self.imgBeanie = pygame.image.load("assets/beanie.png").convert_alpha()
self.imgSandcastle = pygame.image.load("assets/sandcastle.png").convert_alpha()
self.imgFlagLeft = pygame.image.load("assets/flagLeft.png").convert_alpha()
+ self.imgFlagLeftDown = pygame.image.load("assets/flagLeftDown.png").convert_alpha()
self.imgFlagRight = pygame.image.load("assets/flagRight.png").convert_alpha()
+ self.imgFlagRightDown = pygame.image.load("assets/flagRightDown.png").convert_alpha()
def reset(self):
self.cameray = 0
self.screen.blit(self.imgPlayerRightDownBeanie, (self.playerx, self.playery - self.cameray))
else:
self.screen.blit(self.imgPlayerRightDown, (self.playerx, self.playery - self.cameray))
+ if self.playerCarriesFlag:
+ self.screen.blit(self.imgFlagLeft, (self.playerx + 24, self.playery - 10 - self.cameray))
else:
if self.playerWearsBeanie:
self.screen.blit(self.imgPlayerRightUpBeanie, (self.playerx, self.playery - self.cameray))
else:
self.screen.blit(self.imgPlayerRightUp, (self.playerx, self.playery - self.cameray))
- if self.playerCarriesFlag:
- self.screen.blit(self.imgFlagLeft, (self.playerx + 25, self.playery - 10 - self.cameray))
+ if self.playerCarriesFlag:
+ self.screen.blit(self.imgFlagLeftDown, (self.playerx + 22, self.playery - 10 - self.cameray))
else:
if self.jump:
if self.playerWearsBeanie:
self.screen.blit(self.imgPlayerLeftDownBeanie, (self.playerx, self.playery - self.cameray))
else:
self.screen.blit(self.imgPlayerLeftDown, (self.playerx, self.playery - self.cameray))
+ if self.playerCarriesFlag:
+ self.screen.blit(self.imgFlagRight, (self.playerx + 13, self.playery - 10 - self.cameray))
else:
if self.playerWearsBeanie:
self.screen.blit(self.imgPlayerLeftUpBeanie, (self.playerx, self.playery - self.cameray))
else:
self.screen.blit(self.imgPlayerLeftUp, (self.playerx, self.playery - self.cameray))
- if self.playerCarriesFlag:
- self.screen.blit(self.imgFlagRight, (self.playerx + 10, self.playery - 10 - self.cameray))
+ if self.playerCarriesFlag:
+ self.screen.blit(self.imgFlagRightDown, (self.playerx + 11, self.playery - 10 - self.cameray))
def updatePlatforms(self):
for p in self.platforms:
pygame.draw.line(self.screen, (222,222,222), (x * 12, 0), (x * 12, self.sy))
pygame.draw.line(self.screen, (222,222,222), (0, x * 12), (self.sx, x * 12))
+ def waitForIt(self, its):
+ run = False
+ while not run:
+ event = pygame.event.poll()
+ if event.type == KEYDOWN:
+ key = pygame.key.get_pressed()
+ if key[K_ESCAPE]:
+ sys.exit()
+ for it in its:
+ if key[it]:
+ return it
+
def showScore(self):
line1 = self.font.render("Press ENTER to restart,", -1, (0, 0, 0))
line2 = self.font.render("ESC to quit.", -1, (0, 0, 0))
self.screen.blit(line1, ((self.sx - line1.get_width()) // 2, self.sy // 2 - line1.get_height()))
self.screen.blit(line2, ((self.sx - line2.get_width()) // 2, self.sy // 2))
pygame.display.flip()
- waitForIt = True
- while waitForIt:
- pygame.event.get()
- key = pygame.key.get_pressed()
- if key[K_RETURN]:
- waitForIt = False
- elif key[K_ESCAPE]:
- sys.exit()
+ self.waitForIt([K_RETURN])
def run(self):
clock = pygame.time.Clock()
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
+ elif event.type == KEYDOWN:
+ key = pygame.key.get_pressed()
+ if key[K_ESCAPE]:
+ sys.exit()
+ elif key[K_SPACE]:
+ self.waitForIt([K_SPACE])
self.drawGrid()
self.drawPlatforms()
self.updatePlayer()