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master ... V1.0

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56
.gitignore vendored
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@ -1,57 +1 @@
# 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/

126
GUI.py
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@ -1,147 +1,46 @@
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"}
PROGRAM_OPEN = True
class Main_Window:
def __init__(self, master):
self.master = master
self.master.title("ATTACK ON BLOCKS")
self.master.title("SPACE INVADERS")
self.title = Label(self.master)
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.title.config(text="SPACE INVADERS!",font=("Courier New", 37))
self.title.pack(side="top", padx=PADDING_BUTTON, pady=PADDING_TITLE/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.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)
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))
Style().configure("Menu.TButton", font=("Lucida", 25 ))
Style().configure("Quit.TButton", font=("Lucida", 15))
self.options_window = Options_Window()
logging.debug("GUI Generated.")
logging.info("GUI Generated.")
def play_game(self, event):
logging.info("Game Started.")
self.master.withdraw()
exit_code = game.initialise(self.master, self.options_window.options)
if exit_code != "QUIT": self.title["text"] = exit_messages[exit_code]
def show_options(self, event):
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")
game.initialise(self.master, None)
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("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_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():
@ -151,11 +50,6 @@ def display():
root.mainloop()
exit_messages = {
"LIVES":"You ran out of lives!",
"PLAYER COLLISION":"The enemies got to you!"
}
logging.basicConfig(format="%(levelname)s:%(message)s", level=logging.DEBUG)

22
LICENSE
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@ -1,22 +0,0 @@
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 Attack on Blocks...\nLoading Main Window...")
print("Game Loading...")
import GUI
GUI.display()

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@ -1,26 +1,24 @@
# Attack on Blocks #
# Space Invaders #
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.
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 3
* 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, or visit the downloads page
* Clone the repository
* Install the required libraries (See Above)
* Run 'Play The Game.py'
### Core Contributors ###
* Jake Howard
* Furhan Bhatti (Well not really)
* 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!

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@ -1,83 +0,0 @@
import os, pygame, glob, logging
from collections import namedtuple
from random import randint
class Textures():
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 load_texture_pack(self, pack_name):
if os.path.exists(self.path + pack_name):
self.images["TARGETS"] = []
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 = 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)]
Level_Template = namedtuple('Level_Template', ("rows", "padding", "firebacks", "powerups"))
Levels = [
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(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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@ -2,20 +2,22 @@ import pygame
class Bullet(pygame.sprite.Sprite):
def __init__(self, parent, textures, bigger):
def __init__(self, parent):
super().__init__()
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.width = 4
self.height = 10
self.image = pygame.Surface((self.width, self.height))
self.image.fill((255,255,255))
self.rect = self.image.get_rect()
self.rect.x = parent.rect.x + parent.width/2 - self.width/2
self.rect.y = parent.rect.y + parent.height/2
self.rect.x = parent.rect.x + parent.width/2
self.rect.y = parent.rect.y
self.speed = 5
self.type = "PLAYER"
self.parent = parent
def set_position(self,x,y):
self.rect.x, self.rect.y = x,y
def update(self):
self.rect.y -= self.speed #direction may need editing?
def at_top(self):
return (self.rect.y == 0)

13
eggs.py
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@ -1,13 +0,0 @@
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)

205
game.py
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@ -1,210 +1,103 @@
import pygame, logging
from time import time, sleep
from random import randint
import eggs
import bullet, player, textures
from bullet import Bullet
from player import Shooter
from assets import *
from target import Target, generate_targets
from textures import Textures
from target import Target
POWERUPS = ["SPEED", "DOUBLE", "LIVES", "SCORE", "BIGGER"]
PLAYING_GAME = False
WINDOW_SIZE = (680, 790)
HUD_COLOUR = (255,168,72)
WINDOW_SIZE = (640,480)
FPS = 120
def rounding(x, base): return int(base * round(float(x)/base))
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)
exit_code = play(window) # Run main game loop
if exit_code =
pygame.quit()
menu.deiconify()
return exit_code
# Reshow the main menu
def play(window, options):
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
def play(window):
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 = Shooter(window=window)
player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.93)
player_group = pygame.sprite.Group()
player_group.add(player)
player_group.draw(window)
target_group = generate_targets(player, WINDOW_SIZE, Levels)
target_group = generate_targets()
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))
player_group.update()
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")
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
temp = Bullet(player)
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)
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)
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)
if keys[pygame.K_KP4] and keys[pygame.K_KP5] and keys[pygame.K_KP6]:
temp = Bullet(player)
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:
if not sprite.at_top():
sprite.update()
if sprite.rect.y < 0 or (sprite.rect.y > player.rect.y and sprite.type == "TARGET"):
if sprite.rect.y < 0:
bullet_group.remove(sprite)
for bullet in bullet_group:
hit_list = pygame.sprite.spritecollide(bullet, target_group, False)
hit_list = pygame.sprite.spritecollide(bullet, target_group, True)
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))
logging.info("Hit Target!")
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)
player_group.update()
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)
if __name__ == "__main__":
initialise(None, None)

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@ -2,42 +2,19 @@ import pygame
class Shooter(pygame.sprite.Sprite):
def __init__(self, window, texture, colour=(255,255,255), width=55, height=25):
def __init__(self, window, color=(30,0,150), width=50, height=25):
super().__init__()
self.width = width
self.height = height
self.colour = colour
self.texture = texture
self.image = pygame.transform.scale(self.texture.get_texture("PLAYER"), (self.width, self.height))
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect()
self.speed = 3
self.speed = 4
self.window_rect = window.get_rect()
self.score = 0
self.OP = False
self.level = 0
self.lives = 3
self.powerup = ""
def set_position(self,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)
def update(self):
self.image.fill(self.colour)
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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import pygame, logging
from random import randint
from game import generate_random_level
import pygame
class Target(pygame.sprite.Sprite):
def __init__(self, x, y, textures, color=(30,0,150), width=23, height=23):
def __init__(self, color=(30,0,150), width=16, height=16):
super().__init__()
self.width = width
self.height = height
self.textures = textures
self.default_texture = textures.get_target_texture()
self.image = pygame.transform.scale(self.default_texture[0], (self.width, self.height))
self.image = pygame.Surface((self.width, self.height))
self.image.fill(color)
self.rect = self.image.get_rect()
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
self.speed = 4
def move(self):
self.rect.x += self.speed
def set_position(self,x,y):
self.rect.x, self.rect.y = (x+(self.width/2)),(x+(self.width/2)) # centres co-ordinates
def drop(self):
self.rect.y += 13
self.speed *= -1
def set_position(self, x, y, center=False):
if center:
self.rect.x, self.rect.y = (x+(self.width/2)),(y+(self.width/2))
def move(self, x,y):
if ((self.rect.y + self.width) > window_rect.y) or((self.rect.y - self.width < 0)):
movement = self.speed
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
movement = -self.speed
self.rect.y += movement

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import os, pygame, glob, logging
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 loadTexturePack(self, packName):
if os.path.exists(self.path + packName):
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)
self.pack = packName
def getTexture(self, objectName):
filename = self.path + self.pack + "\\{0}.png".format(self.images[objectName.upper()])
return pygame.image.load(filename)