Added level movement, better OP mode, eggs, removed pointless logging, and started work on sound
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parent
a4a3541fcb
commit
577d0be1c1
1 changed files with 39 additions and 19 deletions
58
game.py
58
game.py
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@ -1,9 +1,10 @@
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import pygame, logging
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from time import time
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from time import time, sleep
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from random import randint
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import eggs
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from bullet import Bullet
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from player import Shooter
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from assets import Textures, Levels, generate_random_level
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from assets import *
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from target import Target
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@ -17,7 +18,7 @@ def update_score(window, score):
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window.blit(font.render("Score: {}".format(int(score)), True, (255,0,0)), (25, WINDOW_SIZE[1] - 30))
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def update_level(window, level):
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font = pygame.font.SysFont(None, 20, bold=True)
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font = pygame.font.SysFont(None, 25, bold=True)
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window.blit(font.render("Level: {}".format(int(level)+1), True, (0,255,0)), (8.7*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
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def update_lives(window, lives):
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@ -27,9 +28,16 @@ def update_lives(window, lives):
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def initialise(menu, options):
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pygame.mixer.pre_init(44100, -16, 2, 2048)
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pygame.init()
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init_sounds()
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window = pygame.display.set_mode(WINDOW_SIZE)
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exit_code = play(window) # Run main game loop
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for key, value in Sounds.items():
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value.stop()
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logging.debug("Game Exited with code {}".format(exit_code))
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if exit_code != "QUIT": sleep(1)
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pygame.quit()
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menu.deiconify()
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@ -42,10 +50,10 @@ def generate_targets(player):
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if player.level > len(Levels)-1:
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level = generate_random_level()
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else: level = Levels[player.level]
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logging.debug("Level Information: " + str(level))
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for i in range(level.rows):
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i *= level.padding
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for j in range(50, WINDOW_SIZE[0] - 70, level.padding):
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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)
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sprite_list.append(temp)
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del temp
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@ -60,7 +68,7 @@ def generate_targets(player):
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x,y = sprite_list[index].rect.x, sprite_list[index].rect.y
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sprite_list[index].rect = sprite_list[index].image.get_rect()
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sprite_list[index].set_position(x,y, center=False)
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logging.debug("There's a shooter in the map!")
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#logging.debug("There's a shooter in the map!")
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changed = True
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for sprite in sprite_list: #Because sprite groups dont support indexing!
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@ -82,8 +90,10 @@ def play(window):
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clock = pygame.time.Clock()
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timeouts = {
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"Target Movement":[FPS*0.5,FPS*0.5]
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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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Sounds["main"].play(loops=-1)
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logging.info("Game Started.")
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PLAYING_GAME = True
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@ -102,6 +112,7 @@ def play(window):
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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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keys = pygame.key.get_pressed()
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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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@ -115,6 +126,8 @@ def play(window):
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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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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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eggs.r9k(window)
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for sprite in bullet_group:
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sprite.update()
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@ -127,18 +140,17 @@ def play(window):
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if bullet.type != "TARGET":
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target_group.remove(target)
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bullet_group.remove(bullet)
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logging.debug("Hit Target!")
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player.score += 1
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hit_list = pygame.sprite.spritecollide(bullet, player_group, False)
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for player in hit_list:
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if bullet.type == "TARGET":
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bullet_group.remove(bullet)
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logging.info("")
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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 player.lives <= 0:
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return "LIVES"
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print(timeouts["Target Movement"][0])
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if timeouts["Target Movement"][0] <=0:
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drop_targets = False
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for target in target_group:
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@ -159,26 +171,34 @@ def play(window):
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for target in target_group:
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if target.type == "SHOOTER":
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if randint(0,350) > 1: continue
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if randint(0,400) > 1: continue
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temp = Bullet(target)
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temp.type="TARGET"
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temp.speed = -3 #So it shoots down!
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bullet_group.add(temp)
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logging.info("A shot was fired by an enemy.")
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if len(target_group) == 0:
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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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pygame.display.update()
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sleep(1.5)
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if player.OP:
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player.change_colour((255,96,0))
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update_score(window, player.score)
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update_level(window, player.level)
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update_lives(window, player.lives)
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player_group.draw(window)
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bullet_group.draw(window)
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target_group.draw(window)
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player_group.draw(window)
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for key, value in timeouts.items():
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value[0] -= 1
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pygame.display.update()
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for i in range(len(timeouts)):
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timeouts[i][0] -= 1
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print("subtract")
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clock.tick(FPS)
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