import pygame, logging import bullet, player, textures from bullet import Bullet 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) 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(): 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]*0.83) player_group = pygame.sprite.Group() player_group.add(player) player_group.draw(window) target_group = generate_targets() 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) keys = pygame.key.get_pressed() if keys[pygame.K_RIGHT] or keys[pygame.K_d]: player.move(player.speed) 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] 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)