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onward_old.py
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133 lines (95 loc) · 3.87 KB
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import pygame
import random
import math
import ctypes
import time
import os
import sys
user32 = ctypes.windll.user32
os.chdir(os.path.dirname(sys.argv[0]))
class ParralexBackground:
def __init__(self, img, imgw, speed, height, tr):
self.image = img
self.imgwidth = imgw
self.scrollspeed = speed
self.xpos = 0
self.prevplayerpos = 0
self.drawheight = height
self.type = tr
self.poslist = []
x = -640
while x <= GSCREENX:
self.poslist.append(x)
x += 640
self.scrolllength = x
def init(self):
self.poslist = []
x = -640
while x <= GSCREENX:
self.poslist.append(x)
x += 640
self.scrolllength = x
def draw(self):
newlist = []
for imgpos in self.poslist:
if game.player.x > self.prevplayerpos:
imgpos -= self.scrollspeed
elif game.player.x < self.prevplayerpos:
imgpos += self.scrollspeed
if imgpos >= self.scrolllength:
imgpos = -640
elif imgpos <= -640:
imgpos = self.scrolllength
if self.type == 'trees': spy = self.drawheight - (game.player.y-PLAYERPOSY)/(self.scrollspeed*2.0)
elif self.type == 'mountains': spy = self.drawheight - (game.player.y-PLAYERPOSY)/(self.scrollspeed*10.0)
else: spy = self.drawheight
gscreen.blit(self.image, (imgpos, spy))
newlist.append(imgpos)
self.poslist = newlist
self.prevplayerpos = game.player.x
def Draw():
for x in range(((game.player.x & ~15) /16)-GSCREENX//30, ((game.player.x & ~15) /16)+GSCREENX//30):
if x < 0: continue
count = 0
for y in range(((game.player.y & ~15) /16)-GSCREENY//30, ((game.player.y & ~15) /16)+GSCREENY//30):
if y > MAPDEPTH: continue
if y < 0: continue
if game.gamemap.tiles[(x, y)].matter == 1: count += 1
if game.gamemap.tiles[(x, y)].matter == 2: count += 1
game.gamemap.tiles[(x, y)].draw(gscreen)
if count > 0:
shadow.set_alpha((count-1)*40)
gscreen.blit(shadow, ((x*16 - (game.player.x - PLAYERPOSX)), (y*16 - (game.player.y - PLAYERPOSY))))
#daynnight
if timeofday == 'day': val = 0
elif timeofday == 'night': val = 150
if timefase and timeofday == 'day':
val = 150-(fasecounter/10)
game.backgrounds[0].image.set_alpha(((fasecounter/10)/150.0)*255.0)
game.backgrounds[1].image.set_alpha(255-((fasecounter/10)/150.0)*255.0)
elif timefase and timeofday == 'night':
val = fasecounter/10
game.backgrounds[0].image.set_alpha(255-((fasecounter/10)/150.0)*255.0)
game.backgrounds[1].image.set_alpha(((fasecounter/10)/150.0)*255.0)
x = pygame.Surface((GSCREENX, GSCREENY))
x.fill(BLACK)
x.set_alpha(val)
gscreen.blit(x, (0, 0))
global LvlSwitch
if LvlSwitch:
#pygame.draw.rect(gscreen, (70, 70, 70), (GSCREENX/2-135, GSCREENY/2-100, 273, 50), 0)
pygame.draw.rect(gscreen, WHITE, (GSCREENX/2-135, GSCREENY/2-100, 315, 44),5)
myfont = pygame.font.SysFont("calibri", 40, True)
label = myfont.render("LEVEL COMPLETE!", True, WHITE)
gscreen.blit(label, (GSCREENX/2-130, GSCREENY/2-95))
window.blit(gscreen, (0, 0))
interface.draw()
pygame.display.update()
# -------------- Game STATIC variables
RESX, RESY = user32.GetSystemMetrics(0), user32.GetSystemMetrics(1)
WINDOWX, WINDOWY = RESX//2, RESY//2
GSCREENX, GSCREENY = WINDOWX, WINDOWY
ISCREENX, ISCREENY = WINDOWX, 40
PLAYERPOSX, PLAYERPOSY = GSCREENX//2, GSCREENY//2
background = pygame.image.load('earth2/background.png').convert()
shotgun = pygame.image.load('earth2/weapons/shotgun.png').convert_alpha()