Python-project/mygame.py

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# import all files
from config import *
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from sprites import Player, all_sprites, load_img, screen, HPBar, load_img_noalpha
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from colours import *
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import maps
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import events
# import modules
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from os import path
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import os, sys
import pygame
from pygame.locals import *
# initialization
pygame.init()
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#pygame.mixer.init()
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pygame.display.set_caption(WIN_NAME)
clock=pygame.time.Clock()
# initialize two players
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events.players.append(Player('p1', 400, 100, 10))
events.players.append(Player('p2', 430, 300, 10))
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events.p1_group.add(events.players[0])
events.p2_group.add(events.players[1])
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all_sprites.add(events.players)
events.running=True
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all_sprites.add(events.bars)
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# debug text
font=pygame.font.SysFont("Arial", 12)
def draw_debug_text():
texts=[
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font.render("P1 HP: " + str(events.players[0].hp), True, (100,100,100)),
font.render("P2 HP: " + str(events.players[1].hp), True, (100,100,100))
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]
count=0
for text in texts:
screen.blit(text, (0,count*12))
count+=1
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bg, bg_rect=load_img_noalpha("bg.png")
splash, splash_rect=load_img_noalpha("splash.png")
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def waitforkey():
waiting=True
while waiting:
clock.tick(FPS)
keys=pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
waiting=False
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def startscreen():
screen.blit(splash,(0,0))
pygame.display.flip()
waitforkey()
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# game loop
while events.mainloop:
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#startscreen()
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while events.running:
clock.tick(FPS)
# events
pygame.event.pump()
events.event_handler()
# update
all_sprites.update()
screen.fill(BLACK)
if events.dead():
break
# draw
screen.blit(bg,(0,0))
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#draw_debug_text()
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all_sprites.draw(screen)
pygame.display.flip()
print('asd')
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pygame.quit()
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sys.exit()