Beispiel #1
0
class Level1(GameState):
    def __init__(self):
        super().__init__()
        self.scores = scores
        self.background = Background(BACKGROUND, [0, 0])
        self.next_state = 'START'

    def startup(self, persistent):
        pygame.mixer.music.load('assets/music/Omega.ogg')
        pygame.mixer.music.set_volume(0.5)
        pygame.mixer.music.play(-1, 0.0)

        self.phase = 0

        self.num_of_enemies = 15
        self.score = 0
        self.shots_fired = 0
        self.streak = 1
        self.misses = 0
        self.ammo = int(self.num_of_enemies * 100)

        self.enemy_list = pygame.sprite.Group()
        self.asteroid_list = Asteroid_group()
        self.bullet_list = pygame.sprite.Group()
        self.boss_list = pygame.sprite.Group()
        self.hud_items = pygame.sprite.Group()
        self.boss = Boss()
        self.player = Player()

        for i in range(self.num_of_enemies):
            enemy = Enemy()
            self.enemy_list.add(enemy)

        self.boss_list.add(self.boss)

        self.hud_score = Hud(570, 350, 120, 40, 'SCORE')
        self.hud_ammo = Hud(570, 300, 120, 40, 'AMMO')
        self.hud_multiplier = Hud(510, 350, 50, 40, '', 'x', True)
        self.hud_items.add(self.hud_score)
        self.hud_items.add(self.hud_ammo)
        self.hud_items.add(self.hud_multiplier)

        super().startup(persistent)

    def get_event(self, event):
        if event.type == pygame.QUIT:
            pygame.mixer.music.stop()
            self.done = True
            pygame.quit()
            quit()

        elif event.type == pygame.MOUSEBUTTONDOWN:
            can_fire = self.ammo > 0
            if can_fire and event.button == 1:
                self.player.weapon.begin_fire()
                bullet = self.player.weapon.ammo_type(self.player.rect.center)
                self.bullet_list.add(bullet)
                self.shots_fired += 1
                self.ammo -= 1

            elif can_fire and event.button == 3:
                for i in range(3):
                    bullet = Chain_Lightning(self.player.rect.center)
                    bullet.find_next_target(self.enemy_list.sprites() +
                                            self.boss_list.sprites())
                    self.bullet_list.add(bullet)
                    self.shots_fired += 1
                    self.ammo -= 1

            elif event.button == 2:
                self.ammo += 30

            elif not can_fire:
                print('you loose')
                pygame.mixer.music.fadeout(1000)
                message_display('YOU LOOSE OUT OF AMMO!!!', WHITE,
                                pygame.display.get_surface(), (700, 400))

                self.done = True

        elif event.type == pygame.MOUSEBUTTONUP:
            if event.button == 1:
                self.player.weapon.cease_fire()

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_a:
                self.player.move('left')

            if event.key == pygame.K_d:
                self.player.move('right')

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_a:
                self.player.move('stop')

            if event.key == pygame.K_d:
                self.player.move('stop')

    def bullet_mechanics(self, multiplier, total_score):
        # --- calculate mechanics for each bullet

        if self.player.weapon.firing_timer.is_finished() and self.ammo > 0:
            bullet = self.player.weapon.ammo_type(self.player.rect.center)
            self.bullet_list.add(bullet)
            self.shots_fired += 1
            self.ammo -= 1

        for bullet in self.bullet_list:

            # see if bullet hit a enemy
            enemy_hit_list = pygame.sprite.spritecollide(
                bullet, self.enemy_list, False)

            # see if asteroid hit ship
            asteroid_hit_list = pygame.sprite.spritecollide(
                bullet, self.asteroid_list, False)

            boss_hit_list = pygame.sprite.spritecollide(
                bullet, self.boss_list, False)

            for boss in boss_hit_list:
                boss.hp -= 15
                self.bullet_list.remove(bullet)

                if boss.hp <= 0:
                    self.score += (150 * multiplier)
                    boss.explode()

            for asteroid in asteroid_hit_list:
                asteroid.hp -= 3
                if asteroid.hp <= 0:
                    self.score += 20
                self.bullet_list.remove(bullet)

            # for each enemy hit, remove the bullet and add to the score
            for enemy in enemy_hit_list:

                if not enemy.hit:
                    self.bullet_list.remove(bullet)
                    self.score += (1 * multiplier)
                    self.streak += 1
                    enemy.explode()

            # remove the bullet if it flies up off the screen
            if bullet.rect.y < -50:
                self.bullet_list.remove(bullet)
                self.streak = 0
                self.misses += 1

    def player_collisions(self):
        # --- handle collisions
        player_hit_list = pygame.sprite.spritecollide(
            self.player, self.asteroid_list, False, pygame.sprite.collide_mask)

        if player_hit_list:
            pygame.mixer.music.fadeout(1000)
            message_display('YOU LOOSE HIT BY ASTEROID!!!', WHITE,
                            pygame.display.get_surface(), (700, 400))

            self.done = True

        player_enemy_hit_list = pygame.sprite.spritecollide(
            self.player, self.enemy_list, False, pygame.sprite.collide_mask)

        if player_enemy_hit_list:
            for enemy in player_enemy_hit_list:
                if not enemy.hit:
                    pygame.mixer.music.fadeout(1000)
                    message_display('YOU LOOSE HIT BY ENEMY!!!', WHITE,
                                    pygame.display.get_surface(), (700, 400))

                    self.done = True

        player_boss_hit_list = pygame.sprite.spritecollide(
            self.player, self.boss_list, False, pygame.sprite.collide_mask)

        if player_boss_hit_list:
            for boss in player_boss_hit_list:
                if not boss.hit:
                    pygame.mixer.music.fadeout(1000)
                    message_display('YOU LOOSE HIT BY ENEMY!!!', WHITE,
                                    pygame.display.get_surface(), (700, 400))

                    self.done = True

    def check_game_over(self, total_score):
        # checking enemy list is empty ensures that the last explode() has completed
        # before ending game;)
        if not self.enemy_list and not self.boss_list:
            if self.phase == 0:
                self.phase = 1
                boss2 = Boss((-30, -30))
                boss3 = Boss((445, -30))
                boss4 = Boss((-30, 100))
                self.boss_list.add(boss2, boss3, boss4)
                return

            print('winner', self.shots_fired, self.score, total_score)
            pygame.mixer.music.fadeout(1000)
            perfect = self.shots_fired <= self.num_of_enemies and not self.misses

            if total_score > self.scores.top_score:
                self.scores.update_ts(total_score)

            if perfect:
                message_display(
                    'PERFECT!! YOU WIN!! score: {}'.format(str(total_score)),
                    WHITE, pygame.display.get_surface(), (700, 400))
            elif self.ammo == 0:
                message_display(
                    'CLOSE ONE, YOU WIN!! score: {}'.format(str(total_score)),
                    WHITE, pygame.display.get_surface(), (700, 400))
            else:
                message_display(
                    'YOU WIN!!! total score: {}'.format(str(total_score)),
                    WHITE, pygame.display.get_surface(), (700, 400))
            self.done = True

    def update(self, dt):
        multiplier = int(self.streak / 2) or 1
        total_score = int(self.score * 100) or 0
        self.hud_ammo.prop = self.ammo
        self.hud_score.prop = total_score
        self.hud_multiplier.prop = multiplier

        # call the update method on all the sprites
        self.player.update(dt)
        self.bullet_list.update(dt)
        self.boss_list.update(dt, self.player.rect.center)
        self.enemy_list.update(dt, self.player.rect.center)
        self.asteroid_list.update()
        self.hud_items.update()

        self.player_collisions()
        self.bullet_mechanics(multiplier, total_score)
        self.check_game_over(total_score)

    def draw(self, surface):
        surface.fill(WHITE)
        surface.blit(self.background.image, self.background.rect)

        self.hud_items.draw(surface)
        self.asteroid_list.draw(surface)
        self.enemy_list.draw(surface)
        self.boss_list.draw(surface)
        self.bullet_list.draw(surface)
        self.player.draw(surface)
Beispiel #2
0
class Level1(GameState):
    def __init__(self):
        super().__init__()
        self.scores = scores
        self.next_state = 'START'

    def startup(self, persistent):

        # pygame.mixer.music.load('assets/music/Omega.ogg')
        # pygame.mixer.music.set_volume(0.5)
        # pygame.mixer.music.play(-1, 0.0)
        pygame.mouse.set_visible(False)

        bg = parallax.ParallaxSurface((1400, 400), pygame.RLEACCEL)
        bg.add(BL3, 8, (WIDTH * 2, HEIGHT))
        bg.add(BL2, 6, (WIDTH * 2, HEIGHT))
        bg.add(BL1, 3, (WIDTH * 2, HEIGHT))
        bg.add(BL0, 2, (WIDTH * 2, HEIGHT))

        self.background = bg
        self.finished = False

        self.phase = 0

        self.num_of_enemies = 0
        self.score = 0
        self.shots_fired = 0
        self.streak = 1
        self.misses = 0

        self.mssg_group = pygame.sprite.Group()
        self.enemy_list = pygame.sprite.Group()
        self.asteroid_list = Asteroid_group()
        self.boss_list = pygame.sprite.Group()
        self.hud_items = pygame.sprite.Group()
        self.player_list = pygame.sprite.Group()
        self.player = Player(self.player_list)
        self.crosshair = Crosshair()

        self.wave1()

        signaly.subscribe('GAME_OVER', self.game_over, 1)
        signaly.subscribe('PLAYER_MSSG', self.player_mssg)

        super().startup(persistent)

    def get_event(self, event):
        if event.type == pygame.QUIT:
            pygame.mixer.music.stop()
            self.done = True
            pygame.quit()
            quit()

        self.player.get_event(event,
                              enemy_list=self.enemy_list,
                              boss_list=self.boss_list,
                              shots_fired=self.shots_fired,
                              done=self.done)

    def game_over(self):
        print('game over')
        FallingMssg('DEFEATED BY HEDGELORD', (255, 255, 255, 255), self.end,
                    ((WIDTH / 2), -10), 30, self.mssg_group)

    def player_mssg(self, mssg):
        # amt = str(amount).replace('0', '', 1)
        OnScreenDmg('+{}'.format(mssg), (0, 135, 236, 200),
                    self.player.rect.center, 17, self.mssg_group)

    def end(self):
        self.done = True

    def bullet_mechanics(self, multiplier):
        # --- calculate mechanics for each bullet
        pos = (self.player.rect.center[0] - 2, self.player.rect.center[1] + 2)
        self.player.weapon.fire(pos)
        self.shots_fired += 1

        for boss in self.boss_list:
            for bullet in boss.bullets:
                enemy_bullet_player_hit_list = pygame.sprite.spritecollide(
                    bullet, self.player_list, False,
                    pygame.sprite.collide_mask)

                if enemy_bullet_player_hit_list:
                    self.player.collision_detected(1)
                    if not self.player.dying:
                        OnScreenDmg('{}'.format('HIT'), (255, 255, 255, 200),
                                    bullet.rect.center, 25, self.mssg_group)
                    if self.player.hp <= 0:
                        pygame.mixer.music.fadeout(1000)
                        # message_display('YOU LOOSE HIT BY BULLET!!!', WHITE, pygame.display.get_surface(), (700, 400))
                        self.player.explode()
                    if not self.player.hp <= 0:
                        bullet.kill()

        for bullet in self.player.weapon.bullets:

            # see if bullet hit a enemy
            enemy_hit_list = pygame.sprite.spritecollide(
                bullet, self.enemy_list, False)

            # see if asteroid hit ship
            asteroid_hit_list = pygame.sprite.spritecollide(
                bullet, self.asteroid_list, False)

            boss_hit_list = pygame.sprite.spritecollide(
                bullet, self.boss_list, False, pygame.sprite.collide_mask)

            for boss in boss_hit_list:
                if not boss.hit:
                    crit_roll = random.randint(1, 101)
                    will_crit = crit_roll > 96
                    if will_crit:
                        dmg = 5 * floor(random.randint(1.0, 5.0))
                        OnScreenDmg('{}'.format(dmg), (255, 31, 31, 230),
                                    bullet.rect.center, 25, self.mssg_group)
                    else:
                        dmg = 5
                        OnScreenDmg('{}'.format(dmg), (255, 51, 51, 175),
                                    bullet.rect.center, 20, self.mssg_group)
                    boss.hp -= dmg
                    boss.collision_detected()
                    bullet.kill()

                    if boss.hp <= 0:
                        self.score += (150 * multiplier)
                        boss.explode()

            for asteroid in asteroid_hit_list:
                asteroid.hp -= 3
                if asteroid.hp <= 0:
                    self.score += 20
                bullet.kill()

            # for each enemy hit, remove the bullet and add to the score
            for enemy in enemy_hit_list:

                if not enemy.hit:
                    bullet.kill()
                    self.score += (1 * multiplier)
                    self.streak += 1
                    enemy.explode()

            # remove the bullet if it flies up off the screen
            if bullet.rect.y < -50:
                self.streak = 0
                self.misses += 1

    def player_collisions(self):
        # --- handle collisions
        player_hit_list = pygame.sprite.spritecollide(
            self.player, self.asteroid_list, False, pygame.sprite.collide_mask)

        if player_hit_list:
            pygame.mixer.music.fadeout(1000)
            message_display('YOU LOOSE HIT BY ASTEROID!!!', WHITE,
                            pygame.display.get_surface(), (700, 400))

            self.done = True

        player_enemy_hit_list = pygame.sprite.spritecollide(
            self.player, self.enemy_list, False, pygame.sprite.collide_mask)

        if player_enemy_hit_list:
            for enemy in player_enemy_hit_list:
                if not enemy.hit:
                    pygame.mixer.music.fadeout(1000)
                    message_display('YOU LOOSE HIT BY ENEMY!!!', WHITE,
                                    pygame.display.get_surface(), (700, 400))

                    self.done = True

        player_boss_hit_list = pygame.sprite.spritecollide(
            self.player, self.boss_list, False, pygame.sprite.collide_mask)

        if player_boss_hit_list:
            for boss in player_boss_hit_list:
                if not boss.hit:
                    pygame.mixer.music.fadeout(1000)
                    message_display('YOU LOOSE HIT BY ENEMY!!!', WHITE,
                                    pygame.display.get_surface(), (700, 400))

                    self.done = True

    def check_game_over(self, total_score):
        # checking enemy list is empty ensures that the last explode() has completed
        # before ending game;)
        if not self.enemy_list and not self.boss_list:
            if self.phase == 0:
                self.phase = 1
                Boss((200, -70), self.boss_list)
                return

            if not self.finished:
                print('winner', self.shots_fired, self.score, total_score)
                pygame.mixer.music.fadeout(1000)

                if total_score > self.scores.top_score:
                    self.scores.update_ts(total_score)

                if self.player.weapon.ammo == 0:
                    FallingMssg(
                        'CLOSE ONE, YOU WIN!! score: {}'.format(
                            str(total_score)), (255, 255, 255, 255), self.end,
                        ((WIDTH / 2), -10), 30, self.mssg_group)
                else:
                    FallingMssg(
                        'YOU DESTOYED HEDGELORD'.format(str(total_score)),
                        (255, 255, 255, 255), self.end, ((WIDTH / 2), -10), 30,
                        self.mssg_group)
                self.finished = True

    def wave1(self):
        for i in range(self.num_of_enemies):
            Enemy(self.enemy_list)

    def update(self, dt):
        multiplier = int(self.streak / 2) or 1
        total_score = int(self.score * 100) or 0
        # self.hud_ammo.prop = self.player.weapon.ammo
        # self.hud_score.prop = total_score
        # self.hud_multiplier.prop = multiplier

        self.check_game_over(total_score)

        # call the update method on all the sprites
        self.player.update(dt)
        self.mssg_group.update(dt)
        self.crosshair.update()
        self.boss_list.update(dt, self.player.rect.center)
        self.enemy_list.update(dt, self.player.rect.center)
        self.asteroid_list.update()
        self.hud_items.update()

        self.player_collisions()
        self.bullet_mechanics(multiplier)

    def draw(self, surface):
        surface.fill(WHITE)
        # surface.blit(self.background.image, self.background.rect)
        # direction = -1 if self.player.vel[0] < 0 else 1
        self.background.scroll(self.player.vel[0] / 28)

        self.background.draw(surface)
        self.hud_items.draw(surface)
        self.mssg_group.draw(surface)
        self.asteroid_list.draw(surface)
        self.enemy_list.draw(surface)
        self.boss_list.draw(surface)
        for boss in self.boss_list:
            boss.bullets.draw(surface)
            boss.health_bar.draw(surface)
        self.player.weapon.bullets.draw(surface)
        self.player.health_bar.draw(surface)
        self.crosshair.draw(surface)
        self.player.draw(surface)