Initial Commit 2 (BE AWARE THIS ISNT FUNCTIONAL CODE YET DONT USE)

This commit is contained in:
Martin Dvořák 2026-05-29 08:21:40 +02:00
commit 06f265bdac
2 changed files with 84 additions and 0 deletions

77
main.py Normal file
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#!/usr/bin/env python3
import pygame
import levels
# VARIABLES
screen_width= 800
screen_height = 500
window_fps = 60
title = "Example Title"
def main(width=screen_width, height=screen_height, fps=window_fps):
pygame.init()
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption(title)
clock = pygame.time.Clock()
sheet = pygame.image.load("sprites.png")
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Fill these in with your logic
if event.type == pygame.KEYDOWN:
if variables.level == 3 and variables.canyoutypethename == True:
name = pygame.key.name(event.key)
if name == "backspace":
variables.playername = variables.playername[:-1]
elif len(variables.playername) >= 12:
pass
elif name == "return" or name == "space":
pass
elif len(name) == 1:# and name.isalpha():
variables.playername += str(name)
# Example: print(event.key) or handle input
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_SLASH:
if variables.devmode:
variables.level = 4
variables.dialognum = 4
variables.playername = "BlackNagger"
elif event.key == pygame.K_SPACE:
if variables.devmode:
variables.hairstyle += 1
variables.stubble += 1
variables.skincolor += 1
elif event.key == pygame.K_BACKSPACE:
if variables.devmode:
variables.skincolor -= 1
variables.hairstyle -= 1
variables.stubble -= 1
elif event.key == pygame.K_CAPSLOCK:
if variables.devmode:
variables.playerstrength += 1
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
variables.clicked = True
variables.lastclickpos = pygame.mouse.get_pos()
if variables.level == 1:
levels.level1(screen, sheet, gamefont, variables.screen_width/2-100, variables.screen_height/2+120, pygame.mouse, variables.clicked, variables.lastclickpos)
elif variables.level == 2:
levels.level2(screen, sheet, smallergamefont, variables.screen_width/2-100, variables.screen_height/2+120, pygame.mouse, variables.clicked, variables.lastclickpos)
elif variables.level == 3:
levels.level3(screen, sheet, smallergamefont, pygame.mouse, variables.clicked, variables.lastclickpos, variables.playername, smallergamefont, variables.ticks, variables.screen_fps, chunkyfont)
elif variables.level == 4:
levels.level4(screen, sheet, smallergamefont, pygame.mouse, variables.clicked, variables.lastclickpos, variables.playername, smallergamefont, variables.ticks, variables.screen_fps, chunkyfont, chunkygamefont, variables.unlimited_slappeartext)
elif variables.level == 5:
levels.level5(screen, sheet, smallergamefont, pygame.mouse, variables.clicked, variables.lastclickpos, variables.playername, smallergamefont, variables.ticks, variables.screen_fps, chunkyfont, chunkygamefont, variables.unlimited_slappeartext)
variables.ticks += 1
if variables.ticks > fps:
variables.ticks = 0
fps_text = basicfont.render(str(int(clock.get_fps())), True, (0, 255, 0))
screen.blit(fps_text, (5, 5))
pygame.display.flip()
clock.tick(fps)
pygame.quit()
if __name__ == "__main__":
main()

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render.py Normal file
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import pygame
def load_sprite(sheet, x, y, width, height, screen_width, screen_height):
rect = pygame.Rect(x, y, width, height)
sprite = sheet.subsurface(rect)
scaled = pygame.transform.scale(sprite, (screen_width, screen_height))
return scaled