Пример #1
0
    def collision(self, speedX, speedY, platform):
        for n in platform:
            if sprite.collide_rect(self, n):
                if isinstance(n, block.Spike):
                    self.death()
                if isinstance(n, block.Trophey):
                    win = True
                    if win == if cond is True:
                        t = pygame.font.Font(None, 80)
                        text = t.render('You Win!!!', 3, (0, 0, 0))
                        screen.blit(text, (250, 250))
                if speedX > 0:
                    self.rect.right = n.rect.left

                if speedX < 0:
                    self.rect.left = n.rect.right

                if speedY > 0:
                    self.rect.bottom = n.rect.top
                    self.naZemle = True
                    self.speedY = 0

                if speedY < 0:
                    self.rect.top = n.rect.bottom
                    self.speedY = 0
Пример #2
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 def score(self):
     self.flag = False
     a = name[name.index('\\') + 1:]
     con = sqlite3.connect('data\\records.db')
     cur = con.cursor()
     result = cur.execute(
         '''SELECT * from records where map="{}"'''.format(a)).fetchall()
     result = list(
         map(lambda x: x[1] + ' = ' + str(x[0]),
             sorted(result, key=lambda x: x[0])))[:10]
     self.render(result[::-1])
     font = pygame.font.Font(None, 30)
     screen.blit(font.render('назад', 1, (255, 255, 255)), (10, 30))
     pygame.display.flip()
     while True:
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 terminate()
             elif event.type == pygame.MOUSEBUTTONDOWN:
                 p = event.pos
                 if 10 <= p[0] <= font.size('назад')[0] + 10 and 30 <= p[
                         1] <= font.size('назад')[1] + 30:
                     self.flag = True
                     screen.fill((0, 0, 0)), screen.blit(FON, (0, 0))
                     return
Пример #3
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 def add_unit(forces_num):
     par = params[forces_num]
     units = par['forces']
     par['num'] = len(units.list)
     num = par['num']
     position = par['position']
     img = par['image_side']
     font = pygame.font.Font("font.ttf", 24)
     count = "%s" % ('Count: ' + str(num))
     map_ = pygame.image.load(img)
     screen.blit(map_, (0, 0))
     text = font.render(count, True, (255, 150, 0, 255))
     screen.blit(text, position)
Пример #4
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 def buy_unit(price):
     """Allows buying units"""
     global total_gold
     font = pygame.font.Font("font.ttf", 24)
     if total_gold - price < 0:
         total_gold = 0
     else:
         total_gold -= price
     gold = "%s" % ('Gold: ' + str(total_gold))
     map_ = pygame.image.load('game/images/tab.png')
     screen.blit(map_, (0, 0))
     text = font.render(gold, True, (255, 255, 0, 255))
     screen.blit(text, (10, 10))
     return total_gold
Пример #5
0
 def update(self, pos, flag=False):
     font = pygame.font.Font(None, 30)
     x, y = pos
     if 20 <= x <= 30 + self.play[0] + 10 and 300 <= y <= 300 + self.play[
             1] and self.flag:
         screen.blit(font.render(self.word[0], 1, (0, 0, 0)), (30, 300))
         if flag:
             return True
     elif 20 <= x <= 30 + self.new_map[
             0] + 10 and 340 <= y <= 340 + self.new_map[1] and self.flag:
         screen.blit(font.render(self.word[1], 1, (0, 0, 0)), (30, 340))
         if flag:
             self.map()
     elif 20 <= x <= 30 + self.records[
             0] + 10 and 380 <= y <= 380 + self.records[1] and self.flag:
         screen.blit(font.render(self.word[2], 1, (0, 0, 0)), (30, 380))
         if flag:
             self.score()
     elif 20 <= x <= 30 + self.bye[0] + 10 and 420 <= y <= 420 + self.bye[
             1] and self.flag:
         screen.blit(font.render(self.word[3], 1, (0, 0, 0)), (30, 420))
         if flag:
             terminate()
     elif self.flag:
         self.draw()
    def draw(self):
        """
        Draw the game object on the screen by copying its image onto the Surface.
        """

        screen_size = screen.get_size()

        off_screen = (self.location[0] > screen_size[0]
                      or self.location[0] + self.size[0] < 0
                      or self.location[1] > screen_size[1]
                      or self.location[1] + self.size[1] < 0)

        if off_screen:
            # No point in drawing it if it isn't visible
            return

        if self.orientation == "Right":
            screen.blit(self.surface, self.location)
        else:
            screen.blit(pygame.transform.flip(self.surface, True, False),
                        self.location)
Пример #7
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 def draw(self):
     font = pygame.font.Font(None, 30)
     play = font.render(self.word[0], 1, (255, 204, 0))
     self.play = font.size(self.word[0])
     new_map = font.render(self.word[1], 1, (255, 204, 0))
     self.new_map = font.size(self.word[1])
     records = font.render(self.word[2], 1, (255, 204, 0))
     self.records = font.size(self.word[2])
     bye = font.render(self.word[3], 1, (255, 204, 0))
     self.bye = font.size(self.word[3])
     screen.blit(play, (30, 300))
     screen.blit(new_map, (30, 340))
     screen.blit(records, (30, 380))
     screen.blit(bye, (30, 420))
Пример #8
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 def blitToScreen(self, x_loc, y_loc):
     from game import screen, screen_grid
     screen_grid = screen_grid()
     screen_rows = screen_grid.rows
     screen_cols = screen_grid.cols
     rows_to_top = screen_rows // 2
     cols_to_left = screen_cols // 2
     
     top_left_x = x_loc - cols_to_left
     top_left_y = y_loc - rows_to_top
     image_x = 0
     image_y = 0
     
     screen = screen()
     for x_index in range(screen_cols):
         image_y = 0
         for y_index in range(screen_rows):
             image = self.imageAt(top_left_x + x_index, top_left_y + y_index)
             if image != None:
                 screen.blit(image, (image_x, image_y))
             image_y += screen_grid.tile_height()
         image_x += screen_grid.tile_width()
     return
Пример #9
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def load_screen():
    if True:
        p = (-1, -1)
        f = False
        group = pygame.sprite.Group()
        b = Button()
        screen.blit(FON, (0, 0))
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    terminate()
                elif event.type == pygame.MOUSEMOTION:
                    p = event.pos
                    group.update(event.pos, False)
                    b.update(event.pos)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if b.update(event.pos, True):
                        game()
                        return
            group.update(p, f)
            group.draw(screen)
            pygame.display.flip()
            clock.tick(FPS)
Пример #10
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 def draw_forces(forces_num):
     par = params[forces_num]
     num = par['num']
     if num != 0:
         pos = par['unit_position']
         path = par['path']
         x = pos[0]
         y = pos[1]
         zoom = par['zoom_config']
         img = pygame.image.load(path)
         img = pygame.transform.scale(img, zoom)
         map_ = pygame.image.load('game/images/map.png')
         map_ = pygame.transform.scale(map_, display_settings)
         while x < castle_position:
             x += 3
             screen.blit(map_, (0, 0))
             screen.blit(img, (x, y))
             pygame.display.flip()
         screen.blit(map_, (0, 0))
Пример #11
0
def deal_damage(num):
    """Deal damage to the castle"""
    par = params[num]
    units = par['forces']
    damage = units.list[0].total_dmg()
    global HP
    if HP - damage <= 0:
        HP = 0
        font = pygame.font.Font("font.ttf", 154)
        text = font.render('VICTORY!', True, (255, 255, 0, 255))
        screen.blit(text, (400, 300))
    else:
        HP -= damage
    health = "%s" % ('HP: ' + str(HP))
    map_ = pygame.image.load('game/images/hp.png')
    screen.blit(map_, (0, 0))
    font = pygame.font.Font("font.ttf", 34)
    text = font.render(health, True, (0, 0, 0, 255))
    screen.blit(text, (1145, 53))
    return health
Пример #12
0
 def map(self):
     self.flag = False
     screen.fill((0, 0, 0))
     path = r'map'
     files = os.listdir(path)
     font = pygame.font.Font(None, 30)
     lst = self.chunks(files, 20)
     i = 0
     while True:
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 terminate()
             elif event.type == pygame.MOUSEBUTTONDOWN:
                 p = event.pos
                 if 10 <= p[0] <= font.size('назад')[0] + 10 and 30 <= p[
                         1] <= font.size('назад')[1] + 30:
                     if i:
                         i -= 1
                     else:
                         self.flag = True
                         screen.fill((0, 0, 0)), screen.blit(FON, (0, 0))
                         return
                 elif 920 <= p[0] <= font.size(
                         'далее')[0] + 920 and 30 <= p[1] <= font.size(
                             'далее')[1] + 30:
                     if i + 1 < len(lst):
                         i += 1
                 for _ in range(len(lst[i])):
                     if 400 <= p[0] <= font.size(lst[i][_])[0] + 400 and \
                             30 * _ + 30 <= p[1] <= font.size(lst[i][_])[1] + 30 + 30 * _:
                         name, self.flag = 'map\\' + lst[i][_], True
                         screen.fill((0, 0, 0)), screen.blit(FON, (0, 0))
                         return
         self.render(lst[i])
         screen.blit(font.render('назад', 1, (255, 255, 255)), (10, 30))
         screen.blit(font.render('далее', 1, (255, 255, 255)), (920, 30))
         pygame.display.flip()
Пример #13
0
 def out_of_gold():
     if total_gold == 0 and forces_members() == 0:
         font = pygame.font.Font("font.ttf", 154)
         text = font.render('WASTED', True, (255, 0, 0, 255))
         screen.blit(text, (400, 300))
Пример #14
0
def main():

    global surfaces
    scene = 6

    while True:
        x = redhair.hitbox.rect.x
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()

            if event.type == pygame.KEYDOWN:
                if len(game.images) != 0:
                    del (game.images[-1])

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_d:
                    redhair.velocity += 4

                elif event.key == pygame.K_a:
                    redhair.velocity -= 4
                elif event.key == pygame.K_w:
                    if len(game.indices_of_hit_list) != 0:
                        for index in game.indices_of_hit_list:
                            if redhair.hitbox.bottom_rect.colliderect(
                                    surfaces[index]):
                                redhair.is_jumping = True

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_d:
                    redhair.velocity -= 4

                elif event.key == pygame.K_a:
                    redhair.velocity += 4

        if len(game.images) == 0:
            game.hit_game_boundary(redhair)

            redhair.jumping_system()

            draw_backgrounds(game.backgrounds, screen)
            # draw_hitboxes()
            redhair.move_horizontale()
            # if redhair.velocity < 0:
            # 	# game.scene_move_backgrounds('right')
            # 	surfaces = game.move_world(surfaces, 9, 'right')
            # elif redhair.velocity > 0:
            # 	# game.scene_move_backgrounds('left')
            # 	surfaces = game.move_world(surfaces, -9, 'left')
            start, direction, speed = game.start_scrolling_world(redhair)
            if start:
                game.move_world(surfaces, -speed, direction)

            # put to three rects around every object that way you know which side the player is hitting by testing which rects of the three he's colliding with the top one or the left on or the right one
            # if redhair.hitbox.rect.colliderect(surfaces[0]):
            # 	redhair.hitbox.rect.bottom = surfaces[0].rect.top
            # if redhair.hitbox.rect.collidelist(surfaces):
            if len(redhair.hitbox.rect.collidelistall(surfaces)) != 0:

                game.indices_of_hit_list = redhair.hitbox.rect.collidelistall(
                    surfaces)
                for index in game.indices_of_hit_list:

                    if redhair.hitbox.rect.colliderect(
                            surfaces[index].right_rect):
                        redhair.hitbox.rect.left = surfaces[
                            index].right_rect.left
                    elif redhair.hitbox.rect.colliderect(
                            surfaces[index].left_rect):
                        redhair.hitbox.rect.right = surfaces[
                            index].left_rect.left
                        reset(redhair.hitbox, [100, 100])
                    elif redhair.hitbox.rect.colliderect(
                            surfaces[index].top_rect):
                        redhair.hitbox.rect.bottom = surfaces[
                            index].top_rect.top
                    elif redhair.hitbox.rect.colliderect(
                            surfaces[index].bottom_rect):
                        redhair.hitbox.rect.top = surfaces[
                            index].bottom_rect.top

            # pygame.draw.rect(screen, (255, 255, 0), surfaces[0].top_rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), redhair.hitbox.rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), redhair.hitbox.top_rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), redhair.hitbox.bottom_rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), redhair.hitbox.right_rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), redhair.hitbox.left_rect, 2)
            # screen.blit(surfaces[1].load_image, (surfaces[1].rect.x, surfaces[1].rect.y))
            for surface in surfaces:
                if surface.image:
                    screen.blit(surface.load_image,
                                (surface.rect.x, surface.rect.y))

            # screen.blit(redhair.loadedImage, (redhair.hitbox.rect.x + redhair.xoffset, redhair.hitbox.rect.y + redhair.yoffset))
            screen.blit(redhair.loadedImage,
                        (redhair.hitbox.rect.x + redhair.xoffset,
                         redhair.hitbox.rect.y + redhair.yoffset))
            # # pygame.draw.rect(screen, (255, 255, 0), surfaces[1], 2)
            # pygame.draw.rect(screen, (255, 255, 0), surfaces[1].bottom_rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), game.game_boundaries[0], 2)
            # pygame.draw.rect(screen, (255, 255, 0), game.game_boundaries[1], 2)
            # pygame.draw.rect(screen, (255, 255, 0), game.boundaries[0], 2)
            # pygame.draw.rect(screen, (255, 255, 0), game.boundaries[1], 2)
            # pygame.draw.rect(screen, (255, 255, 0), surfaces[1].right_rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), surfaces[1].left_rect, 2)
            # pygame.draw.rect(screen, (255, 255, 0), surfaces[1].top_rect, 2)

        else:
            screen.blit(game.load_image(-1), (0, 0))

        pygame.display.update()
        clock.tick(100)


# x,y
# top, left, bottom, right
# topleft, bottomleft, topright, bottomright
# midtop, midleft, midbottom, midright
# center, centerx, centery
# size, width, height
# w,h

# rect1.right = 10
# rect2.center = (20,30)

# hero = hero.move(10, 0)

# if redhair.rect.right > surfaces[1].rect.left and redhair.rect.left < surfaces[1].rect.left: # it works الحمد لله
# 	redhair.rect.right = surfaces[1].rect.left
# elif redhair.rect.left < surfaces[1].rect.right and redhair.rect.right > surfaces[1].rect.right:
# 	redhair.rect.left = surfaces[1].rect.right

# elif redhair.rect.bottom > surfaces[1].rect.top and redhair.rect.top < surfaces[1].rect.top:
# 	redhair.rect.bottom = surfaces[1].rect.top
# elif redhair.rect.top > surfaces[1].rect.bottom and redhair.rect.bottom < surfaces[1].rect.bottom:
# 	redhair.rect.top = surfaces[1].rect.bottom
Пример #15
0
 def render(self, lst):
     screen.fill((0, 0, 0))
     for i in range(len(lst)):
         font = pygame.font.Font(None, 30)
         screen.blit(font.render(lst[i], 1, (255, 255, 255)),
                     (400, 30 * i + 30))
Пример #16
0
def init():
    load('game/images/map.png')
    load('game/images/tab.png')
    load('game/images/troop.png')
    load('game/images/gen.png')
    load('game/images/squad.png')
    load('game/images/army.png')
    load('game/images/hp.png')
    font = pygame.font.Font("font.ttf", 24)
    text = font.render('Gold: 1000', True, (255, 255, 0, 255))
    screen.blit(text, (10, 10))
    text = font.render('HP: 1000', True, (0, 0, 0, 255))
    screen.blit(text, (1145, 53))
    text = font.render('Count: 0', True, (255, 150, 0, 255))
    screen.blit(text, (30, 235))
    screen.blit(text, (30, 365))
    screen.blit(text, (30, 490))
    screen.blit(text, (30, 630))
    font = pygame.font.Font("font.ttf", 34)
    text = font.render('Click on unit\'s image to attack the castle!', True, (0, 0, 50, 255))
    screen.blit(text, (300, 660))
    pygame.display.set_caption("A Strategy Game")
Пример #17
0
def load(path):
    map_ = pygame.image.load(path)
    screen.blit(map_, (0, 0))