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animation3.py
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animation3.py
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import pygame
import sys
from game3_ending import game3_ending
from pygame.locals import *
class animation3:
def __init__(self,screen,direction,text,u1_,u2_,v1_,v2_):
FPS = 30
fpsClock = pygame.time.Clock()
SCREEN_WIDTH = 600
screen = pygame.display.set_mode((SCREEN_WIDTH,400), 0, 32)
pygame.display.set_caption('Animation')
WHITE = (255, 255, 255)
RED = (255,0,0)
background = pygame.image.load('Images/background.png')
screen.blit(background,(0,0))
objAImg = pygame.image.load('Images/game3/A.png')
objBImg = pygame.image.load('Images/game3/B.png')
fontObj = pygame.font.Font(None,16)
objAImgx = 150
objAImgy = 240
objBImgx = 350
objBImgy = 240
Run1= True
temp=1
#case= 0
font = pygame.font.SysFont("monospace", 15)
#font = pygame.font.Font(None, 20)
texta = font.render("Final Velocity of A ="+str(v1_)+"m/sec. Final Velocity of B ="+str(v2_)+"m/sec", 1, (10, 10, 10))
textposa = texta.get_rect()
textposa.centerx = background.get_rect().centerx
textposa.y = 350
textb = font.render("The blocks wont collide !", 1, (10, 10, 10))
textposb = textb.get_rect()
textposb.centerx = background.get_rect().centerx
textposb.y = 350
noloop2 = False
while Run1 : #main game loop
screen.blit(background,(0,0))
if u1_ > 0:
if u2_ == 0:
#case =1
background.blit(texta, textposa)
if objAImgx <290 :
objAImgx += 3
if objAImgx >= 290:
Run1= False
elif u2_ < 0:
#case = 2
background.blit(texta, textposa)
if objAImgx >= objBImgx:
Run1= False
else :
objAImgx += 3
objBImgx -= 3
else :
if u2_ <u1_:
objAImgx += 4
objBImgx += 2
#case = 3
background.blit(texta, textposa)
if objAImgx >= (objBImgx-60):
Run1= False
background.blit(texta, textposa)
if (u2_ > u1_) :
#case = 4
objAImgx += 2
objBImgx += 4
background.blit(textb, textposb)
if (u2_ == u1_) :
#case = 5
objAImgx += 3
objBImgx += 3
background.blit(textb, textposb)
if objAImgx >= 620:
game3_ending(screen,"The blocks wont collide !")
elif u1_ == 0:
if u2_ == 0:
#case = 6
background.blit(textb, textposb)
pygame.display.update()
fpsClock.tick(FPS)
Run1 = False
noloop2 = True
if u2_ > 0:
#case = 7
background.blit(textb, textposb)
objBImgx += 3
if objBImgx >= 620:
game3_ending(screen,"The blocks wont collide !")
if u2_ < 0:
#case = 8
background.blit(texta, textposa)
if objAImgx >= (objBImgx-60):
Run1= False
else :
objBImgx -= 3
else :
if u2_ > 0 :
#case =9
background.blit(textb, textposb)
objAImgx -= 3
objBImgx += 3
if objBImgx >= 620:
game3_ending(screen,"The blocks wont collide !")
if u2_ == 0:
#case = 10
background.blit(textb, textposb)
objAImgx -= 3
if objAImgx < 0:
game3_ending(screen,"The blocks wont collide !")
if u2_<0 :
if u2_ <u1_:
objAImgx -= 2
objBImgx -= 4
#case = 11
background.blit(texta, textposa)
if objAImgx >= (objBImgx-60):
Run1= False
background.blit(texta, textposa)
if (u2_ >u1_) :
#case = 12
objAImgx -= 4
objBImgx -= 2
background.blit(textb, textposb)
if objBImgx < 0:
game3_ending(screen,"The blocks wont collide !")
if (u2_ ==u1_) :
#case = 13
objAImgx -= 3
objBImgx -= 3
background.blit(textb, textposb)
if objBImgx < 0:
game3_ending(screen,"The blocks wont collide !")
screen.blit(objAImg, (objAImgx,objAImgy))
screen.blit(objBImg, (objBImgx,objBImgy))
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
fpsClock.tick(FPS)
if noloop2 :
screen.blit(textb, textposb)
pygame.display.update()
fpsClock.tick(FPS)
game3_ending(screen,"The blocks wont collide !")
Run2= True
collison = pygame.image.load('Images/game3/collison.jpg')
screen.blit(collison,(0,0))
pygame.display.update()
fpsClock.tick(FPS)
pygame.time.wait(3000)
objAImgx = 200
objAImgy = 240
objBImgx = 260
objBImgy = 240
screen.blit(background,(0,0))
screen.blit(objAImg, (objAImgx,objAImgy))
screen.blit(objBImg, (objBImgx,objBImgy))
pygame.display.update()
fpsClock.tick(FPS)
while Run2:
screen.blit(background,(0,0))
if v1_ >0 and v2_ > 0 :
if v1_ > v2_ :
objAImgx += 4
objBImgx += 2
elif v1_ == v2_ :
objAImgx += 3
objBImgx += 3
elif v1_ < v2_ :
objAImgx += 2
objBImgx += 4
elif v2_ > 0 and v1_ ==0:
objBImgx += 3
elif v2_ > 0 and v1_ <0:
objAImgx -= 3
objBImgx += 3
elif v2_ == 0 and v1_ >0:
objAImgx += 3
elif v2_ == 0 and v1_ <0:
objAImgx -= 3
elif v2_ < 0 and v1_ ==0:
objBImgx -= 3
elif v2_ < 0 and v1_ >0:
objAImgx += 3
objBImgx -= 3
elif v2_ < 0 and v1_ <0:
if v1_ > v2_ :
objAImgx -= 2
objBImgx -= 4
elif v1_ == v2_ :
objAImgx -= 3
objBImgx -= 3
elif v1_ < v2_ :
objAImgx -= 4
objBImgx -= 2
else :
Run2 = False
if objAImgx < 0 or objAImgx > 600 :
Run2 = False
if objBImgx <0 or objBImgx > 600 :
Run2 = False
screen.blit(objAImg, (objAImgx,objAImgy))
screen.blit(objBImg, (objBImgx,objBImgy))
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
fpsClock.tick(FPS)
game3_ending(screen,"The blocks wont collide !")