示例#1
0
def mid_game_menu():
    global holding
    from funcs import screen, clock
    dirty = []
    selected = 0

    resumeimgs = load_images("menu-resumeon.gif", "menu-resumeoff.gif")
    quitimgs = load_images("menu-quiton.gif", "menu-quitoff.gif")

    while 1:
        clock.tick(40)
        pygame.event.pump()
        keystate = pygame.key.get_pressed()
        if keystate[K_RETURN] and not holding:
            holding = 1
            break
        if not holding and (keystate[K_UP] or keystate[K_DOWN]):
            selected = not selected
            menusnd.play()
        holding = keystate[K_UP] or keystate[K_DOWN] or keystate[K_RETURN]

        dirty.append(screen.blit(resumeimgs[selected], (145, 32)))
        dirty.append(screen.blit(quitimgs[not selected], (180, 128)))
        pygame.display.update(dirty)
        dirty = []

    # On efface ce qui a été affiché
    from funcs import background
    dirty.append(screen.blit(background, (145, 32), (180,32,350,86)))
    dirty.append(screen.blit(background, (180, 128), (180,128,280,86)))
    pygame.display.update(dirty)

    return not selected
示例#2
0
def credits():
    global holding

    from funcs import screen, background, clock
    draw_background()

    dirty = []

    font = load_font('freesansbold.ttf', 16)
    lines = ("Lead programmer: Alban FERON", "Other programmers:", "        Rémy COUTABLE", "        Pierre-Elie MARGUERITTE",
        "Lead 2D designer: Pierre-Elie MARGUERITTE", "Sound:", "        Pierre-Elie MARGUERITTE", "        Alban FERON",
        "Music: Pierre-Elie MARGUERITTE", "Tutor: Eric PETITJEAN",
        "Level designers:", "        Alban FERON", "        Alkazex", "        Duk3Nic0", "        BuBBle",
        "        Skullk", "", "Menu still in construction 8)", "Press ESC")
    for x in range(len(lines)):
        lig = font.render(lines[x], 1, (255, 255, 255))
        dirty.append(screen.blit(lig, (32, 16 + 24*x)))

    pygame.display.update(dirty)
    while 1:
        clock.tick(40)
        pygame.event.pump()
        keystate = pygame.key.get_pressed()
        if keystate[K_ESCAPE]:
            break

    return main_menu()
示例#3
0
def main_menu():
    global holding

    from funcs import screen, clock
    draw_background()

    pygame.mixer.music.unpause()

    dirty = []
    selected = 0

    dirty.append(screen.blit(load_image('logo-iut_orsay.gif'), (8, 430)))
    dirty.append(screen.blit(load_image('logo-python.gif'), (248, 420)))
    dirty.append(screen.blit(load_image('logo-pygame.gif'), (506, 415)))

    startimgs = load_images("menu-startoff.gif", "menu-starton.gif")
    optimgs = load_images("menu-optionsoff.gif", "menu-optionson.gif")
    creditsimgs = load_images("menu-creditsoff.gif", "menu-creditson.gif")
    quitimgs = load_images("menu-quitoff.gif", "menu-quiton.gif")

    while 1:
        clock.tick(40)
        pygame.event.pump()
        keystate = pygame.key.get_pressed()
        if keystate[K_RETURN] and not holding:
            holding = 1
            break
        if not holding and (keystate[K_UP] or keystate[K_DOWN]):
            selected += keystate[K_DOWN] - keystate[K_UP]
            menusnd.play()
        selected %= 4
        holding = keystate[K_UP] or keystate[K_DOWN] or keystate[K_RETURN]

        dirty.append(screen.blit(startimgs[selected == 0], (180, 32)))
        dirty.append(screen.blit(optimgs[selected == 1], (120, 128)))
        dirty.append(screen.blit(creditsimgs[selected == 2], (145, 224)))
        dirty.append(screen.blit(quitimgs[selected == 3], (180, 320)))
        pygame.display.update(dirty)
        dirty = []

    if selected == 0:
        #import pydza
        #pydza.run()
        return True
    elif selected == 1:
        return options_menu()
    elif selected == 2:
        return credits()
    elif selected == 3:
        # Même si ça se coupe tout seul, par principe on éteint la musique.
        if pygame.mixer.music.get_busy():
            pygame.mixer.music.stop()
        pygame.quit() # pareil que la musique, par principe.
        #exit()
        return False
示例#4
0
def options_menu():
    global holding, fscreen, soundvol

    from funcs import screen, background, clock
    draw_background()

    dirty = []
    selected = 0

    musicvol_text = "Music volume"
    soundvol_text = "Sound volume"
    fullscreen_text = "Full screen"
    back_text = "Back"
    
    vol_bar = load_image('vol_bar.gif')
    button = load_image('button.gif')
    wbutton = load_image('button-off.gif')

    musicvol = 10*pygame.mixer.music.get_volume()
    soundvolume = 10*soundvol
    #fscreen = 0
    newmusic = musicvol
    newsound = soundvolume
    newfscreen = fscreen

    font = pygame.font.Font('freesansbold.ttf', 18)
    dirty.append(screen.blit(load_image('logo-iut_orsay.gif'), (8, 430)))
    dirty.append(screen.blit(load_image('logo-python.gif'), (248, 420)))
    dirty.append(screen.blit(load_image('logo-pygame.gif'), (506, 415)))

    while 1:
        clock.tick(40)
        
        dirty.append(screen.blit(background, (32, 32), (0, 0, 512, 128)))
        
        pygame.event.pump()
        keystate = pygame.key.get_pressed()

        #if keystate[K_ESCAPE]:
        #    break
        if not holding and (keystate[K_UP] or keystate[K_DOWN]):
            selected += keystate[K_DOWN] - keystate[K_UP]
            menusnd.play()
        selected %= 4

        if (keystate[K_LEFT] or keystate[K_RIGHT]) and not holding:
            if selected == 0:
                newmusic += keystate[K_RIGHT] - keystate[K_LEFT]
                if newmusic < 0:
                    newmusic = 0
                if newmusic > 10:
                    newmusic = 10
            elif selected == 1:
                newsound += keystate[K_RIGHT] - keystate[K_LEFT]
                if newsound < 0:
                    newsound = 0
                if newsound > 10:
                    newsound = 10
        elif keystate[K_RETURN] and not holding:
            holding = 1
            if selected == 2:
                newfscreen += 1
                newfscreen %= 2
                # problème avec le fichier de config si on met 'nfs = not nfs'
            elif selected == 3:
                break

        holding = keystate[K_UP] or keystate[K_DOWN] or keystate[K_LEFT] or keystate[K_RIGHT] or keystate[K_RETURN]

        img = font.render(musicvol_text, 1, (255*(selected == 0), 255*(selected == 0), 255))
        dirty.append(screen.blit(img, (32, 32)))
        dirty.append(screen.blit(vol_bar, (192 ,38)))
        dirty.append(screen.blit(button, (184+16*musicvol, 32)))

        img = font.render(soundvol_text, 1, (255*(selected == 1), 255*(selected == 1), 255))
        dirty.append(screen.blit(img, (32, 64)))
        dirty.append(screen.blit(vol_bar, (192 ,72)))
        dirty.append(screen.blit(button, (184+16*soundvolume, 64)))

        img = font.render(fullscreen_text, 1, (255*(selected == 2), 255*(selected == 2), 255))
        dirty.append(screen.blit(img, (32, 96)))
        if fscreen:
            thebutton = button
        else:
            thebutton = wbutton
        dirty.append(screen.blit(thebutton, (184,100)))

        img = font.render(back_text, 1, (255*(selected == 3), 255*(selected == 3), 255))
        dirty.append(screen.blit(img, (32, 128)))

        pygame.display.update(dirty)
        dirty = []
        
        if newmusic != musicvol:
            musicvol = newmusic
            pygame.mixer.music.set_volume(0.1*musicvol)
        if newsound != soundvolume:
            soundvolume = newsound
            sndgrp.set_volume(0.1*soundvolume)
            soundvol = 0.1*soundvolume
        if newfscreen != fscreen:
            fscreen = newfscreen
            pygame.display.set_mode(SCREENRECT.size, FULLSCREEN*fscreen)
            # on redessine tout sinon ça devient (presque) tout noir.
            draw_background()
            dirty.append(screen.blit(load_image('logo-iut_orsay.gif'), (8, 430)))
            dirty.append(screen.blit(load_image('logo-python.gif'), (248, 420)))
            dirty.append(screen.blit(load_image('logo-pygame.gif'), (506, 415)))
            # La souris réapparait quand on repasse en fenêtré
            pygame.mouse.set_visible(0)


    write_config(["fullscreen", fscreen], ["musicvol", musicvol/10], ["soundvol", soundvolume/10])
    return main_menu()
示例#5
0
def run():
    """Programme principal"""

    global current_level, game_running, lives, maxlives, score, GAMERECT, txt_niveau
    global bricks, pickups, ennemies, stand, allbutplayer, all, nuages, triggers, level_file

    draw_background()
    from funcs import screen, background, clock

    # groupes de sprites
    bricks = pygame.sprite.Group()
    pickups = pygame.sprite.Group()
    ennemies = pygame.sprite.Group()
    stand = pygame.sprite.GroupSingle()
    nuages = pygame.sprite.RenderUpdates()
    allbutplayer = pygame.sprite.Group()
    all = pygame.sprite.OrderedUpdates()
    triggers = pygame.sprite.Group()
	
    Nuage.containers = nuages, allbutplayer
    Deco.containers = allbutplayer, all
    Waddledee.containers = ennemies, allbutplayer, all
    Pizzaman.containers = stand, allbutplayer, all
    Life.containers = pickups, allbutplayer, all
    Pizza.containers = pickups, allbutplayer, all
    Brick.containers = bricks, allbutplayer, all
    Poof.containers = allbutplayer, all
    Trigger.containers = triggers, allbutplayer
    Player.containers = all

    if level_file == "":
        current_level = 0
    else:
        current_level = 1337
    #-------------------------------------------------
    # Définition du niveau
    #
    # On se remet bien au début du niveau
    load_level()
    load_ennemies()
    GAMERECT = Rect(0 , 0, get_level_size(), 480)
    #-------------------------------------------------

    #clock = pygame.time.Clock() #Gestion du temps.
    #Jeu...
    game_running = 1
    lives = 3
    maxlives = 5
    score = 0

    #création du joueur
    player = Player()
    # et du HUD
    hud = HUD()

    pausesound = load_sound('pause.wav')

    # Affichage du niveau actuel au début du niveau
    #Cet affichage sert uniquement lors du premier lancement du jeu, ensuite il est généré
    #a partir de la fonction end_level
    if level_file == "":
        draw_levelnum(current_level, level_author)
    
    while game_running:
        clock.tick(40)

        pygame.event.pump()
        keystate = pygame.key.get_pressed()
        if keystate[K_ESCAPE]:
            pausesound.play()
            pygame.mixer.music.pause()
            if not mid_game_menu():
                game_running = 0
            pygame.mixer.music.unpause()

        #if keystate[K_RETURN]:
        #    restart_level()
        #    lives = 3

        # Si le perso meurt, on le fait réapparaitre
        if not player.alive():
            player = Player()

        all.clear(screen, background)
        hud.clear(screen, background)
        nuages.clear(screen, background)
        all.update()
        hud.update()
        nuages.update()

        # Est-ce que le joueur touche quelque chose ? (seulement si il est vivant.)
        if player.alive() and not player.dying:
            # Des briques ?
            for wall in pygame.sprite.spritecollide(player, bricks, 0):
                player.touch(wall)
                wall.touch(player)
            # Un objet ?
            for item in pygame.sprite.spritecollide(player, pickups, 1):
                item.touch()
            # Un trigger ?
            for trig in pygame.sprite.spritecollide(player, triggers, 1):
                trig.trigger()
            # La fin du niveau ?
            for end in pygame.sprite.spritecollide(player, stand, 0):
                end.touchsound.play()
                end_level()
            # Ou un ennemi ?
            for enn in pygame.sprite.spritecollide(player, ennemies, 0):
                enn.touch(player)

        # Collision des briques avec les ennemis
        dict = pygame.sprite.groupcollide(ennemies, bricks, 0, 0)
        for enn in dict.keys():
            for wall in dict[enn]:
                enn.touch(wall)
        dict = pygame.sprite.groupcollide(ennemies, ennemies, 0, 0)
        # Collision entre ennemis
        for enn in dict.keys():
            for wall in dict[enn]:
                if wall != enn:
                    enn.touch(wall)

        # On déplace le joueur.
        if player.walldodge != 0:
            direction = player.walldodge
        else:
            direction = keystate[K_RIGHT] - keystate[K_LEFT]
        player.move(allbutplayer, direction, keystate[K_LSHIFT] or keystate[K_RSHIFT])
        jump = keystate[K_UP]
        if jump and not player.holdjump:
            player.jump()
        player.holdjump = jump

        # On affiche tout.
        dirty = nuages.draw(screen) + all.draw(screen) + hud.draw(screen)
        pygame.display.update(dirty)

    level_file = ""
    if main_menu():
        run() # C'est crade mais j'ai la flemme de faire plus proprement.