generated from dvorakmortonxd/pygame-template
124 lines
No EOL
6.7 KiB
Python
124 lines
No EOL
6.7 KiB
Python
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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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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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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playb_collision = pygame.Rect(250, 250, 253, 110)
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exitb_collision = pygame.Rect(250, 400, 253, 110)
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if playb_collision.collidepoint(mouse.get_pos()):
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screen.blit(load_sprite(sheet, 24, 36, 23, 10, 253, 110), (250, 250))
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play_text = basicfont.render("Play", True, (255,255,255))
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if click:
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level = 2
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else:
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screen.blit(load_sprite(sheet, 0, 36, 23, 10, 253, 110), (250, 250))
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play_text = basicfont.render("Play", True, (0,0,0))
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screen.blit(play_text, (300, 260))
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if exitb_collision.collidepoint(mouse.get_pos()):
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screen.blit(load_sprite(sheet, 24, 36, 23, 10, 253, 110), (250, 400))
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exit_text = basicfont.render("Exit", True, (255,255,255))
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if click:
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level = 0
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else:
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screen.blit(load_sprite(sheet, 0, 36, 23, 10, 253, 110), (250, 400))
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exit_text = basicfont.render("Exit", True, (0,0,0))
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screen.blit(exit_text, (300, 410))
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screen.blit(mainmenu_text, (195, 35))
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return level # this returns the change we made to the level so that it updates in main.py
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def level2(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick, smalltext): # function for level 2
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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, 20, 82, 7, 12, 49,74), (274, 342)) # MILK CARTON
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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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if 60 <= tick <= 400:
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if tick < 186:
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dialog = basicfont.render("Hey...", True, (0+tick*2-120, 0+tick*2-120, 0+tick*2-120))
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else:
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dialog = basicfont.render("Hey...", 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 401 <= tick <= 750:
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if tick < 525:
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dialog = smalltext.render("ur probably wondering where u are.", True, (0+(tick-401)*2, 0+(tick-401)*2, 0+(tick-401)*2))
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else:
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dialog = smalltext.render("ur probably wondering where u are.", 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 751 <= tick <= 1000:
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if tick < 876:
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dialog = smalltext.render("you are inside the dungeons.", True, (0+(tick-751)*2, 0+(tick-751)*2, 0+(tick-751)*2))
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else:
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dialog = smalltext.render("you are inside the dungeons.", 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 1001 <= tick <= 1300:
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if tick < 1126:
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dialog = smalltext.render("see that milk?", True, (0+(tick-1001)*2, 0+(tick-1001)*2, 0+(tick-1001)*2))
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else:
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dialog = smalltext.render("see that milk?", 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 1301 <= tick <= 1600:
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if tick < 1426:
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dialog = smalltext.render("no its not for drinking", True, (0+(tick-1301)*2, 0+(tick-1301)*2, 0+(tick-1301)*2))
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else:
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dialog = smalltext.render("no its not for drinking", 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 1601 <= tick <= 1900:
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if tick < 1626:
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dialog = smalltext.render("see that dead zombie?", True, (0+(tick-1601)*2, 0+(tick-1601)*2, 0+(tick-1601)*2))
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else:
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dialog = smalltext.render("see that dead zombie?", 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 1901 <= tick <= 2200:
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if tick < 2026:
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dialog = smalltext.render("well guess what", True, (0+(tick-1901)*2, 0+(tick-1901)*2, 0+(tick-1901)*2))
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else:
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dialog = smalltext.render("well guess what", 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 2201 <= tick <= 2500:
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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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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 |