Commit c627f7f1 authored by unknown's avatar unknown
Browse files

REmoved possible bugs, and tabs vs spaces

parent 00f6fd2e
import pygame, logging
from time import time, sleep
from random import randint
import eggs
from bullet import Bullet
from player import Shooter
from assets import *
from target import Target
PLAYING_GAME = False
WINDOW_SIZE = (640,480)
FPS = 120
def update_score(window, score):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Score: {}".format(int(score)), True, (255,0,0)), (25, WINDOW_SIZE[1] - 30))
def update_level(window, level):
font = pygame.font.SysFont(None, 25, bold=True)
window.blit(font.render("Level: {}".format(int(level)+1), True, (0,255,0)), (8.7*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
def update_lives(window, lives):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Lives Remaining: {}".format(int(lives)), True, (0,0,255)), (4.5*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
def initialise(menu, options):
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
init_sounds()
options["Difficulty"] = FPS
window = pygame.display.set_mode(WINDOW_SIZE)
exit_code = play(window, options) # Run main game loop
for key, value in Sounds.items():
value.stop()
logging.debug("Game Exited with code {}".format(exit_code))
if exit_code != "QUIT": sleep(1)
pygame.quit()
menu.deiconify()
return exit_code
def generate_targets(player):
sprite_list = []
group = pygame.sprite.Group()
if player.level > len(Levels)-1:
level = generate_random_level()
else: level = Levels[player.level]
logging.debug("Generating Level: " + str(level))
for i in range(level.rows):
i *= level.padding + 8
for j in range(40, WINDOW_SIZE[0] - 40, level.padding + 8):
temp = Target(x=j,y=i, textures=player.options["Textures"])
sprite_list.append(temp)
del temp
for i in range(level.firebacks):
changed = False
while not changed:
index = randint(0, len(sprite_list)-1) if len(sprite_list) - 1 != 0 else 0
if sprite_list[index].type != "SHOOTER":
sprite_list[index].type = "SHOOTER"
sprite_list[index].image = pygame.transform.scale(player.options["Textures"].get_texture("SHOOTER"), (sprite_list[index].width, sprite_list[index].height))
x,y = sprite_list[index].rect.x, sprite_list[index].rect.y
sprite_list[index].rect = sprite_list[index].image.get_rect()
sprite_list[index].set_position(x,y, center=False) #Already Centered!
changed = True
for sprite in sprite_list: #Because sprite groups dont support indexing!
group.add(sprite)
return group
def play(window, options):
window_rect = window.get_rect()
options["Textures"].load_texture_pack(options["Textures"].pack)
player = Shooter(window=window, texture=options["Textures"])
player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
player.options = options
player_group = pygame.sprite.Group()
player_group.add(player)
target_group = generate_targets(player)
bullet_group = pygame.sprite.Group()
clock = pygame.time.Clock()
timeouts = {
"Target Movement":[FPS*0.5,FPS*0.5],
"Powerup":[FPS*100, FPS*100]
}
init_sounds()
Sounds["main"].play(loops=-1) #Start background music
logging.info("Game Started.")
PLAYING_GAME = True
while PLAYING_GAME:
window.fill((0,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
logging.critical("Exiting Game...")
PLAYING_GAME = False
return "QUIT"
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
temp = Bullet(player, player.options["Textures"])
Sounds["shot"].play()
bullet_group.add(temp)
if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
player.OP = True
Sounds["main"].stop()
Sounds["OP"].play(loops=-1)
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
if player.powerup == "SPEED": player.move(player.speed * 1.5)
else: player.move(player.speed)
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
if player.powerup == "SPEED": player.move(-player.speed*1.5)
else: player.move(-player.speed)
if keys[pygame.K_KP4] and keys[pygame.K_KP5] and keys[pygame.K_KP6] and player.OP:
temp = Bullet(player, player.options["Textures"])
bullet_group.add(temp)
if keys[pygame.K_r] and [pygame.K_9] and [pygame.K_k] and player.OP:
eggs.r9k(window)
for sprite in bullet_group:
sprite.update()
if sprite.rect.y < 0 or (sprite.rect.y > player.rect.y and sprite.type == "TARGET"):
bullet_group.remove(sprite)
for bullet in bullet_group:
hit_list = pygame.sprite.spritecollide(bullet, target_group, False)
for target in hit_list:
if bullet.type != "TARGET":
target_group.remove(target)
bullet_group.remove(bullet)
player.score += 1
hit_list = pygame.sprite.spritecollide(bullet, player_group, False)
for player in hit_list:
if bullet.type == "TARGET":
bullet_group.remove(bullet)
logging.info("You were hit by a target's bullet!")
if not player.OP: player.lives -= 1
if player.lives <= 0:
return "LIVES"
if timeouts["Target Movement"][0] <=0:
drop_targets = False
for target in target_group:
target.move()
if target.rect.x <= 30 or target.rect.x >=WINDOW_SIZE[0] - 30:
drop_targets = True
if target.rect.y >= player.rect.y + 35:
PLAYING_GAME = False
return "PLAYER COLLISION"
if drop_targets:
logging.debug("The targets are moving down a level!")
for target in target_group:
target.drop()
timeouts["Target Movement"][0] = timeouts["Target Movement"][1]
for target in target_group:
if target.type == "SHOOTER":
if randint(0,375) > 1: continue
temp = Bullet(target, player.options["Textures"])
temp.type="TARGET"
temp.image = pygame.transform.scale(player.options["Textures"].get_texture("TARGET_BULLET"), (temp.width, temp.height))
x,y = temp.rect.x, temp.rect.y
temp.rect = temp.image.get_rect()
temp.set_position(x,y)
temp.speed = -3 #So it shoots down!
bullet_group.add(temp)
if len(target_group) == 0: #If all current players are gone.
player.level += 1
target_group = generate_targets(player)
target_group.draw(window)
bullet_group.empty()
pygame.display.update()
sleep(1.5)
if player.OP:
player.change_colour((255,96,0)) #override colour change if changed before
update_score(window, player.score)
update_level(window, player.level)
update_lives(window, player.lives)
bullet_group.draw(window)
target_group.draw(window)
player_group.draw(window)
for key, value in timeouts.items():
value[0] -= 1
pygame.display.update()
import pygame, logging
from time import time, sleep
from random import randint
import eggs
from bullet import Bullet
from player import Shooter
from assets import *
from target import Target
PLAYING_GAME = False
WINDOW_SIZE = (640,480)
FPS = 120
def update_score(window, score):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Score: {}".format(int(score)), True, (255,0,0)), (25, WINDOW_SIZE[1] - 30))
def update_level(window, level):
font = pygame.font.SysFont(None, 25, bold=True)
window.blit(font.render("Level: {}".format(int(level)+1), True, (0,255,0)), (8.7*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
def update_lives(window, lives):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Lives Remaining: {}".format(int(lives)), True, (0,0,255)), (4.5*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
def initialise(menu, options):
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
init_sounds()
options["Difficulty"] = FPS
window = pygame.display.set_mode(WINDOW_SIZE)
exit_code = play(window, options) # Run main game loop
for key, value in Sounds.items():
value.stop()
logging.debug("Game Exited with code {}".format(exit_code))
if exit_code != "QUIT": sleep(1)
pygame.quit()
menu.deiconify()
return exit_code
def generate_targets(player):
sprite_list = []
group = pygame.sprite.Group()
if player.level > len(Levels)-1:
level = generate_random_level()
else: level = Levels[player.level]
logging.debug("Generating Level: " + str(level))
for i in range(level.rows):
i *= level.padding + 8
for j in range(40, WINDOW_SIZE[0] - 40, level.padding + 8):
temp = Target(x=j,y=i, textures=player.options["Textures"])
sprite_list.append(temp)
del temp
for i in range(level.firebacks):
changed = False
while not changed:
index = randint(0, len(sprite_list)-1) if (len(sprite_list) - 1 != 0) else 0
if sprite_list[index].type != "SHOOTER":
sprite_list[index].type = "SHOOTER"
sprite_list[index].image = pygame.transform.scale(player.options["Textures"].get_texture("SHOOTER"), (sprite_list[index].width, sprite_list[index].height))
x,y = sprite_list[index].rect.x, sprite_list[index].rect.y
sprite_list[index].rect = sprite_list[index].image.get_rect()
sprite_list[index].set_position(x,y, center=False) #Already Centered!
changed = True
for sprite in sprite_list: #Because sprite groups dont support indexing!
group.add(sprite)
return group
def play(window, options):
window_rect = window.get_rect()
options["Textures"].load_texture_pack(options["Textures"].pack)
player = Shooter(window=window, texture=options["Textures"])
player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
player.options = options
player_group = pygame.sprite.Group()
player_group.add(player)
target_group = generate_targets(player)
bullet_group = pygame.sprite.Group()
clock = pygame.time.Clock()
timeouts = {
"Target Movement":[FPS*0.5,FPS*0.5],
"Powerup":[FPS*100, FPS*100]
}
init_sounds()
Sounds["main"].play(loops=-1) #Start background music
logging.info("Game Started.")
PLAYING_GAME = True
while PLAYING_GAME:
window.fill((0,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
logging.critical("Exiting Game...")
PLAYING_GAME = False
return "QUIT"
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
temp = Bullet(player, player.options["Textures"])
Sounds["shot"].play()
bullet_group.add(temp)
if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
player.OP = True
Sounds["main"].stop()
Sounds["OP"].play(loops=-1)
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
if player.powerup == "SPEED": player.move(player.speed * 1.5)
else: player.move(player.speed)
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
if player.powerup == "SPEED": player.move(-player.speed*1.5)
else: player.move(-player.speed)
if keys[pygame.K_KP4] and keys[pygame.K_KP5] and keys[pygame.K_KP6] and player.OP:
temp = Bullet(player, player.options["Textures"])
bullet_group.add(temp)
if keys[pygame.K_r] and [pygame.K_9] and [pygame.K_k] and player.OP:
eggs.r9k(window)
for sprite in bullet_group:
sprite.update()
if sprite.rect.y < 0 or (sprite.rect.y > player.rect.y and sprite.type == "TARGET"):
bullet_group.remove(sprite)
for bullet in bullet_group:
hit_list = pygame.sprite.spritecollide(bullet, target_group, False)
for target in hit_list:
if bullet.type != "TARGET":
target_group.remove(target)
bullet_group.remove(bullet)
player.score += 1
hit_list = pygame.sprite.spritecollide(bullet, player_group, False)
for player in hit_list:
if bullet.type == "TARGET":
bullet_group.remove(bullet)
logging.info("You were hit by a target's bullet!")
if not player.OP: player.lives -= 1
if player.lives <= 0:
return "LIVES"
if timeouts["Target Movement"][0] <=0:
drop_targets = False
for target in target_group:
target.move()
if target.rect.x <= 30 or target.rect.x >=WINDOW_SIZE[0] - 30:
drop_targets = True
if target.rect.y >= player.rect.y + 35:
PLAYING_GAME = False
return "PLAYER COLLISION"
if drop_targets:
logging.debug("The targets are moving down a level!")
for target in target_group:
target.drop()
timeouts["Target Movement"][0] = timeouts["Target Movement"][1]
for target in target_group:
if target.type == "SHOOTER":
if randint(0,375) > 1: continue
temp = Bullet(target, player.options["Textures"])
temp.type="TARGET"
temp.image = pygame.transform.scale(player.options["Textures"].get_texture("TARGET_BULLET"), (temp.width, temp.height))
x,y = temp.rect.x, temp.rect.y
temp.rect = temp.image.get_rect()
temp.set_position(x,y)
temp.speed = -3 #So it shoots down!
bullet_group.add(temp)
if len(target_group) == 0: #If all current players are gone.
player.level += 1
target_group = generate_targets(player)
target_group.draw(window)
bullet_group.empty()
pygame.display.update()
sleep(1.5)
if player.OP:
player.change_colour((255,96,0)) #override colour change if changed before
update_score(window, player.score)
update_level(window, player.level)
update_lives(window, player.lives)
bullet_group.draw(window)
target_group.draw(window)
player_group.draw(window)
for key, value in timeouts.items():
value[0] -= 1
pygame.display.update()
clock.tick(FPS)
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