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Copy pathmain.py
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793 lines (661 loc) · 28.8 KB
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import pygame
import os
pygame.init()
width = 1000;
height = 700;
window = pygame.display.set_mode((width, height))
done = False
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREY = (130, 130, 130)
rectX = width / 2 - 30
rectY = height / 2 - 30
game_dir = os.path.dirname(__file__)
assets_dir = os.path.join(game_dir, "assets")
img_dir = os.path.join(assets_dir, "images")
fnt_dir = os.path.join(assets_dir, "fonts")
# Importing images for sprites & bullets
green_circle = pygame.image.load(os.path.join(img_dir, "green circle.png")).convert()
red_circle = pygame.image.load(os.path.join(img_dir, "red circle.png")).convert()
green_circle.set_colorkey(WHITE)
red_circle.set_colorkey(WHITE)
# SOUNDS
pygame.mixer.init()
snd_dir = os.path.join(assets_dir, "sounds")
pew_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'pew.wav'))
oof_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'oof.wav'))
reload_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'reload.wav'))
ded_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'ded.wav'))
aggro_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'aggro.wav'))
shot_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'shot.wav'))
busstart_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'busstart.wav'))
bgm_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'bgm.wav'))
lose_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'lose.wav'))
# FONT
custom_font = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"))
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, twidth, theight):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([twidth, theight])
self.image.fill(GREY) # DELETE WHEN WANT INVISIBLE
# self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
def update(self):
# collisions GROUP variable
collisions = pygame.sprite.groupcollide(player_sprites, texts, False, False)
collisions1 = pygame.sprite.groupcollide(projectiles, walls, True, False)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# self.image = pygame.Surface((30, 30)) # how sprite looks in game window
self.image = pygame.image.load(os.path.join(img_dir, "green circle.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (30, 30))
# self.rect = self.image_scaled.get_rect()
# self.image.fill(WHITE)
self.rect = self.image.get_rect() # boundary for sprite, for moving, collision
self.rect.centerx = 30
self.rect.bottom = 120
self.speed_x = 0.0
self.speed_y = 0.0
# FIRING DELAY
self.firing_delay = 300
self.last_fired = pygame.time.get_ticks()
# ammo stuff
self.clip_size = 8
self.ammo = self.clip_size
# use for play reload sound only once
self.reload_a = 0
def update(self):
# self.textRender(window, str(self.rect.centerx), 25, self.rect.centerx - 50, self.rect.centery + 50)
# self.textRender(window, str(self.rect.centery), 25, self.rect.centerx + 50, self.rect.centery + 50)
self.speed_x = 0
self.speed_y = 0
speed = 1
# key_state = pygame.key.get_pressed()
# mouse_state = pygame.mouse.get_pressed()
# if key_state[pygame.K_a]:
# self.speed_x = -speed
# if key_state[pygame.K_d]:
# self.speed_x = speed
# if key_state[pygame.K_s]:
# self.speed_y = speed
# if key_state[pygame.K_w]:
# self.speed_y = -speed
# self.rect.x += self.speed_x
# self.rect.y += self.speed_y
key_state = pygame.key.get_pressed()
mouse_state = pygame.mouse.get_pressed()
for obstacle in obstacles:
collided = self.rect.colliderect(obstacle)
# SELF ABOVE OBSTACLE
if self.rect.centery < obstacle.rect.centery:
if self.rect.left > obstacle.rect.left and self.rect.right < obstacle.rect.right:
if collided:
self.rect.y -= 3
# SELF BELOW OBSTACLE
if self.rect.centery > obstacle.rect.centery:
if self.rect.left > obstacle.rect.left and self.rect.right < obstacle.rect.right:
if collided:
self.rect.y += 3
# SELF LEFT OF OBSTACLE
if self.rect.centerx < obstacle.rect.centerx:
if self.rect.top > obstacle.rect.top and self.rect.bottom < obstacle.rect.bottom:
if collided:
self.rect.x -= 3
# SELF RIGHT OF OBSTACLE
if self.rect.centerx > obstacle.rect.centerx:
if self.rect.top > obstacle.rect.top and self.rect.bottom < obstacle.rect.bottom:
if collided:
self.rect.x += 3
if key_state[pygame.K_a]:
self.speed_x = -speed
if key_state[pygame.K_d]:
self.speed_x = speed
if key_state[pygame.K_s]:
self.speed_y = speed
if key_state[pygame.K_w]:
self.speed_y = -speed
self.rect.x += self.speed_x
self.rect.y += self.speed_y
# FIRING
if mouse_state[0]:
self.fire()
# RELOADING
if key_state[pygame.K_r]:
self.reload()
# stuff to have reload sound just once
self.reload_a += 1
if self.reload_a == 1:
reload_sound.play()
# t1 = TextSprite(100, 100, 200, 200, "Ugh, how long was I out for?")
# texts.add(t1)
# t2 = TextSprite(400, 100, 200, 200, "Oh, sweet! I have a gun in my pocket!")
# texts.add(t2)
if self.rect.colliderect(t1):
self.textRender(window, "Ugh, how long was I out for?", 15, width / 2, height - 100)
self.textRender(window, "Where is everyone?", 15, width / 2, height - 50)
self.textRender(window, "Move with WASD", 20, width / 2, 300)
if self.rect.colliderect(t2):
self.textRender(window, "Oh, sweet! I have a gun in my pocket!", 15, width / 2, height - 150)
self.textRender(window, "I should shoot that zombie with LMB", 15, width / 2, height - 100)
self.textRender(window, "I think I can reload using R", 15, width / 2, height - 50)
if self.rect.colliderect(t3):
self.textRender(window, "Can I sneak up on that one? I wonder.", 15, width / 2, height - 150)
self.textRender(window, "I should be ready to run away, just in case", 15, width / 2, height - 100)
if self.rect.colliderect(t4):
self.textRender(window, "I see another one. Easy kill.", 15, width / 2, height - 150)
if self.rect.colliderect(t5):
self.textRender(window, "A bus? I should get in.", 15, width / 2, height - 150)
self.textRender(window, "Hopefully I can find my friends.", 15, width / 2, height - 100)
if self.rect.colliderect(t6):
self.textRender(window, "A zombie? I'd better not touch it", 15, width / 2, height - 150)
self.textRender(window, "or else I'll die.", 15, width / 2, height - 100)
# AMMO TEXT
self.textRender(window, str(self.ammo), 20, 30, 10)
self.textRender(window, "/", 20, 50, 10)
self.textRender(window, str(self.clip_size), 20, 70, 10)
if self.ammo == 0:
self.textRender(window, "No more ammo in this clip!", 25, width / 2, 80)
self.textRender(window, "Reload using R!", 25, width / 2, 120)
# NO GOING OUT OF WINDOW
if self.rect.right > width:
self.rect.right = width
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > height:
self.rect.bottom = height
if self.rect.top < 0:
self.rect.top = 0
# DEAD
dead = pygame.sprite.groupcollide(player_sprites, enemy_sprites, False, False)
if dead:
global dead_screen
dead_screen = True
def fire(self):
# get current time
time_now = pygame.time.get_ticks()
# fire at rate of self.firing_delay
# fire only if ammo available
if self.ammo > 0:
# if time between last shot and now is MORE than delay, FIRE
if time_now - self.last_fired > self.firing_delay:
# update time of last fired shot
self.last_fired = time_now
# spawn projectile
mouse_pos = pygame.mouse.get_pos()
projectile = Projectile(self.rect.centerx, self.rect.centery, 10, 10) # MAKE TO CURSOR
# projectile = Projectile(mouse_pos[0], mouse_pos[1], enemy, 10, 10) # MAKE TO CURSOR
game_sprites.add(projectile)
projectiles.add(projectile)
# use 1 ammo, play pew
self.ammo -= 1
pew_sound.play()
# used to make reload sound play just once, RESET reload ct when firing
self.reload_a = 0
def reload(self):
self.ammo = self.clip_size
def textRender(self, surface, text, size, x, y):
# font_match = pygame.font.match_font('arial')
# specify font for text render - uses found font and size of text
font = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), size)
# surface for text pixels - TRUE = anti-aliased
text_surface = font.render(text, True, WHITE)
# get rect for text surface rendering
text_rect = text_surface.get_rect()
# specify a relative location for text
text_rect.midtop = (x, y)
# add text surface to location of text rect
surface.blit(text_surface, text_rect)
class Enemy(pygame.sprite.Sprite):
def __init__(self, coord):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_dir, "red circle.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (30, 30))
self.rect = self.image.get_rect() # boundary for sprite, for moving, collision
self.rect.centerx = coord[0]
self.rect.centery = coord[1]
self.speed_x = 0.0
self.speed_y = 0.0
self.speed = 0
self.chase = False
self.aggro = False
self.health = 100
self.display_hurt = False
self.time_to_stop_display_hurt = 0
self.time_to_die = 0
self.oof = 0
def update(self):
if self.chase:
self.speed = 1
x_d = self.rect.centerx - player.rect.centerx
y_d = self.rect.centery - player.rect.centery
self.dist = (x_d ** 2 + y_d ** 2) ** .5
# self.textRender(window, str(self.dist), 30, self.rect.centerx, self.rect.top - 60)
if self.dist < 150:
self.chase = True
if self.chase == True:
if self.aggro == False:
aggro_sound.play()
self.aggro = True
self.speed_x = 0.0
self.speed_y = 0.0
if player.rect.x > self.rect.x:
self.speed_x = self.speed
if player.rect.y > self.rect.y:
self.speed_y = self.speed
if player.rect.x < self.rect.x:
self.speed_x = -self.speed
if player.rect.y < self.rect.y:
self.speed_y = -self.speed
# move speed units every update
self.rect.x += self.speed_x
self.rect.y += self.speed_y
# collisions GROUP variable, DELETE any projectiles that collide with enemy sprite
collisions = pygame.sprite.groupcollide(projectiles, enemy_sprites, True, False)
time_now = pygame.time.get_ticks()
# when ENEMY collides with any PROJECTILE
if collisions:
# oof_sound.play()
shot_sound.play()
# SET TIME to stop displaying hurt text
self.time_to_stop_display_hurt = time_now + 600
self.health -= 10
self.chase = True
# if ALIVE aka health above 0
if self.health > 0:
# when alive, display health
self.textRender(window, str(self.health), 10, self.rect.centerx, self.rect.top - 25)
# DISPLAY FOR CERTAIN AMT OF TIME
# time now, time now + length
# display if (time now) < (time now + length)
# if time_now < self.time_to_stop_display_hurt:
# self.textRender(window, "o no i got shot", 30, self.rect.centerx, self.rect.top - 60)
# else:
# self.textRender(window, "haha can't shoot me loser", 15, self.rect.centerx, self.rect.top - 50)
else:
self.kill()
ded_sound.play()
if self.oof == 1:
oof_sound.play()
def textRender(self, surface, text, size, x, y):
# specify font for text render - uses found font and size of text
font = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), size)
# surface for text pixels - TRUE = anti-aliased
text_surface = font.render(text, True, WHITE)
# get rect for text surface rendering
text_rect = text_surface.get_rect()
# specify a relative location for text
text_rect.midtop = (x, y)
# add text surface to location of text rect
surface.blit(text_surface, text_rect)
projectiles = pygame.sprite.Group()
class Projectile(pygame.sprite.Sprite):
def __init__(self, x, y, xscale, yscale):
pygame.sprite.Sprite.__init__(self)
# self.targ = targ
mouse_pos = pygame.mouse.get_pos()
# self.image = pygame.Surface((30, 30)) # how sprite looks in game window
self.image = pygame.image.load(os.path.join(img_dir, "red circle.png")).convert_alpha()
# self.image.fill(WHITE)
self.image = pygame.transform.scale(self.image, (xscale, yscale))
self.rect = self.image.get_rect() # boundary for sprite, for moving, collision
self.rect.centerx = x
self.rect.bottom = y
self.speed = 15
# finding x & y distance
# x_d = self.rect.centerx - self.targ.rect.centerx
# y_d = self.rect.centery - self.targ.rect.centery
x_d = self.rect.centerx - mouse_pos[0]
y_d = self.rect.centery - mouse_pos[1]
dist = (x_d ** 2 + y_d ** 2) ** .5
# calculating velocity x & y components from distance
self.speed_x = x_d / dist * self.speed
self.speed_y = y_d / dist * self.speed
# self.time_alive = time_alive
def update(self):
self.rect.centerx -= self.speed_x
self.rect.centery -= self.speed_y
if self.rect.right > width:
self.kill()
if self.rect.left < 0:
self.kill()
if self.rect.bottom > height:
self.kill()
if self.rect.top < 0:
self.kill()
# # game sprite group
# game_sprites = pygame.sprite.Group()
# enemy_sprites = pygame.sprite.Group()
# player_sprites = pygame.sprite.Group()
#
# # create player object
# player = Player()
# enemy = Enemy(600, 50)
# # add sprite to game's sprite group
# game_sprites.add(player)
# game_sprites.add(enemy)
# enemy_sprites.add(enemy)
# player_sprites.add(player)
clock = pygame.time.Clock()
pause_screen = False # HANDLING PAUSE
title_screen = True
global dead_screen
dead_screen = False
global death
death = False
def dead():
window.fill((0, 0, 0))
# Create a text surface with "Game is Paused"
text_surface = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), 48).render("You died.",
True, (255, 0, 0))
text_rect = text_surface.get_rect()
text_rect.center = (width // 2, height // 2 - 50)
text_surface1 = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), 30).render("Restart the game to try again.",
True, (255, 0, 0))
text_rect1 = text_surface1.get_rect()
text_rect1.center = (width // 2, height // 2 + 25)
# Draw the text surface to the screen
window.blit(text_surface, text_rect)
window.blit(text_surface1, text_rect1)
# Update the screen
pygame.display.flip()
def paused():
window.fill((0,0,0))
# Create a text surface with "Game is Paused"
text_surface = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), 48).render("Game is Paused",
True, (255, 0, 0))
text_rect = text_surface.get_rect()
text_rect.center = (width // 2, height // 2)
# Draw the text surface to the screen
window.blit(text_surface, text_rect)
# Update the screen
pygame.display.flip()
global bgm
bgm = False
def title():
global bgm
if bgm == False:
# bgm_sound.play()
bgm = True
title_text = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), 80).render("Daybreak", True,
BLACK)
subtitle_text = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), 15).render("Press [SPACEBAR] "
"To Start", True,
BLACK)
title_background = pygame.image.load(os.path.join(img_dir, "title_bckgnd.png"))
title_background = pygame.transform.scale(title_background, (width, height))
title_rect = title_text.get_rect()
subtitle_rect = subtitle_text.get_rect()
title_rect.center = (width / 2, height / 2)
subtitle_rect.center = (width / 2, height / 2 + 70)
window.blit(title_background, (0, 0))
window.blit(title_text, title_rect)
window.blit(subtitle_text, subtitle_rect)
pygame.display.flip()
global map_screen
map_screen = False
global bus_started
bus_started = False
class Bus(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_dir, "busD.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (150, 150))
self.rect = self.image.get_rect() # boundary for sprite, for moving, collision
self.rect.centerx = 50
self.rect.bottom = height / 2
self.speed_x = 0.0
self.speed_y = 0.0
def update(self):
# self.textRender(window, str(self.rect.centerx), 20, self.rect.centerx-50, self.rect.top-25)
# self.textRender(window, str(self.rect.centery), 20, self.rect.centerx + 50, self.rect.top - 25)
self.speed_x = 0
self.speed_y = 0
speed = 3
key_state = pygame.key.get_pressed()
if key_state[pygame.K_a]:
self.speed_x = -speed
if key_state[pygame.K_d]:
self.speed_x = speed
if key_state[pygame.K_s]:
self.speed_y = speed
if key_state[pygame.K_w]:
self.speed_y = -speed
self.rect.x += self.speed_x
self.rect.y += self.speed_y
if key_state[pygame.K_a]:
self.image = pygame.image.load(os.path.join(img_dir, "busA.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (150, 150))
if key_state[pygame.K_d]:
self.image = pygame.image.load(os.path.join(img_dir, "busD.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (150, 150))
# NO GOING OUT OF WINDOW
if self.rect.right > width:
self.rect.right = width
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > height:
self.rect.bottom = height
if self.rect.top < 0:
self.rect.top = 0
def textRender(self, surface, text, size, x, y):
# specify font for text render - uses found font and size of text
font = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), size)
# surface for text pixels - TRUE = anti-aliased
text_surface = font.render(text, True, WHITE)
# get rect for text surface rendering
text_rect = text_surface.get_rect()
# specify a relative location for text
text_rect.midtop = (x, y)
# add text surface to location of text rect
surface.blit(text_surface, text_rect)
class MapLocation(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_dir, "city.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (400, 400))
self.rect = self.image.get_rect() # boundary for sprite, for moving, collision
# pygame.draw.rect(self.image,WHITE,pygame.Rect(x, y, width, height))
self.rect.centerx = 500
self.rect.centery = height / 2
def update(self):
# collisions GROUP variable
collisions = pygame.sprite.groupcollide(buss, city1group, False, False)
# when collides
if collisions:
self.textRender(window, "Press SPACE to enter this city.", 15, width / 2, height - 50)
# for event in pygame.event.get():
# if event.type == pygame.KEYDOWN:
# if event.key == pygame.K_SPACE:
def textRender(self, surface, text, size, x, y):
# specify font for text render - uses found font and size of text
font = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), size)
# surface for text pixels - TRUE = anti-aliased
text_surface = font.render(text, True, WHITE)
# get rect for text surface rendering
text_rect = text_surface.get_rect()
# specify a relative location for text
text_rect.midtop = (x, y)
# add text surface to location of text rect
surface.blit(text_surface, text_rect)
class BusPortal(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_dir, "busD.png")).convert_alpha()
self.image = pygame.transform.scale(self.image, (150, 150))
self.rect = self.image.get_rect() # boundary for sprite, for moving, collision
self.rect.centerx = width - 100
self.rect.centery = height - 100
def update(self):
# collisions GROUP variable
collisions = pygame.sprite.groupcollide(player_sprites, bustransport, False, False)
# when collides
if collisions:
self.textRender(window, "Press SPACE to enter this vehicle.", 15, width / 2, height - 50)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
global map_screen
map_screen = True
busstart_sound.play()
def textRender(self, surface, text, size, x, y):
# specify font for text render - uses found font and size of text
font = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), size)
# surface for text pixels - TRUE = anti-aliased
text_surface = font.render(text, True, WHITE)
# get rect for text surface rendering
text_rect = text_surface.get_rect()
# specify a relative location for text
text_rect.midtop = (x, y)
# add text surface to location of text rect
surface.blit(text_surface, text_rect)
# game sprite group
game_sprites = pygame.sprite.Group()
enemy_sprites = pygame.sprite.Group()
player_sprites = pygame.sprite.Group()
# create player object
player = Player()
# add sprite to game's sprite group
game_sprites.add(player)
# game_sprites.add(enemy)
player_sprites.add(player)
buss = pygame.sprite.Group()
bus = Bus()
buss.add(bus)
city1group = pygame.sprite.Group()
city1 = MapLocation()
city1group.add(city1)
bustransport = pygame.sprite.Group()
busportal = BusPortal()
bustransport.add(busportal)
def showmap():
window.fill((138, 98, 65))
# Create a text surface with "Game is Paused"
text_surface = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), 48).render("World Map",
True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.center = (width // 2, 50)
# Draw the text surface to the screen
window.blit(text_surface, text_rect)
spawnfirstenemies = True
walls = pygame.sprite.Group()
w1 = Wall(250, 230, 1050, 50)
walls.add(w1)
w3 = Wall(600, 480, 800, 50)
walls.add(w3)
# w3 = Wall(600, 450, 800, 50)
# walls.add(w3)
obstacles = [w1, w3]
def firstlevel():
# enemy_locations = ([100, 100], [200, 100], [300, 100])
enemy_locations = (850, 120), (850, 400), (100, 370), (650, 620),
# for location in enemy_locations:
# newEnemy = Enemy(location)
# enemy_sprites.add(newEnemy)
# game_sprites.add(newEnemy)
e1 = Enemy(enemy_locations[0])
e2 = Enemy(enemy_locations[1])
e3 = Enemy(enemy_locations[2])
e4 = Enemy(enemy_locations[3])
enemy_sprites.add(e1)
enemy_sprites.add(e2)
enemy_sprites.add(e3)
enemy_sprites.add(e4)
game_sprites.add(e1)
game_sprites.add(e2)
game_sprites.add(e3)
game_sprites.add(e4)
class TextSprite(pygame.sprite.Sprite):
def __init__(self, x, y, twidth, theight, text2):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([twidth, theight])
# self.image.fill(BLUE) # DELETE WHEN WANT INVISIBLE
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.text = text2
def update(self):
# collisions GROUP variable
collisions = pygame.sprite.groupcollide(player_sprites, texts, False, False)
# when collides
# if collisions:
# self.textRender(window, self.text, 15, width / 2, height - 50)
def textRender(self, surface, text, size, x, y):
# font_match = pygame.font.match_font('arial')
# specify font for text render - uses found font and size of text
font = pygame.font.Font(os.path.join(fnt_dir, "PressStart2P-Regular.ttf"), size)
# surface for text pixels - TRUE = anti-aliased
text_surface = font.render(text, True, WHITE)
# get rect for text surface rendering
text_rect = text_surface.get_rect()
# specify a relative location for text
text_rect.midtop = (x, y)
# add text surface to location of text rect
surface.blit(text_surface, text_rect)
texts = pygame.sprite.Group()
t1 = TextSprite(40, 100, 100, 200, "Ugh, how long was I out for?")
texts.add(t1)
t2 = TextSprite(400, 100, 200, 200, "Oh, sweet! I have a gun in my pocket!")
texts.add(t2)
t3 = TextSprite(870, 100, 200, 200, "Oh, sweet! I have a gun in my pocket!")
texts.add(t3)
t4 = TextSprite(600, 350, 200, 200, "Oh, sweet! I have a gun in my pocket!")
texts.add(t4)
t5 = TextSprite(350, 600, 200, 200, "Oh, sweet! I have a gun in my pocket!")
texts.add(t5)
t6 = TextSprite(170, 100, 100, 200, "asdf")
texts.add(t6)
while not done:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
done = True
if event.key == pygame.K_p and not map_screen: # HANDLING PAUSE
pause_screen = not pause_screen
if event.key == pygame.K_SPACE and title_screen:
title_screen = not title_screen
# if event.key == pygame.K_m and not pause_screen and not title_screen:
# map_screen = not map_screen
# window.fill((0,155,0))
# HANDLING PAUSE, title, and play states
if title_screen:
title()
elif not (pause_screen or map_screen or dead_screen) :
if spawnfirstenemies:
firstlevel()
spawnfirstenemies = False
window.fill((0, 155, 0))
texts.update()
texts.draw(window)
game_sprites.update()
game_sprites.draw(window)
bustransport.update()
bustransport.draw(window)
walls.update()
walls.draw(window)
elif pause_screen and not map_screen and not title_screen:
paused()
elif map_screen and not pause_screen and not title_screen:
showmap()
buss.update()
buss.draw(window)
city1group.update()
city1group.draw(window)
# global dead_screen
if dead_screen:
dead()
if death == False:
lose_sound.play()
death = True
clock.tick(60)
pygame.display.flip()