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V1.3 ... master

Author SHA1 Message Date
Jake Howard bb2bc41b68 Fixed unit number (facepalm) 2015-09-14 23:00:09 +01:00
Jake Howard 8020853ef7 Moved files over to github 2015-09-14 22:57:43 +01:00
Jake Howard cb5ece304a removed thumbs files 2015-09-14 22:15:05 +01:00
Jake Howard 5640158e82 Initial commit 2015-09-14 22:12:57 +01:00
Jake Howard d91f82a889 fixed neverending loop 2015-06-04 12:34:22 +01:00
Jake Howard 7cf6638cb9 forgot to disable main sound 2015-06-04 12:19:33 +01:00
Jake Howard 5b14f36770 modified OP keyboard shortcuts for OP. 2015-06-04 12:19:22 +01:00
Jake Howard a9d7d9c6f7 fixed forgotten pass 2015-06-04 11:20:26 +01:00
Jake Howard 230c2db7ec readded OP sound 2015-05-21 13:21:46 +01:00
Jake Howard 8f56f52980 changed extension 2015-05-21 13:21:37 +01:00
Jake Howard 0bbd172764 updated display 2015-05-21 13:21:28 +01:00
Jake Howard 3542fe1f74 compressed audio 2015-05-21 13:21:18 +01:00
Jake Howard 1d216164c8 Added window title 2015-05-21 13:09:43 +01:00
Jake Howard 1b34829e62 changed font size 2015-05-21 13:08:46 +01:00
Jake Howard 73a913c43c added branding 2015-05-21 12:58:31 +01:00
Jake Howard b4a8b7db3f updated version 2015-05-19 12:20:09 +01:00
Jake Howard e7687ded09 updated bug when resetting player image. It sent you to origin and you lost instantly 2015-05-19 12:19:47 +01:00
Jake Howard b30a7c4ff0 because windows 2015-05-19 12:19:16 +01:00
Jake Howard f278d9b103 updated levels 2015-05-19 12:19:06 +01:00
Jake Howard 840e1d0b78 updated texture code and lives 2015-05-19 12:17:27 +01:00
Jake Howard 33df9d2ecf added code for calling target image manually 2015-05-19 12:16:56 +01:00
Jake Howard cce185db01 added lives 2015-05-19 12:15:19 +01:00
Jake Howard 852071900e added powerups to game 2015-05-19 12:13:44 +01:00
Jake Howard b166569da3 Added versions to game 2015-05-19 10:09:48 +01:00
TheOrangeOne f9d90cd6ad README.md edited online with Bitbucket 2015-05-14 13:55:48 +00:00
TheOrangeOne ffe7e0568b README.md edited online with Bitbucket 2015-05-14 13:54:47 +00:00
Jake Howard b6566b20ec added option to reset image 2015-05-14 13:21:54 +01:00
Jake Howard 6ce5e0a463 You can now turn OP mode off 2015-05-14 13:21:10 +01:00
Jake Howard 746a9b3389 changed basic instructions and requirements 2015-05-14 13:20:59 +01:00
Jake Howard a6c9e8100b rebranding the game 2015-05-14 13:20:33 +01:00
Jake Howard 42d74daaf8 Flipped sound logic 2015-05-13 09:31:32 +01:00
Jake Howard 51f8d3e4eb stop OP music when you press the button again 2015-05-13 09:31:08 +01:00
Jake Howard 7ae0ca4d3f Lives go red at 1 not 0!! 2015-05-13 09:30:46 +01:00
Jake Howard c91a7e8359 changed sounds tickbox label 2015-05-13 09:30:30 +01:00
Jake Howard b08cf848fa updated default texture pack 2015-05-13 09:30:07 +01:00
Jake Howard f0b36b23d5 added extra import 2015-05-13 09:03:04 +01:00
TheOrangeOne 038fb7a72f README.md edited online with Bitbucket 2015-05-12 22:01:56 +00:00
TheOrangeOne 9c3cc001e8 README.md edited online with Bitbucket 2015-05-12 21:59:11 +00:00
Jake Howard b773930dd2 Moved player position and thresholds 2015-05-12 22:50:13 +01:00
Jake Howard 3ba98e89a6 updated how often targets move 2015-05-12 22:49:33 +01:00
Jake Howard 43883a0ee2 Made shooting with multiple buttons 2015-05-12 22:49:15 +01:00
Jake Howard cb82deed7b stop bug where multiple sounds play 2015-05-12 22:48:41 +01:00
Jake Howard 0d4580c854 Sounds disabling 2015-05-12 22:48:12 +01:00
Jake Howard cea485736e changed starting sounds 2015-05-12 22:46:47 +01:00
Jake Howard 1784865b1a updated HUD and colours 2015-05-12 22:46:08 +01:00
Jake Howard 99ab88af18 changed window size to be more realistic to game 2015-05-12 22:45:51 +01:00
Jake Howard c0f78046ef imports 2015-05-12 22:45:19 +01:00
Jake Howard 7475a69d2a changed movement of targets 2015-05-12 22:45:02 +01:00
Jake Howard 11ff4cd502 space vs tabs 2015-05-12 22:44:40 +01:00
Jake Howard 0bc944c284 Changed size of objects 2015-05-12 22:43:41 +01:00
Jake Howard 07ecced10b Bullets are now on top of targets 2015-05-12 22:43:01 +01:00
Jake Howard 1b44b11144 Allow more fine controls for main sound track 2015-05-12 22:42:46 +01:00
Jake Howard f8e2e5df71 Changed style for about button 2015-05-12 22:40:22 +01:00
Jake Howard a56dd547b9 Added toggles for sounds 2015-05-12 22:40:02 +01:00
Jake Howard 613a4b36c7 Moved reset button 2015-05-12 22:39:40 +01:00
Jake Howard 701f722f10 Moved target generation to targets file 2015-05-12 22:37:33 +01:00
Jake Howard 55f3bdae15 Made scale smaller 2015-05-12 18:46:30 +01:00
Jake Howard 9fb556cc7a changed styling of about button 2015-05-12 18:44:45 +01:00
Jake Howard e50d081004 I don't even CMD 2015-05-12 18:43:01 +01:00
Jake Howard 5f4d456388 Changed Font Sizes 2015-05-12 18:42:05 +01:00
Jake Howard e34d53fdd4 updated FPS. Global variables are really messing up here... 2015-05-12 15:01:08 +01:00
Jake Howard 3f25eb13b4 updated padding values 2015-05-12 15:00:50 +01:00
Jake Howard f7de3262d9 Updated options, and added about button 2015-05-12 14:59:41 +01:00
Jake Howard d005fd5a52 changed shooting occurance and speed, and changed logic 2015-05-12 14:07:52 +01:00
Jake Howard a0c1a77ef6 updated to make sure its all the enemies! 2015-05-12 14:07:31 +01:00
Jake Howard 9196224a32 Added check if more shooters are given 2015-05-12 13:19:51 +01:00
Jake Howard ab74f0bcad changed padding value 2015-05-12 13:18:40 +01:00
Jake Howard e16ee98f04 added more levels! 2015-05-12 13:15:53 +01:00
Jake Howard cb4293370a stupid stupid stupid error 2015-05-12 13:07:57 +01:00
unknown c627f7f13b REmoved possible bugs, and tabs vs spaces 2015-05-12 12:58:22 +01:00
Jake Howard 00f6fd2e5e changed image 2015-05-12 12:18:01 +01:00
Jake Howard 150efceafc bloody windows! 2015-05-12 12:17:49 +01:00
Jake Howard 8d3a77a9c3 tabs vs spaces, and added texture changing code 2015-05-12 12:17:41 +01:00
Jake Howard e21781e586 tabs vs spaces, and added more texture code. 2015-05-12 12:16:59 +01:00
Jake Howard 03de948eb4 tabs vs spaces, and updated logic to make it work (from last nights editing) 2015-05-12 12:16:27 +01:00
Jake Howard e34503d2bc updated texture code 2015-05-12 12:15:58 +01:00
Jake Howard a499534f11 no idea 2015-05-12 12:15:42 +01:00
Jake Howard fdd6994ce0 Added sound effects and music 2015-05-12 12:15:22 +01:00
Jake Howard 9f7918ab0e Added textures 2015-05-12 12:14:33 +01:00
Jake Howard 5ff6de4b58 added function to get packs 2015-05-11 22:17:04 +01:00
Jake Howard ed548bdcf5 naming standard 2015-05-11 22:16:33 +01:00
Jake Howard 0d4080e8ae added comments and passes 2015-05-11 22:15:57 +01:00
Jake Howard 2769e423db added textures from texture packs 2015-05-11 22:15:40 +01:00
Jake Howard 7ce3cbe077 Changed position and time 2015-05-11 22:10:55 +01:00
Jake Howard 307b99fe19 Added selection for changing texture packs 2015-05-11 22:10:18 +01:00
Jake Howard 4460a0bb12 renamed textures so less likely to use object directly 2015-05-11 22:09:47 +01:00
Jake Howard a780da7dbe No idea what changed 2015-05-11 22:09:16 +01:00
Jake Howard 68f5d76512 Changed shooting occurance 2015-05-11 14:28:39 +01:00
Jake Howard 08e21b471a added comments (or started anyway) 2015-05-11 14:27:24 +01:00
Jake Howard d61d4ca0ec removed testing code for game-only startup 2015-05-11 14:09:51 +01:00
Jake Howard ae52af7426 added textures to options 2015-05-11 13:01:56 +01:00
Jake Howard 30d08f0036 Added difficulty slider to options 2015-05-10 13:43:48 +01:00
Jake Howard 3cc1b12f38 Get FPS from options now 2015-05-10 13:43:13 +01:00
Jake Howard 577d0be1c1 Added level movement, better OP mode, eggs, removed pointless logging, and started work on sound 2015-05-10 13:14:56 +01:00
Jake Howard a4a3541fcb added colour changing 2015-05-10 13:13:28 +01:00
Jake Howard 64eb14bed8 changed positioning so its better and more central 2015-05-10 13:12:51 +01:00
Jake Howard 76b229f40b changed levels and generators 2015-05-10 13:12:11 +01:00
Jake Howard 7f497f2b61 Added file for random fun bits of code 2015-05-10 13:10:39 +01:00
23 changed files with 572 additions and 277 deletions

56
.gitignore vendored
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@ -1 +1,57 @@
# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
# C extensions
*.so
# Distribution / packaging
.Python
env/
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
*.egg-info/
.installed.cfg
*.egg
# PyInstaller
# Usually these files are written by a python script from a template
# before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec
# Installer logs
pip-log.txt
pip-delete-this-directory.txt
# Unit test / coverage reports
htmlcov/
.tox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*,cover
# Translations
*.mo
*.pot
# Django stuff:
*.log
# Sphinx documentation
docs/_build/
# PyBuilder
target/

102
GUI.py
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@ -1,39 +1,55 @@
from tkinter import *
from tkinter.ttk import *
import logging
from os import system
import game
from assets import Textures
PADDING_TITLE = 15
PADDING_BUTTON = 9
VERSION = {"ID":"2.2", "DATE": "19/05/15"}
class Main_Window:
def __init__(self, master):
self.master = master
self.master.title("SPACE INVADERS")
self.master.title("ATTACK ON BLOCKS")
self.title = Label(self.master)
self.title.config(text="SPACE INVADERS!",font=("Courier New", 37))
self.title.pack(side="top", padx=PADDING_BUTTON, pady=PADDING_TITLE/2)
self.title.config(text="ATTACK ON BLOCKS!",font=("Courier New", 37))
self.title.pack(side="top", padx=PADDING_TITLE, pady=PADDING_TITLE/2)
self.version_info = Label(self.master)
self.version_info.config(text="Version {ID} tagged {DATE}".format(**VERSION), font=("Courier New", 13))
self.version_info.pack(side="top", padx=0, pady=PADDING_BUTTON/2)
self.start_button = Button(self.master, style="Menu.TButton")
self.start_button.config(text="Play Game")
self.start_button.pack(fill=BOTH, ipadx=PADDING_BUTTON/2, ipady=PADDING_BUTTON/2, padx=PADDING_BUTTON, pady=PADDING_BUTTON)
self.start_button.bind('<Button-1>', self.play_game)
self.start_button = Button(self.master, style="Menu.TButton")
self.start_button.config(text="Show Options")
self.start_button.pack(fill=BOTH, ipadx=PADDING_BUTTON/2, ipady=PADDING_BUTTON/2, padx=PADDING_BUTTON, pady=PADDING_BUTTON)
self.start_button.bind('<Button-1>', self.show_options)
self.options_button = Button(self.master, style="Menu.TButton")
self.options_button.config(text="Show Options")
self.options_button.pack(fill=BOTH, ipadx=PADDING_BUTTON/2, ipady=PADDING_BUTTON/2, padx=PADDING_BUTTON, pady=PADDING_BUTTON)
self.options_button.bind('<Button-1>', self.show_options)
self.help_button = Button(self.master, style="About.TButton")
self.help_button.config(text="About / Help")
self.help_button.pack(fill=BOTH, ipadx=PADDING_BUTTON/4, ipady=PADDING_BUTTON/4, padx=PADDING_BUTTON, pady=PADDING_BUTTON)
self.help_button.bind('<Button-1>', self.show_info)
self.exit_button = Button(self.master, style="Quit.TButton")
self.exit_button.config(text="Quit Game")
self.exit_button.pack(ipadx=PADDING_BUTTON/3, ipady=PADDING_BUTTON, padx=PADDING_BUTTON, pady=PADDING_BUTTON)
self.exit_button.bind('<Button-1>', self.close)
Style().configure("Menu.TButton", font=("Lucida", 25))
Style().configure("Quit.TButton", font=("Lucida", 15))
self.about_info = Label(self.master)
self.about_info.config(text="Game Created by TheOrangeOne!", font=("Courier New", 9))
self.about_info.bind("<Button-1>", self.show_site)
self.about_info.pack(side="top", padx=0, pady=PADDING_BUTTON/2)
Style().configure("Menu.TButton", font=("Lucida", 21))
Style().configure("About.TButton", font=("Lucida", 17))
Style().configure("Quit.TButton", font=("Lucida", 13))
self.options_window = Options_Window()
logging.debug("GUI Generated.")
@ -47,28 +63,86 @@ class Main_Window:
self.new_window = Toplevel(self.master)
self.options_window.display(self.new_window)
def show_info(self, event):
logging.info("Loading About Page...")
system("start https://bitbucket.org/theorangeone/attack-on-blocks/wiki/Home")
def close(self, event):
logging.critical("Closing Main Window.")
self.master.destroy()
def show_site(self, event):
logging.info("Loading Website")
system("start http://theorangeone.net")
class Options_Window:
def __init__(self):
self.textures_object = Textures()
self.options = {
"":""
"Difficulty": 120,
"Textures": self.textures_object,
"Sounds": True
}
def display(self, master):
self.master = master
self.master.title("SPACE INVADERS - Options")
self.master.title("ATTACK ON BLOCKS - Options")
self.title = Label(self.master)
self.title.config(text="OPTIONS",font=("Courier New", 37))
self.title.pack(side="top", padx=PADDING_BUTTON, pady=PADDING_TITLE/2)
self.title.pack(side="top", padx=PADDING_TITLE, pady=PADDING_TITLE/2)
self.difficulty_title = Label(self.master)
self.difficulty_title.config(text="Current Difficulty: {}".format(self.options["Difficulty"]), font=("Courier New", 13))
self.difficulty_title.pack(ipadx=PADDING_BUTTON/3, padx=PADDING_BUTTON)
self.difficulty_scale = Scale(self.master, from_=5, to=500, orient="horizontal", command=self.update_difficulty, length=350)
self.difficulty_scale.pack(ipadx=PADDING_BUTTON/3, padx=PADDING_BUTTON/3)
self.difficulty_scale["value"] = self.options["Difficulty"]
self.difficulty_reset_button = Button(self.master, style="Minor.TButton")
self.difficulty_reset_button.config(text="Reset Difficulty")
self.difficulty_reset_button.pack(ipadx=PADDING_BUTTON/3, padx=PADDING_BUTTON/3)
self.difficulty_reset_button.bind('<Button-1>', self.reset_difficulty)
Frame(self.master,height=23).pack()
self.texture_title = Label(self.master)
self.texture_title.config(text="Select Texture Pack", font=("Courier New", 13))
self.texture_title.pack(ipadx=PADDING_BUTTON/3, padx=PADDING_BUTTON)
self.texture_select = Listbox(master)
self.texture_select.delete(0, END)
for directory in self.options["Textures"].list_packs():
if directory == "": continue
self.texture_select.insert(END, directory)
self.texture_select.pack(ipadx=PADDING_BUTTON/3, padx=PADDING_BUTTON/3)
Frame(self.master,height=23).pack()
self.using_sounds = IntVar()
self.using_sounds.set(self.options["Sounds"])
self.sounds_check = Checkbutton(self.master, text="Use Sound Effects", command=self.update_sounds, variable=self.using_sounds)
self.sounds_check.pack(ipadx=PADDING_BUTTON/3, padx=PADDING_BUTTON)
Style().configure("Minor.TButton", font=("Lucida", 10))
self.master.protocol('WM_DELETE_WINDOW', self.close)
logging.info("Options menu created.")
def close(self):
self.options["Textures"].pack = self.texture_select.get(ACTIVE) if self.texture_select.get(ACTIVE) != "" else "default" # Because it has no changed event
logging.info("Selected Texture Pack: {}".format(self.options["Textures"].pack))
self.master.destroy()
def update_sounds(self):
self.options["Sounds"] = self.using_sounds.get()
def update_difficulty(self, event):
self.options["Difficulty"] = int(self.difficulty_scale.get())
self.difficulty_title["text"] = "Current Difficulty: {}".format(self.options["Difficulty"])
def reset_difficulty(self, event):
self.options["Difficulty"] = 120
self.difficulty_title["text"] = "Current Difficulty: {}".format(self.options["Difficulty"])
self.difficulty_scale["value"] = 120
def display():
root=Tk()

22
LICENSE Normal file
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@ -0,0 +1,22 @@
The MIT License (MIT)
Copyright (c) 2015 Jake Howard
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -1,3 +1,3 @@
print("Starting Space Invaders...\nLoading Main Window...")
print("Starting Attack on Blocks...\nLoading Main Window...")
import GUI
GUI.display()

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@ -1,24 +1,26 @@
# Space Invaders #
This take on space invaders was written for my IT BTEC course, Unit 21 Games Development at college. This version, written in python, includes more advanced features such as resource packs.
### Requirements ###
* Python
* Pygame
* TKinter
The game is only playable on windows, due to the GUI library only being available on windows. However a cross platform, lightweight version may be made in the future.
### Playing the game ###
* Clone the repository
* Install the required libraries (See Above)
* Run 'Play The Game.py'
### Core Contributors ###
* Jake Howard
* Furhan Bhatti
# Note #
At the moment, the game WILL NOT play at all, as it is still in development, all the time this message is here, the program will not run!
# Attack on Blocks #
This take on space invaders was written for my IT BTEC course, Unit 22 Games Development at college. This version, written in python, includes more advanced features such as resource packs.
### More Information ###
For more information, check out the [Wiki](//bitbucket.org/TheOrangeOne/attack-on-blocks/wiki) page.
### Requirements ###
* Python 3
* Pygame
* TKinter
The game is only playable on windows, due to the GUI library only being available on windows. However a cross platform, lightweight version may be made in the future.
### Playing the game ###
* Clone the repository, or visit the downloads page
* Install the required libraries (See Above)
* Run 'Play The Game.py'
### Core Contributors ###
* Jake Howard
* Furhan Bhatti (Well not really)

BIN
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@ -3,43 +3,81 @@ from collections import namedtuple
from random import randint
class Textures():
def __init__(self):
self.images = {
"PLAYER":"player.png",
"BULLET":"bullet.png",
"TARGETS":[]
}
self.path=os.path.dirname(os.path.realpath(__file__)) + "\\resources\\texture_packs\\"
self.pack = "default"
def __init__(self):
self.images = {
"PLAYER":"player",
"BULLET":"bullet",
"TARGETS":[],
"SHOOTER":"shooter",
"TARGET_BULLET":"bullet_target",
"POWERUP": "powerup"
}
self.path=os.path.dirname(os.path.realpath(__file__)) + "\\resources\\texture_packs\\"
self.pack = "default"
def loadTexturePack(self, packName):
if os.path.exists(self.path + packName):
self.images["TARGETS"] = []
def load_texture_pack(self, pack_name):
if os.path.exists(self.path + pack_name):
self.images["TARGETS"] = []
targets = glob.glob(self.path+packName+"\\target*.png")
logging.debug("Found {0} target files.".format(len(targets)))
for file in targets:
fileName = file.split("\\")[-1]
self.images["TARGETS"].append(filename)
targets = glob.glob(self.path+pack_name+"\\target*.png")
logging.debug("Found {0} target files.".format(len(targets)))
for file in targets:
filename = file.split("\\")[-1].replace(".png", "")
self.images["TARGETS"].append(filename)
self.pack = packName
self.pack = pack_name
else: logging.warn("Cannot find texture pack '{}'".format(ppack_name))
def get_texture(self, objectName):
filename = self.path + self.pack + "\\{0}.png".format(self.images[objectName.upper()])
return pygame.image.load(filename)
def get_target_texture(self, ID=False):
if not ID:
index = randint(0,len(self.images["TARGETS"])-1) if len(self.images["TARGETS"]) >=1 else 0
filename = self.path + self.pack + "\\{}.png".format(self.images["TARGETS"][index])
return [pygame.image.load(filename), index]
else:
filename = self.path + self.pack + "\\target{}.png".format(int(ID))
return [pygame.image.load(filename), ID]
def list_packs(self):
return [x[0].replace(self.path, "") for x in os.walk(self.path)]
def getTexture(self, objectName):
filename = self.path + self.pack + "\\{0}.png".format(self.images[objectName.upper()])
return pygame.image.load(filename)
Level_Template = namedtuple('Level_Template', ("rows", "padding", "firebacks", "powerups"))
Levels = [
Level_Template(4, 30, 3, 0),
Level_Template(3, 15, 0, 1),
Level_Template(3, 20, 2, 1)
Level_Template(2, 20, 0, 0),
Level_Template(3, 15, 1, 0),
Level_Template(4, 15, 3, 1),
Level_Template(3, 7, 2, 2),
Level_Template(5, 15, 2, 1),
Level_Template(2, 20, 100, 2), #All the enemies!
Level_Template(3, 15, 2, 1),
Level_Template(3, 7, 2, 4),
Level_Template(4, 15, 4, 3),
Level_Template(5, 35, 4, 6),
]
def generate_random_level():
logging.info("Generating a random level!")
rows = randint(0, 12)
padding = randint(5, 75)
firebacks = randint(0, 15)
powerups = randint(0, 15)
return Level_Template(rows, padding, firebacks, powerups)
logging.info("Generating a random level!")
rows = randint(1, 12)
padding = randint(5, 30)
firebacks = randint(0, 15)
powerups = randint(0, 15)
return Level_Template(rows, padding, firebacks, powerups)
Sounds = {}
def init_sounds():
music_files = ["main.ogg", "OP.ogg", "shot.ogg"]
for file in music_files:
path = os.path.dirname(os.path.realpath(__file__)) + "\\resources\\sounds\\" + file
if file == "main.ogg":
mixer = pygame.mixer.music
mixer.load(path)
else: mixer = pygame.mixer.Sound(path)
mixer.set_volume(1.0)
Sounds[file.replace(".ogg", "")] = mixer

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@ -2,15 +2,14 @@ import pygame
class Bullet(pygame.sprite.Sprite):
def __init__(self, parent):
def __init__(self, parent, textures, bigger):
super().__init__()
self.width = 4
self.height = 10
self.image = pygame.Surface((self.width, self.height))
self.image.fill((255,255,255))
self.width = 6 * (1+int(bigger))
self.height = 14 * (1+int(bigger))
self.image = pygame.transform.scale(textures.get_texture("BULLET"), (self.width, self.height))
self.rect = self.image.get_rect()
self.rect.x = parent.rect.x + parent.width/2
self.rect.y = parent.rect.y + parent.width/2
self.rect.x = parent.rect.x + parent.width/2 - self.width/2
self.rect.y = parent.rect.y + parent.height/2
self.speed = 5
self.type = "PLAYER"
self.parent = parent

13
eggs.py Normal file
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@ -0,0 +1,13 @@
import pygame, logging, urllib.request, io
from time import sleep
def r9k(window):
logging.warn("Look, you found a pepe!")
raw_image = urllib.request.urlopen("http://img.ifcdn.com/images/620f230fad2806fe5305fac45dd673b8fc005b98c1e3b8584abc9c439b050950_1.jpg").read()
image_file = io.BytesIO(raw_image)
image = pygame.transform.scale(pygame.image.load(image_file), window.get_size())
window.blit(image, (0,0))
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("A rare pepe has been found. Alert R9k", True, (0,0,0)), (window.get_width()/2-175, window.get_height()/2))
pygame.display.update()
sleep(9)

397
game.py
View File

@ -1,187 +1,210 @@
import pygame, logging
from time import time
from random import randint
from bullet import Bullet
from player import Shooter
from assets import Textures, Levels, generate_random_level
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, 20, 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()
window = pygame.display.set_mode(WINDOW_SIZE)
exit_code = play(window) # Run main game loop
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]
for i in range(level.rows):
i *= level.padding
for j in range(50, WINDOW_SIZE[0] - 70, level.padding):
temp = Target(x=j,y=i)
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 sprite_list[index].type != "SHOOTER":
sprite_list[index].type = "SHOOTER"
sprite_list[index].image.fill((0,255,0))
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)
logging.debug("There's a shooter in the map!")
changed = True
for sprite in sprite_list: #Because sprite groups dont support indexing!
group.add(sprite)
return group
def play(window):
window_rect = window.get_rect()
player = Shooter(window=window)
player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
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]
}
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)
bullet_group.add(temp)
if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
player.OP = not player.OP
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)
bullet_group.add(temp)
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)
logging.debug("Hit Target!")
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("")
player.lives -= 1
if player.lives <= 0:
return "LIVES"
print(timeouts["Target Movement"][0])
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 + 20:
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(0,350) > 1: continue
temp = Bullet(target)
temp.type="TARGET"
temp.speed = -3 #So it shoots down!
bullet_group.add(temp)
logging.info("A shot was fired by an enemy.")
update_score(window, player.score)
update_level(window, player.level)
update_lives(window, player.lives)
player_group.draw(window)
bullet_group.draw(window)
target_group.draw(window)
pygame.display.update()
for i in range(len(timeouts)):
timeouts[i][0] -= 1
print("subtract")
clock.tick(FPS)
if __name__ == "__main__":
logging.basicConfig(format="%(levelname)s:%(message)s", level=logging.DEBUG)
initialise(None, None)
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, generate_targets
POWERUPS = ["SPEED", "DOUBLE", "LIVES", "SCORE", "BIGGER"]
PLAYING_GAME = False
WINDOW_SIZE = (680, 790)
HUD_COLOUR = (255,168,72)
def update_score(window, score, colour=HUD_COLOUR):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Score: {}".format(int(score)), True, colour), (25, WINDOW_SIZE[1] - 30))
def update_level(window, level, colour=HUD_COLOUR):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Level: {}".format(int(level)+1), True, colour), (8.5*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
def update_lives(window, lives, colour=HUD_COLOUR):
font = pygame.font.SysFont(None, 30, bold=False)
window.blit(font.render("Lives Remaining: {}".format(int(lives)), True, colour if lives != 1 else (255,50,0)), (3.8*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
def initialise(menu, options):
pygame.mixer.pre_init(44100, -16, 2, 2048)
pygame.init()
window = pygame.display.set_mode(WINDOW_SIZE)
pygame.display.set_caption("Attack on Blocks")
exit_code = play(window, options) # Run main game loop
for key, value in Sounds.items():
value.fadeout(500)
logging.debug("Game Exited with code {}".format(exit_code))
if exit_code != "QUIT": sleep(1)
pygame.quit()
menu.deiconify()
return exit_code
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]*0.90)
player.options = options
player_group = pygame.sprite.Group()
player_group.add(player)
target_group = generate_targets(player, WINDOW_SIZE, Levels)
bullet_group = pygame.sprite.Group()
clock = pygame.time.Clock()
FPS = player.options["Difficulty"]
timeouts = {
"Target Movement":[FPS*0.65,FPS*0.65],
"Powerup":[FPS*15, FPS*15]
}
init_sounds()
if options["Sounds"]: Sounds["main"].play(loops=-1) #Start background music
logging.info("Game Started.")
PLAYING_GAME = True
while PLAYING_GAME:
window.fill((0,0,0))
fired = False
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 in [pygame.K_SPACE, pygame.K_w, pygame.K_UP] and not fired:
if player.options["Sounds"]: Sounds["shot"].play()
temp = Bullet(player, player.options["Textures"], player.powerup == "BIGGER")
bullet_group.add(temp)
if player.powerup == "DOUBLE":
temp = Bullet(player, player.options["Textures"], player.powerup == "BIGGER")
temp.rect.y += 20
bullet_group.add(temp)
fired = True
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"], False)
bullet_group.add(temp)
if keys[pygame.K_r] and [pygame.K_9] and [pygame.K_k] and player.OP:
eggs.r9k(window)
if keys[pygame.K_KP4] and keys[pygame.K_KP2] and keys[pygame.K_KP0] and keys[pygame.K_o] and keys[pygame.K_p] and not player.OP:
if player.options["Sounds"]:
Sounds["main"].stop()
Sounds["OP"].play(loops=-1)
player.OP = True
player.change_colour((255,96,0))
logging.warn("OP mode engaged.")
if keys[pygame.K_KP_MINUS] and player.OP:
if player.options["Sounds"]:
Sounds["OP"].stop()
Sounds["main"].play(loops=-1)
player.OP = False
player.reset_image()
logging.warn("OP mode disabled.")
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.lives -= 1
if target.lives <= 0:
target_group.remove(target)
player.score += 1
bullet_group.remove(bullet)
if target.lives <= 0 and target.type == "POWERUP":
player.powerup = POWERUPS[randint(0,len(POWERUPS)-1)]
logging.info("Powerup set to {}".format(player.powerup))
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] - target.width/2 - 30:
drop_targets = True
if target.rect.y >= player.rect.y + target.height/2:
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]
if timeouts["Powerup"][0] <= 0:
timeouts["Powerup"][0] = timeouts["Powerup"][1]
if player.powerup == "SCORE":
player.score += 10
player.powerup = ""
elif player.powerup == "LIVES":
player.lives += 1
player.powerup = ""
for target in target_group:
if target.type == "SHOOTER":
if randint(0,600) > 1: continue
temp = Bullet(target, player.options["Textures"], False)
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 = -1 #So it shoots down!
bullet_group.add(temp)
if len(target_group) == 0: #If all current players are gone.
player.level += 1
Sounds["main"].set_volume(0.5)
target_group = generate_targets(player, WINDOW_SIZE, Levels)
target_group.draw(window)
bullet_group.empty()
pygame.display.update()
sleep(0.75)
Sounds["main"].set_volume(1.0)
update_score(window, player.score)
update_level(window, player.level)
update_lives(window, player.lives)
target_group.draw(window)
bullet_group.draw(window)
player_group.draw(window)
for key, value in timeouts.items():
value[0] -= 1
pygame.display.update()
clock.tick(FPS)

View File

@ -2,13 +2,13 @@ import pygame
class Shooter(pygame.sprite.Sprite):
def __init__(self, window, color=(255,255,255), width=45, height=20):
def __init__(self, window, texture, colour=(255,255,255), width=55, height=25):
super().__init__()
self.width = width
self.height = height
self.colour = color
self.image = pygame.Surface((width, height))
self.image.fill(self.colour)
self.colour = colour
self.texture = texture
self.image = pygame.transform.scale(self.texture.get_texture("PLAYER"), (self.width, self.height))
self.rect = self.image.get_rect()
self.speed = 3
self.window_rect = window.get_rect()
@ -17,15 +17,27 @@ class Shooter(pygame.sprite.Sprite):
self.OP = False
self.level = 0
self.lives = 3
self.powerup = ""
self.powerup = ""
def set_position(self,x,y):
self.rect.x, self.rect.y = x,y
self.rect.x, self.rect.y = x, y
def move(self, value):
self.rect.x += value
self.rect.clamp_ip(self.window_rect)
self.rect.x += value
self.rect.clamp_ip(self.window_rect)
def update(self):
self.image.fill(self.colour)
self.rect = self.image.get_rect()
self.rect = self.image.get_rect()
def change_colour(self, colour):
x,y = self.rect.x, self.rect.y
self.image.fill(colour)
self.rect = self.image.get_rect()
self.set_position(x,y)
def reset_image(self):
x,y = self.rect.x, self.rect.y
self.image = pygame.transform.scale(self.texture.get_texture("PLAYER"), (self.width, self.height))
self.rect = self.image.get_rect()
self.set_position(x,y)

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@ -1,23 +1,27 @@
import pygame
import pygame, logging
from random import randint
from game import generate_random_level
class Target(pygame.sprite.Sprite):
def __init__(self, x, y, color=(30,0,150), width=16, height=16):
def __init__(self, x, y, textures, color=(30,0,150), width=23, height=23):
super().__init__()
self.width = width
self.height = height
self.image = pygame.Surface((self.width, self.height))
self.image.fill(color)
self.textures = textures
self.default_texture = textures.get_target_texture()
self.image = pygame.transform.scale(self.default_texture[0], (self.width, self.height))
self.rect = self.image.get_rect()
self.speed = 7
self.speed = 5
self.rect.x, self.rect.y = (x+(self.width/2)),(y+(self.width/2)) # centres co-ordinates
self.type = "NORMAL"
self.lives = 1
def move(self):
self.rect.x += self.speed
def drop(self):
self.rect.y += 17
self.rect.y += 13
self.speed *= -1
def set_position(self, x, y, center=False):
@ -26,4 +30,56 @@ class Target(pygame.sprite.Sprite):
else:
self.rect.x, self.rect.y = x, y
def generate_targets(player, window_size, Levels):
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(75, window_size[0] - 75, level.padding + 10):
temp = Target(x=j,y=i, textures=player.options["Textures"])
sprite_list.append(temp)
del temp
if len(sprite_list) < level.firebacks:
firebacks = len(sprite_list)
else: firebacks = level.firebacks
for i in range(firebacks):
loop = 0
changed = False
while not changed:
if loop == firebacks: changed = True
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].lives = 2
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
loop += 1
if len(sprite_list) < level.powerups:
powerups = len(sprite_list)
else: powerups = level.powerups
for i in range(powerups):
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 != "POWERUP" and sprite_list[index].type != "SHOOTER" :
sprite_list[index].type = "POWERUP"
sprite_list[index].image = pygame.transform.scale(player.options["Textures"].get_texture("POWERUP"), (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