Como implementar un menu con pygame
Publicado por erika (1 intervención) el 16/09/2020 01:58:26
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import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = (0, 255, 0)
RED =(255,0,0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Pokemon")
icono= pygame.image.load("assets/poke.png")
pygame.display.set_icon(icono)
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, RED)
text_rect = text_surface.get_rect()
text_rect.midtop = (round(x), round(y))
surface.blit(text_surface, text_rect)
def draw_shield_bar(surface, x,y, percentage):
BAR_LENGHT = 100
BAR_HEIGHT = 10
fill = (percentage / 100) * BAR_LENGHT
border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT)
fill = pygame.Rect(x,y, fill, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, fill)
pygame.draw.rect(surface, WHITE, border, 2)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/p3.png").convert()
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
self.shield = 100
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
laser_sound.play()
class Pokebol(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(pokebol_images)
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-140, -100)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > HEIGHT + 10 or self.rect.left < -40 or self.rect.right > WIDTH + 40:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-140, - 100)
self.speedy = random.randrange(1, 10)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/rayito1.PNG")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = explosion_anim[0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50 # VELOCIDAD DE LA EXPLOSION
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
def show_go_screen():
screen.blit(menu, [0,0])
draw_text(screen, " Pikachu debe sobrevivir ",40, 400, 30)
draw_text(screen, "Press Key", 30, 435, 450)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(60)
pygame.init()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
def pausa():
pausado=True
pygame.mixer.music.pause()
while pausado:
for event in pygame.event.get():
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_c:
pygame.mixer.music.unpause()
pausado=False
#if event.key==pygame.K_r:
#show_go_screen()
screen.fill(BLACK)
draw_text(screen,"PAUSED",100,400,30)
draw_text(screen,"PRESS c TO CONTINUE",50,500,300)
pygame.display.flip()
clock.tick(60)
pokebol_images = []
pokebol_list = ["assets/great3.png", "assets/master2.png","assets/safari1.png","assets/poke1.png","assets/ultra2.png"]
for img in pokebol_list:
pokebol_images.append(pygame.image.load(img).convert())
####----------------EXPLOSTION IMAGENES --------------
explosion_anim = []
for i in range(6):
file = "assets/regularExplosion0{}.png".format(i)
img = pygame.image.load(file).convert()
img.set_colorkey(BLACK)
img_scale = pygame.transform.scale(img, (70,70))
explosion_anim.append(img_scale)
# Cargar imagen de fondo
background = pygame.image.load("assets/back.jpg").convert()
menu = pygame.image.load("assets/menu2.jpg").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/pika.ogg")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music1.ogg")
pygame.mixer.music.set_volume(0.9)
#pygame.mixer.music.play(loops=-1)
#### ----------GAME OVER
game_over = True
running = True
while running:
if game_over:
show_go_screen()
game_over = False
all_sprites = pygame.sprite.Group()
pokebol_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
pokebol = Pokebol()
all_sprites.add(pokebol)
pokebol_list.add(pokebol)
score = 0
pygame.mixer.music.play(loops=-1)
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
if event.key == pygame.K_p:
pausa()
all_sprites.update()
#colisiones - pokebolas - rayos
hits = pygame.sprite.groupcollide(pokebol_list, bullets, True, True)
for hit in hits:
score += 10
#explosion_sound.play()
explosion = Explosion(hit.rect.center)
all_sprites.add(explosion)
pokebol = Pokebol()
all_sprites.add(pokebol)
pokebol_list.add(pokebol)
# Checar colisiones - jugador - pokebolas
hits = pygame.sprite.spritecollide(player, pokebol_list, True)
for hit in hits:
player.shield -= 25
pokebol = Pokebol()
all_sprites.add(pokebol)
pokebol_list.add(pokebol)
if player.shield <= 0:
game_over = True
pygame.mixer.music.stop()
screen.blit(background, [0, 0])
all_sprites.draw(screen)
#Marcador
draw_text(screen, str(score), 25, 770, 10)
# Escudo.
draw_shield_bar(screen, 5, 5, player.shield)
pygame.display.flip()
pygame.quit()
# soy nueva con Pygame , ya miré videos y lei de todo, no se me ocurre que más hacer, si alguien me da consejos como implementarle un menu con botones se los agradesco. Mi MENU actualmente seria la funcion SHOW_GO_SCREEN()
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