Beispiel #1
0
 def __reset_player(self, x_pos=0, y_pos=0):
     if not x_pos or not y_pos:
         self.player = Player((self.width - 30) / 2, (self.height - 30) / 2,
                              0, 0)
     else:
         self.player.x = x_pos
         self.player.y = y_pos
Beispiel #2
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 def __init__(self):
     self.player = Player()
     self.network = Network()
     self.network.send(self.player)
     print(f"Connected")
     self.screen = Screen()
     self.data_ready = False
     self.running = True
     self.data = [[], [], []]
     self.wall_to_send = None
     self.bullet_to_send = None
Beispiel #3
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 def __init__(self, width, height):
     pygame.init()
     self.width = width
     self.height = height
     self.__set_screen_up()
     self.ladybugs = []
     self.player = Player((self.width - 30) / 2, (self.height - 30) / 2, 0,
                          0)
     self.FPS = config.fps
     self.clock = pygame.time.Clock()
     self.highscores = File(config.highscores_filename)
     self.mixer = Music('Objects/music/MoonlightSonata.mp3')
Beispiel #4
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 def buildObject(ascii_object, x_position, y_position):
     if ascii_object == 'P':
         return Player(x_position, y_position)
     if ascii_object == 'X':
         return Wall(x_position, y_position)
     if ascii_object == 'T':
         return Turret(x_position, y_position)
     if ascii_object == 'D':
         return Teleporter(x_position, y_position)
     if ascii_object == 'S':
         return LittleRobot(x_position, y_position)
     else:
         return None
Beispiel #5
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class Game:
    def __init__(self):
        self.player = Player()
        self.network = Network()
        self.network.send(self.player)
        print(f"Connected")
        self.screen = Screen()
        self.data_ready = False
        self.running = True
        self.data = [[], [], []]
        self.wall_to_send = None
        self.bullet_to_send = None

    def run_game(self):
        clock = time.Clock()
        threading.Thread(target=self.data_transfer_thread, args=()).start()
        while self.running:
            while not self.data_ready:
                pass
            data_copy = self.data.copy()
            self.data_ready = False
            self.screen.update(self.player.position, data_copy[0],
                               data_copy[1], data_copy[2])
            for ev in event.get():
                if ev.type == KEYDOWN:
                    if ev.key == K_ESCAPE:
                        self.running = False
                        self.network.send("Disconnect")
                        quit()
                    if ev.key == K_w or ev.key == K_s or ev.key == K_a or ev.key == K_d:
                        self.player.move_direction[ev.key] = True
                    if ev.key == K_SPACE:
                        x, y = mouse.get_pos()
                        x_position = x - self.screen.width / 2
                        y_position = y - self.screen.height / 2
                        wall = self.player.set_wall(x_position, y_position)
                        if wall is not None:
                            self.wall_to_send = wall
                if ev.type == KEYUP:
                    if ev.key == K_w or ev.key == K_s or ev.key == K_a or ev.key == K_d:
                        self.player.move_direction[ev.key] = False
                if ev.type == MOUSEBUTTONDOWN:
                    if ev.button == 1:
                        x_position = ev.pos[0] - self.screen.width / 2
                        y_position = ev.pos[1] - self.screen.height / 2
                        bullet = self.player.shoot(x_position, y_position)
                        if bullet is not None:
                            self.bullet_to_send = bullet
            self.player.move()
            clock.tick(60)

    def data_transfer_thread(self):
        while True:
            while self.data_ready:
                pass
            if self.bullet_to_send is not None:
                self.network.send(self.bullet_to_send)
                self.bullet_to_send = None
            if self.wall_to_send is not None:
                self.network.send(self.wall_to_send)
                self.wall_to_send = None
            if self.running:
                self.network.send(self.player.position)
                self.data = self.network.receive()
            else:
                break
            if self.data[0] == "Lost":
                self.running = False
                quit()
                break
            self.data_ready = True
Beispiel #6
0
class Game(object):
    def __init__(self, width, height):
        pygame.init()
        self.width = width
        self.height = height
        self.__set_screen_up()
        self.ladybugs = []
        self.player = Player((self.width - 30) / 2, (self.height - 30) / 2, 0,
                             0)
        self.FPS = config.fps
        self.clock = pygame.time.Clock()
        self.highscores = File(config.highscores_filename)
        self.mixer = Music('Objects/music/MoonlightSonata.mp3')

    def run(self):
        run = True
        while run:
            menu = self.Menu(self.width, self.height, self.__screen,
                             self.mixer)
            self.mixer.play_from(-1, 360)
            run = menu.run()
            if run == 1:
                self.mixer.play_from(-1, 1)
                menu.open_highscores()
            elif run == 2:
                self.mixer.play_from(-1, 486)
                start = Caption("WCIŚNIJ SPACJĘ ABY ROZPOCZĄĆ", 30,
                                config.colors.get("White"))
                start.x = (self.width - start.text.get_width()) / 2
                start.y = int(self.height * 0.7)
                self.__screen_update([start])
                game = self.__get_space()
                while game:
                    run = True
                    collision = False
                    self.player.score = 0
                    start.y = int(self.height * 0.7)
                    self.__set_difficulty(config.difficulty)
                    self.__reset_player()
                    while run and not collision:
                        self.__screen_update()
                        self.clock.tick(self.FPS)
                        self.player.move(-self.player.x_speed / 10,
                                         -self.player.y_speed / 10)
                        collision = self.__update_enemies_movements()
                        self.player.score += config.difficulty
                        pygame.event.get()
                        self.__handle_keys(pygame.key.get_pressed())
                    if collision:
                        result = Caption(
                            "Twój wynik: " + str(self.player.score), 50)
                        result.x = int(
                            (self.width - result.text.get_width()) / 2)
                        result.y = int(
                            (self.height - result.text.get_height()) / 2)
                        start.y = result.y + result.text.get_height() + 10
                        self.__remove_ladybugs()
                        self.__reset_player(
                            (self.width - self.player.width) / 2,
                            int(self.height / 3))
                        self.__screen_update([result, start])
                        self.__update_highscores()
                        game = self.__get_space()

        pygame.quit()

    def __set_difficulty(self, num_of_ladybugs=config.default_level):
        for i in range(num_of_ladybugs):
            x_pos = random.choice((random.randint(0, self.width / 2 - 60),
                                   random.randint(self.width / 2 + 30,
                                                  self.width - 30)))
            y_pos = random.choice((random.randint(0, self.height / 2 - 60),
                                   random.randint(self.height / 2 + 30,
                                                  self.height - 30)))
            self.ladybugs.append(
                Ladybug(x_pos, y_pos,
                        random.randint(1, 5) / 1000,
                        random.randint(1, 5) / 1000))

    def __screen_update(self, added_captions=None):
        if added_captions is None:
            added_captions = []
        self.__screen.fill((0, 0, 0))
        self.__screen.blit(self.player.img, (self.player.x, self.player.y))
        for ladybug in self.ladybugs:
            self.__screen.blit(ladybug.img, (ladybug.x, ladybug.y))
        self.caption = Caption(str(self.player.score), 20)
        self.__screen.blit(self.caption.text, (10, 10))
        if len(added_captions) > 0:
            for caption in added_captions:
                self.__screen.blit(caption.text, (caption.x, caption.y))
        pygame.display.update()

    def __update_enemies_movements(self):
        for ladybug in self.ladybugs:
            if self.player.collides_with(ladybug):
                return True
            x_dir = random.choice((-1, 1))
            y_dir = random.choice((-1, 1))
            ladybug.move(x_dir * random.randint(1, 5) / 25,
                         y_dir * random.randint(1, 5) / 25)
        return False

    def __handle_keys(self, keys):
        if keys[pygame.K_w] or keys[pygame.K_UP]:
            self.player.move(0, -config.player_movespeed)
        if keys[pygame.K_s] or keys[pygame.K_DOWN]:
            self.player.move(0, config.player_movespeed)
        if keys[pygame.K_a] or keys[pygame.K_LEFT]:
            self.player.move(-config.player_movespeed, 0)
        if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
            self.player.move(config.player_movespeed, 0)

    def __remove_ladybugs(self):
        self.ladybugs.clear()

    def __reset_player(self, x_pos=0, y_pos=0):
        if not x_pos or not y_pos:
            self.player = Player((self.width - 30) / 2, (self.height - 30) / 2,
                                 0, 0)
        else:
            self.player.x = x_pos
            self.player.y = y_pos

    def __get_space(self, space=True):
        while space:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return False
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE:
                        space = False
                    if event.key == pygame.K_ESCAPE:
                        return False
        return True

    def __update_highscores(self):
        self.highscores.open()
        i = len(self.highscores.data) - 1
        if self.player.score <= self.highscores.data[i].score:
            return
        self.highscores.data[i] = Score(self.player.name, self.player.score)
        while i > 0 and self.highscores.data[i] > self.highscores.data[i - 1]:
            temp = self.highscores.data[i]
            self.highscores.data[i] = self.highscores.data[i - 1]
            i -= 1
            self.highscores.data[i] = temp
        self.highscores.save()

    def __set_default_highscores(self):
        self.highscores.open()
        default_points = 100000
        highscores = []
        for i in range(10):
            highscores.append(Score(config.player_name, default_points))
            default_points -= 10000
        self.highscores.data = highscores
        self.highscores.save()

    def __set_screen_up(self):
        pygame.init()
        pygame.display.set_icon(icon)
        pygame.display.set_caption('Ladybug v1.1')
        self.__screen = pygame.display.set_mode((self.width, self.height))

    class Menu:  ############# MENU HANDLER #################
        def __init__(self, width, height, screen, mixer):
            self.__screen = screen
            self.logo = logo
            self.buttons = Buttons(
                [[
                    Caption("QUIT", 30, config.colors.get("Grey")),
                    Caption("HIGHSCORES", 30, config.colors.get("Grey")),
                    Caption("START", 30)
                ],
                 [
                     Caption("PLAYER NAME: ", 30, config.colors.get("Grey")),
                     Caption(config.player_name, 30, config.colors.get("Grey"))
                 ],
                 [
                     Caption("DIFFICULTY: ", 30, config.colors.get("Grey")),
                     Caption(str(config.difficulty), 30,
                             config.colors.get("Grey"))
                 ], [Caption("MUSIC: ON", 30, config.colors.get("Grey"))]])
            self.width = width
            self.height = height
            self.selection = Caption("QUIT")
            self.mixer = mixer

        def run(self):
            run = True
            while run:
                self.selection = self.buttons.handle_events()
                if self.selection is not None:
                    if self.selection == Caption("QUIT"):
                        return 0
                    elif self.selection == Caption("HIGHSCORES"):
                        return 1
                    elif self.selection == Caption("START"):
                        return 2
                    elif self.selection == Caption(
                            "PLAYER NAME: "
                    ) or self.selection == self.buttons.buttons[1][1]:
                        self.selection = self.buttons.buttons[1][1]
                        self.buttons.row = 1
                        self.buttons.col = 1
                        self.__get_playername()
                        # let the user type in the name
                    elif self.selection == Caption(
                            "DIFFICULTY: "
                    ) or self.selection == self.buttons.buttons[2][1]:
                        self.selection = self.buttons.buttons[2][1]
                        self.buttons.row = 2
                        self.buttons.col = 1
                        self.__get_difficulty()
                        # let the user change difficulty
                    elif self.selection == Caption("MUSIC: ON") or Caption(
                            "MUSIC: OFF"):
                        if self.mixer.is_on():
                            self.buttons.buttons[3][0] = Caption(
                                "MUSIC: OFF", 30)
                        else:
                            self.buttons.buttons[3][0] = Caption(
                                "MUSIC: ON", 30)
                        self.mixer.change_mode()
                self.update()
            return self.selection

        def update(self):
            self.__screen.fill((0, 0, 0))
            self.__screen.blit(self.logo,
                               ((self.width - self.logo.get_width()) / 2,
                                self.height - self.logo.get_height() - 50))
            self.buttons.update(self.__screen)
            pygame.display.update()

        def open_highscores(self):
            run = True
            highscores = File(config.highscores_filename)
            highscores.open()
            title = Caption("HIGHSCORE TABLE", 30)
            x_pos = int((self.width - title.get_width()) / 2)
            while run:
                y_pos = 40
                self.__screen.fill((0, 0, 0))
                self.__screen.blit(title.text, (x_pos, y_pos))
                y_pos += title.get_height()
                for score in highscores.data:
                    player = (Caption(score.player_name,
                                      20), Caption(": ", 20),
                              Caption(score.score, 20))
                    y_pos += int((player[0].get_height() / 2) * 3)
                    for caption in player:
                        self.__screen.blit(caption.text, (x_pos, y_pos))
                        x_pos += caption.get_width()
                    x_pos = int((self.width - title.get_width()) / 2)

                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        pygame.quit()
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_ESCAPE:
                            return False

                pygame.display.update()

        def __get_playername(self):
            player_name = ""
            run = True
            while run:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        run = False
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_BACKSPACE:
                            if len(player_name):
                                player_name = player_name[:-1]
                        elif event.key == pygame.K_ESCAPE:
                            player_name = config.player_name
                            self.buttons.buttons[1][1] = Caption(
                                player_name, 30)
                            run = False
                        elif event.key == pygame.K_RETURN:
                            config.player_name = player_name
                            run = False
                        elif len(player_name) < 16:
                            player_name += event.unicode
                self.buttons.buttons[1][1] = Caption(player_name, 30)
                self.update()
            self.selection = self.buttons.buttons[1][0]
            self.buttons.row = 1
            self.buttons.col = 0

        def __get_difficulty(self):
            difficulty = config.difficulty
            run = True
            while run:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        run = False
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_w or event.key == pygame.K_UP:
                            if difficulty < config.max_level:
                                difficulty += 1
                        elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
                            if difficulty > config.min_level:
                                difficulty -= 1
                        elif event.key == pygame.K_ESCAPE:
                            difficulty = config.difficulty
                            self.buttons.buttons[2][1] = Caption(
                                config.difficulty, 30)
                            run = False
                        elif event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
                            config.difficulty = difficulty
                            run = False
                self.buttons.buttons[2][1] = Caption(difficulty, 30)
                self.update()
            self.selection = self.buttons.buttons[2][0]
            self.buttons.row = 2
            self.buttons.col = 0
    def __init__(self, screen, screen_size, mapFile = ""):

        _player = Player(self, (0, 0, -5))
        Scene.__init__(self, screen, screen_size, mapFile, _player)

        self.InstanciateMap()
Beispiel #8
0
root = path.dirname(path.abspath(__file__))

gm.init()

gv = GameVars()

display = gm.display.set_mode(gv.wSize, gv.flags)
clock = gm.time.Clock()


gameFont = gm.font.Font(root+"//Assets//Fonts//font.otf", getSize(0.02, 0)[0])


p1 = Player(
    [gv.centro[0], gv.centro[1], 0, 0],
    gv.wSize[0] * 0.014
)
p1.setSprite(root+"//Assets//Obj//pl.png")
p1.setSize(getSize(0.043, 0.13))



players = [
    Player(
    [gv.centro[0], gv.centro[1], 0, 0],
    gv.wSize[0] * 0.014
    )
]

players[0].setSprite(root+"//Assets//Obj//pl2.png")
players[0].setSize(getSize(0.043, 0.13))
Beispiel #9
0
    # Create a screen
    # Open a window on the screen
    screen_width = 800
    screen_height = 600
    screen = pygame.display.set_mode([screen_width, screen_height])

    #Background
    background_img = pygame.image.load("images/background.png")

    # Title and icon
    pygame.display.set_caption("Space Invadors")
    icon = pygame.image.load("images/ufo.png")
    pygame.display.set_icon(icon)

    # Player
    player = Player(pygame, "images/space-invaders.png", 370, 480)

    # Enemy
    num_of_enemies = 6
    enemy_position_x = list(range(num_of_enemies))
    enemy_position_y = list(range(num_of_enemies))
    enemies = list(range(num_of_enemies))
    for i in range(num_of_enemies):
        enemy_position_x[i] = random.randint(0, 735)
        enemy_position_y[i] = random.randint(50, 150)
        enemies[i] = Enemy(pygame, "images/enemy.png", enemy_position_x[i],
                           enemy_position_y[i])

    #Bullets
    bullet = Bullets(pygame, "images/bullet.png", 0, 480)