added target generation, fixed bugs
This commit is contained in:
parent
171a18b946
commit
a20a1d361d
1 changed files with 55 additions and 18 deletions
71
game.py
71
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)
|
||||
|
|
Reference in a new issue