1.toggle == False: bullet = s.Bullet( player1.rect.center, pygame.math.Vector2(player1.fire_direction), player1.bullet_image) m.MEDIA['shoot'].play() bullets1.add(bullet) all_sprites.add(bullet) if event.key == pygame.K_SPACE and player2.toggle == False: bullet = s.Bullet( player2.rect.center, pygame.math.Vector2(player2.fire_direction), player2.bullet_image) m.MEDIA['shoot'].play() bullets2.add(bullet) all_sprites.add(bullet) if event.key == pygame.K_d and player1.toggle == False: player1.vel.x = 5 player1.fire_direction = pygame.math.Vector2(vel, 0) if event.key == pygame.K_a and player1.toggle == False: player1.vel.x = -5 player1.fire_direction = pygame.math.Vector2(-vel, 0) if event.key == pygame.K_s and player1.toggle == False: player1.vel.y = 5 player1.fire_direction = pygame.math.Vector2(0, vel) if event.key == pygame.K_w and player1.toggle == False: player1.vel.y = -5 player1.fire_direction = pygame.math.Vector2(0, -vel) if event.key == pygame.K_RIGHT and player2.toggle == False: player2.vel.x = 5 player2.fire_direction = pygame.math.Vector2(vel, 0) if event.key == pygame.K_LEFT and player2.toggle == False: player2.vel.x = -5 player2.fire_direction = pygame.math.Vector2(-vel, 0) if event.key == pygame.K_DOWN and player2.toggle == False: player2.vel.y = 5 player2.fire_direction = pygame.math.Vector2(0, vel) if event.key == pygame.K_UP and player2.toggle == False: player2.vel.y = -5 player2.fire_direction = pygame.math.Vector2(0, -vel) if event.type == pygame.KEYUP: if event.key == pygame.K_d: player1.vel.x = vel_reset if event.key == pygame.K_a: player1.vel.x = vel_reset if event.key == pygame.K_s: player1.vel.y = vel_reset if event.key == pygame.K_w: player1.vel.y = vel_reset if event.key == pygame.K_RIGHT: player2.vel.x = vel_reset if event.key == pygame.K_LEFT: player2.vel.x = vel_reset if event.key == pygame.K_DOWN: player2.vel.y = vel_reset if event.key == pygame.K_UP: player2.vel.y = vel_reset keys = pygame.key.get_pressed() if onStart: m.MEDIA['fight'].play() m.MEDIA['music'].play() onStart = False if keys[pygame.K_TAB] and not confirm and onEnd: player1.toggle = True player2.toggle = True confirm = True time = False for bullet in bullets1: bullet.toggle = True for bullet in bullets2: bullet.toggle = True pygame.mixer.pause() m.MEDIA['pause'].play() elif keys[pygame.K_LSHIFT] and confirm: player1.toggle = False player2.toggle = False confirm = False time = True for bullet in bullets1: bullet.toggle = False for bullet in bullets2: bullet.toggle = False pygame.mixer.unpause() m.MEDIA['pause'].play() elif keys[pygame.K_ESCAPE] and confirm: v.superloop = False loop = False elif keys[pygame.K_RETURN] and confirm: m.MEDIA['music'].stop() loop = False if time: timer -= dt txt = v.font.render(str(round(timer, 1)), True, f.get('time', timer)) if timer <= 0: player1.toggle = True player2.toggle = True for bullet in bullets1: bullet.toggle = True for bullet in bullets2: bullet.toggle = True m.MEDIA['die'].play() m.MEDIA['music'].stop() time = False onEnd = False textlocal = (190, 530) txt = v.font.render('Times Up!', True, v.grey) if not time and keys[pygame.K_ESCAPE]: v.superloop = False loop = False elif not time and keys[pygame.K_RETURN] and not confirm: m.MEDIA['music'].stop() loop = False if player1.health == 0: txt = v.font.render('Player 2 Wins!', True, player2.color) textlocal = (155, 530) time = False onEnd = False m.MEDIA['music'].stop() if keys[pygame.K_ESCAPE] and not confirm: v.superloop = False loop = False elif keys[pygame.K_RETURN] and not confirm: loop = False # Player 2 Outcome if player2.health == 0: txt = v.font.render('Player 1 Wins!', True, player1.color) textlocal = (155, 530) time = False onEnd = False m.MEDIA['music'].stop() if keys[pygame.K_ESCAPE] and not confirm: v.superloop = False loop = False if keys[pygame.K_RETURN] and not confirm: loop = False # Draw Outcome if player1.health == 0 and player2.health == 0: txt = v.font.render('Draw!', True, v.grey) textlocal = (210, 530) time = False onEnd = False m.MEDIA['music'].stop() if keys[pygame.K_ESCAPE] and not confirm: v.superloop = False loop = False elif keys[pygame.K_RETURN] and not confirm: loop = False # Drawing all_sprites.update() m.screen.fill(v.black) m.screen.blit(m.MEDIA['wall'], (0, 0)) m.screen.blit(f.get('hp1', player1), (20, 530)) m.screen.blit(f.get('hp2', player2), (380, 530)) m.screen.blit(txt, textlocal) m.screen.blit(textstatic1, (19, 515)) m.screen.blit(textstatic2, (429, 515)) all_sprites.draw(m.screen) if not onEnd: m.screen.blit(textstatic3, (395, 10)) m.screen.blit(textstatic4, (10, 10)) if confirm: m.screen.blit(m.MEDIA['paused'], (154, 165)) pygame.display.flip() clock.tick(60)
import requests import func func.line(True) func.header("ARTIST DATABASE") func.line(True) func.echo("L | List artists") func.echo("V | View artist profile") func.echo("E | Exit") choice = func.prompt("") yeet = True while yeet: # kör när den yeetar (kör precis samma kod som 6.3) yes = func.get("https://5hyqtreww2.execute-api.eu-north-1.amazonaws.com/artists/") if choice.title() == "L": func.clear() func.line(True) func.header("ARTIST DATABASE") func.line(True) for x in yes["artists"]: func.echo(x["name"]) func.line() func.echo("L | List artists") func.echo("V | View artist profile") func.echo("E | Exit") choice = func.prompt("") elif choice.title() == "V": func.clear()