def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle = pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle = -pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: alpha = pygame.time.get_ticks() * 0.001 % 1 ptext.draw("Warning: Approaching data horizon", midtop = F(854/2, 100), color = "#FF7777", owidth = 1, fontsize = F(36), fontname = "NovaSquare", alpha = alpha) background.drawwash()
def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() regenerating = isinstance(state.you, thing.SlowTeleport) if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle = pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle = -pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() if regenerating: hud.drawnotice("Emergency transmitter activated") else: hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: hud.drawnotice("Warning: Approaching data horizon") background.drawwash()
def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() regenerating = isinstance(state.you, thing.SlowTeleport) if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle=pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle=-pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() if regenerating: hud.drawnotice("Emergency transmitter activated") else: hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: hud.drawnotice("Warning: Approaching data horizon") background.drawwash()
def drawscene(): class camera: R = window.sy / 54 * math.clamp(3 * (tplay - 6), 0.3 + 0.015 * tplay, 5) y0 = 0 X0 = tplay * 0.1 background.draw(factor = min(settings.backgroundfactor, 8), camera = camera, hradius = -1) background.drawwash()
def draw(): window.screen.fill((0, 0, 0)) if t < 1.5: background.drawstars() surf = window.screen.copy().convert_alpha() surf.fill((0, 0, 0, int(255 * t / 1.5))) window.screen.blit(surf, (0, 0)) else: class camera: y0 = window.camera.y0 * state.R / R X0 = 0 R = window.camera.R * 10 background.draw(camera=camera, hradius=6) if t < 5: for ship in state.ships: ship.draw() px, py = window.screenpos(0, 0) # r = int(window.camera.R * R) # if py - r < window.sy: # pygame.draw.circle(window.screen, (0, 40, 20), (px, py), r) dialog.draw() drawtitle()
def drawscene(): window.screen.fill((20, 0, 0)) R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0 window.camera.R = window.sy / 54 * math.clamp(3 * (tplay - 4), 0.3, 2) window.camera.y0 = random.uniform(-1, 1) window.camera.X0 = tplay * 0.1 background.draw(factor=8) window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0 background.drawwash()
def drawscene(): window.screen.fill((20, 0, 0)) R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0 window.camera.R = window.sy / 54 * math.clamp(3 * (tplay - 4), 0.3, 2) window.camera.y0 = random.uniform(-1, 1) window.camera.X0 = tplay * 0.1 background.draw(factor = 8) window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0 background.drawwash()
def drawscene(): class camera: R = window.sy / 54 * math.clamp(3 * (tplay - 6), 0.3 + 0.015 * tplay, 5) y0 = 0 X0 = tplay * 0.1 background.draw(factor=min(settings.backgroundfactor, 8), camera=camera, hradius=-1) background.drawwash()
def draw(): window.screen.fill((0, 0, 0)) background.draw(hradius = 6) a1 = math.clamp((t - 3.5) / 2, 0, 1) a2 = math.clamp((t - 10) / 2, 0, 1) ptext.draw(settings.gamename, fontsize = F(70), center = F(427, 140), owidth = 2, color = "#44FF77", gcolor = "#AAFFCC", alpha = a1, fontname = "Audiowide") ptext.draw("Thank you for playing", fontsize = F(26), midtop = F(427, 180), owidth = 2, color = "#7777FF", gcolor = "#AAAAFF", alpha = a2, fontname = "Audiowide") background.drawwash()
def draw(): window.screen.fill((255, 255, 255)) R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0 window.camera.R = window.sy / 48 * (1 + tplay / 10) window.camera.y0 = state.Rcore - 5 window.camera.X0 = tplay * 0.1 background.draw(factor = 8) window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0 if state.you.alive: state.you.draw() for effect in state.effects: effect.draw() background.drawwash()
def draw(): window.screen.fill((255, 255, 255)) R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0 window.camera.R = window.sy / 48 * (1 + tplay / 10) window.camera.y0 = state.Rcore - 5 window.camera.X0 = tplay * 0.1 background.draw(factor=8) window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0 if state.you.alive: state.you.draw() for effect in state.effects: effect.draw() background.drawwash()
def draw(): window.screen.fill((255, 255, 255)) class camera: R = window.sy / 48 * (1 + tplay / 10) y0 = state.Rcore - 5 X0 = tplay * 0.1 background.draw(factor = min(settings.backgroundfactor, 8), camera = camera, hradius = -1) background.drawwash() if state.you.alive: state.you.draw() for effect in state.effects: effect.draw() background.drawwash()
def draw(): if playing: drawscene() return background.draw() for obj in todraw: obj.draw() dialog.draw() hud.draw() hud.drawstats() state.you.drawhud() background.drawwash()
def draw(): window.screen.fill((0, 0, 0)) background.draw() a1 = math.clamp((t - 4) / 2, 0, 1) a2 = math.clamp((t - 5.5) / 2, 0, 1) a3 = math.clamp((t - 6.5) / 2, 0, 1) a4 = math.clamp((t - 8) / 2, 0, 1) ptext.draw(settings.gamename, fontsize = F(70), center = F(427, 140), owidth = 2, color = "#44FF77", gcolor = "#AAFFCC", alpha = a1, fontname = "Audiowide") # ptext.draw("by Christopher Night", fontsize = F(26), midtop = F(427, 180), # owidth = 2, color = "#7777FF", gcolor = "#AAAAFF", alpha = a2, fontname = "Audiowide") background.drawwash()
def __init__(self, x1, x2, y1, y2, color): self.x1 = x1 self.x2 = x2 self.y1 = y1 self.y2 = y2 self.color = color self.bullet = [] self.screen = draw()
def draw(): if playing: drawscene() return if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() dialog.draw() hud.draw() hud.drawstats() state.you.drawhud() background.drawwash()
def draw(): window.screen.fill((255, 255, 255)) class camera: R = window.sy / 48 * (1 + tplay / 10) y0 = state.Rcore - 5 X0 = tplay * 0.1 background.draw(factor=min(settings.backgroundfactor, 8), camera=camera, hradius=-1) background.drawwash() if state.you.alive: state.you.draw() for effect in state.effects: effect.draw() background.drawwash()
def draw(): window.screen.fill((0, 0, 0)) background.draw() a1 = math.clamp((t - 4) / 2, 0, 1) a2 = math.clamp((t - 5.5) / 2, 0, 1) a3 = math.clamp((t - 6.5) / 2, 0, 1) a4 = math.clamp((t - 8) / 2, 0, 1) ptext.draw(settings.gamename, fontsize=F(70), center=F(427, 140), owidth=2, color="#44FF77", gcolor="#AAFFCC", alpha=a1, fontname="Audiowide") # ptext.draw("by Christopher Night", fontsize = F(26), midtop = F(427, 180), # owidth = 2, color = "#7777FF", gcolor = "#AAAAFF", alpha = a2, fontname = "Audiowide") background.drawwash()
def draw(): window.screen.fill((0, 0, 0)) if t < 1.5: background.drawstars() surf = window.screen.copy().convert_alpha() surf.fill((0, 0, 0, int(255 * t / 1.5))) window.screen.blit(surf, (0, 0)) else: window.camera.y0 /= R / state.R window.camera.R *= 2.5 background.draw() window.camera.y0 *= R / state.R window.camera.R /= 2.5 if t < 5: for ship in state.ships: ship.draw() px, py = window.screenpos(0, 0) # r = int(window.camera.R * R) # if py - r < window.sy: # pygame.draw.circle(window.screen, (0, 40, 20), (px, py), r) dialog.draw() drawtitle()
def draw(): window.screen.fill((0, 0, 0)) if t < 1.5: background.drawstars() surf = window.screen.copy().convert_alpha() surf.fill((0, 0, 0, int(255 * t / 1.5))) window.screen.blit(surf, (0, 0)) else: class camera: y0 = window.camera.y0 * state.R / R X0 = 0 R = window.camera.R * 10 background.draw(camera = camera, hradius = 6) if t < 5: for ship in state.ships: ship.draw() px, py = window.screenpos(0, 0) # r = int(window.camera.R * R) # if py - r < window.sy: # pygame.draw.circle(window.screen, (0, 40, 20), (px, py), r) dialog.draw() drawtitle()
def __init__(self, x, y, derection, go, xbool, ybool, down): self.x = x # Vi tri main self.y = y self.colors = colors() self.derection = derection # Huong di self.go = go self.drop = False self.pause = False # Di xuong bac thang self.down = down # Di xuong self.drump = False # self.angle = 0 self.key = key() self.screen = draw() self.stone = stone() self.img_1 = pygame.image.load("./img/background/2.jpg") self.background = pygame.transform.scale(self.img_1, (1280,720)) self.x1 = 285 # Vi tri hon da roi self.y1 = 0 self.over_1 = False self.x_stone4 = 450 # Vi tri thanh ngang self.y_stone4 = 300 self.derection_stone4 = 1 # Huong di thanh ngang self.x_stone5 = 20 self.y_stone5 = 600 self.countdown = 30 self.xbool = xbool # Trang thai quay cua main self.ybool = ybool self.effect_1 = bullet(500,580,455,520, self.colors.white) self.unkey = False self.angle_rope2 = 0 # Goc quay cua cua thang self.down_1 = False self.down_2 = False self.down_3 = False self.down_4 = False self.ok_4 = False # Kiem tra leo du 4 bac chua self.die_rope2 = 0 self.countdown_rope2 = 40 self.mainer = 0 self.win = False
def draw(): if settings.drawbackground: background.draw() else: window.screen.fill((0, 60, 0)) for obj in todraw: obj.draw() if "cursor" in control: image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6, angle=pygame.time.get_ticks() * 0.15) if "qtarget" in control: X, y = control["qtarget"] image.worlddraw("qtarget", X, y, 1, angle=-pygame.time.get_ticks() * 0.15) dialog.draw() hud.draw() hud.drawstats() state.you.drawhud() dy = state.you.y - state.Rcore if dy < 36: alpha = pygame.time.get_ticks() * 0.001 % 1 ptext.draw("Warning: Approaching data horizon", midtop=F(854 / 2, 100), color="#FF7777", owidth=1, fontsize=F(36), fontname="NovaSquare", alpha=alpha) background.drawwash()
def __init__(self, drump, x, y, derection, go, mainer, down): self.x = x # Vi tri main self.y = y # Vi tri main self.derection = derection # Huong di self.drump = drump # Trang thai nhay self.step = 4 self.upmax = False # da cham max chua self.go = go self.queueUp = 0 # Vi tri nhay self.drop = False # trang thai Drop self.down = down # self.pause = False self.xbool = False self.ybool = False self.angle = 5 self.mainer = mainer self.ground1 = ground_1(x, y, derection, go, self.xbool, self.ybool, self.down) self.screen = draw()
import math import random import time import os from src.colors import colors from src.tele_main import tele_main from src.background import draw from src.background import stone from src.ground_1 import ground_1 pygame.init() pygame.display.set_caption("Yolo_pp!") screen = draw() stone = stone() color = colors() pygame.display.set_icon(screen.icon) def Add_actor(): # list actor global img, actor img = [] path = "./img/mainer" FJoin = os.path.join files = [FJoin(path, f) for f in os.listdir(os.path.expanduser(path))] for i in range(len(files)): img.append(pygame.image.load(files[i])) actor = []
from pygame.locals import * sys.path.insert(1, sys.path[0] + "/..") from src import background, window, settings, state math.tau = 2 * math.pi window.init() class camera: X0 = 0 y0 = 100 R = 2 camera.y0 = state.R clock = pygame.time.Clock() playing = True while playing: dt = clock.tick(60) * 0.001 background.think(dt) background.flow(10 * dt) for event in pygame.event.get(): if event.type == KEYDOWN and event.key == K_ESCAPE: playing = False k = pygame.key.get_pressed() camera.X0 += 2 * dt * (k[K_RIGHT] - k[K_LEFT]) camera.y0 += 100 * dt * (k[K_UP] - k[K_DOWN]) background.draw(factor = 12, camera = camera) pygame.display.flip()
sys.path.insert(1, sys.path[0] + "/..") from src import background, window, settings, state math.tau = 2 * math.pi window.init() class camera: X0 = 0 y0 = 100 R = 2 camera.y0 = state.R clock = pygame.time.Clock() playing = True while playing: dt = clock.tick(60) * 0.001 background.think(dt) background.flow(10 * dt) for event in pygame.event.get(): if event.type == KEYDOWN and event.key == K_ESCAPE: playing = False k = pygame.key.get_pressed() camera.X0 += 2 * dt * (k[K_RIGHT] - k[K_LEFT]) camera.y0 += 100 * dt * (k[K_UP] - k[K_DOWN]) background.draw(factor=12, camera=camera) pygame.display.flip()