示例#1
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 def init_level(self):
     self.screen = config.get_value('screen')
     level = self.load_level(config.get_value('level'))
     level = [list(line) for line in level]
     player_group = PlayerGroup(level)
     self.groups = {
         'floor': FloorGroup(level),
         'box': BoxGroup(level),
         'player': player_group,
         'lava': LavaGroup(level),
         'enemy': EnemyGroup(level, player_group.player),
         'finish': FinishGroup(level)
     }
     self.groups['player'].set_walls(self.groups['box'])
     self.groups['player'].set_finish(self.groups['finish'])
     camera.update(self.groups['player'].player)
示例#2
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 def next_level(self):
     level = config.get_value('level')
     new_level_index = self.levels.index(level) + 1
     if new_level_index >= len(self.levels):
         # все уровни пройдены, в этом случае надо что-то сделать, сейчас просто зациклил уровни
         new_level_index = 0
     config.set_value('level', self.levels[new_level_index])
     self.init_level()
示例#3
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 def can_move(self, direction):
     result = True
     self.move_action(direction)
     if not (0 <= self.row < self.height and 0 <= self.col < self.width):
         result = False
     if self.walls and pygame.sprite.spritecollideany(self, self.walls):
         result = False
     if pygame.sprite.spritecollideany(self, self.finish):
         print('finish!')
         pygame.event.post(
             pygame.event.Event(config.get_value('level_end_event')))
     self.move_action(direction, reverse=True)
     return result
示例#4
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 def update_world(self):
     if self.can_move(pygame.K_DOWN):
         self.remove_active_piece()
         self.active_piece.down()
         self.render_active_piece()
     else:
         self.active_piece_to_block()
         self.check_complete_lines()
         if self.check_for_lose():
             self.knight = Animation(self.screen, False, False, True)
             size = 100
             normal_size = 40
             color = pygame.Color('red')
             main_font = pygame.font.SysFont('Arial', size)
             font = pygame.font.SysFont('Arial', normal_size)
             text = ['Вы проиграли!', 'Нажмите любую кнопку чтобы выйти']
             rendered = [
                 main_font.render(text[0], True, color),
                 font.render(text[1], True, color)
             ]
             rects = [rendered[0].get_rect(), rendered[1].get_rect()]
             width = max(rects[0].width, rects[1].width)
             height = 10 + rects[0].height + rects[1].height
             surface = pygame.Surface((width, height), pygame.SRCALPHA)
             rects[1].y += 110
             for i in range(2):
                 text = rendered[i]
                 rect = rects[i]
                 rect.x = width // 2 - rect.width // 2
                 surface.blit(text, rect)
             x = config.get_value('width') // 2 - width // 2
             y = config.get_value('height') // 2 - height // 2
             self.screen.blit(surface, pygame.Rect(x, y, width, height))
             self.running = False
         self.create_active_piece()
         self.render_active_piece()
示例#5
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 def on_event(self, event):
     if event.type == pygame.KEYUP:
         self.groups['player'].on_key_pressed(event.key)
     if event.type == config.get_value('level_end_event'):
         self.next_level()
示例#6
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 def __init__(self):
     self.screen = config.get_value('screen')
     self.levels = ['lvl1', 'lvl2', 'lvl4', 'lvl5', 'lvl6']
     config.set_value('level', self.levels[0])
     self.init_level()
示例#7
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 def get_coords(self):
     tile_size = config.get_value('tile_size')
     x = self.col * tile_size + tile_size // 2 - self.rect.width // 2
     y = self.row * tile_size + tile_size // 2 - self.rect.height // 2
     return x, y
示例#8
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 def get_coords(self):
     tile_size = config.get_value('tile_size')
     return self.col * tile_size, self.row * tile_size
示例#9
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import pygame

from game_config import config
from GameMain import GameMain
import NumberLevel

if __name__ == '__main__':

    pygame.init()
    pygame.display.set_caption('')
    width, height = config.get_list_values('width', 'height')
    size = width, height
    screen = pygame.display.set_mode(size)
    config.set_value('screen', screen)
    clock = pygame.time.Clock()
    running = True
    game = GameMain()
    fps = 60
    dt = 0
    while running:
        for event in pygame.event.get():
            game.on_event(event)
            if event.type == pygame.QUIT:
                running = False
        game.draw(dt)
        game.update()
        NumberLevel.draw_number_level(screen, config.get_value('level'))
        pygame.display.flip()
        dt = clock.tick(fps)
    pygame.quit()