def run(self): play_menu = Menu(self.game_screen) high_score_menu = HighScoreScreen(self.game_screen, self.hold_score) intro_ghost_chase = Intro(self.game_screen) event_iterator = EventLoop(loop_running=True, actions={pygame.MOUSEBUTTONDOWN: play_menu.check_buttons}) while event_iterator.loop_running: self.tick_component.tick(60) event_iterator.check_events() self.game_screen.fill(PlayGame.game_color) if not play_menu.high_score_menu: intro_ghost_chase.update() intro_ghost_chase.blit() play_menu.blit() else: high_score_menu.blit() high_score_menu.check_done() if play_menu.ready_to_play: pygame.mixer.music.stop() self.play_game() for g in self.pacman_ghosts: g.reset_speed() play_menu.ready_to_play = False self.hold_score.save_high_scores() high_score_menu.prep_images() high_score_menu.position() elif not pygame.mixer.music.get_busy(): pygame.mixer.music.play(-1) pygame.display.flip()
def play(self): while True: mloop = MenuLoop(self.screen, self.stats, finished=False, highscore_screen=False) while not mloop.finished: mloop.check_events() mloop.update() self.update_menu_screen(mloop) if mloop.highscore_screen == True: while mloop.highscore_screen: mloop.check_highscore_events() mloop.update_highscore_screen() self.update_highscore_screen(mloop) self.maze = Maze(self.screen, self.mazefile, 'square', 'shield', 'left_bigman_1', 'powerpill', 'tablet', 'up_clyde_1', 'up_pinky_1', 'up_inky_1', 'up_blinky_1', self.stats) eloop = EventLoop(self.maze, self.screen, finished=False) while not eloop.finished: eloop.check_events() eloop.update(self.settings, self.screen, self.stats) self.update_screen()
def play(self): eventloop = EventLoop(finished=False) while not eventloop.finished: self.clock.tick(30) eventloop.check_events(self.player) self.player.update() self.update_screen()
def play(self): eloop = EventLoop(finished=False) while not eloop.finished: while not self.stats.game_active: self.play_button.draw_button() eloop.check_events(self.pacman, self.play_button, self.stats) eloop.check_events(self.pacman, self.play_button, self.stats) self.pacman.update(self.maze, self.pac_group) self.update_screen()
def play(self): eloop = EventLoop(finished=False) while not eloop.finished: eloop.check_events(self.pacman, self.start_rect) self.update_screen() self.pacman.update() for ghost in self.ghost: ghost.update()
def play(self): eloop = EventLoop(self.ai_settings.finished, self.ai_settings.display_lives) self.load_data() while not eloop.finished: eloop.check_events(self.ai_settings, self.menu, self.mario) self.mario.update(self.map.rock, self.map.metal, self.map.stone, self.map.brick, self.map.q, self.map.pipe, self.map.pipe_1, self.map.coins) self.update_screen() self.sb.check_high_score(self.sb)
def play(self): eloop = EventLoop(self.ai_settings.finished) while not eloop.finished: eloop.check_events(self.ai_settings, self.menu, self.pacman) self.pacman.check_dot_collision(self.ai_settings, self.maze.dots, self.maze.pills, self.sb) self.sb.check_high_score(self.sb) self.update_screen() self.pacman.check_wall_collision(self.maze.bricks) self.pacman.update() self.ghost.update_ghost(self.pacman, self.maze.nodes)
def play(self): # sleep(4) #pygame.mixer.Sound.play(self.intro) sleep(1) eventloop = EventLoop(finished=False) pygame.mixer.Sound.play(self.intro) while not eventloop.finished: #self.clock.tick(60) eventloop.check_events(self.screen, self.player, self.sb, self.play_button, self.stats, self.set) self.player.update() self.update_screen()
def play(self): # self.displayname = Button(self.screen, "Portal Pacman") self.displayname.rect.centery -= 300 self.displayname.msg_image_rect.center = self.displayname.rect.center # self.highscore_button = Button(self.screen, "Portal Pacman") self.highscore_button.rect.centery += 330 self.highscore_button.msg_image_rect.center = self.highscore_button.rect.center # self.play_button = Button(self.screen, "Portal Pacman") self.play_button.rect.centery += 280 self.play_button.msg_image_rect.center = self.play_button.rect.center hs_file = open("score.txt", "r") self.ai_settings.hs = int(hs_file.read()) hs_file.close() msgg = 'The high score is ' + str(self.ai_settings.hs) self.score = Button(self.screen, msgg) self.score.rect.centery -= 150 self.score.msg_image_rect.center = self.score.rect.center self.ghosts.intro() self.pacman.intro() self.blues = pygame.mixer.Sound('sounds/blueghosts.wav') eloop = EventLoop(finished=False) while not eloop.finished: eloop.check_events(self.ai_settings, self.pacman, self.maze, self.play_button, self.highscore_button, self.back, self.ghosts, self.blues, self.sb) if self.ai_settings.score > self.ai_settings.hs and self.ai_settings.game_active: self.ai_settings.hs = self.ai_settings.score msgg = 'The high score is ' + str(self.ai_settings.hs) score = Button(self.screen, msgg) score.rect.centery += 150 score.msg_image_rect.center = score.rect.center if len(self.maze.dots) == 1: self.maze = Maze(self.screen, mazefile='map.txt', brickfile='square', portalfile='square', shieldfile='shield', pointfile='point', dotfile='dot', powerpillfile='powerpill') self.pacman.reset() self.ghosts.reset() self.ai_settings.level += 1 if not self.ai_settings.game_active: pygame.mouse.set_visible(True) self.update_screen()
def play(self): eloop = EventLoop(self.settings, self.pacman, finished=False) while not self.stats.game_active: if self.settings.high_score_screen: self.menu.high_scores() else: self.menu.start_menu(self.play_button, self.high_scores_button) self.check_events() pygame.display.update() while not eloop.finished: self.check_events() eloop.check_events() self.check_collision() self.update_screen()
def showLAST(self, inputs): clock = pygame.time.Clock() eloop = EventLoop(finished=False) eloop.movePLAYER(self.player, inputs) self.player.setFITNESS() self.fitness = self.player.fitness print(self.fitness) while not eloop.finished: eloop.check_events(self.settings, self.player, self.maze, inputs) self.player.update(self.maze) self.display_game() clock.tick(20)
def play(self): eloop = EventLoop(finished=False) while not eloop.finished: eloop.check_events(self.screen, self.player, self.maze, self.stats, self.button) if self.stats.game_active: eloop.check_wall_collision(self.player, self.maze) eloop.check_pill_collision(self.player, self.maze, self.stats) eloop.check_killpill_collision(self.player, self.maze, self.stats) self.player.update() self.update_screen() self.check_high_score() self.score_board = Scoreboard(self.screen, self.stats) self.score_board.prep_high_score()
def play(self): # Starts the game eloop = EventLoop(self.screen, self.settings, self.play_button, self.score_button, self.maze, self.stats, self.sb, self.pacman, self.pac, self.ghosts, self.points, self.pills, self.fruits, self.portal, finished=False) # loops while not finished while not eloop.finished: # Check events eloop.check_events() if self.stats.game_active: # spawns fruits at random times if self.delay == self.timer: self.maze.create_fruit(self.stats.fruit_count) if self.stats.fruit_count >= 3: self.stats.fruit_count = 0 else: self.stats.fruit_count += 1 self.delay = 0 self.timer = random.randint(3000, 5001) else: self.delay += 1 # deletes fruit after a period of time if self.count == self.timer2: self.fruits.empty() self.count = 0 else: self.count += 1 # updates sprites self.pac.update() self.ghosts.update() self.portal.update() # Checks for collision eloop.check_collisions() self.update_screen()
def play(self): eloop = EventLoop(self.ai_settings.finished, self.ai_settings.display_lives) self.load_data() while not eloop.finished: eloop.check_events(self.ai_settings, self.menu, self.mario) self.mario.update(self.map.rock, self.map.metal, self.map.stone, self.map.brick, self.map.q, self.map.pipe, self.map.pipe_1, self.map.coins) self.enemies.update() self.powerups.update() self.update_screen() self.sb.check_high_score(self.sb) if self.enemies.g_rect.left == self.ai_settings.screen_width: Mobs(self.ai_settings, self.screen, self.map, self)
def play(self): clock = pygame.time.Clock() eloop = EventLoop(finished=False) while not eloop.finished: eloop.check_events(self.settings, self.stats, self.player, self.pb, self.maze) self.menu.prep_screen() if self.stats.game_active: self.player.update(self.maze) self.red.update(self.maze) self.blue.update(self.maze) self.orange.update(self.maze) self.pink.update(self.maze) self.display_game() clock.tick(20)
def play_game(self): event_iterator = EventLoop(loop_running=True, actions={**self.pacman_player.event_map, **self.game_actions}) self.next_level.set_show_transition() self.lost_game = False if self.pacman_player.dead: self.pacman_player.revive() self.hold_score.reset_level() self.lives_left.reset_counter() self.rebuild_maze() while event_iterator.loop_running: self.tick_component.tick(60) event_iterator.check_events() self.update_screen() if self.lost_game: pygame.mixer.stop() self.hold_score.reset_level() event_iterator.loop_running = False
def play(self): eloop = EventLoop(self.ai_settings.finished) self.load_data() while not eloop.finished: eloop.check_events(self.ai_settings, self.menu, self.pacman) self.pacman.check_dot_collision(self.ai_settings, self.maze.dots, self.maze.pills, self.sb) self.sb.check_high_score(self.sb) self.update_screen() self.pacman.check_wall_collision(self.maze.bricks) self.pinky.check_wall_collision(self.maze.bricks) self.inky.check_wall_collision(self.maze.bricks) self.blinky.check_wall_collision(self.maze.bricks) self.clyde.check_wall_collision(self.maze.bricks) self.pacman.update() self.ghosts.update() eloop.update_collisions(self.ai_settings, self.pacman, self.ghosts, self.maze)
def play(self): loop = EventLoop(self.p_man, self.maze, self.ghosts, self.stats, self.pb) while not loop.finished: loop.check_events() if self.stats.game_active: self.pinky.start(loop.start_time) self.inky.start(loop.start_time) self.blinky.start(loop.start_time) self.clyde.start(loop.start_time) loop.check_collisions() self.update_screen() self.clock.tick(60) self.lost = self.p_man.finished self.won = loop.won if self.won: self.stats.game_active = False elif self.lost: self.stats.game_active = False
class Game: BLACK = (0, 0, 0) def __init__(self): pygame.init() self.screen = pygame.display.set_mode((680, 740)) pygame.display.set_caption("Pacman Portal") self.maze = Maze(self.screen, mazefile='maze.txt', brickfile='square', portalfile='close_portal', shieldfile='shield', powerfile='powerpil', pointsfile='points', foodfile='cherry') self.menu = Startup(self.screen, 'title.png', 'playbutton.png') self.pacman = Pacman(self.screen) self.ghosts = Ghosts(self.screen) self.eloop = EventLoop(finished=False) def __str__(self): return 'Game(Pacman Portal),maze=' def play(self): while not self.eloop.finished: self.eloop.check_events(self.pacman) self.pacman.update() # if self.game_active: self.update_screen() def update_screen(self): self.screen.fill(Game.BLACK) self.maze.blitme() self.pacman.blit_pac() self.ghosts.blit_ghost() # if not self.eloop.game_active: # self.menu.draw_menu() pygame.display.flip()
def play(self): clock = pygame.time.Clock() eloop = EventLoop(finished=False) while not eloop.finished: eloop.check_events(self.screen, self.pacman, self.startup) if self.startup.playing: pygame.mixer.music.stop() if not self.settings.flag_chomp: self.settings.chomp_music() self.settings.flag_chomp = True self.settings.chomp_music() self.pacman.update(self.maze, self.settings, self.stats, self.sb, self.red, self.blue, self.orange, self.pink) self.red.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.blue, self.pink, self.orange, self.sb) self.blue.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.red, self.pink, self.orange, self.sb) self.orange.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.blue, self.pink, self.red, self.sb) self.pink.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.blue, self.red, self.orange, self.sb) self.update_screen() clock.tick(155)
def play(self): eloop = EventLoop(finished=True, settings=self.settings) self.reset_game() while True: while eloop.finished: eloop.check_play_button(self.stats, self.sb, self.play_button) if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() while self.settings.begin.get_busy(): eloop.check_events(self.stats, self.player) self.settings.begin.get_busy() while not eloop.finished: eloop.check_events(self.stats, self.player) self.update_screen() self.player_ghost_update() if self.stats.lives_left == 0: self.reset_game() while self.game_over_screen.counter != 2: eloop.check_events(self.stats, self.player) self.game_over_screen.blit_me() pygame.display.flip() eloop.finished = True
def play(self): eloop = EventLoop(finished=False) while not eloop.finished: eloop.check_events() self.update_screen()
def play(self): eloop = EventLoop(finished=False) while not eloop.finished: eloop.check_events(self.pacman, self.menu, self.portal_enter, self.portal_exit, self.settings) self.update_screen()