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 + 10): 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)