182 lines
4.8 KiB
Python
182 lines
4.8 KiB
Python
import pygame, logging
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from time import time
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from random import randint
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import bullet, player, textures
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from bullet import Bullet
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from player import Shooter
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from assets import Textures, Levels
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from target import Target
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PLAYING_GAME = False
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WINDOW_SIZE = (640,480)
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FPS = 120
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def update_score(window, score):
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font = pygame.font.SysFont(None, 30, bold=False)
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window.blit(font.render("Score: {}".format(int(score)), True, (255,0,0)), (25, WINDOW_SIZE[1] - 30))
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def update_level(window, level):
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font = pygame.font.SysFont(None, 20, bold=True)
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window.blit(font.render("Level: {}".format(int(level)+1), True, (0,255,0)), (8.7*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
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def update_lives(window, lives):
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font = pygame.font.SysFont(None, 30, bold=False)
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window.blit(font.render("Lives Remaining: {}".format(int(lives)), True, (0,0,255)), (4.5*WINDOW_SIZE[0]/10, WINDOW_SIZE[1] - 30))
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def initialise(menu, options):
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pygame.mixer.pre_init(44100, -16, 2, 2048)
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pygame.init()
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window = pygame.display.set_mode(WINDOW_SIZE)
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exit_code = play(window) # Run main game loop
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if exit_code == "QUIT":
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pygame.quit()
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menu.deiconify()
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return exit_code
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def generate_targets(player):
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group = pygame.sprite.Group()
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level = Levels[player.level]
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for i in range(level.rows):
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i *= level.padding
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for j in range(50, WINDOW_SIZE[0] - 70, level.padding):
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temp = Target(x=j,y=i)
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if randint(0, )
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group.add(temp)
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del temp
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for i in range(level.firebacks):
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changed = False
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while not changed:
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index = randint(0, len(group)-1)
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if group[index].type != "SHOOTER"
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group[index].type == "SHOOTER"
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group[index].image.fill((150,0,30))
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group[index].rect = group[image].image.get_rect()
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changed = True
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else:
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group[randint(0, len(group)-1)].type == "NORMAL"
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return group
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def play(window):
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window_rect = window.get_rect()
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player = Shooter(window=window)
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player.set_position(WINDOW_SIZE[0]/2, WINDOW_SIZE[1]*0.83)
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player_group = pygame.sprite.Group()
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player_group.add(player)
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player_group.draw(window)
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target_group = generate_targets(player)
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bullet_group = pygame.sprite.Group()
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clock = pygame.time.Clock()
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PLAYING_GAME = True
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target_movement_timeout_default = FPS * 0.5
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target_movement_timeout = target_movement_timeout_default
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while PLAYING_GAME:
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window.fill((0,0,0))
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player_group.update()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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logging.critical("Exiting Game...")
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PLAYING_GAME = False
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return "QUIT"
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if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
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temp = Bullet(player)
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bullet_group.add(temp)
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if event.type == pygame.KEYDOWN and event.key == pygame.K_KP_PLUS:
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player.OP = not player.OP
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keys = pygame.key.get_pressed()
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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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player.move(player.speed)
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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player.move(-player.speed)
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if keys[pygame.K_KP4] and keys[pygame.K_KP5] and keys[pygame.K_KP6] and player.OP:
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temp = Bullet(player)
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bullet_group.add(temp)
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for sprite in bullet_group:
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if not sprite.at_bound():
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sprite.update()
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if sprite.rect.y < 0 or sprite.rect.y > player.rect.y:
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bullet_group.remove(sprite)
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for bullet in bullet_group:
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hit_list = pygame.sprite.spritecollide(bullet, target_group, True)
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for target in hit_list:
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if bullet.type == "TARGET": continue
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target_group.remove(target)
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bullet_group.remove(bullet)
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logging.info("Hit Target!")
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player.score += 1
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hit_list = pygame.sprite.spritecollide(bullet, player_group, True)
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for player in hit_list:
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if bullet.type != "TARGET" continue
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bullet_group.remove(bullet)
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logging.info("")
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player.lives -= 1
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if player.lives <= 0:
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return "LIVES"
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if target_movement_timeout <=0:
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drop_targets = False
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for target in target_group:
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target.move()
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if target.rect.x <= 20 or target.rect.x >=WINDOW_SIZE[0] - 20 + target.width:
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drop_targets = True
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if target.rect.y >= player.rect.y + 10:
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PLAYING_GAME = False
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for target in target_group:
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target.image.fill((255,0,0))
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return "PLAYER COLLISION"
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if drop_targets:
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logging.debug("The targets are moving down a level!")
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for target in target_group:
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target.drop()
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target_movement_timeout = target_movement_timeout_default
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for target in target_group:
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if target.type == "SHOOTING":
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temp = Bullet(target)
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temp.speed = -3 #So it shoots down!
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bullet_group.add(temp)
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update_score(window, player.score)
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update_level(window, player.level)
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update_lives(window, player.lives)
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player_group.update()
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bullet_group.draw(window)
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target_group.draw(window)
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player_group.draw(window)
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pygame.display.update()
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target_movement_timeout -= 1
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clock.tick(FPS)
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if __name__ == "__main__":
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logging.basicConfig(format="%(levelname)s:%(message)s", level=logging.DEBUG)
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initialise(None, None)
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