示例#1
0
def main():
    #create initial objects
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((1408, 960), pygame.FULLSCREEN)
    screen_rect = screen.get_rect()
    timer = pygame.time.get_ticks()
    elapsed = 0
    level_complete = False
    asena = Asena(
        pygame.image.load("Asena Sprite sheet with jump.png").convert_alpha())
    background = pygame.image.load("Stone BG.png").convert_alpha()
    background_rect = background.get_rect()
    platform = Sprite(pygame.image.load("Stone Platform.png").convert_alpha())
    platform_rect = platform.rect
    spikes = Sprite(pygame.image.load("Spikes.png").convert_alpha())
    fire = Sprite(pygame.image.load("lava.png").convert_alpha())
    key = Key(pygame.image.load("Key.png").convert_alpha())
    door = Door(pygame.image.load("Door.png").convert_alpha())
    arrow_surf = pygame.image.load("Arrow.png").convert_alpha()
    arrow2_surf = pygame.image.load("Arrow2.png").convert_alpha()
    level3_file = open("Asena's Quest/game/level_data/level_3.txt")
    level3 = level3_file.readlines()
    level3 = [line.strip() for line in level3]
    master_clock = pygame.time.Clock()
    arrow_list = []
    arrow2_list = []
    delta_time = 0
    arrow_threshold = 1500
    arrow_timer = 0
    platform_list = []
    spike_list = []
    fire_list = []
    music = pygame.mixer.music.load("Okami - Battle of Ninetails.ogg")
    pygame.mixer.music.play(-1)
    for row in range(len(level3)):
        for column in range(len(level3[row])):
            if level3[row][column] == '@':
                arrow_list.append(
                    Arrow(arrow_surf, pygame.Rect(column * 64, row * 64, 64,
                                                  64)))
            if level3[row][column] == 'a':
                arrow2_list.append(
                    Arrow2(arrow2_surf,
                           pygame.Rect(column * 64, row * 64, 64, 64)))
            elif level3[row][column] == 'p':
                platform_list.append(pygame.Rect(column * 64, row * 64, 64,
                                                 64))
            elif level3[row][column] == 's':
                spike_list.append(pygame.Rect(column * 64, row * 64, 64, 64))
            elif level3[row][column] == 'f':
                fire_list.append(pygame.Rect(column * 64, row * 64, 64, 64))

    screen.blit(asena.surf, asena.rect)
    while (asena.hp > 0) and (level_complete == False):
        #tick the clock
        master_clock.tick(100)
        elapsed = pygame.time.get_ticks() - timer
        timer = pygame.time.get_ticks()

        #process input
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    return False
                elif (event.key == pygame.K_w):
                    asena.is_moving[2] = True
                elif event.key == pygame.K_s and key.rect.colliderect(
                        asena.rect) == True:
                    asena.has_key = True
                elif event.key == pygame.K_s and (asena.has_key == True) and (
                        door.rect.colliderect(asena.rect) == True):
                    level_complete = True
                elif event.key == pygame.K_a:
                    asena.is_moving[0] = True
                elif event.key == pygame.K_d:
                    asena.is_moving[1] = True
        else:
            asena.level_complete = False
            if event.type == pygame.KEYUP:
                asena.is_moving = [False, False, False]

        #draw
        screen.fill((0, 0, 0))
        screen.blit(background, background_rect)
        for row in range(len(level3)):
            for column in range(len(level3[row])):
                if level3[row][column] == 'p':
                    screen.blit(platform.surf,
                                pygame.Rect(column * 64, row * 64, 64, 64))
                elif level3[row][column] == 's':
                    screen.blit(spikes.surf,
                                pygame.Rect(column * 64, row * 64, 64, 64))
                elif level3[row][column] == 'f':
                    screen.blit(fire.surf,
                                pygame.Rect(column * 64, row * 64, 64, 64))
                elif level3[row][column] == 'k':
                    if asena.has_key == False:
                        key.draw(screen)
                elif level3[row][column] == 'd':
                    door.draw(screen)
        #shoot arrows
        arrow_timer += elapsed
        if arrow_timer >= arrow_threshold:
            arrow_timer = 0
            for arrow2 in arrow2_list:
                arrow2.rect.right = 1408
        for arrow2 in arrow2_list:
            arrow2.update(screen, elapsed)
            arrow2.draw(screen)
        arrow_timer += elapsed
        if arrow_timer >= arrow_threshold:
            arrow_timer = 0
            for arrow in arrow_list:
                arrow.rect.left = 0
        for arrow in arrow_list:
            arrow.update(screen, elapsed)
            arrow.draw(screen)

        asena.update(platform_list, elapsed, screen_rect, arrow_list,
                     platform_list, spike_list, fire_list)
        asena.draw(screen)
        asena.health(screen)

        new = asena.rect

        timer = pygame.time.get_ticks()

        #flip buffers
        pygame.display.flip()
    return level_complete
示例#2
0
 def draw(self, screen):
     screen.blit(self.surf, self.rect,
                 pygame.Rect(self.frame * 64, self.direction * 32, 64, 32))
示例#3
0
 def draw(self, screen):
     screen.blit(self.surf, self.rect,
                 pygame.Rect(self.frame * 50, self.direction * 50, 64, 64))