Made lots of logic additions to un-break the game
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parent
bfe6ad55ed
commit
709b17b7d8
1 changed files with 44 additions and 33 deletions
55
game.py
55
game.py
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@ -31,14 +31,13 @@ def initialise(menu, options):
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exit_code = play(window) # Run main game loop
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if exit_code == "QUIT":
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pygame.quit()
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menu.deiconify()
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return exit_code
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def generate_targets(player):
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sprite_list = []
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group = pygame.sprite.Group()
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if player.level > len(Levels)-1:
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level = generate_random_level()
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@ -48,16 +47,24 @@ def generate_targets(player):
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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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temp = Target(x=j,y=i)
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group.add(temp)
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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(group)-1)
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if group[index].type != "SHOOTER":
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group[index].type == "SHOOTER"
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index = randint(0, len(sprite_list)-1)
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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.fill((0,255,0))
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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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changed = True
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for sprite in sprite_list: #Because sprite groups dont support indexing!
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group.add(sprite)
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return group
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@ -68,14 +75,15 @@ def play(window):
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player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
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player_group = pygame.sprite.Group()
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player_group.add(player)
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player_group.draw(window)
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target_group = generate_targets(player)
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bullet_group = pygame.sprite.Group()
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clock = pygame.time.Clock()
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target_movement_timeout_default = FPS * 0.5
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target_movement_timeout = target_movement_timeout_default
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timeouts = {
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"Target Movement":[FPS*0.5,FPS*0.5]
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}
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logging.info("Game Started.")
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PLAYING_GAME = True
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@ -114,34 +122,32 @@ def play(window):
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bullet_group.remove(sprite)
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for bullet in bullet_group:
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hit_list = pygame.sprite.spritecollide(bullet, target_group, True)
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hit_list = pygame.sprite.spritecollide(bullet, target_group, False)
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for target in hit_list:
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if bullet.type == "TARGET": continue
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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, True)
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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": continue
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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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player.lives -= 1
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if player.lives <= 0:
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return "LIVES"
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if target_movement_timeout <=0:
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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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target.move()
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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 + 10:
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if target.rect.y >= player.rect.y + 20:
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PLAYING_GAME = False
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for target in target_group:
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target.image.fill((255,0,0))
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return "PLAYER COLLISION"
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if drop_targets:
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@ -149,14 +155,16 @@ def play(window):
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for target in target_group:
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target.drop()
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target_movement_timeout = target_movement_timeout_default
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timeouts["Target Movement"][0] = timeouts["Target Movement"][1]
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for target in target_group:
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if target.type == "SHOOTING":
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if randint(0,100) > 1: continue
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if target.type == "SHOOTER":
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if randint(0,350) > 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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update_score(window, player.score)
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update_level(window, player.level)
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@ -167,7 +175,10 @@ def play(window):
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target_group.draw(window)
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pygame.display.update()
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target_movement_timeout -= 1
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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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