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@wibbia
Last active November 8, 2017 00:45
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import pygame, sys, time, math, random, os
from pygame.locals import *
pygame.init()
size = width, height = 1000,600
black = 0,0,0
brown = 168,132,32
grey = 119,119,119
white = 255,255,255
blue = 0,0,255
red = 255,0,0
green = 0,255,0
os.system(":b")
screen = pygame.display.set_mode(size)
player = pygame.image.load("Player.png")
player2 = pygame.image.load("Player2.png")
ball_image = pygame.image.load("Ball.png")
ball_image2 = pygame.image.load("Ball.png")
ball_image3 = pygame.image.load("Ball.png")
ball_image4 = pygame.image.load("Ball.png")
class Player(pygame.sprite.Sprite):
def __init__(self,image):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
def up(self):
player_list.sprites()[0].rect.y -= 3
def back(self):
player_list.sprites()[0].rect.y += 3
def left(self):
player_list.sprites()[0].rect.x -= 3
def right(self):
player_list.sprites()[0].rect.x += 3
class Player2(pygame.sprite.Sprite):
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
def up2(self):
player2_list.sprites()[0].rect.y -= 3
def back2(self):
player2_list.sprites()[0].rect.y += 3
def left2(self):
player2_list.sprites()[0].rect.x -= 3
def right2(self):
player2_list.sprites()[0].rect.x += 3
class ballTL(pygame.sprite.Sprite):
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
def bounce(self):
ball_list.sprites()[0].rect.x += ball_list.sprites()[0].changex
ball_list.sprites()[0].rect.y += ball_list.sprites()[0].changey
if ttime >= 60:
ball_list.sprites()[0].rect.x += ball_list.sprites()[0].changex * 2
ball_list.sprites()[0].rect.y += ball_list.sprites()[0].changey * 2
if ball_list.sprites()[0].rect.y > 590 or ball_list.sprites()[0].rect.y < 0:
ball_list.sprites()[0].changey = ball_list.sprites()[0].changey * -1
if ball_list.sprites()[0].rect.x > 990 or ball_list.sprites()[0].rect.x < 0:
ball_list.sprites()[0].changex = ball_list.sprites()[0].changex * -1
class ballTR(pygame.sprite.Sprite):
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
def bounce(self):
ball_list1.sprites()[0].rect.x += ball_list1.sprites()[0].changex
ball_list1.sprites()[0].rect.y += ball_list1.sprites()[0].changey
if ttime >= 60:
ball_list1.sprites()[0].rect.x += ball_list1.sprites()[0].changex * 2
ball_list1.sprites()[0].rect.y += ball_list1.sprites()[0].changey * 2
if ball_list1.sprites()[0].rect.y > 590 or ball_list1.sprites()[0].rect.y < 0:
ball_list1.sprites()[0].changey = ball_list1.sprites()[0].changey * -1
if ball_list1.sprites()[0].rect.x > 990 or ball_list1.sprites()[0].rect.x < 0:
ball_list1.sprites()[0].changex = ball_list1.sprites()[0].changex * -1
class ballBL(pygame.sprite.Sprite):
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
def bounce(self):
ball_list2.sprites()[0].rect.x += ball_list2.sprites()[0].changex
ball_list2.sprites()[0].rect.y += ball_list2.sprites()[0].changey
if ttime >= 60:
ball_list2.sprites()[0].rect.x += ball_list2.sprites()[0].changex * 2
ball_list2.sprites()[0].rect.y += ball_list2.sprites()[0].changey * 2
if ball_list2.sprites()[0].rect.y > 590 or ball_list2.sprites()[0].rect.y < 0:
ball_list2.sprites()[0].changey = ball_list2.sprites()[0].changey * -1
if ball_list2.sprites()[0].rect.x > 990 or ball_list2.sprites()[0].rect.x < 0:
ball_list2.sprites()[0].changex = ball_list2.sprites()[0].changex * -1
class ballBR(pygame.sprite.Sprite):
def __init__(self, image):
pygame.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()
def bounce(self):
ball_list3.sprites()[0].rect.x += ball_list3.sprites()[0].changex
ball_list3.sprites()[0].rect.y += ball_list3.sprites()[0].changey
if ttime >= 60:
ball_list3.sprites()[0].rect.x += ball_list3.sprites()[0].changex * 2
ball_list3.sprites()[0].rect.y += ball_list3.sprites()[0].changey * 2
if ball_list3.sprites()[0].rect.y > 590 or ball_list3.sprites()[0].rect.y < 0:
ball_list3.sprites()[0].changey = ball_list3.sprites()[0].changey * -1
if ball_list3.sprites()[0].rect.x > 990 or ball_list3.sprites()[0].rect.x < 0:
ball_list3.sprites()[0].changex = ball_list3.sprites()[0].changex * -1
class Wall(pygame.sprite.Sprite): # class for making walls
def __init__(self, x, y, width, height, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Wall1(pygame.sprite.Sprite): # class for making walls
def __init__(self, x, y, width, height, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Wall2(pygame.sprite.Sprite): # class for making walls
def __init__(self, x, y, width, height, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Wall3(pygame.sprite.Sprite): # class for making walls
def __init__(self, x, y, width, height, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
player_list = pygame.sprite.Group()
player2_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
wall_list = pygame.sprite.Group()
wall_list1 = pygame.sprite.Group()
wall_list2 = pygame.sprite.Group()
wall_list3 = pygame.sprite.Group()
new_wall = Wall(10, 10, 980, 20, black)
new_wall2 = Wall1(10,570,980,20, black)
new_wall3 = Wall2(10, 10, 20, 580, black)
new_wall4 = Wall3(980, 10, 20, 580, black)
wall_list.add(new_wall)
wall_list1.add(new_wall2)
wall_list2.add(new_wall3)
wall_list3.add(new_wall4)
all_sprites_list.add(wall_list.sprites())
all_sprites_list.add(wall_list1.sprites())
all_sprites_list.add(wall_list2.sprites())
all_sprites_list.add(wall_list3.sprites())
new_player = Player(player)
player_list.add(new_player)
all_sprites_list.add(new_player)
new_player2 = Player2(player2)
player2_list.add(new_player2)
all_sprites_list.add(new_player2)
player_list.sprites()[0].rect.y = 390
player_list.sprites()[0].rect.x = 660
player2_list.sprites()[0].rect.y = 390
player2_list.sprites()[0].rect.x = 330
ball_list = pygame.sprite.Group()
ball_list1 = pygame.sprite.Group()
ball_list2 = pygame.sprite.Group()
ball_list3 = pygame.sprite.Group()
new_ball = ballTL(ball_image)# top left ball
ball_list.add(new_ball)
all_sprites_list.add(new_ball)
ball_list.sprites()[0].rect.x = 50
ball_list.sprites()[0].rect.y = 50
ball_list.sprites()[0].changex = 8
ball_list.sprites()[0].changey = 8
new_ball2 = ballTR(ball_image2)# top right ball
ball_list1.add(new_ball2)
all_sprites_list.add(new_ball2)
ball_list1.sprites()[0].rect.x = 935
ball_list1.sprites()[0].rect.y = 50
ball_list1.sprites()[0].changex = 8
ball_list1.sprites()[0].changey = 8
new_ball3 = ballBL(ball_image3)# bottom left wall
ball_list2.add(new_ball3)
all_sprites_list.add(new_ball3)
ball_list2.sprites()[0].rect.x = 50
ball_list2.sprites()[0].rect.y = 540
ball_list2.sprites()[0].changex = 8
ball_list2.sprites()[0].changey = 8
new_ball4 = ballBR(ball_image4)# bottom right wall
ball_list3.add(new_ball4)
all_sprites_list.add(new_ball4)
ball_list3.sprites()[0].rect.x = 935
ball_list3.sprites()[0].rect.y = 540
ball_list3.sprites()[0].changex = 8
ball_list3.sprites()[0].changey = 8
keysDown = []
def is_key_down(key):
return key in keysDown
while True:
screen.fill(white)
myfont = pygame.font.SysFont("Ariel", 72)
label = myfont.render("3", 1, (0,0,0))
screen.blit(label, (490, 30))
time.sleep(1)
pygame.display.update()
myfont = pygame.font.SysFont("Ariel", 72)
label = myfont.render("2", 1, (0,0,0))
screen.blit(label, (490, 90))
time.sleep(1)
pygame.display.update()
myfont = pygame.font.SysFont("Ariel", 72)
label = myfont.render("1", 1, (0,0,0))
screen.blit(label, (490, 150))
time.sleep(1)
pygame.display.update()
myfont = pygame.font.SysFont("Ariel", 72)
label = myfont.render("", 1, (0,0,0))
screen.blit(label, (490, 150))
pygame.display.update()
time.sleep(1)
screen.fill(white)
pygame.display.update()
myfont = pygame.font.SysFont("Ariel", 230)
label = myfont.render("GO", 1, (0,0,0))
screen.blit(label, (240, 190))
time.sleep(1)
pygame.display.update()
myfont = pygame.font.SysFont("Ariel", 230)
label = myfont.render("", 1, (0,0,0))
screen.blit(label, (200, 190))
time.sleep(1)
break
a = 0
b = 0
c = 0
d = 0
i = 1
HyperMode=pygame.image.load('Fade.png')
HyperMode=HyperMode.convert()
amountdown = 100
upordown = random.randint(0,1)
upordown1 = random.randint(0,1)
time1 = time.time()
while True:
time2 = time.time()
ttime = time2 - time1
amountdown = 100
if upordown == 0:# top wall down
if a < amountdown:
wall_list.sprites()[0].rect.y += 3
if wall_list.sprites()[0].rect.y > 500:
wall_list.sprites()[0].rect.y = 500
if wall_list1.sprites()[0].rect.y - wall_list.sprites()[0].rect.y < 150:
wall_list.sprites()[0].rect.y -= 3
a += 1
if a == amountdown:
a = 0
upordown = random.randint(0,1)# vertical walls
elif upordown == 1: # top wall up
if b < amountdown:
wall_list.sprites()[0].rect.y -= 3
if wall_list.sprites()[0].rect.y < 10:
wall_list.sprites()[0].rect.y = 10
if wall_list1.sprites()[0].rect.y - wall_list.sprites()[0].rect.y < 150:
wall_list.sprites()[0].rect.y += 3
b += 1
if b == amountdown:
b = 0
upordown = random.randint(0,1)# vertical walls
amountdown1 = 100
if upordown1 == 0:# bottom wall down
if c < amountdown1:
wall_list1.sprites()[0].rect.y += 3
if wall_list1.sprites()[0].rect.y > 500:
wall_list1.sprites()[0].rect.y = 500
if wall_list1.sprites()[0].rect.y - wall_list.sprites()[0].rect.y < 150:
wall_list1.sprites()[0].rect.y -= 3
c += 1
if c == amountdown1:
c = 0
upordown1 = random.randint(0,1)
elif upordown1 == 1:# bottom wall up
if d < amountdown1:
wall_list1.sprites()[0].rect.y -= 3
if wall_list1.sprites()[0].rect.y < 10:
wall_list1.sprites()[0].rect.y = 10
if wall_list1.sprites()[0].rect.y - wall_list.sprites()[0].rect.y < 150:
wall_list1.sprites()[0].rect.y += 3
d += 1
if d == amountdown1:
d = 0
upordown1 = random.randint(0,1)
screen.fill((white))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
keysDown.append(event.key)
elif event.type == pygame.KEYUP:
keysDown.remove(event.key)
if is_key_down(pygame.K_ESCAPE):
sys.exit()
if is_key_down(pygame.K_UP):
player_list.sprites()[0].up()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], player2_list, False)) > 0:
player_list.sprites()[0].back()
if is_key_down(pygame.K_DOWN):
player_list.sprites()[0].back()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], player2_list, False)) > 0:
player_list.sprites()[0].up()
if is_key_down(pygame.K_w):
player2_list.sprites()[0].up2()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], player_list, False)) > 0:
player2_list.sprites()[0].back2()
if is_key_down(pygame.K_s):
player2_list.sprites()[0].back2()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], player_list, False)) > 0:
player2_list.sprites()[0].up2()
if is_key_down(pygame.K_LEFT):
player_list.sprites()[0].left()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], player2_list, False)) > 0:
player_list.sprites()[0].right()
if is_key_down(pygame.K_RIGHT):
player_list.sprites()[0].right()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], player2_list, False)) > 0:
player_list.sprites()[0].left()
if is_key_down(pygame.K_a):
player2_list.sprites()[0].left2()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], player_list, False)) > 0:
player2_list.sprites()[0].right2()
if is_key_down(pygame.K_d):
player2_list.sprites()[0].right2()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], player_list, False)) > 0:
player2_list.sprites()[0].left2()
if ttime >= 10:
amountdown = 100
if upordown == 0:# left wall down
if a < amountdown:
wall_list2.sprites()[0].rect.x += 3
if wall_list2.sprites()[0].rect.x > 850:
wall_list2.sprites()[0].rect.x = 850
a = 99
if wall_list3.sprites()[0].rect.x - wall_list2.sprites()[0].rect.x < 300:
wall_list2.sprites()[0].rect.x -= 3
a += 1
if a == amountdown:
a = 0
upordown = random.randint(0,1)
elif upordown == 1: # top wall up
if b < amountdown:
wall_list2.sprites()[0].rect.x -= 3
if wall_list2.sprites()[0].rect.x < 10:
wall_list2.sprites()[0].rect.x = 10
b = 99
if wall_list3.sprites()[0].rect.x - wall_list2.sprites()[0].rect.x < 300:
wall_list2.sprites()[0].rect.x -= 3
b += 1
if b == amountdown:
b = 0
upordown = random.randint(0,1)
amountdown1 = 100
if upordown1 == 0:# bottom wall down
if c < amountdown1:
wall_list3.sprites()[0].rect.x += 3
if wall_list3.sprites()[0].rect.x > 850:
wall_list3.sprites()[0].rect.x = 850
c = 99
if wall_list3.sprites()[0].rect.x - wall_list2.sprites()[0].rect.x < 300:
wall_list3.sprites()[0].rect.x += 3
c += 1
if c == amountdown1:
c = 0
upordown1 = random.randint(0,1)
elif upordown1 == 1:# bottom wall up
if d < amountdown1:
wall_list3.sprites()[0].rect.x -= 3
if wall_list3.sprites()[0].rect.x == 10:
wall_list3.sprites()[0].rect.x = 10
d = 99
if wall_list3.sprites()[0].rect.x - wall_list2.sprites()[0].rect.x < 300:
wall_list3.sprites()[0].rect.x += 3
d += 1
if d == amountdown1:
d = 0
upordown1 = random.randint(0,1)
if len(pygame.sprite.spritecollide(player_list.sprites()[0], wall_list2, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], wall_list3, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], wall_list2, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], wall_list3, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], wall_list, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], wall_list1, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], wall_list, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], wall_list1, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if ttime >= 20:
ball_list.sprites()[0].bounce()
if ttime <= 30:
myfont = pygame.font.SysFont("Ariel", 26)
label = myfont.render("Level 2", 1, (64,174,128))
screen.blit(label, (1015, 50))
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], ball_list, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], ball_list, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if ttime >= 30:
ball_list1.sprites()[0].bounce()
if ttime <= 40:
myfont = pygame.font.SysFont("Ariel", 26)
label = myfont.render("Level 3", 1, (64,174,128))
screen.blit(label, (1015, 50))
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], ball_list1, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], ball_list1, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1,(255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if ttime >= 40:
ball_list2.sprites()[0].bounce()
if ttime <= 50:
myfont = pygame.font.SysFont("Ariel", 26)
label = myfont.render("Level 4", 1, (64,174,128))
screen.blit(label, (1015, 50))
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], ball_list2, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], ball_list2, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1,(255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if ttime >= 50:
ball_list3.sprites()[0].bounce()
if ttime <= 60:
myfont = pygame.font.SysFont("Ariel", 26)
label = myfont.render("Level 5", 1, (64,174,128))
screen.blit(label, (1015, 50))
if len(pygame.sprite.spritecollide(player2_list.sprites()[0], ball_list3, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 1 wins!", 1, (47,185,121))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (47,185,121))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if len(pygame.sprite.spritecollide(player_list.sprites()[0], ball_list3, False)) > 0:
time2 = time.time()
ttime = time2 - time1
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render("Player 2 wins!", 1, (255,0,255))
screen.blit(label, (10, 30))
myfont = pygame.font.SysFont("Ariel", 100)
label = myfont.render(("Time of "+str(round(ttime, 2))+" seconds"), 1, (255,0,255))
screen.blit(label, (10, 100))
pygame.display.update()
time.sleep(2)
sys.exit()
if ttime >= 60:
rect=HyperMode.get_rect()
HyperMode.set_alpha(i)
screen.fill((255, 255, 255))
screen.blit(screen, screen.get_rect())
screen.blit(HyperMode, rect)
i += 1
if i >= 255:
i = 1
myfont = pygame.font.SysFont("Ariel", 32)
label = myfont.render("Player 1", 1, (47,185,121))
screen.blit(label, (400, 10))
myfont = pygame.font.SysFont("Ariel", 32)
label = myfont.render(("Player 2"), 1, (255,0,255))
screen.blit(label, (500, 10))
myfont = pygame.font.SysFont("Ariel", 32)
label = myfont.render(("Your time is "+str(round(ttime, 2))+" seconds"), 1, (64,174,128))
screen.blit(label, (700, 10))
all_sprites_list.draw(screen)
pygame.display.update()
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