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added target generation, fixed bugs

This commit is contained in:
Jake Howard 2015-05-06 09:51:26 +01:00
parent 171a18b946
commit a20a1d361d

61
game.py
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@ -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)
@ -20,19 +22,21 @@ def initialise(menu, options):
window = pygame.display.set_mode(WINDOW_SIZE)
exit_code = play(window) # Run main game loop
if exit_code =
if exit_code == "QUIT":
pygame.quit()
# Reshow the main menu
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)
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
@ -42,7 +46,7 @@ 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)