import pygame, logging from time import time from random import randint import bullet, player, textures 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 if exit_code == "QUIT": pygame.quit() menu.deiconify() return exit_code def generate_targets(player): 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) if randint(0, ) group.add(temp) del temp for i in range(level.firebacks): changed = False while not changed: index = randint(0, len(group)-1) if group[index].type != "SHOOTER" group[index].type == "SHOOTER" group[index].image.fill((150,0,30)) group[index].rect = group[image].image.get_rect() changed = True else: group[randint(0, len(group)-1)].type == "NORMAL" 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) player_group.draw(window) target_group = generate_targets(player) bullet_group = pygame.sprite.Group() 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...") 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: if not sprite.at_bound(): sprite.update() if sprite.rect.y < 0 or sprite.rect.y > player.rect.y: bullet_group.remove(sprite) for bullet in bullet_group: hit_list = pygame.sprite.spritecollide(bullet, target_group, True) for target in hit_list: if bullet.type == "TARGET": continue target_group.remove(target) bullet_group.remove(bullet) logging.info("Hit Target!") player.score += 1 hit_list = pygame.sprite.spritecollide(bullet, player_group, True) for player in hit_list: if bullet.type != "TARGET" continue bullet_group.remove(bullet) logging.info("") player.lives -= 1 if player.lives <= 0: return "LIVES" 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("The targets are moving down a level!") for target in target_group: target.drop() target_movement_timeout = target_movement_timeout_default for target in target_group: if target.type == "SHOOTING": temp = Bullet(target) temp.speed = -3 #So it shoots down! bullet_group.add(temp) update_score(window, player.score) update_level(window, player.level) update_lives(window, player.lives) 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)