Python-project/mygame.py
2019-01-31 09:17:12 +01:00

79 lines
1.9 KiB
Python

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