generated from dvorakmortonxd/pygame-template
finally can hold the milk carton lmao
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parent
7151183ea5
commit
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2 changed files with 40 additions and 4 deletions
34
levels.py
34
levels.py
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@ -1,6 +1,9 @@
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import pygame
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import pygame
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from render import load_sprite # this makes it so our function for rendering sprites from sprites.png is available in here
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from render import load_sprite # this makes it so our function for rendering sprites from sprites.png is available in here
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milk_pos_x, milk_pos_y = 274, 342
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holding_milk = False
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def level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick): # the function for our first level, ignore the unused variables here, you can use them when you edit it
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def level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick): # the function for our first level, ignore the unused variables here, you can use them when you edit it
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screen.blit(load_sprite(sheet, 0, 0, 48, 36, screen_width, screen_height), (0, 0)) # this renders a button I made in the sprites.png, its purely for visual purposes so it doesnt matter where you click rn
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screen.blit(load_sprite(sheet, 0, 0, 48, 36, screen_width, screen_height), (0, 0)) # this renders a button I made in the sprites.png, its purely for visual purposes so it doesnt matter where you click rn
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mainmenu_text = big_text.render("Revival Inc.", True, (0, 0, 0))
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mainmenu_text = big_text.render("Revival Inc.", True, (0, 0, 0))
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@ -32,7 +35,6 @@ def level2(screen, sheet, screen_width, screen_height, lastclickpos, basicfont,
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screen.blit(load_sprite(sheet, 0, 46, 48, 36, screen_width, screen_height), (0,0))
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screen.blit(load_sprite(sheet, 0, 46, 48, 36, screen_width, screen_height), (0,0))
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screen.blit(load_sprite(sheet, 8, 82, 12, 12, 96, 96) , (645, 214)) # ZOMBIE
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screen.blit(load_sprite(sheet, 8, 82, 12, 12, 96, 96) , (645, 214)) # ZOMBIE
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screen.blit(load_sprite(sheet, 20, 82, 7, 12, 49,74), (274, 342)) # MILK CARTON
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screen.blit(load_sprite(sheet, 20, 82, 7, 12, 49,74), (274, 342)) # MILK CARTON
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print(tick)
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dialog_square = pygame.surface.Surface((700, 68), pygame.SRCALPHA)
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dialog_square = pygame.surface.Surface((700, 68), pygame.SRCALPHA)
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dialog_square.fill((0, 0, 0))
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dialog_square.fill((0, 0, 0))
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if 60 <= tick <= 400:
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if 60 <= tick <= 400:
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@ -91,6 +93,32 @@ def level2(screen, sheet, screen_width, screen_height, lastclickpos, basicfont,
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dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
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dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
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dialog_square.blit(dialog, (78, 15))
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dialog_square.blit(dialog, (78, 15))
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screen.blit(dialog_square, (34, 500))
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screen.blit(dialog_square, (34, 500))
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elif tick >= 2201:
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elif 2201 <= tick <= 2500:
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level = 3
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if tick < 2326:
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dialog = smalltext.render("try dragging the milk to him", True, (0+(tick-2201)*2, 0+(tick-2201)*2, 0+(tick-2201)*2))
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else:
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dialog = smalltext.render("try dragging the milk to him", True, (255, 255, 255))
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dialog_square.blit(load_sprite(sheet, 0, 82, 8, 8, 48, 48), (15, 10))
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dialog_square.blit(dialog, (78, 15))
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screen.blit(dialog_square, (34, 500))
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elif tick >= 2501:
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level = 2.5
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return level # returns the current level set
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return level # returns the current level set
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def level3(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick, smalltext): # function for level 2
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global milk_pos_x, milk_pos_y, holding_milk
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milk_collision = pygame.Rect(milk_pos_x-20, milk_pos_y-50, 49, 74)
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screen.blit(load_sprite(sheet, 0, 46, 48, 36, screen_width, screen_height), (0, 0))
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screen.blit(load_sprite(sheet, 8, 82, 12, 12, 96, 96), (645, 214)) # ZOMBIE
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msx, msy = pygame.mouse.get_pos()
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if milk_collision.collidepoint(mouse.get_pos()):
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if click:
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holding_milk = True
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if not click:
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holding_milk = False
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if holding_milk:
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milk_pos_x, milk_pos_y = msx, msy
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screen.blit(load_sprite(sheet, 20, 82, 7, 12, 49, 74), (milk_pos_x-20, milk_pos_y-50)) # MILK CARTON
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print(milk_collision)
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dialog_square = pygame.surface.Surface((700, 68), pygame.SRCALPHA)
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dialog_square.fill((0, 0, 0))
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return level
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8
main.py
8
main.py
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@ -29,6 +29,8 @@ def main(fps=window_fps): # the main function
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if event.type == pygame.KEYDOWN: # what happens when you press down a key
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if event.type == pygame.KEYDOWN: # what happens when you press down a key
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if event.key == pygame.K_ESCAPE: # what happens when you press escape
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if event.key == pygame.K_ESCAPE: # what happens when you press escape
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running = False # poof
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running = False # poof
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if event.key == pygame.K_k:
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level = 2.5
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if event.type == pygame.MOUSEBUTTONDOWN: # what happens when you press down a mouse button
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if event.type == pygame.MOUSEBUTTONDOWN: # what happens when you press down a mouse button
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click = True # sets the click variable to True so level function in levels.py can see
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click = True # sets the click variable to True so level function in levels.py can see
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print(pygame.mouse.get_pos()) # prints out where the mouse is during the click for debugging purposes
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print(pygame.mouse.get_pos()) # prints out where the mouse is during the click for debugging purposes
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@ -45,6 +47,12 @@ def main(fps=window_fps): # the main function
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elif level == 2: # what happens when the level variable is equal to 2 ofc
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elif level == 2: # what happens when the level variable is equal to 2 ofc
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tick += 1
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tick += 1
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level = levels.level2(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigtext, level, tick, smalltext) # runs the level2 function from levels.py
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level = levels.level2(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigtext, level, tick, smalltext) # runs the level2 function from levels.py
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elif level == 2.5:
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tick = 0
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level = 3
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elif level == 3:
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level = levels.level3(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigtext, level, tick, smalltext) # runs the level2 function from levels.py
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fps_text = smalltext.render(str(int(clock.get_fps())), True, (0, 255, 0)) # defines a thing that renders your fps in the top left corner
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fps_text = smalltext.render(str(int(clock.get_fps())), True, (0, 255, 0)) # defines a thing that renders your fps in the top left corner
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screen.blit(fps_text, (5, 5)) # this actually renders "ftp_text" on the screen at the position (5, 5) which is the top left corner
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screen.blit(fps_text, (5, 5)) # this actually renders "ftp_text" on the screen at the position (5, 5) which is the top left corner
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pygame.display.flip() # this updates the display so it displays all the new stuff we added
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pygame.display.flip() # this updates the display so it displays all the new stuff we added
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