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Made lots of logic additions to un-break the game

This commit is contained in:
Jake Howard 2015-05-09 23:58:46 +01:00
parent bfe6ad55ed
commit 709b17b7d8

55
game.py
View file

@ -31,14 +31,13 @@ def initialise(menu, options):
exit_code = play(window) # Run main game loop
if exit_code == "QUIT":
pygame.quit()
menu.deiconify()
return exit_code
def generate_targets(player):
sprite_list = []
group = pygame.sprite.Group()
if player.level > len(Levels)-1:
level = generate_random_level()
@ -48,16 +47,24 @@ def generate_targets(player):
i *= level.padding
for j in range(50, WINDOW_SIZE[0] - 70, level.padding):
temp = Target(x=j,y=i)
group.add(temp)
sprite_list.append(temp)
del temp
for i in range(level.firebacks):
changed = False
while not changed:
index = randint(0, len(group)-1)
if group[index].type != "SHOOTER":
group[index].type == "SHOOTER"
index = randint(0, len(sprite_list)-1)
if sprite_list[index].type != "SHOOTER":
sprite_list[index].type = "SHOOTER"
sprite_list[index].image.fill((0,255,0))
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!")
changed = True
for sprite in sprite_list: #Because sprite groups dont support indexing!
group.add(sprite)
return group
@ -68,14 +75,15 @@ def play(window):
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)
target_group = generate_targets(player)
bullet_group = pygame.sprite.Group()
clock = pygame.time.Clock()
target_movement_timeout_default = FPS * 0.5
target_movement_timeout = target_movement_timeout_default
timeouts = {
"Target Movement":[FPS*0.5,FPS*0.5]
}
logging.info("Game Started.")
PLAYING_GAME = True
@ -114,34 +122,32 @@ def play(window):
bullet_group.remove(sprite)
for bullet in bullet_group:
hit_list = pygame.sprite.spritecollide(bullet, target_group, True)
hit_list = pygame.sprite.spritecollide(bullet, target_group, False)
for target in hit_list:
if bullet.type == "TARGET": continue
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, True)
hit_list = pygame.sprite.spritecollide(bullet, player_group, False)
for player in hit_list:
if bullet.type != "TARGET": continue
if bullet.type == "TARGET":
bullet_group.remove(bullet)
logging.info("")
player.lives -= 1
if player.lives <= 0:
return "LIVES"
if target_movement_timeout <=0:
print(timeouts["Target Movement"][0])
if timeouts["Target Movement"][0] <=0:
drop_targets = False
for target in target_group:
target.move()
if target.rect.x <= 30 or target.rect.x >=WINDOW_SIZE[0] - 30:
drop_targets = True
if target.rect.y >= player.rect.y + 10:
if target.rect.y >= player.rect.y + 20:
PLAYING_GAME = False
for target in target_group:
target.image.fill((255,0,0))
return "PLAYER COLLISION"
if drop_targets:
@ -149,14 +155,16 @@ def play(window):
for target in target_group:
target.drop()
target_movement_timeout = target_movement_timeout_default
timeouts["Target Movement"][0] = timeouts["Target Movement"][1]
for target in target_group:
if target.type == "SHOOTING":
if randint(0,100) > 1: continue
if target.type == "SHOOTER":
if randint(0,350) > 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.")
update_score(window, player.score)
update_level(window, player.level)
@ -167,7 +175,10 @@ def play(window):
target_group.draw(window)
pygame.display.update()
target_movement_timeout -= 1
for i in range(len(timeouts)):
timeouts[i][0] -= 1
print("subtract")
clock.tick(FPS)