BrickedGaming / Jump

0 stars 0 forks source link

code #1

Open damusss opened 2 years ago

damusss commented 2 years ago

class Menu(): def init(self): self.surf = pygame.image.load("Assets/SplashScreen.png") self.surf.set_colorkey((0, 0, 0), RLEACCEL)

    self.start_button = Button1()
    self.quit_button = Button2()

def draw_menu(self, screen):
    screen.blit(self.surf,(0,0))

menu = Menu()

Main loop

while running: for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_ESCAPE: running = False elif event.type == QUIT: running = False if is_started == True: # these stuff should be done only if the game has started elif event.type == ADDENEMY: new_enemy = Enemy() enemies.add(new_enemy) all_sprites.add(new_enemy)

      elif event.type == ADDCLOUD:
          new_cloud = Cloud()
          clouds.add(new_cloud)
          all_sprites.add(new_cloud)

      for entity in all_sprites:
          screen.blit(entity.surf, entity.rect)

      if pygame.sprite.spritecollideany(player, enemies):
          player.kill()
          jetsound.stop()
          pygame.quit()
          running = False

screen.fill((135, 206, 250))

if is_started == True:
    for entity in all_sprites:
        screen.blit(entity.surf, entity.rect)

    screen.blit(player.surf, player.rect)

    pressed_keys = pygame.key.get_pressed()

    enemies.update()
    clouds.update()

    player.update(pressed_keys)

elif is_started == False:
    menu.draw_menu()

    if menu.start_button.draw():
        is_started = True
    if menu.quit_button.draw():
        running = False

pygame.display.flip()
clock.tick(FrameRateTick)
damusss commented 2 years ago
class Menu():
    def __init__(self):
        self.surf = pygame.image.load("Assets/SplashScreen.png")
        self.surf.set_colorkey((0, 0, 0), RLEACCEL)

        self.start_button = Button1()
        self.quit_button = Button2()

    def draw_menu(self, screen):
        screen.blit(self.surf,(0,0))

menu = Menu()

# Main loop
while running:
    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
        elif event.type == QUIT:
            running = False
        if is_started == True: # these stuff should be done only if the game has started
          elif event.type == ADDENEMY:
              new_enemy = Enemy()
              enemies.add(new_enemy)
              all_sprites.add(new_enemy)

          elif event.type == ADDCLOUD:
              new_cloud = Cloud()
              clouds.add(new_cloud)
              all_sprites.add(new_cloud)

          for entity in all_sprites:
              screen.blit(entity.surf, entity.rect)

          if pygame.sprite.spritecollideany(player, enemies):
              player.kill()
              jetsound.stop()
              pygame.quit()
              running = False

    screen.fill((135, 206, 250))

    if is_started == True:
        for entity in all_sprites:
            screen.blit(entity.surf, entity.rect)

        screen.blit(player.surf, player.rect)

        pressed_keys = pygame.key.get_pressed()

        enemies.update()
        clouds.update()

        player.update(pressed_keys)

    elif is_started == False:
        menu.draw_menu(screen)

        if menu.start_button.draw(screen):
            is_started = True
        if menu.quit_button.draw(screen):
            running = False

    pygame.display.flip()
    clock.tick(FrameRateTick)