#!/usr/bin/env python3 import pygame, levels # Imports the pygame library and our own levels.py we made for the code to be more readable, obviously window_fps = 60 # the frames per second, this decides how fast the main loop runs per second def main(fps=window_fps): # the main function pygame.init() # initializes pygame pygame.mixer.init() pygame.mixer.music.load('theme.wav') pygame.mixer.music.play(-1,0,2000) blip = pygame.mixer.Sound('blip.wav') tick = 0 screen_width = 912 # the screen width screen_height = 576 # the screen height # THE SCREEN IS 19:12 RATIO title = "The Larvae" # the title of the window obviously lastclickpos = [0, 0] # last position that was clicked, this changes every time you click somewhere on the game window screen = pygame.display.set_mode((screen_width, screen_height)) # this initializes the display with the screen_width and screen_height variables pygame.display.set_caption(title) # this actually sets the title of the window from the title variable basicfont = pygame.font.Font('KiwiSoda.ttf', 50) # this sets a basic font for now, we can change this to anything later on bigfont = pygame.font.Font('KiwiSoda.ttf', 80) sysfont = pygame.font.SysFont('', 30) slightly_smaller_than_bigfont = pygame.font.Font('KiwiSoda.ttf', 70) smallfont = pygame.font.Font('KiwiSoda.ttf', 30) clock = pygame.time.Clock() # this is used to control the fps of the game if you scroll down the code a bit click = False # variable I use to check if u clicked with the mouse when calling level function from levels. sheet = pygame.image.load("sprites.png") # the sprite sheet which we then use to load specific sprites from level = 1 # the level variable, this also gets changed during the "gameplay" running = True # this variable starts the game loop while running: # game loop levels.oldpx, levels.oldpy = levels.playerx, levels.playery screen.fill((0, 0, 0)) # fills the screen with black, so the sprites loaded previously dont overlap and this clears the last frame every "tick" for event in pygame.event.get(): # this checks for stuff like key presses and mouse clicks if event.type == pygame.QUIT: # what happens when you click the X button on the window running = False # poof if event.type == pygame.KEYDOWN: # what happens when you press down a key if event.key == pygame.K_SLASH: levels.dialognum = 13 pygame.mixer.music.stop() level = 2 if event.key == pygame.K_SPACE: if level == 3: tickd = 0 level = 4 if level > 3: if event.key == pygame.K_w: levels.playerYc = -3 if event.key == pygame.K_a: levels.playerXc = -3 if event.key == pygame.K_s: levels.playerYc = +3 if event.key == pygame.K_d: levels.playerXc = +3 if event.key == pygame.K_h: if levels.dialognum == 9: levels.tickd = 0 levels.dialognum = 10 if event.key == pygame.K_SPACE: if levels.dialognum == 11: levels.tickd = 0 levels.dialognum = 12 if event.type == pygame.KEYUP: if level > 3: if event.key == pygame.K_w: playerYc = 0 if event.key == pygame.K_a: playerXc = 0 if event.key == pygame.K_s: playerYc = 0 if event.key == pygame.K_d: playerXc = 0 if event.type == pygame.MOUSEBUTTONDOWN: # what happens when you press down a mouse button click = True # sets the click variable to True so level function in levels.py can see print(pygame.mouse.get_pos()) # prints out where the mouse is during the click for debugging purposes lastclickpos = pygame.mouse.get_pos() # sets the variable to the position you last clicked if event.type == pygame.MOUSEBUTTONUP: # what happens when you release a mouse button click = False # sets the click variable to False so level function in levels.py can see again if level == 0: running = False if level == 1: # what happens when the level variable is equal to 1 level = levels.level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music) # runs the level1 function from levels.py if level == 2: level = levels.level2(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music) if level == 3: level = levels.level3(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music) if level == 4: level = levels.level4(blip, screen, sheet, screen_width, screen_height, lastclickpos, basicfont, pygame.mouse, click, bigfont, level, tick, slightly_smaller_than_bigfont, pygame.mixer.music) fps_text = sysfont.render(str(int(clock.get_fps())), True, (0, 255, 0)) # defines a thing that renders your fps in the top left corner #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 if 180 > levels.playerx: levels.playerx = 180 if 615 < levels.playerx: levels.playerx = 615 if 165 > levels.playery: levels.playery = 165 if 275 < levels.playery: levels.playery = 275 levels.playerx += levels.playerXc levels.playery += levels.playerYc pygame.display.flip() # this updates the display so it displays all the new stuff we added clock.tick(fps) # this makes sure the game loop runs at the fps we set it to before pygame.quit() #this quits our game when the game loop somehow ends, for example by pressing escape or the X button on the window if __name__ == "__main__": # this just makes sure that this only runs when you launch it and not when you import it as a module like we imported levels.py at the top main() # this actually runs our stuff