def __init__(self):
        ''' Sets up the initial game board, with the player at a set position.
                Once everything is set up, starts the game.
        '''
        # Set up the screen
        self.screen = GameScreen()
        self.bg = pygame.image.load(IMG_DIR + 'rainbowbg.png')

        # Set up some game components
        self.inventory = Inventory()
        self.map = Map()
        self.map.player = (1 * TILE_SIZE, 1 * TILE_SIZE)
        self.player_stats = Player()
        treasure = self.map.clear_treasure(self.map.player)
        if treasure:
            self.add_treasure(treasure)

        self.clock = pygame.time.Clock()
        self.direction = 0

        self.map.clear_block(self.map.player)
        self.map.set_current_position(self.map.player)

        self.screen.draw_screen_layers(player_stats=self.player_stats,
                                       map=self.map)

        self.run()
示例#2
0
def main():
	try:
		pygame.init()
		disp = pygame.display.set_mode((800, 600), False, False)
		pygame.display.set_caption("rock, paper, and scissors")
	except pygame.error:
		print "Pygame failed to initialize"

	try:
		tiles = pygame.image.load(src + "images/ssp_trans.png")
	except pygame.error:
		print "Failed to read game data"
	clk = pygame.time.Clock()
	exit_game = False
	startscreen = StartScreen(disp, clk, tiles)
	gamescreen = GameScreen(disp, clk, tiles)
	while not exit_game:
		ret = startscreen.run()
		exit_game = ret[0]
		if exit_game:
			break

		exit_game = gamescreen.run(ret[1])
	pygame.quit()
	return 1
示例#3
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def soccer_screen():

    soccer = GameScreen((1200, 900), colors.GREEN)
    soccer.create_sprites(colors.WHITE)
    soccer.position()
    soccer.draw_sprites()

    pygame.display.flip()
示例#4
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def black_red_screen():

    black_red = GameScreen((1200, 900), colors.BLACK)
    black_red.create_sprites(colors.RED)
    black_red.position()
    black_red.draw_sprites()

    pygame.display.flip()
示例#5
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def classic_screen():

    classic = GameScreen((1200, 900), colors.BLACK)
    classic.create_sprites(colors.WHITE)
    classic.position()
    classic.draw_sprites()

    pygame.display.flip()
示例#6
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def run_game():
    pygame.init()
    cur_gamestate = GameState(1)
    new_gamestate = GameState(
        0)  # Used to track which game state we are switching to
    game_settings = Settings()

    clock = pygame.time.Clock()

    screen = pygame.display.set_mode(
        (game_settings.screen_w, game_settings.screen_h))
    pygame.display.set_caption(game_settings.game_name)

    title_screen = TitleScreen(screen, game_settings)
    settings_screen = SettingsScreen(screen, game_settings)
    about_screen = AboutScreen(screen, game_settings)

    game_settings.initialize_settings()
    game_screen = GameScreen(screen, game_settings)
    highscores_screen = HighScoresScreen(screen, game_settings)

    screens = {
        GameState.TITLE: title_screen,
        GameState.SETTINGS: settings_screen,
        GameState.ABOUT: about_screen,
        GameState.PLAYING: game_screen,
        GameState.HIGHSCORES: highscores_screen
    }

    screen = title_screen

    while True:

        clock.tick(game_settings.clock_tick_interval)

        if new_gamestate is GameState.QUIT:
            game_settings.save_settings()

            pygame.quit()
            sys.exit()

        if cur_gamestate != new_gamestate:
            # Run screen start function
            cur_gamestate = new_gamestate
            screen = screens[cur_gamestate]
            screen.screen_start()

        new_gamestate = screen.check_events()
        screen.update()
        screen.blitme()

        if cur_gamestate != new_gamestate:
            # If gamestate has changed, run screen end function
            screen.screen_end()

        pygame.display.flip()
示例#7
0
 def build(self):
     global DATABASE_LIST
     DATABASE_LIST = load_db()
     db_init()
     self.title = 'Flash Card App'
     self.sm = ScreenManager()
     self.sm.current_screen
     d = DataBaseScreen(DATABASE_LIST)
     self.sm.add_widget(d)
     self.sm.current = 'db screen'
     a = StackListScreen()
     b = WordListScreen()
     c = GameScreen()
     self.sm.add_widget(a)
     self.sm.add_widget(b)
     self.sm.add_widget(c)
     return self.sm
示例#8
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    def __init__(self, player=None):
        director.init()
        self.main_layer = GameScreen(self)

        self.ball = Ball()
        self.main_layer.add(self.ball)

        self.bouncer = Bouncer()
        self.main_layer.add(self.bouncer)

        self.score = 0
        self.score_label = Label("Score: 0", font_size=32)
        self.score_label.position = 20, 400
        self.main_layer.add(self.score_label)

        self.main_scene = Scene(self.main_layer)
        self.collision_manager = CollisionManagerGrid(0, 640, 0, 400, 5, 5)
        self.collision_manager.add(self.ball)
        self.collision_manager.add(self.bouncer)

        self.player = player
示例#9
0
文件: main.py 项目: hemreari/digidi
def main():
    
    gScreen = GameScreen()
示例#10
0
#
#class FlowerItem(FallingItem):
#    surf = flowerSurfaceObj
#    def giveBonus(self,p):
#        p.addScore(50)
#        #soundPickup.play()
#
#class FlowerStalkItem(FallingItem):
#    surf = flowerstalkSurfaceObj
#    def giveBonus(self,p):
#        p.addScore(25)
#        #soundPickup.play()
#




            
            
while True:
    g = Game()
    gs = GameScreen(g, windowSurfaceObj)
    gs.showTitleScreen()
    while (not g.isGameOver):        
        g.update(fpsClock.tick_busy_loop())
        gs.render()
        pygame.display.flip()
    gs.showGameOverScreen()