CODING/Python/Escape.py DATA/Escape log/EscapeOld.py
2026-01-19 17:54:17 -05:00

217 lines
7.1 KiB
Python

import pygame, random, sys, time
from pygame.locals import *
#set up some variables
WINDOWWIDTH = 1024
WINDOWHEIGHT = 600
FPS = 6000
TEXTCOLOR = (140, 0, 0)
BLACK = (0,0,0)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
def terminate():
pygame.quit()
sys.exit()
def waitForPlayerToPressKey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # pressing escape quits
terminate()
if event.key == K_RETURN:
return
if event.key == ord('q'):
return
def drawText(text, font, surface, x, y):
textobj = font.render(text, 1, TEXTCOLOR)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
# set up pygame, the window, and the mouse cursor
pygame.init()
mainClock = pygame.time.Clock()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('ESCAPE')
pygame.mouse.set_visible(False)
# set up fonts
font = pygame.font.SysFont(None, 48)
# set up images
#player
playerImage = pygame.image.load('Player.png').convert_alpha()
playerRect = playerImage.get_rect()
playerRotateL = pygame.transform.rotate(playerImage,90)
playerRotateR = pygame.transform.rotate(playerImage,270)
playerRotateU = pygame.transform.rotate(playerImage,0)
playerRotateD = pygame.transform.rotate(playerImage,180)
#scissors
scissorsImage = pygame.image.load('scissors.png')
scissorsRect = scissorsImage.get_rect()
#startroom
backgroundImage = pygame.image.load('background1.png')
rescaledBackground = pygame.transform.scale(backgroundImage, (WINDOWWIDTH, WINDOWHEIGHT))
#Title
titleImage = pygame.image.load('title.png').convert_alpha()
rescaledTitle = pygame.transform.scale(titleImage, (WINDOWWIDTH, WINDOWHEIGHT))
#start room lit
startRoomLitImage = pygame.image.load('Background1lit.png')
rescaledstartRoomLit = pygame.transform.scale(startRoomLitImage, (WINDOWWIDTH, WINDOWHEIGHT))
#toture room
tortureRoomImage=pygame.image.load('Background1-tortureRoom.png')
tortureRoomRect = tortureRoomImage.get_rect
rescaledTortureRoom = pygame.transform.scale(tortureRoomImage, (WINDOWWIDTH, WINDOWHEIGHT))
#Hall
hallImage = pygame.image.load('Background1-Hall.png')
rescaledHall = pygame.transform.scale(hallImage, (WINDOWWIDTH, WINDOWHEIGHT))
#Hall2
hallImage2 = pygame.image.load('Background1-Hall2.png')
rescaledHall2 = pygame.transform.scale(hallImage, (WINDOWWIDTH ,WINDOWHEIGHT))
# show the "Start" screen
windowSurface.blit(rescaledTitle, (0, 0))
drawText('Press Enter to start', font, windowSurface, (WINDOWWIDTH / 2) - 180, (WINDOWHEIGHT / 3) + 125)
pygame.display.update()
waitForPlayerToPressKey()
while True:
# set up start of game
playerRect.topleft = (WINDOWWIDTH / 2, WINDOWHEIGHT - 50)
moveLeft = moveRight =False
moveUp = moveDown = False
startRoom = True
Lit = False
Hall=False
Hall2 = False
tortureRoom= False
while True: # the game loop runs while the game part is playing
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if event.type == KEYDOWN:
if event.key == K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == K_UP or event.key == ord('w'):
moveUp = True
moveDown = False
if event.key == K_DOWN or event.key == ord('s'):
moveUp = False
moveDown = True
if event.type == KEYUP:
if event.key == K_ESCAPE:
terminate()
if event.key == K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == K_RIGHT or event.key == ord('d'):
moveRight = False
if event.key == K_DOWN or event.key == ord('s'):
moveDown = False
if event.key == K_UP or event.key == ord('w'):
moveUp = False
# Move the player around.
if moveLeft and playerRect.left > 0:
playerRect.move_ip(-10, 0)
if moveRight and playerRect.right < WINDOWWIDTH:
playerRect.move_ip(10, 0)
if moveUp and playerRect.bottom > 0:
playerRect.move_ip(0,-10)
if moveDown and playerRect.bottom < WINDOWHEIGHT:
playerRect.move_ip(0, +10)
if moveLeft== True:
windowSurface.blit(playerRotateL,(playerRect.centerx,playerRect.centery))
if moveRight== True:
windowSurface.blit(playerRotateR, (playerRect.centerx,playerRect.centery))
if moveUp== True:
windowSurface.blit(playerRotateU, (playerRect.centerx,playerRect.centery))
if moveDown== True:
windowSurface.blit(playerRotateD, (playerRect.centerx,playerRect.centery))
if not moveLeft == True and moveRight== False and moveDown == False:
windowSurface.blit(playerImage, (playerRect.centerx,playerRect.centery))
# update the display
mainClock.tick(5000)
pygame.display.flip()
# Draw the game world on the window.
if playerRect.bottom > 300 and playerRect.right < 320:
tortureRoom = False
Hall2 = True
Hall = False
startRoom = False
if playerRect.bottom < 405 and playerRect.centery > 295:
Hall = True
startRoom = False
tortureRoom = False
Hall2 = False
if playerRect.bottom < 295 and playerRect.right > 319:
tortureRoom = True
Hall = False
startRoom = False
Hall2 = False
if playerRect.bottom > 405:
startRoom = True
Hall = False
tortureRoom = False
Hall2 = False
if startRoom==True:
Hall= False
tortureRoom=False
windowSurface.blit(rescaledBackground, (0, 0))
windowSurface.blit(scissorsImage, (500,410))
if Lit == True:
windowSurface.blit(rescaledstartRoomLit,(0,0))
windowSurface.blit(scissorsImage, (500,410))
if tortureRoom == True:
windowSurface.blit(rescaledTortureRoom, (0,0))
if Hall == True:
windowSurface.blit(rescaledHall, (0,0))
if Hall2 == True:
windowSurface.blit(hallImage2, (0,0))
# Draw the player's rectangle, rails
playerRect.centerx - 1, playerRect.centery - 20, (playerRect.centerx - 1, 0), 1
pygame.display.update(playerRect)
pygame.display.flip()