1
Fork 0
This repository has been archived on 2023-03-26. You can view files and clone it, but cannot push or open issues or pull requests.
attack-on-blocks/game.py

209 lines
6.1 KiB
Python
Raw Normal View History

2015-04-22 09:51:44 +01:00
import pygame, logging
from time import time, sleep
2015-05-07 19:58:43 +01:00
from random import randint
import eggs
from bullet import Bullet
from player import Shooter
from assets import *
from target import Target
2015-05-07 20:04:43 +01:00
PLAYING_GAME = False
WINDOW_SIZE = (640,480)
FPS = 120
2015-04-22 09:51:44 +01:00
2015-05-06 09:51:26 +01:00
def update_score(window, score):
font = pygame.font.SysFont(None, 30, bold=False)
2015-05-07 20:04:43 +01:00
window.blit(font.render("Score: {}".format(int(score)), True, (255,0,0)), (25, WINDOW_SIZE[1] - 30))
def update_level(window, level):
font = pygame.font.SysFont(None, 25, bold=True)
2015-05-07 20:04:43 +01:00
window.blit(font.render("Level: {}".format(int(level)+1), True, (0,255,0)), (8.7*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
def update_lives(window, lives):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Lives Remaining: {}".format(int(lives)), True, (0,0,255)), (4.5*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
2015-04-22 09:51:44 +01:00
def initialise(menu, options):
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
init_sounds()
2015-05-10 13:43:13 +01:00
options["Difficulty"] = FPS
window = pygame.display.set_mode(WINDOW_SIZE)
2015-05-11 22:15:57 +01:00
exit_code = play(window, options) # Run main game loop
for key, value in Sounds.items():
value.stop()
logging.debug("Game Exited with code {}".format(exit_code))
if exit_code != "QUIT": sleep(1)
2015-05-06 09:51:26 +01:00
pygame.quit()
2015-05-06 09:51:26 +01:00
menu.deiconify()
return exit_code
def generate_targets(player):
sprite_list = []
2015-05-06 09:51:26 +01:00
group = pygame.sprite.Group()
if player.level > len(Levels)-1:
level = generate_random_level()
else: level = Levels[player.level]
2015-05-11 22:15:57 +01:00
logging.debug("Generating Level: " + str(level))
for i in range(level.rows):
i *= level.padding + 8
for j in range(40, WINDOW_SIZE[0] - 40, level.padding + 8):
2015-05-11 22:15:57 +01:00
temp = Target(x=j,y=i, player.options["Textures"])
sprite_list.append(temp)
del temp
for i in range(level.firebacks):
changed = False
while not changed:
index = randint(0, len(sprite_list)-1)
if sprite_list[index].type != "SHOOTER":
sprite_list[index].type = "SHOOTER"
2015-05-11 22:15:40 +01:00
sprite_list[index].image = pygame.transform.scale(player.options["Textures"].get_texture("SHOOTER"), (sprite_list[index].width, sprite_list[index].height))
x,y = sprite_list[index].rect.x, sprite_list[index].rect.y
sprite_list[index].rect = sprite_list[index].image.get_rect()
2015-05-11 22:15:57 +01:00
sprite_list[index].set_position(x,y, center=False) #Already Centered!
changed = True
for sprite in sprite_list: #Because sprite groups dont support indexing!
group.add(sprite)
2015-05-06 09:51:26 +01:00
return group
2015-05-11 22:15:57 +01:00
def play(window, options):
window_rect = window.get_rect()
player = Shooter(window=window)
2015-05-06 09:51:26 +01:00
player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
2015-05-11 22:15:57 +01:00
player.options = options
player_group = pygame.sprite.Group()
player_group.add(player)
2015-05-07 20:17:22 +01:00
target_group = generate_targets(player)
bullet_group = pygame.sprite.Group()
clock = pygame.time.Clock()
timeouts = {
"Target Movement":[FPS*0.5,FPS*0.5],
"Powerup":[FPS*100, FPS*100]
}
2015-05-11 14:27:24 +01:00
Sounds["main"].play(loops=-1) #Start background music
2015-05-09 22:48:18 +01:00
logging.info("Game Started.")
2015-05-09 22:49:23 +01:00
PLAYING_GAME = True
while PLAYING_GAME:
2015-05-09 22:41:12 +01:00
window.fill((0,0,0))
2015-05-08 11:24:33 +01:00
for event in pygame.event.get():
if event.type == pygame.QUIT:
logging.critical("Exiting Game...")
PLAYING_GAME = False
return "QUIT"
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
temp = Bullet(player)
bullet_group.add(temp)
2015-05-07 20:10:47 +01:00
if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
player.OP = not player.OP
logging.info("Player is now OP!")
2015-05-06 09:51:26 +01:00
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
2015-05-07 22:13:02 +01:00
if player.powerup == "SPEED": player.move(player.speed * 1.5)
else: player.move(player.speed)
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
2015-05-07 22:13:02 +01:00
if player.powerup == "SPEED": player.move(-player.speed*1.5)
else: player.move(-player.speed)
2015-05-06 09:51:26 +01:00
if keys[pygame.K_KP4] and keys[pygame.K_KP5] and keys[pygame.K_KP6] and player.OP:
temp = Bullet(player)
bullet_group.add(temp)
2015-05-11 14:28:39 +01:00
if keys[pygame.K_r] and [pygame.K_9] and [pygame.K_k] and player.OP:
eggs.r9k(window)
for sprite in bullet_group:
2015-05-08 11:24:33 +01:00
sprite.update()
if sprite.rect.y < 0 or (sprite.rect.y > player.rect.y and sprite.type == "TARGET"):
bullet_group.remove(sprite)
for bullet in bullet_group:
hit_list = pygame.sprite.spritecollide(bullet, target_group, False)
for target in hit_list:
if bullet.type != "TARGET":
target_group.remove(target)
bullet_group.remove(bullet)
player.score += 1
2015-05-06 09:51:26 +01:00
hit_list = pygame.sprite.spritecollide(bullet, player_group, False)
2015-05-07 20:10:16 +01:00
for player in hit_list:
if bullet.type == "TARGET":
bullet_group.remove(bullet)
logging.info("You were hit by a target's bullet!")
player.lives -= 1
if player.lives <= 0:
return "LIVES"
if timeouts["Target Movement"][0] <=0:
2015-05-06 09:51:26 +01:00
drop_targets = False
for target in target_group:
target.move()
2015-05-08 11:24:33 +01:00
if target.rect.x <= 30 or target.rect.x >=WINDOW_SIZE[0] - 30:
2015-05-06 09:51:26 +01:00
drop_targets = True
if target.rect.y >= player.rect.y + 20:
2015-05-06 09:51:26 +01:00
PLAYING_GAME = False
2015-05-07 20:16:18 +01:00
return "PLAYER COLLISION"
2015-05-06 09:51:26 +01:00
if drop_targets:
2015-05-07 20:16:18 +01:00
logging.debug("The targets are moving down a level!")
2015-05-06 09:51:26 +01:00
for target in target_group:
target.drop()
timeouts["Target Movement"][0] = timeouts["Target Movement"][1]
2015-05-06 09:51:26 +01:00
2015-05-07 20:06:10 +01:00
for target in target_group:
if target.type == "SHOOTER":
2015-05-11 14:28:39 +01:00
if randint(0,375) > 1: continue
2015-05-07 20:06:10 +01:00
temp = Bullet(target)
temp.type="TARGET"
2015-05-11 22:15:40 +01:00
temp.image = pygame.transform.scale(textures.get_texture("TARGET_BULLET"), (temp.width, temp.height))
x,y = temp.rect.x, temp.rect.y
temp.rect = temp.image.get_rect()
temp.set_position(x,y)
2015-05-07 20:06:10 +01:00
temp.speed = -3 #So it shoots down!
bullet_group.add(temp)
2015-05-11 14:27:24 +01:00
if len(target_group) == 0: #If all current players are gone.
player.level += 1
target_group = generate_targets(player)
player.change_colour(player.colours[player.level])
2015-05-11 14:28:39 +01:00
target_group.draw()
pygame.display.update()
sleep(1.5)
if player.OP:
2015-05-11 14:27:24 +01:00
player.change_colour((255,96,0)) #override colour change if changed before
2015-05-06 09:51:26 +01:00
update_score(window, player.score)
2015-05-07 20:17:02 +01:00
update_level(window, player.level)
2015-05-07 22:12:48 +01:00
update_lives(window, player.lives)
2015-05-07 21:01:51 +01:00
bullet_group.draw(window)
target_group.draw(window)
player_group.draw(window)
2015-05-07 21:01:51 +01:00
for key, value in timeouts.items():
value[0] -= 1
pygame.display.update()
clock.tick(FPS)