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main_game.py
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main_game.py
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#this is the main game
#Dieser Code fügt das Menu mit dem eigentlichen Spiel und mit dem Levelkreator zusammen.
#so here you have to start the programm
import pygame
import pymunk
from options import *
from tools import *
from all_textures import *
from the_game import *
import pickle
#All global variable which can be changed
class game:
def __init__(self):
global window_size
def load_levels():
with open (level_directory, 'rb') as fp:
itemlist = pickle.load(fp)
return itemlist
pygame.init()
# Open a new window
self.screen = pygame.display.set_mode(window_pos, pygame.FULLSCREEN)
window_size = self.screen.get_size()
pygame.display.set_caption("Angry Birds")
# The clock will be used to control how fast the screen updates
self.clock = pygame.time.Clock()
"""Load the music"""
song1 = r'resources\audio\angry-birds.ogg'
pygame.mixer.music.load(song1)
pygame.mixer.music.play(-1)
self.mouse_click = False
self.state = "Init_game"
self.next_state ="Init_game"
self.x_mouse = 0
self.y_mouse = 0
self.clock = pygame.time.Clock()
self.activ_level = 0
self.all_levels = load_levels()
def run(self):
def save_levels(itemlist):
with open(level_directory, 'wb') as fp:
pickle.dump(itemlist, fp)
def print_on_screen(text, size, pos):
text_surface_object = pygame.font.SysFont("resources\Fonts\Arial.ttf",size).render(str(text), True, (255,0,0))
self.screen.blit(text_surface_object, pos)
running = True
while running:
# Input handling
self.x_mouse, self.y_mouse = pygame.mouse.get_pos()
self.mouse_click = None
for event in pygame.event.get():
if event.type == pygame.QUIT or self.next_state== "quit":
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
#checks if a mouse is clicked
if event.type == pygame.MOUSEBUTTONUP:
if self.state == "menu":
if self.play_button.collidepoint():
self.next_state ="new_game"
if self.quit_button.collidepoint():
self.next_state ="quit"
if self.create_level.collidepoint():
self.next_state ="create_new_level"
#Change the level
if self.plus_button.collidepoint():
self.activ_level += 1
if self.activ_level > len(self.all_levels)-1:
self.activ_level -=1
if self.minus_button.collidepoint():
self.activ_level -= 1
if self.activ_level < 0:
self.activ_level = 0
if self.state == "game_is_running":
if self.pause_button.collidepoint():
self.next_state ="break"
if self.menu_button.collidepoint():
self.next_state ="menu"
if self.state == "create_level_running":
if self.pause_button.collidepoint():
self.next_state ="break"
if self.menu_button.collidepoint():
self.next_state ="menu"
if self.state == "break":
if self.quit_button.collidepoint():
self.next_state ="quit"
if self.fortfahren_button.collidepoint():
self.next_state ="game_is_running"
if self.menu_button.collidepoint():
self.next_state ="menu"
#checks if a mouse is clicked
if event.type == pygame.MOUSEBUTTONUP:
self.mouse_click = False
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_click = True
#Here are all drawing states
self.screen.fill((0,0,0))
if self.state == "Init_game":
self.play_button = button(self, play_button_img, (window_size[0]/2-220, window_size[1]/2-150), (440,300))
self.quit_button = button(self, quit_button_img, (50, 50), (200,200))
self.create_level = button(self, create_level_img, (window_size[0]/2-125, window_size[1]/2+175), (250,150))
self.background_menu_scale = pygame.transform.scale(background_menu, window_size)
#The plus and minus button
self.plus_button = button(self, plus_img, (window_size[0]/2+80, window_size[1]/2-250), (80,80))
self.minus_button = button(self, minus_img, (window_size[0]/2-140, window_size[1]/2-250), (80,80))
#to return to the menu
self.menu_button = button(self, kreuz, (10, 10), (50,50))
self.pause_button = button(self, pause_img, (500, 90), (120,65))
self.fortfahren_button = button(self, fortfahren_button_img, (500, 200), (120,65))
self.next_state = "menu"
elif self.state == "menu":
#Show background
self.screen.blit(background_menu,(0,0))
self.play_button.show()
self.quit_button.show()
self.create_level.show()
self.plus_button.show()
print_on_screen(self.activ_level, 80, (window_size[0]/2-15, window_size[1]/2-240))
self.minus_button.show()
elif self.state == "break": #==Pause von dem Spiel
self.quit_button.show()
self.fortfahren_button.show()
self.menu_button.show()
elif self.state == "new_game":
try:
the_level = self.all_levels[self.activ_level]
except:
self.activ_level = 0
the_level = self.all_levels[self.activ_level]
#The game
self.vicinity = game_vicinity(self, the_level)
self.next_state ="game_is_running"
elif self.state == "game_is_running":
self.vicinity.run()
self.pause_button.show()
self.menu_button.show()
#Object create level wird gemacht
elif self.state == "create_new_level":
self.create_level_n = create_new_level(self)
self.next_state ="create_level_running"
elif self.state == "create_level_running":
level_list, next_s = self.create_level_n.run()
self.menu_button.show()
if next_s == "menu":
self.all_levels.insert(0, level_list)
save_levels(self.all_levels)
self.next_state = "menu"
#Print the actual FPS on the screen
text_surface_object = pygame.font.SysFont("resources\Fonts\Arial.ttf",25).render("FPS "+str(int(self.clock.get_fps())), True, (255,0,0))
self.screen.blit(text_surface_object,(50,50))
pygame.display.update()
self.state = self.next_state #Neuer State wird erst am schluss eines durchganges gesetzt
self.clock.tick(FPS)
if __name__ == '__main__':
start_game = game()
start_game.run()