added target generation, fixed bugs
This commit is contained in:
parent
171a18b946
commit
a20a1d361d
1 changed files with 55 additions and 18 deletions
73
game.py
73
game.py
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@ -6,13 +6,15 @@ from player import Shooter
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from textures import Textures
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from textures import Textures
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from target import Target
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from target import Target
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PLAYING_GAME = False
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PLAYING_GAME = False
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WINDOW_SIZE = (640,480)
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WINDOW_SIZE = (640,480)
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FPS = 120
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FPS = 120
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def rounding(x, base): return int(base * round(float(x)/base))
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def rounding(x, base): return int(base * round(float(x)/base))
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def update_score(window, score):
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font = pygame.font.SysFont(None, 30, bold=False)
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window.blit(font.render("Score: {}".format(int(score)), True, (12,123,190)), (50, WINDOW_SIZE[1] - 30))
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def initialise(menu, options):
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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.mixer.pre_init(44100, -16, 2, 2048)
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@ -20,29 +22,31 @@ def initialise(menu, options):
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window = pygame.display.set_mode(WINDOW_SIZE)
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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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exit_code = play(window) # Run main game loop
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if exit_code =
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pygame.quit()
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if exit_code == "QUIT":
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# Reshow the main menu
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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():
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def generate_targets():
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group = pygame.sprite.Group()
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group = pygame.sprite.Group()
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target_object = Target()
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for i in range(5): # Number of rows
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for i in range(10,150,50):
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i *= 25
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for j in range(10, 150, 50):
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for j in range(50, WINDOW_SIZE[0] - 70, 30):
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temp = Target()
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#logging.debug("Target generated with position ({},{})".format(j,i))
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logging.debug("Target generated with position ({},{})".format(j,i))
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temp = Target(x=j,y=i)
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temp.set_position(j,i)
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group.add(temp)
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group.add(temp)
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del temp
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del temp
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return group
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return group
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def play(window):
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def play(window):
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window_rect = window.get_rect()
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window_rect = window.get_rect()
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player = Shooter(window=window)
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player = Shooter(window=window)
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player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.93)
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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 = pygame.sprite.Group()
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player_group.add(player)
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player_group.add(player)
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player_group.draw(window)
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player_group.draw(window)
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@ -52,11 +56,14 @@ def play(window):
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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PLAYING_GAME = True
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PLAYING_GAME = True
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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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while PLAYING_GAME:
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while PLAYING_GAME:
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window.fill((0,0,0))
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window.fill((0,0,0))
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player_group.update()
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player_group.update()
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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logging.critical("Exiting Game...")
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logging.critical("Exiting Game...")
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@ -67,6 +74,7 @@ def play(window):
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temp = Bullet(player)
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temp = Bullet(player)
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bullet_group.add(temp)
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bullet_group.add(temp)
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keys = pygame.key.get_pressed()
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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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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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player.move(player.speed)
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player.move(player.speed)
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@ -74,30 +82,59 @@ def play(window):
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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player.move(-player.speed)
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player.move(-player.speed)
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if keys[pygame.K_KP4] and keys[pygame.K_KP5] and keys[pygame.K_KP6]:
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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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temp = Bullet(player)
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bullet_group.add(temp)
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bullet_group.add(temp)
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for sprite in bullet_group:
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for sprite in bullet_group:
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if not sprite.at_top():
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if not sprite.at_top():
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sprite.update()
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sprite.update()
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if sprite.rect.y < 0:
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if sprite.rect.y < 0:
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bullet_group.remove(sprite)
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bullet_group.remove(sprite)
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for bullet in bullet_group:
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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, True)
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for target in hit_list:
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for target in hit_list:
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target_group.remove(target)
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target_group.remove(target)
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bullet_group.remove(bullet)
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bullet_group.remove(bullet)
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logging.info("Hit Target!")
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logging.info("Hit Target!")
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player.score += 1
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if target_movement_timeout <=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 <= 20 or target.rect.x >=WINDOW_SIZE[0] - 20 + target.width:
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drop_targets = True
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if target.rect.y >= player.rect.y + 10:
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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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logging.debug("drop")
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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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update_score(window, player.score)
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player_group.update()
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player_group.update()
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bullet_group.draw(window)
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bullet_group.draw(window)
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target_group.draw(window)
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target_group.draw(window)
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player_group.draw(window)
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player_group.draw(window)
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pygame.display.update()
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pygame.display.update()
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target_movement_timeout -= 1
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clock.tick(FPS)
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clock.tick(FPS)
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if __name__ == "__main__":
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if __name__ == "__main__":
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logging.basicConfig(format="%(levelname)s:%(message)s", level=logging.DEBUG)
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initialise(None, None)
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initialise(None, None)
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