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49_PythonGameDevelopment.py
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203 lines (134 loc) · 5.46 KB
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import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Tanks')
#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)
white = (255,255,255)
black = (0,0,0)
red = (200,0,0)
light_red = (255,0,0)
yellow = (200,200,0)
light_yellow = (255,255,0)
green = (34,177,76)
light_green = (0,255,0)
clock = pygame.time.Clock()
smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)
#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')
def score(score):
text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])
def text_objects(text, color,size = "small"):
if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)
return textSurface, textSurface.get_rect()
def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)
def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)
def button(text, x, y, width, height, inactive_color, active_color):
cur = pygame.mouse.get_pos()
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))
text_to_button(text,black,x,y,width,height)
def pause():
paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
clock.tick(5)
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)
button("play", 150,500,100,50, green, light_green)
button("controls", 350,500,100,50, yellow, light_yellow)
button("quit", 550,500,100,50, red, light_red)
pygame.display.update()
clock.tick(15)
game_intro()
def gameLoop():
gameExit = False
gameOver = False
FPS = 15
while not gameExit:
if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:
gameExit = True
gameOver = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
pass
elif event.key == pygame.K_RIGHT:
pass
elif event.key == pygame.K_UP:
pass
elif event.key == pygame.K_DOWN:
pass
elif event.key == pygame.K_p:
pause()
gameDisplay.fill(white)
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
gameLoop()