def run(): global running global pygame display.set_title('Menu') gameDisplay.blit(back, (0, 0)) message_display("ESCAPE", 60, 130, 630) message_display( "Escape prison with the help of your friend Arnold Schwarzenegger by completing the four levels", 20, 690, 500) gameDisplay.blit(levelimg1, (306, 300)) gameDisplay.blit(levelimg2, (480, 300)) gameDisplay.blit(levelimg3, (658, 300)) gameDisplay.blit(levelimg4, (834, 300)) pygame.display.flip() lvl1 = pygame.Rect(306, 300, 140, 140) lvl2 = pygame.Rect(480, 300, 140, 140) lvl3 = pygame.Rect(658, 300, 140, 140) lvl4 = pygame.Rect(834, 300, 140, 140) while running == True: # Input for event in pygame.event.get(): running = essentials.run_essentials(event, False) if not running: return True if event.type == pygame.MOUSEBUTTONDOWN: x, y = event.pos if lvl1.collidepoint(x, y): return 0 if lvl2.collidepoint(x, y): return 1 if lvl3.collidepoint(x, y): return 3 if lvl4.collidepoint(x, y): return 4 display.update()
def run(): global running global pygame display.set_title('Level 3') while running == True: running = False return True # Input for event in pygame.event.get(): # Load in the fundemental functions in the game running = essentials.run_essentials(event) if not running: return True # Output # Update the display to show the changes you made display.update()
def tutorial(): global pygame tutorial = True instruction = pygame.image.load( "pkg/level1/images/instructions_screen.jpg") while tutorial: display.prepare_update() # Input for event in pygame.event.get(): # Load in the fundemental functions in the game tutorial = essentials.run_essentials(event) if not tutorial: return False if event.type == pygame.KEYDOWN: return True # Output display.window.blit(instruction, (0, 0)) display.update()
def tutorial(): global pygame tutorial = True while tutorial: display.prepare_update() # Input for event in pygame.event.get(): # Load in the fundemental functions in the game tutorial = essentials.run_essentials(event) if not tutorial: return False if event.type == pygame.KEYDOWN: return True # Output pygame.font.init() myFont = pygame.font.SysFont('Sans Serif', 48) textsurface1 = myFont.render('Dodge the guards and bullets', False, (0, 0, 0)) textsurface2 = myFont.render('Press `Space` key to jump', False, (0, 0, 0)) textsurface3 = myFont.render('Press `Left CTRL` key to crawl', False, (0, 0, 0)) textsurface4 = myFont.render('Press any key to continue', False, (0, 0, 0)) display.window.blit(textsurface1, (200, 200)) display.window.blit(textsurface2, (200, 230)) display.window.blit(textsurface3, (200, 260)) display.window.blit(textsurface4, (200, 320)) display.update()
def run(): global running global pygame #while running play the music pygame.mixer.init(44100, -16, 2, 2048) pygame.mixer.Channel(1).play( pygame.mixer.Sound('pkg/level2/sounds/elevator.wav')) timer = essentials.timer(3) #groups playergroup = pygame.sprite.Group() all_sprites = pygame.sprite.Group() background = pygame.sprite.Group() walls = pygame.sprite.Group() levelwalls = pygame.sprite.Group() enemygroup = pygame.sprite.Group() tafelgroup = pygame.sprite.Group() #Enemy waypoints waypoints = [[620, 100], [735, -455], [1890, -550], [1890, -450], [615, -545]] #Enemy2 waypoints waypoints2 = [[1130, 165], [1115, 315], [1135, -210], [1680, -210], [1680, 165]] #Enemy3 waypoints waypoints3 = [[2175, 290], [1300, 350], [1300, 290], [2175, 350]] #Enemy4 waypoints waypoints4 = [[1800, 0], [1975, -125], [2300, -130], [2300, 120], [1970, 120]] #player position player = Player(((width / 2), (height / 2))) #side, top and bottom walls walltop = TopAndBottomWall(540, -620, all_sprites, walls) wallbottom = TopAndBottomWall(540, 410, all_sprites, walls) wallleft = SideWall((width / 2) - 100, (height / 2) - 930, all_sprites, walls) wallright = SideWall((wallleft.rect.x + (1920 - 50)), (height / 2) - 930, all_sprites, walls) ##horizontal and vertical walls #three in the beginning of the level wallvertical1 = VerticalWall(740, 230, levelwalls, walls) wallhorizontal1 = HorizontalWall(740, 180, levelwalls, walls) wallvertical2 = VerticalWall(940, 30, levelwalls, walls) #top part of the level wallvertical3 = VerticalWall(790, -370, levelwalls, walls) wallhorizontal2 = HorizontalWall(840, -370, levelwalls, walls) wallhorizontal3 = HorizontalWall(1040, -370, levelwalls, walls) wallhorizontal4 = HorizontalWall(1240, -370, levelwalls, walls) wallhorizontal5 = HorizontalWall(1440, -370, levelwalls, walls) wallhorizontal6 = HorizontalWall(1640, -370, levelwalls, walls) wallvertical3 = VerticalWall(1840, -370, levelwalls, walls) wallvertical4 = VerticalWall(2140, -370, levelwalls, walls) #bottom part of the level wallvertical5 = VerticalWall(1190, 230, levelwalls, walls) wallhorizontal7 = HorizontalWall(1690, 230, levelwalls, walls) wallhorizontal8 = HorizontalWall(2240, 230, levelwalls, walls) #big block in the middle wallhorizontal9 = HorizontalWall(1340, -70, levelwalls, walls) wallhorizontal10 = HorizontalWall(1340, -20, levelwalls, walls) wallhorizontal11 = HorizontalWall(1340, 30, levelwalls, walls) wallhorizontal12 = HorizontalWall(1340, 80, levelwalls, walls) #small block in the middle wallhorizontal13 = HorizontalWall(2040, -20, levelwalls, walls) wallhorizontal14 = HorizontalWall(2040, 30, levelwalls, walls) #enemy's enemy = Enemy((620, 50), waypoints, enemygroup) enemy2 = Enemy2((1115, 315), waypoints2, enemygroup) enemy3 = Enemy3((1900, -100), waypoints3, enemygroup) enemy4 = Enemy4((1900, -100), waypoints4, enemygroup) #the floor floor = Floor(540, -620, background) #tafel tafel = Tafel(2300, 300, tafelgroup) #camera camera = Vector2(0, 0) display.set_title('Level 2') #animated sprite clock = pygame.time.Clock() dt = clock.tick(60) while running: # Input for event in pygame.event.get(): running = essentials.run_essentials(event) if not running: return True #player movement elif event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT: player.vel.x = 5 player.vel.y = 0 elif event.key == pygame.K_LEFT: player.vel.x = -5 player.vel.y = 0 elif event.key == pygame.K_UP: player.vel.y = -5 player.vel.x = 0 elif event.key == pygame.K_DOWN: player.vel.y = 5 player.vel.x = 0 if event.key == pygame.K_b: pygame.mixer.Channel(0).stop() pygame.mixer.Channel(1).stop() return True elif event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT and player.vel.x > 0: player.vel.x = 0 elif event.key == pygame.K_LEFT and player.vel.x < 0: player.vel.x = 0 elif event.key == pygame.K_UP: player.vel.y = 0 elif event.key == pygame.K_DOWN: player.vel.y = 0 #update all the groups enemygroup.update() all_sprites.update() playergroup.update() background.update() walls.update() tafelgroup.update() ##player collision with walls # move player horizontal player.rect.x += player.vel.x # check collision horizontal if pygame.sprite.spritecollide(player, walls, False): # move it back player.rect.x -= player.vel.x # reset speed player.vel.x = 0 # move player vertical player.rect.y += player.vel.y # check collision vertical if pygame.sprite.spritecollide(player, walls, False): # move it back player.rect.y -= player.vel.y # reset speed player.vel.y = 0 camera -= player.vel display.window.fill((0, 0, 0)) #draw background for sprite in background: display.window.blit(sprite.image, sprite.rect.topleft + camera) #draw walls in level for sprite in levelwalls: display.window.blit(sprite.image, sprite.rect.topleft + camera) # draw player and walls for sprite in all_sprites: display.window.blit(sprite.image, sprite.rect.topleft + camera) #draw enemy's for sprite in enemygroup: display.window.blit(sprite.image, sprite.rect.topleft + camera) #draw tafel for sprite in tafelgroup: display.window.blit(sprite.image, sprite.rect.topleft + camera) #draw player display.window.blit(player.image, player.rect.topleft + camera) #update all the groups all_sprites.update() playergroup.update() background.update() walls.update() tafelgroup.update() # collision with enemy if pygame.sprite.spritecollide(player, enemygroup, False): #show busted display.window.blit(busted, [400, 150]) #load hasta la vista hastalavista = pygame.mixer.music.load( "pkg/level2/sounds/hastalavista.wav") #play arnold sound pygame.mixer.music.play(0) display.update() time.sleep(3) return False #collision with table if pygame.sprite.spritecollide(player, tafelgroup, False): #show arnold face display.window.blit(gettothechopper, [0, 0]) #load arnold chopper sound pygame.mixer.music.load("pkg/level2/sounds/gettothechopper.wav") #play arnold chopper sound pygame.mixer.music.play(0) display.update() time.sleep(6) return True # Load in the fundemental functions in the game # Output ## Update the display to show the changes you made # counter for player animation player.counter(dt) player.counter2(dt) player.counter3(dt) player.counter4(dt) ##counter for enemy animation enemy.counter(dt) enemy2.counter(dt) enemy3.counter(dt) enemy4.counter(dt) enemygroup.update() display.update()
def run(): global running global pygame #set title for current level display.set_title("Level 4") #player configuration x, y = (100),(620) choppah_width = 245 choppah_height = 79 power = 0 power_change = 0 x_change = 0 y_change = 0 #enemy copter configuration enemy_turbo = 2 enemy_startx = 1800 enemy_starty = random.randrange(50, display_height - 50) enemy_endy = random.randrange(50, display_height - 50) enemy_speed = 7 enemy_speed += enemy_turbo enemy_height = 79 enemy_width = 245 #bomb configuration bomb_startx = random.randrange(0, display_width) bomb_starty = -300 bomb_speed = -5 bomb_height = 93 bomb_width = 25 #other values running = True gameWon = False ticks = 0 index = 0 cheatsEnabled = False pygame.mixer.Channel(0).set_volume(0.4) pygame.mixer.Channel(2).stop() pygame.mixer.Channel(0).play(pygame.mixer.Sound('files/sounds/victory.wav')) pygame.mixer.Channel(1).play(pygame.mixer.Sound('files/sounds/coptah.wav')) #game loop while running == True: #catch all pressed keys for event in pygame.event.get(): running = essentials.run_essentials(event) if not running: return True #direction change based on pressed key if event.type == pygame.KEYDOWN and ticks > 120: if event.key == pygame.K_UP: power_change = 0.25 power = -5 if event.key == pygame.K_LEFT: x_change = -5 if event.key == pygame.K_RIGHT: x_change = 5 if event.key == pygame.K_x: if (cheatsEnabled): cheatsEnabled = False else: cheatsEnabled = True if event.key == pygame.K_b: return True #set the new position based on direction change power += power_change #player y pos remains same, x pos goes forward on game win if ticks > 3000: power = 0 x_change = 5 if ticks < 120: x += 0.6 y -= 2.5 if ticks >= 120: y += power x += x_change bomb_starty -= bomb_speed enemy_startx -= enemy_speed if bomb_starty > display_height + 100: bomb_startx = random.randrange(0, display_width - 100) bomb_starty = 0 if enemy_starty > y: enemy_starty -= 1.2 if enemy_starty < y: enemy_starty += 1.2 if enemy_startx < -250: enemy_starty = random.randrange(0, display_height - 100) enemy_startx = 1500 #drawing rectangles for entities with collision bombRect = pygame.draw.rect(display.window, (0,0,0), (bomb_startx,bomb_starty,bomb_width,bomb_height)) choepahRect = pygame.draw.rect(display.window, (0,0,0), (x,y,choppah_width - 30,choppah_height)) enemyRect = pygame.draw.rect(display.window, (0,0,0), (enemy_startx + 10,enemy_starty,enemy_width - 10,enemy_height)) #draw the background over the rectangles background.draw(display.window, index % background.totalCellCount, 0, 0, CENTER_HANDLE) #draw sprites/images on the position of the rectangles choepah.draw(display.window, index % choepah.totalCellCount, x, y, CENTER_HANDLE) enemy.draw(display.window, index % enemy.totalCellCount, enemy_startx, enemy_starty, CENTER_HANDLE) #after 20 seconds enemy copters speedup if (ticks > 1000 and ticks <= 2000): enemy_speed = 12 #after 40 seconds if (ticks > 2000 and ticks <= 3000): enemy_speed = 13 #when player collides with bomb, restart level bombs(bomb_startx, bomb_starty, bomb_height, bomb_width) if choepahRect.colliderect(bombRect) and not cheatsEnabled: lose("by bomb") return False #display message after 20 seconds if (ticks == 2000): message_display("The cops are pissed!", 40, 300, 600) pygame.mixer.Channel(0).stop() pygame.mixer.Channel(2).set_volume(0.5) pygame.mixer.Channel(2).play(pygame.mixer.Sound('files/sounds/thestruggle.wav')) time.sleep(3) #game win if (ticks > 3000): enemy_starty = 1100 bomb_starx = 2000 gameWon = True if (x > 1280): message_display("You have escaped!", 35, 350, 600) if (x > 2500): pygame.mixer.Channel(2).fadeout(1000) gameWon = True return True #when a player collides with border, restart level if (x > display_width - choppah_width or x < 0 or y < 0 or y+choppah_height > display_height) and not gameWon and not cheatsEnabled: lose("the border") return False #when player collides with enemy copter, restart level if choepahRect.colliderect(enemyRect) and not cheatsEnabled: lose("by copter") return False index += 1 ticks += 1 #Makes the changes visible display.update()
def run(): global running global pygame global visible_speech_balloon global speech_balloon global interaction_mark1 global interaction_mark2 global interaction_mark3 global interaction_mark4 global key_obtained global bed_scenario global toilet_scenario global mob_scenario global player global highlighted_answer display.set_title('Level 1') new() load_data() while running: display.prepare_update() # Input for event in pygame.event.get(): running = essentials.run_essentials(event) if not running: return True if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: if visible_speech_balloon: if multiple_choice_answers: if highlighted_answer > highlighted_answer_minimum_boundary: highlighted_answer -= 1 if event.key == pygame.K_b: pygame.mixer.Channel(1).stop() return True if event.key == pygame.K_DOWN: if visible_speech_balloon: if multiple_choice_answers: if highlighted_answer < highlighted_answer_maximum_boundary: highlighted_answer += 1 elif event.type == pygame.KEYUP: if event.key == pygame.K_RETURN: if visible_speech_balloon: if speech_balloon_object.scenario == 1: # I don't have to go... visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 2 and highlighted_answer == 4: # Do you want to play a game?;Answer 3 questions...;and I'll hand over the key --> Yes bed_scenario = 3 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 2 and highlighted_answer == 5: # Do you want to play a game?;Answer 3 questions...;and I'll hand over the key --> No visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 3: # Here is my first question:;The person who knows he uses;it, doesn't know he uses it.;What is it? bed_scenario = 4 multiple_choice_answers = True highlighted_answer = 1 highlighted_answer_minimum_boundary = 1 highlighted_answer_maximum_boundary = 4 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 4 and highlighted_answer != 4: # Insurance;Necktie;Sugar;Coffin bed_scenario = 5 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 4 and highlighted_answer == 4: # Insurance;Necktie;Sugar;Coffin bed_scenario = 6 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 5: # WRONG!;Get used to being here,;cause you're going to be;here for a while... bed_scenario = 3 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 6: # That's correct.;Here's my next question: bed_scenario = 7 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 7: # Have you ever heard of a;dyslexic Satanist? bed_scenario = 8 multiple_choice_answers = True highlighted_answer = 1 highlighted_answer_minimum_boundary = 1 highlighted_answer_maximum_boundary = 4 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 8 and highlighted_answer != 2: # They prey to Christ;He sold his soul to Santa;There are none;No bed_scenario = 9 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 8 and highlighted_answer == 2: # They prey to Christ;He sold his soul to Santa;There are none;No bed_scenario = 10 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 9: # You're wrong!;I guess you're not so smart;... bed_scenario = 7 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 10: # Okay. For my final game,;I want you to insult the;other inmate's mother. bed_scenario = 11 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 11: # We're gonna torture him;with the infamous your momma jokes. bed_scenario = 12 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 12: # Unfortunately for you,;I only know the setups,;you're gonna have to come;up with the punchlines bed_scenario = 13 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 13: # Go talk to the other inmate. bed_scenario = 10 mob_scenario = 15 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 14: # Go away.;I have nothing to say. mob_scenario = 14 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 15: # Okay, here goes nothing... * mob_scenario = 16 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 16: # HEY YOU!;YO' MOMMA'S SO FAT... mob_scenario = 17 multiple_choice_answers = True highlighted_answer = 1 highlighted_answer_minimum_boundary = 1 highlighted_answer_maximum_boundary = 3 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 17 and highlighted_answer != 2: # ...SHE SHOWED UP EARLY;FOR HER OWN FUNERAL!;...SHE HAS MORE FOLDS,;THAN AN ORIGAMI ACCORDEON!;...IF SHE FELL IN NUCLEAR WASTE,;NO ONE WOULD NOTICE! mob_scenario = 18 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 17 and highlighted_answer == 2: # ...SHE SHOWED UP EARLY;FOR HER OWN FUNERAL!;...SHE HAS MORE FOLDS,;THAN AN ORIGAMI ACCORDEON!;...IF SHE FELL IN NUCLEAR WASTE,;NO ONE WOULD NOTICE! mob_scenario = 19 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 18: # Stop talking trash!;You suck at this! mob_scenario = 15 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 19: # Not a word about my mother!;She's a saint. mob_scenario = 20 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 20: # YO' MOMMA'S SO RADIANT... mob_scenario = 21 multiple_choice_answers = True highlighted_answer = 1 highlighted_answer_minimum_boundary = 1 highlighted_answer_maximum_boundary = 3 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 21 and highlighted_answer != 1: # ...IF SHE FELL IN NUCLEAR WASTE,;NO ONE WOULD NOTICE!;...SHE BRINGS COUPONS TO;THE PENNY ARCADE!;...SHE SHOWED UP EARLY;FOR HER OWN FUNERAL! mob_scenario = 22 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 21 and highlighted_answer == 1: # ...IF SHE FELL IN NUCLEAR WASTE,;NO ONE WOULD NOTICE!;...SHE BRINGS COUPONS TO;THE PENNY ARCADE!;...SHE SHOWED UP EARLY;FOR HER OWN FUNERAL! mob_scenario = 23 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 22: # You ain't hurtin nobody,;you little bitch! mob_scenario = 15 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 23: # Ahhh, it hurts...;IT HURTS! mob_scenario = 24 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 24: # YO' MOMMA'S SO PUNCTUAL... mob_scenario = 25 multiple_choice_answers = True highlighted_answer = 1 highlighted_answer_minimum_boundary = 1 highlighted_answer_maximum_boundary = 3 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 25 and highlighted_answer != 2: # ...SHE BRINGS COUPONS TO;THE PENNY ARCADE!;...SHE SHOWED UP EARLY;FOR HER OWN FUNERAL!;...THE ONLY TIME SHE'S LOW;IS AT A LIMBO CONTEST! mob_scenario = 26 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 25 and highlighted_answer == 2: # ...SHE BRINGS COUPONS TO;THE PENNY ARCADE!;...SHE SHOWED UP EARLY;FOR HER OWN FUNERAL!;...THE ONLY TIME SHE'S LOW;IS AT A LIMBO CONTEST! mob_scenario = 27 multiple_choice_answers = False highlighted_answer = 0 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) elif speech_balloon_object.scenario == 26: # You had your chance,;now F**K OFF! mob_scenario = 15 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 27: # Enough, enough!; I'm suffocating...;sob.. sob... * mob_scenario = 28 bed_scenario = 30 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, 29) elif speech_balloon_object.scenario == 28: # I'm done talking to you;Leave me alone... visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 29: # Now to claim the key;and get the f**k outta here! * visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 30: # Man...;I had the time of my life!!;Didn't know you had it in ya! bed_scenario = 31 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 31: # Unfortunately for you,;I don't have the key on me,;but I'm sure that you little;POTTY mouth;will know where to find it. bed_scenario = 30 toilet_scenario = 32 visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 32: # GROSS...;;* key obtained * toilet_scenario = 33 bed_scenario = 34 key_obtained = True visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 33: # I already got the key... visible_speech_balloon = False player.can_walk = True elif speech_balloon_object.scenario == 34: # Drop by anytime pal. bed_scenario = 35 speech_balloon_object.choose_scenario( visible_speech_balloon, reader, bed_scenario) elif speech_balloon_object.scenario == 35: # Wouldn't count on it "pal" * bed_scenario = 34 visible_speech_balloon = False player.can_walk = True # Output pygame.mixer.init() pygame.font.init() font = pygame.font.Font(FONT, 19) font2 = pygame.font.Font(FONT, 13) if player.speedx or player.speedy > 0: all_sprites.remove(interaction_mark1, interaction_mark2, interaction_mark3, interaction_mark4) all_sprites.remove(speech_balloon) # for interaction with the bed "object" if player.rect.x >= 930 and player.rect.y <= 222: if player.keys[pygame.K_SPACE]: player.can_walk = False visible_speech_balloon = True if bed_scenario == 2: multiple_choice_answers = True highlighted_answer = 4 highlighted_answer_minimum_boundary = 4 highlighted_answer_maximum_boundary = 5 speech_balloon_object.choose_scenario(visible_speech_balloon, reader, bed_scenario) # for interaction with the toilet if (player.rect.x >= 640 and player.rect.x <= 772) and player.rect.y <= 150: if player.keys[pygame.K_SPACE]: visible_speech_balloon = True player.can_walk = False speech_balloon_object.choose_scenario(visible_speech_balloon, reader, toilet_scenario) # for interaction with the bars of the player's cell if player.rect.x == 622: if player.keys[pygame.K_SPACE]: visible_speech_balloon = True player.can_walk = False if key_obtained == True: all_sprites.remove(bars) bars.remove(jailDoor) elif key_obtained == False: speech_balloon_object.choose_scenario( visible_speech_balloon, reader, mob_scenario) hits_wall = pygame.sprite.spritecollide(player, walls, False) if hits_wall: player.rect.x = player.rect.x - player.speedx player.rect.y = player.rect.y - player.speedy hits_bed = pygame.sprite.spritecollide(player, bed, False) if hits_bed: player.rect.x = player.rect.x - player.speedx player.rect.y = player.rect.y - player.speedy if player.speedx == 0: all_sprites.add(interaction_mark2) if player.speedy == 0: all_sprites.add(interaction_mark2) hits_bars = pygame.sprite.spritecollide(player, bars, False) if hits_bars: player.rect.x = player.rect.x - player.speedx player.rect.y = player.rect.y - player.speedy if key_obtained == False: if player.speedx == 0: all_sprites.add(interaction_mark1) if player.speedy == 0: all_sprites.add(interaction_mark1) if player.keys[pygame.K_SPACE]: key_obtained = False else: all_sprites.remove(bars) bars.remove(jailDoor) hits_jaildoor = pygame.sprite.spritecollide(player, jaildoor, False) if hits_jaildoor: player.rect.x = player.rect.x - player.speedx player.rect.y = player.rect.y - player.speedy hits_toilet = pygame.sprite.spritecollide(player, toilet, False) if hits_toilet: player.rect.x = player.rect.x - player.speedx player.rect.y = player.rect.y - player.speedy if player.speedx == 0: all_sprites.add(interaction_mark3) if player.speedy == 0: all_sprites.add(interaction_mark3) hits_exit = pygame.sprite.spritecollide(player, exits, False) if hits_exit: player.rect.x = player.rect.x - player.speedx player.rect.y = player.rect.y - player.speedy return True display.window.blit(background, background_rect) all_sprites.draw(display.window) if visible_speech_balloon: all_sprites.add(speech_balloon) Text(speech_balloon_object, font, font2, reader, highlighted_answer) else: all_sprites.remove(speech_balloon) all_sprites.update() display.update()
def run(): global running global pygame jumping = False crawling = False player = Player() enemies = [] display.set_title('Level 3') timer = essentials.timer(30) enemy_spawn_timer = essentials.timer(0) pygame.mixer.Channel(1).set_volume(0.4) pygame.mixer.Channel(1).play(pygame.mixer.Sound('files/sounds/run.wav')) while running == True: display.prepare_update() # Input for event in pygame.event.get(): # Load in the fundemental functions in the game running = essentials.run_essentials(event) if not running: return True if event.type == pygame.KEYDOWN: if not jumping: if event.key == pygame.K_SPACE: jumping = True elif event.key == pygame.K_LCTRL: crawling = True if event.key == pygame.K_b: pygame.mixer.Channel(1).stop() return True if event.type == pygame.KEYUP: if event.key == pygame.K_LCTRL: crawling = False if running: if timer.check_timer(): helicopter = Helicopter() helicopter.update() player.end_game() if player.position.x > helicopter.position.x: pygame.mixer.Channel(1).stop() return True else: if enemy_spawn_timer.check_timer(): enemy_spawn_timer = essentials.timer(randint(1, 3)) if randint(0, 1) == 0: enemies.append(Guard()) else: enemies.append(Bullets()) # Output pygame.font.init() myFont = pygame.font.SysFont('Sans Serif', 48) textsurface = myFont.render(str(timer.get_time() / 1000), False, (0, 0, 0)) pygame.draw.rect(display.window, (0, 0, 0), pygame.Rect((0, 680), (1280, 40))) if crawling: player.crawl() elif jumping: jumping = player.jump() for enemy in enemies: enemy.update() if isinstance(enemy, Guard): if player.rect.colliderect(enemy.guard): return False else: if player.rect.colliderect( enemy.bullet1) or player.rect.colliderect( enemy.bullet2) or player.rect.colliderect( enemy.bullet3): return False if not running: return True display.window.blit(textsurface, (0, 0)) player.update() # Update the display to show the changes you made display.update()