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- def handle_play(self):
- self.screen.fill((0, 0, 0))
- # Wypisanie wyniku i czasu
- font = pygame.font.Font(None, 36)
- text = font.render(f"Wynik: {self.score_manager.score}", True, (255, 255, 255))
- self.screen.blit(text, (10, 10))
- font_time = pygame.font.Font(None, 36)
- text_time = font_time.render(f"Czas: {self.game_time:.2f}", True, (255, 255, 255))
- self.screen.blit(text_time, (650, 10))
- # Odliczanie czasu
- self.game_time -= 1 / 60
- if self.game_time <= 0:
- self.game_state = GameState.GAME_OVER
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- self.running = False
- mouse_buttons = pygame.mouse.get_pressed()
- is_clicked = mouse_buttons[0]
- # Rysowanie miecza
- self.sword.update()
- self.sword.draw(self.screen, is_clicked)
- # Generacja owoców od 1 do 3 sekund
- current_time = pygame.time.get_ticks()
- if current_time - self.last_fruit_time > random.randint(1000, 3000):
- self.sliceables.append(Sliceable())
- self.last_fruit_time = current_time
- slashed_bomb = False
- for sliceable in self.sliceables:
- slashed_bomb = sliceable.check_collision(self.score_manager, is_clicked)
- sliceable.update()
- sliceable.draw(self.screen)
- # Usunięcie obiektów które spadają poza planszę
- if sliceable.is_off_screen(self.screen.get_height()):
- self.sliceables.remove(sliceable)
- if slashed_bomb:
- self.game_state = GameState.GAME_OVER
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