def run_game(): #Inicializa o jogo e cria um objeto para a tela pygame.init() #Curtir e jogar, apenas isso gf.eternal_song("sound/People_Get_Up_And_Drive_Your_Funky_Soul_Remix.mp3") running = True #speed = 60 settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("James Brown against Space Nazis!") """Cria uma instância para armazenar dados estatísticos do jogo""" stats = GameStats(settings) clock = pygame.time.Clock() #Espaço sideral background = pygame.image.load('images/background_v1.png').convert() #Espaçonave ship = Ship(settings, screen) #nazi = Nazi_Monster(settings, screen) nazis = Group() #bullets bullets = Group() #Cria uma frota de vilões gf.create_fleet(settings, screen, ship, nazis) #define a posição e direção baseado no tamanho da tela y = -600 #Inicia o laço principal do jogo while running: #Observa eventos de teclado e de mouse gf.check_events(settings, screen, ship, bullets) gf.update_bullets(settings, screen, ship, nazis, bullets) gf.update_nazis(settings, stats, screen, ship, nazis, bullets) gf.draw_screen(screen, settings, y, background) ship.update() #Atualização dos movimentos gf.update_screen_ship(ship, bullets) gf.update_screen_nazi_monster(nazis, screen) #Sempre execução final #gf.move_background(background, screen, settings) gf.update_screen() clock.tick(120) y -= 1
def run_game(): pygame.init() set = Settings() screen = pygame.display.set_mode((set.screen_width, set.screen_height)) pygame.display.set_caption("Dino Run") # Creates background sun = Sun(set, screen) ct1 = City(set, screen, 1) ct2 = City(set, screen, 2) # Active game scoreboard sb = Scoreboard(set, screen) # High score shows when game paused high_score = Scoreboard(set, screen) # Playbutton - to start game play_button = Button(set, screen, "Play") # Creates game objects dino = Dino(set, screen) cacti = Group() dino.jump() # Initialize jump for player while True: # Checks jump, fireball, dino/cacti collisions gf.check_events(set, play_button, dino, cacti) if set.play: # Updates city movement ct1.update() ct2.update() sb.prep_score(set) # Preps scoreboard if set.play: # Checks for fireball collision or offscreen cacti gf.update_cacti(set, cacti, dino.fireball) dino.update(set) # Updates dino, fireball, explosion gf.check_score(set, dino, cacti) if random.randint(0, 10) > 8: # Need better spawning method gf.make_cactus(set, screen, cacti) else: high_score.prep_score(set, True) high_score.prep_score(set, True) high_score.show_score() gf.draw_background(set, ct1, ct2, sun, sb) gf.draw_screen(set, play_button, high_score, dino, cacti) sleep(.03) # Gets around 34 frames a second
def start(self): self.music.play_game_start() self.score, self.scoreP1, self.scoreP2 = 0, 0, 0 while self.game_state == State.Ok: self.clock.tick(Clock_frequency) self.tank_factory.create() gf.check_events(self.tank_factory, self.music) self.turnScore = gf.update_screen(self.screen, self.game_map, self.tank_factory, self.music, self.board) self.score += self.turnScore gf.draw_screen(self.screen, self.game_map, self.tank_factory, self.board) self.game_state = gf.check_win(self.game_map, self.tank_factory) if self.game_state == State.Success: self.game_level += 1 if self.game_level > Max_level: self.game_level = 1 break else: if self.game_level >= 2: if self.is_2p: self.draw_score_p2() else: self.draw_score_p1() self.initialize() self.game_state = State.Ok self.game_level = 1 self.music.play_game_over() score1, score2, count = 0, 0, 0 while count <= 3: score1 += self.tank_factory.tot_tank_type1[ count] * self.enemy_score[count] score2 += self.tank_factory.tot_tank_type2[ count] * self.enemy_score[count] count += 1 self.scoreP1 += score1 self.scoreP2 += score2 self.end_menu = End(self.screen, self.tank_factory) if self.is_2p: self.end_menu.draw2p(self.scoreP1, self.scoreP2) else: self.end_menu.draw(self.score)
def run_game(): # Initialize pygame and screen pygame.init() settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("2Dverse") # Create ship and groups for bullets, enemies and obstacles ship = Ship(screen) bullets = Group() enemies = Group() obstacles = Group() mine = Mine(screen, Vector(40, 40), ship) # Main game loop while True: gf.check_events(settings, screen, ship, bullets) gf.update_objects(ship, bullets, screen, mine) gf.draw_screen(settings, screen, ship, bullets, mine)
def run_game(): pygame.init() pygame.mixer.init() settings = Settings() screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption('Alien') play_button = Button(settings, screen, 'Play') bullet_sound = pygame.mixer.Sound('sounds/Laser_Shoot16.ogg') explosion_sound = pygame.mixer.Sound('sounds/Explosion20.wav') ship = Ship(settings, screen) alien = Alien(settings, screen) stats = Stats(settings) sb = Scoreboard(settings, screen, stats) bullets = Group() aliens = Group() # Create alien fleet gf.create_fleet(settings, screen, ship, alien, aliens) while True: # Events gf.check_events(settings, screen, ship, bullets, bullet_sound, play_button, stats, aliens, alien, sb) # Updates if stats.game_active: gf.update_ship_bullets(settings, ship, bullets, aliens, explosion_sound, stats, sb) gf.update_alien_fleet(settings, screen, ship, bullets, aliens, alien, stats, sb) # Draw gf.draw_screen(settings, screen, ship, bullets, aliens, play_button, stats, sb)