tabs vs spaces, and updated logic to make it work (from last nights editing)
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parent
e34503d2bc
commit
03de948eb4
1 changed files with 155 additions and 152 deletions
31
game.py
31
game.py
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@ -55,14 +55,14 @@ def generate_targets(player):
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for i in range(level.rows):
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i *= level.padding + 8
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for j in range(40, WINDOW_SIZE[0] - 40, level.padding + 8):
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temp = Target(x=j,y=i, player.options["Textures"])
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temp = Target(x=j,y=i, textures=player.options["Textures"])
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sprite_list.append(temp)
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del temp
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for i in range(level.firebacks):
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changed = False
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while not changed:
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index = randint(0, len(sprite_list)-1)
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index = randint(0, len(sprite_list)-1) if len(sprite_list) - 1 != 0 else 0
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if sprite_list[index].type != "SHOOTER":
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sprite_list[index].type = "SHOOTER"
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sprite_list[index].image = pygame.transform.scale(player.options["Textures"].get_texture("SHOOTER"), (sprite_list[index].width, sprite_list[index].height))
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@ -78,8 +78,8 @@ def generate_targets(player):
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def play(window, options):
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window_rect = window.get_rect()
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player = Shooter(window=window)
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options["Textures"].load_texture_pack(options["Textures"].pack)
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player = Shooter(window=window, texture=options["Textures"])
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player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
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player.options = options
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player_group = pygame.sprite.Group()
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@ -94,6 +94,7 @@ def play(window, options):
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"Target Movement":[FPS*0.5,FPS*0.5],
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"Powerup":[FPS*100, FPS*100]
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}
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init_sounds()
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Sounds["main"].play(loops=-1) #Start background music
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logging.info("Game Started.")
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@ -108,12 +109,14 @@ def play(window, options):
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return "QUIT"
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if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
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temp = Bullet(player)
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temp = Bullet(player, player.options["Textures"])
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Sounds["shot"].play()
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bullet_group.add(temp)
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if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
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player.OP = not player.OP
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logging.info("Player is now OP!")
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player.OP = True
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Sounds["main"].stop()
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Sounds["OP"].play(loops=-1)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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@ -125,7 +128,7 @@ def play(window, options):
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else: 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:
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temp = Bullet(player)
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temp = Bullet(player, player.options["Textures"])
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bullet_group.add(temp)
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if keys[pygame.K_r] and [pygame.K_9] and [pygame.K_k] and player.OP:
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@ -149,7 +152,7 @@ def play(window, options):
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if bullet.type == "TARGET":
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bullet_group.remove(bullet)
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logging.info("You were hit by a target's bullet!")
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player.lives -= 1
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if not player.OP: player.lives -= 1
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if player.lives <= 0:
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return "LIVES"
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@ -160,7 +163,7 @@ def play(window, options):
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if target.rect.x <= 30 or target.rect.x >=WINDOW_SIZE[0] - 30:
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drop_targets = True
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if target.rect.y >= player.rect.y + 20:
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if target.rect.y >= player.rect.y + 35:
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PLAYING_GAME = False
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return "PLAYER COLLISION"
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@ -174,9 +177,9 @@ def play(window, options):
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for target in target_group:
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if target.type == "SHOOTER":
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if randint(0,375) > 1: continue
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temp = Bullet(target)
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temp = Bullet(target, player.options["Textures"])
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temp.type="TARGET"
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temp.image = pygame.transform.scale(textures.get_texture("TARGET_BULLET"), (temp.width, temp.height))
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temp.image = pygame.transform.scale(player.options["Textures"].get_texture("TARGET_BULLET"), (temp.width, temp.height))
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x,y = temp.rect.x, temp.rect.y
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temp.rect = temp.image.get_rect()
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temp.set_position(x,y)
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@ -186,8 +189,8 @@ def play(window, options):
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if len(target_group) == 0: #If all current players are gone.
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player.level += 1
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target_group = generate_targets(player)
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player.change_colour(player.colours[player.level])
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target_group.draw()
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target_group.draw(window)
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bullet_group.empty()
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pygame.display.update()
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sleep(1.5)
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