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Added level movement, better OP mode, eggs, removed pointless logging, and started work on sound

This commit is contained in:
Jake Howard 2015-05-10 13:14:56 +01:00
parent a4a3541fcb
commit 577d0be1c1

58
game.py
View file

@ -1,9 +1,10 @@
import pygame, logging
from time import time
from time import time, sleep
from random import randint
import eggs
from bullet import Bullet
from player import Shooter
from assets import Textures, Levels, generate_random_level
from assets import *
from target import Target
@ -17,7 +18,7 @@ def update_score(window, score):
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)
font = pygame.font.SysFont(None, 25, 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):
@ -27,10 +28,17 @@ def update_lives(window, lives):
def initialise(menu, options):
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
init_sounds()
window = pygame.display.set_mode(WINDOW_SIZE)
exit_code = play(window) # 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)
pygame.quit()
menu.deiconify()
return exit_code
@ -42,10 +50,10 @@ def generate_targets(player):
if player.level > len(Levels)-1:
level = generate_random_level()
else: level = Levels[player.level]
logging.debug("Level Information: " + str(level))
for i in range(level.rows):
i *= level.padding
for j in range(50, WINDOW_SIZE[0] - 70, level.padding):
i *= level.padding + 8
for j in range(40, WINDOW_SIZE[0] - 40, level.padding + 8):
temp = Target(x=j,y=i)
sprite_list.append(temp)
del temp
@ -60,7 +68,7 @@ def generate_targets(player):
x,y = sprite_list[index].rect.x, sprite_list[index].rect.y
sprite_list[index].rect = sprite_list[index].image.get_rect()
sprite_list[index].set_position(x,y, center=False)
logging.debug("There's a shooter in the map!")
#logging.debug("There's a shooter in the map!")
changed = True
for sprite in sprite_list: #Because sprite groups dont support indexing!
@ -82,8 +90,10 @@ def play(window):
clock = pygame.time.Clock()
timeouts = {
"Target Movement":[FPS*0.5,FPS*0.5]
"Target Movement":[FPS*0.5,FPS*0.5],
"Powerup":[FPS*100, FPS*100]
}
Sounds["main"].play(loops=-1)
logging.info("Game Started.")
PLAYING_GAME = True
@ -102,6 +112,7 @@ def play(window):
if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
player.OP = not player.OP
logging.info("Player is now OP!")
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
@ -115,6 +126,8 @@ def play(window):
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)
if keys[pygame.K_r] and [pygame.K_9] and [pygame.K_k] and player.OP:
eggs.r9k(window)
for sprite in bullet_group:
sprite.update()
@ -127,18 +140,17 @@ def play(window):
if bullet.type != "TARGET":
target_group.remove(target)
bullet_group.remove(bullet)
logging.debug("Hit Target!")
player.score += 1
hit_list = pygame.sprite.spritecollide(bullet, player_group, False)
for player in hit_list:
if bullet.type == "TARGET":
bullet_group.remove(bullet)
logging.info("")
logging.info("You were hit by a target's bullet!")
player.lives -= 1
if player.lives <= 0:
return "LIVES"
print(timeouts["Target Movement"][0])
if timeouts["Target Movement"][0] <=0:
drop_targets = False
for target in target_group:
@ -159,26 +171,34 @@ def play(window):
for target in target_group:
if target.type == "SHOOTER":
if randint(0,350) > 1: continue
if randint(0,400) > 1: continue
temp = Bullet(target)
temp.type="TARGET"
temp.speed = -3 #So it shoots down!
bullet_group.add(temp)
logging.info("A shot was fired by an enemy.")
if len(target_group) == 0:
player.level += 1
target_group = generate_targets(player)
player.change_colour(player.colours[player.level])
pygame.display.update()
sleep(1.5)
if player.OP:
player.change_colour((255,96,0))
update_score(window, player.score)
update_level(window, player.level)
update_lives(window, player.lives)
player_group.draw(window)
bullet_group.draw(window)
target_group.draw(window)
player_group.draw(window)
for key, value in timeouts.items():
value[0] -= 1
pygame.display.update()
for i in range(len(timeouts)):
timeouts[i][0] -= 1
print("subtract")
clock.tick(FPS)