diff --git a/game.py b/game.py index f16ec67..7361251 100644 --- a/game.py +++ b/game.py @@ -6,13 +6,15 @@ from player import Shooter from textures import Textures from target import Target - PLAYING_GAME = False WINDOW_SIZE = (640,480) FPS = 120 def rounding(x, base): return int(base * round(float(x)/base)) +def update_score(window, score): + font = pygame.font.SysFont(None, 30, bold=False) + window.blit(font.render("Score: {}".format(int(score)), True, (12,123,190)), (50, WINDOW_SIZE[1] - 30)) def initialise(menu, options): pygame.mixer.pre_init(44100, -16, 2, 2048) @@ -20,29 +22,31 @@ def initialise(menu, options): window = pygame.display.set_mode(WINDOW_SIZE) exit_code = play(window) # Run main game loop - if exit_code = - pygame.quit() - # Reshow the main menu + + if exit_code == "QUIT": + pygame.quit() + + menu.deiconify() + return exit_code def generate_targets(): - group = pygame.sprite.Group() - target_object = Target() - for i in range(10,150,50): - for j in range(10, 150, 50): - temp = Target() - logging.debug("Target generated with position ({},{})".format(j,i)) - temp.set_position(j,i) - group.add(temp) - del temp - return group - + group = pygame.sprite.Group() + for i in range(5): # Number of rows + i *= 25 + for j in range(50, WINDOW_SIZE[0] - 70, 30): + #logging.debug("Target generated with position ({},{})".format(j,i)) + temp = Target(x=j,y=i) + group.add(temp) + del temp + return group + def play(window): window_rect = window.get_rect() player = Shooter(window=window) - player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.93) + 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) @@ -52,11 +56,14 @@ def play(window): clock = pygame.time.Clock() PLAYING_GAME = True + target_movement_timeout_default = FPS * 0.5 + target_movement_timeout = target_movement_timeout_default while PLAYING_GAME: window.fill((0,0,0)) player_group.update() + for event in pygame.event.get(): if event.type == pygame.QUIT: logging.critical("Exiting Game...") @@ -67,6 +74,7 @@ def play(window): temp = Bullet(player) bullet_group.add(temp) + keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT] or keys[pygame.K_d]: player.move(player.speed) @@ -74,30 +82,59 @@ def play(window): if keys[pygame.K_LEFT] or keys[pygame.K_a]: player.move(-player.speed) - if keys[pygame.K_KP4] and keys[pygame.K_KP5] and keys[pygame.K_KP6]: + 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) + for sprite in bullet_group: if not sprite.at_top(): sprite.update() if sprite.rect.y < 0: bullet_group.remove(sprite) + for bullet in bullet_group: hit_list = pygame.sprite.spritecollide(bullet, target_group, True) for target in hit_list: target_group.remove(target) bullet_group.remove(bullet) logging.info("Hit Target!") + player.score += 1 + + if target_movement_timeout <=0: + drop_targets = False + for target in target_group: + target.move() + if target.rect.x <= 20 or target.rect.x >=WINDOW_SIZE[0] - 20 + target.width: + drop_targets = True + + if target.rect.y >= player.rect.y + 10: + PLAYING_GAME = False + for target in target_group: + target.image.fill((255,0,0)) + return "player collision" + + if drop_targets: + logging.debug("drop") + for target in target_group: + target.drop() + + target_movement_timeout = target_movement_timeout_default + + + + + update_score(window, player.score) player_group.update() bullet_group.draw(window) target_group.draw(window) player_group.draw(window) pygame.display.update() + target_movement_timeout -= 1 clock.tick(FPS) - if __name__ == "__main__": + logging.basicConfig(format="%(levelname)s:%(message)s", level=logging.DEBUG) initialise(None, None)