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attack-on-blocks/game.py

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import pygame, logging
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from time import time
from random import randint
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import bullet, player, textures
from bullet import Bullet
from player import Shooter
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from assets import Textures, Levels
from target import Target
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PLAYING_GAME = False
WINDOW_SIZE = (640,480)
FPS = 120
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def update_score(window, score):
font = pygame.font.SysFont(None, 30, bold=False)
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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, 20, bold=True)
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))
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def initialise(menu, options):
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
window = pygame.display.set_mode(WINDOW_SIZE)
exit_code = play(window) # Run main game loop
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if exit_code == "QUIT":
pygame.quit()
menu.deiconify()
return exit_code
def generate_targets(player):
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group = pygame.sprite.Group()
level = Levels[player.level]
for i in range(level.rows):
i *= level.padding
for j in range(50, WINDOW_SIZE[0] - 70, level.padding):
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temp = Target(x=j,y=i)
if randint(0, )
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group.add(temp)
del temp
for i in range(level.firebacks):
changed = False
while not changed:
if group[randint(0, len(group)-1)].type != "SHOOTER"
group[randint(0, len(group)-1)].type == "SHOOTER"
changed = True
else:
group[randint(0, len(group)-1)].type != "NORMAL"
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return group
def play(window):
window_rect = window.get_rect()
player = Shooter(window=window)
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player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
player_group = pygame.sprite.Group()
player_group.add(player)
player_group.draw(window)
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target_group = generate_targets(player)
bullet_group = pygame.sprite.Group()
clock = pygame.time.Clock()
PLAYING_GAME = True
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target_movement_timeout_default = FPS * 0.5
target_movement_timeout = target_movement_timeout_default
while PLAYING_GAME:
window.fill((0,0,0))
player_group.update()
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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)
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if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
player.OP = not player.OP
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keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
player.move(player.speed)
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
player.move(-player.speed)
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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)
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for sprite in bullet_group:
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if not sprite.at_bound():
sprite.update()
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if sprite.rect.y < 0 or sprite.rect.y > player.rect.y:
bullet_group.remove(sprite)
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for bullet in bullet_group:
hit_list = pygame.sprite.spritecollide(bullet, target_group, True)
for target in hit_list:
target_group.remove(target)
bullet_group.remove(bullet)
logging.info("Hit Target!")
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player.score += 1
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hit_list = pygame.sprite.spritecollide(bullet, player_group, True)
for player in hit_list:
if bullet.type != "TARGET" continue
bullet_group.remove(bullet)
logging.info("")
player.lives -= 1
if player.lives <= 0:
return "LIVES"
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if target_movement_timeout <=0:
drop_targets = False
for target in target_group:
target.move()
if target.rect.x <= 20 or target.rect.x >=WINDOW_SIZE[0] - 20 + target.width:
drop_targets = True
if target.rect.y >= player.rect.y + 10:
PLAYING_GAME = False
for target in target_group:
target.image.fill((255,0,0))
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return "PLAYER COLLISION"
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if drop_targets:
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logging.debug("The targets are moving down a level!")
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for target in target_group:
target.drop()
target_movement_timeout = target_movement_timeout_default
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for target in target_group:
if target.type == "SHOOTING":
temp = Bullet(target)
temp.speed = -3 #So it shoots down!
bullet_group.add(temp)
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update_score(window, player.score)
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update_level(window, player.level)
player_group.update()
bullet_group.draw(window)
target_group.draw(window)
player_group.draw(window)
pygame.display.update()
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target_movement_timeout -= 1
clock.tick(FPS)
if __name__ == "__main__":
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logging.basicConfig(format="%(levelname)s:%(message)s", level=logging.DEBUG)
initialise(None, None)