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Secret flags flappy golf 2
Secret flags flappy golf 2













secret flags flappy golf 2
  1. Secret flags flappy golf 2 update#
  2. Secret flags flappy golf 2 trial#

Now we define our mainGame() function by first initializing the variable score with 0, and also give the coordinates for player image and base again. Screen.blit(game_images,(title_x,title_y)) Screen.blit(game_images,(base_x,ground_y)) Screen.blit(game_images,(player_x,player_y)) Screen.blit(game_images,(message_x,message_y)) If event.type = QUIT or (event.type = KEYDOWN and event.key = K_ESCAPE):Įlif event.type = KEYDOWN and (event.key = K_SPACE or event.key = K_UP): Title_x = int((screen_width - game_images.get_width())/2)

secret flags flappy golf 2

Message_x = int((screen_width - game_images.get_width())/2) Player_y = int((screen_height - game_images.get_height())/2)

Secret flags flappy golf 2 update#

For that, we will place the background, message, player, base, and title images using screen.blit() function.įinally, we will update our window using () and will update our clock variable with fps value as argument to show just 32 frames per second. And if no key or button is pressed, the welcome screen is displayed. If yes, we will return from the function and start the game. whether we clicked the up key or the space button. Then we check that whenever a quit type of event is encountered by pressing the escape key, the game window will close. Here we make use of a for loop for analyzing all the events taking place throughout the game using () function. Then, we start a while loop which will always be True and thus will start a loop that will not stop unless the control says quit. We also give the x-coordinate of base here.

Secret flags flappy golf 2 trial#

We have selected the arguments by hit and trial method and you can alter the values that suit you the best. We start by assigning the values of the x-coordinate and y-coordinate for the player, message, and title images. Now, we define our welcomeScreen() function which will display the welcome screen on starting the game. Game_sounds = ('gallery/audio/swoosh.wav') Game_sounds = ('gallery/audio/point.wav') Game_images = (background).convert_alpha() Game_images = ('gallery/images/base.png').convert_alpha() Game_images = ('gallery/images/message.png').convert_alpha() ('gallery/images/8.png').convert_alpha(), ('gallery/images/7.png').convert_alpha(), ('gallery/images/6.png').convert_alpha(), ('gallery/images/5.png').convert_alpha(), ('gallery/images/4.png').convert_alpha(), ('gallery/images/3.png').convert_alpha(), ('gallery/images/2.png').convert_alpha(), ('gallery/images/1.png').convert_alpha(), ('gallery/images/0.png').convert_alpha(),

secret flags flappy golf 2

Then we start a loop calling the welcomeScreen() and mainGame() functions which will be defined in the later sections. It is similar to what we did for images but here we use () function with the paths for various sounds as the argument for storing the sounds. We then add the sounds to the game_sounds dictionary using various keys. For pipe, we also added an inverted pipe image by using () function and rotating the image by 180 degrees. Similarly, we add the images of the message, base, pipe, background, player, and title, into the dictionary using various keys. We use () with paths of the images as arguments along with convert_alpha() to change the pixel format of an image including per pixel alphas. Then we will give a title to our main game window and store all the images in a tuple with first, which we are then assigning to the ’numbers’ key in the game_images dictionary. We also create fps_clock variable to help us track time at a moment using () function. Now let’s create the main function where our game will start and we have to initialize all pygame modules using pygame.init().















Secret flags flappy golf 2