def main(): """Just used to set up the engine and screen""" league.Settings.width = 800 league.Settings.height = 640 "Sets the size of the window. 800 x 640 is 25 x 20 32bit sprites" engine = league.Engine("Gricelda") engine.init_pygame() user = Player(engine, 5, 10) engine.objects.append(user) screen = Screen(user, engine) over = Overlay(user) engine.drawables.add(over) engine.objects.append(over) "Screen is passed the player to allow them to be changed by the world" " and engine to allow all world updates" engine.objects.append(screen) pygame.mixer.init() background_track = pygame.mixer.Sound("../assets/track6.ogg") background_track.play(-1) engine.drawables.remove(user) showTitleScreen(screen, engine) engine.drawables.add(user) engine.events[pygame.QUIT] = engine.stop engine.run()
def main() : e = league.Engine("Spook City") e.init_pygame() timer = pygame.time.set_timer(pygame.USEREVENT + 1, 1000 // league.Settings.gameTimeFactor) count = 0 p = Player(1, 400, 300) spawner = EnemySpawner(e,p) crate = createInteract(e,p) spawner.createEnemy(2,128,128) crate.createLanternContainer(2,128,300) crate.createBeartrapContainer(2,256,300) mapRenderer = MapRenderer("first room", e) world_size = mapRenderer.renderBackground() p.world_size = world_size mapRenderer.renderForeGround() d = Door(2, 300, 4, 300, 416, "second room", e) e.light_points = p.raycast_points e.player = p overlay = Overlay(p) e.overlay = overlay e.objects.append(p) e.objects.append(overlay) e.objects.append(d) # any objects to be created on the fly p.items = e.dynamic_instances p.interactables.add(d) # add all drawables e.drawables.add(p) e.drawables.add(d) mapRenderer.renderForeGround() p.resetx = 300 p.resety = 416 bgm = BackgroundMusic("lavender town") bgm.start_music() # add all impassable sprites to classes which need them for impassable in mapRenderer.getAllImpassables(): p.blocks.add(impassable) # create room object in engine e.room = Room(p, e, overlay) p.room = e.room e.key_events[pygame.K_a] = p.move_left e.key_events[pygame.K_d] = p.move_right e.key_events[pygame.K_w] = p.move_up e.key_events[pygame.K_s] = p.move_down e.key_events[pygame.K_e] = p.interact e.key_events[pygame.K_SPACE] = p.use_active_item e.key_events[pygame.K_ESCAPE] = e.stop e.events[pygame.QUIT] = e.stop e.run()
def main(): e = league.Engine("Neon Souls") e.init_pygame() # create background and level init_map(e) e.events[pygame.QUIT] = e.stop e.run()
def main(): gamin = True #reset indicator while (gamin): gamin = False e = league.Engine("Go Nutts!") e.init_pygame() ##sprites = league.Spritesheet('../assets/base_chip_pipo.png', league.Settings.tile_size, 8) backgroundMaterial = league.Spritesheet( '../assets/woodlandMaterials.png', league.Settings.tile_size, 5) directionalInfo = league.Spritesheet('../assets/directions.png', league.Settings.tile_size, 3) t = league.Tilemap('../assets/woodland.lvl', backgroundMaterial, layer=1) ##d = league.Tilemap('../assets/directions.lvl', directionalInfo, layer = 2) b = league.Tilemap('../assets/background.lvl', backgroundMaterial, layer=0) world_size = (t.wide * league.Settings.tile_size, t.high * league.Settings.tile_size) e.drawables.add(b.passable.sprites()) e.drawables.add(t.passable.sprites()) ##e.drawables.add(d.passable.sprites()) m = SoundManager() m.bgm_start('Song_For_Someone.wav') p = Player(2, 420, 120) o = Overlay(p) bu = MusicButton() p.blocks.add(t.impassable) p.world_size = world_size p.rect = p.image.get_rect() s = Spider(10, 2810, 2527, 210, "v") s.blocks.add(t.impassable) s.world_size = world_size s.rect = s.image.get_rect() s2 = Spider(10, 1590, 630, 200, "v") s2.blocks.add(t.impassable) s2.world_size = world_size s2.rect = s2.image.get_rect() s3 = Spider(10, 3090, 700, 230, "v") s3.blocks.add(t.impassable) s3.world_size = world_size s3.rect = s3.image.get_rect() s4 = Spider(10, 3530, 957, 200, "fL") s4.blocks.add(t.impassable) s4.world_size = world_size s4.rect = s4.image.get_rect() b = Bee(10, 3482, 3134, 220, "v") b.blocks.add(t.impassable) b.world_size = world_size b.rect = b.image.get_rect() b2 = Bee(10, 2486, 790, 200, "s") b2.blocks.add(t.impassable) b2.world_size = world_size b2.rect = b2.image.get_rect() b3 = Bee(10, 5940, 1078, 170, "fL") b3.blocks.add(t.impassable) b3.world_size = world_size b3.rect = b3.image.get_rect() b4 = Bee(10, 6185, 1509, 250, "s") b4.blocks.add(t.impassable) b4.world_size = world_size b4.rect = b4.image.get_rect() ac = Acorn(10, 7000, 3300) ac.blocks.add(t.impassable) ac.world_size = world_size ac.rect = ac.image.get_rect() l = Leafbug(10, 2213, 3103, 500, "h") l.blocks.add(t.impassable) l.world_size = world_size l.rect = l.image.get_rect() l2 = Leafbug(10, 1230, 167, 400, "h") l2.blocks.add(t.impassable) l2.world_size = world_size l2.rect = l2.image.get_rect() l3 = Leafbug(10, 4259, 30, 150, "s") l3.blocks.add(t.impassable) l3.world_size = world_size l3.rect = l3.image.get_rect() l4 = Leafbug(10, 6559, 1215, 250, "h") l4.blocks.add(t.impassable) l4.world_size = world_size l4.rect = l4.image.get_rect() resetL = Overlay_Button(200, 250, False, " Reset", (209, 45, 25), (0, 0, 0), (255, 255, 255), e) quL = Overlay_Button(375, 250, False, " Quit", (209, 45, 25), (0, 0, 0), (255, 255, 255), e) resetW = Overlay_Button(200, 250, False, " Reset", (53, 50, 150), (209, 45, 25), (255, 255, 255), e) quW = Overlay_Button(375, 250, False, " Quit", (53, 50, 150), (209, 45, 25), (255, 255, 255), e) lose = Lose_Overlay(p, resetL, quL, e) w = Win_Overlay(p, resetW, quW, e) c = league.LessDumbCamera(800, 400, p, e.drawables, world_size) e.objects.append(p) e.objects.append(b) e.objects.append(b2) e.objects.append(b3) e.objects.append(b4) e.objects.append(ac) e.objects.append(l) e.objects.append(l2) e.objects.append(l3) e.objects.append(l4) e.objects.append(s) e.objects.append(s2) e.objects.append(s3) e.objects.append(s4) #Adding Drawables e.drawables.add(p) e.drawables.add(s) e.drawables.add(b) e.drawables.add(b2) e.drawables.add(b3) e.drawables.add(b4) e.drawables.add(ac) e.drawables.add(l) e.drawables.add(l2) e.drawables.add(l3) e.drawables.add(l4) e.drawables.add(s) e.drawables.add(s2) e.drawables.add(s3) e.drawables.add(s4) e.drawables.add(o) e.drawables.add(bu) e.objects.append(resetL) e.objects.append(quL) e.objects.append(resetW) e.objects.append(quW) e.objects.append(lose) e.objects.append(c) e.objects.append(o) e.objects.append(w) e.objects.append(bu) e.drawables.add(quL) e.drawables.add(resetL) e.drawables.add(quW) e.drawables.add(resetW) e.drawables.add(lose) e.drawables.add(w) e.collisions[(p, p.ouch)] = [s, s2, s3, s4, b, b2, b3, b4, l, l2, l3, l4] e.collisions[(p, p.win)] = [ac] #Bees pygame.time.set_timer(pygame.USEREVENT + 1, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 2, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 3, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 4, 100 // league.Settings.gameTimeFactor) #Leafbugs pygame.time.set_timer(pygame.USEREVENT + 10, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 11, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 12, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 13, 100 // league.Settings.gameTimeFactor) #Spiders pygame.time.set_timer(pygame.USEREVENT + 20, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 21, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 22, 100 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 23, 100 // league.Settings.gameTimeFactor) #Nutthaniel pygame.time.set_timer(pygame.USEREVENT + 30, 10 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 31, 5 // league.Settings.gameTimeFactor) #Acorn pygame.time.set_timer(pygame.USEREVENT + 5, 100 // league.Settings.gameTimeFactor) e.add_key(pygame.K_a, p.move_left) e.add_key(pygame.K_d, p.move_right) e.add_key(pygame.K_w, p.move_up) e.add_key(pygame.K_s, p.move_down) e.add_key(pygame.K_q, p.print_place) e.add_key(pygame.K_b, p.climb_on) e.add_key(pygame.K_SPACE, p.jump) e.events[pygame.MOUSEBUTTONDOWN] = bu.mouse_click e.events[pygame.USEREVENT + 1] = b.move e.events[pygame.USEREVENT + 2] = b2.move e.events[pygame.USEREVENT + 3] = b3.move e.events[pygame.USEREVENT + 4] = b4.move e.events[pygame.USEREVENT + 5] = ac.move e.events[pygame.USEREVENT + 10] = l.move e.events[pygame.USEREVENT + 11] = l2.move e.events[pygame.USEREVENT + 12] = l3.move e.events[pygame.USEREVENT + 13] = l4.move e.events[pygame.USEREVENT + 20] = s.move e.events[pygame.USEREVENT + 21] = s2.move e.events[pygame.USEREVENT + 22] = s3.move e.events[pygame.USEREVENT + 23] = s4.move e.events[pygame.USEREVENT + 30] = p.move_down_gravity e.events[pygame.USEREVENT + 31] = p.update_jump e.events[pygame.QUIT] = e.stop e.run() if e.reset: gamin = True
def main(): e = league.Engine("The Lone Ranger") e.init_pygame() sprites = league.Spritesheet('./assets/base_chip_pipo.png', league.Settings.tile_size, 8) t = league.Tilemap('./assets/world.lvl', sprites, layer=1) b = league.Tilemap('./assets/background.lvl', sprites, layer=0) world_size = (t.wide * league.Settings.tile_size, t.high * league.Settings.tile_size) e.drawables.add(t.passable.sprites()) e.drawables.add(b.passable.sprites()) p = Player(2, 400, 300) o = Overlay(p) p.blocks.add(t.impassable) p.world_size = world_size p.rect = p.image.get_rect() e.drawables.add(p) e.drawables.add(o) c = league.LessDumbCamera(800, 600, p, e.drawables, world_size) e.objects.append(c) e.objects.append(o) wave = 1 zombieCount = 0 #Register events? pygame.time.set_timer(pygame.USEREVENT + 0, 250 // league.Settings.gameTimeFactor) pygame.time.set_timer(pygame.USEREVENT + 1, 250 // league.Settings.gameTimeFactor) #Player movements zombies = [] def shoot(time): now = pygame.time.get_ticks() if now - p.lastShot > 500: bullet = Bullet(p.direction, 10, p.x, p.y) e.objects.append(bullet) e.drawables.add(bullet) for z in zombies: e.collisions[z] = (bullet, z.ouch) p.lastShot = now ''' Spawns Zombies with a 25% freqency every 250ms ''' def spwanZombies(time): if p.zombieCount < p.wave * 5: if random.randint(1, 100) > 75: z = Zombie(p, 10, p.x, p.y) e.drawables.add(z) e.objects.append(z) e.collisions[z] = (p, p.ouch) p.zombieCount = p.zombieCount + 1 zombies.append(z) def moveAndShoot(time): keys = pygame.key.get_pressed() if keys[pygame.K_w] or keys[pygame.K_a] or keys[pygame.K_s] or keys[ pygame.K_d]: p.move(time, pygame.key.get_pressed()) if keys[pygame.K_SPACE]: shoot(time) ''' Moves zombies every 250ms ''' def updateZoms(time): for i in e.objects: if isinstance(i, Zombie): if random.randint(1, 100) > 25: i.move_towards_player(time) if i.health <= 0: e.objects.remove(i) e.drawables.remove(i) if isinstance(i, Bullet): if i.ttl > 10: i.kill() e.objects.remove(c) e.objects.append(c) e.key_events[pygame.K_a] = moveAndShoot e.key_events[pygame.K_d] = moveAndShoot e.key_events[pygame.K_w] = moveAndShoot e.key_events[pygame.K_s] = moveAndShoot e.key_events[pygame.K_SPACE] = moveAndShoot #Register zombie movements in event list e.events[pygame.USEREVENT] = updateZoms e.events[pygame.USEREVENT + 1] = spwanZombies #Sets up exit button to quit game e.events[pygame.QUIT] = e.stop #Runs the main game loop e.run()
import sys sys.path.append('..') import league from player import Player def all_done(self): print("Peace out ya'll.") pygame.quit() sys.exit() league.Settings.width = 768 league.Settings.height = 768 e = league.Engine("Really sucky PvZ") e.init_pygame() e.events[pygame.QUIT] = all_done sprites = league.Spritesheet('./assets/base_chip_pipo.png', league.Settings.tile_size, 8) t = league.Tilemap('./assets/defense.lvl', sprites, layer=0) scs = [] scs_b = [] sc = sprites.sprites[155] sc_b = sprites.sprites[163] for i in range(6): scs.append(league.Drawable()) scs_b.append(league.Drawable())