Beispiel #1
0
 def __init__(self):
     self.score = 0
     self.level = 1
     # make the gui
     self.gui = GUI.GUI()
     # make the game object manager
     self.game_object_manager = GameObjectManager()
     # create the bullets
     temp_bullets = []
     for index in range(Consts.MAX_BULLETS):
         temp_bullets.append(Bullet())
         self.game_object_manager.add_game_object(temp_bullets[index])
     # make a player
     self.player = Ship(Consts.CENTER, temp_bullets)
     self.game_object_manager.add_game_object(self.player)
     # spawn the asteroids
     self.spawn_asteroids()
     self.add_sounds()
     Sound.sound_manager.play_sound(Sound.sounds.begin)
Beispiel #2
0
class Game():

    def __init__(self):
        self.score = 0
        self.level = 1
        # make the gui
        self.gui = GUI.GUI()
        # make the game object manager
        self.game_object_manager = GameObjectManager()
        # create the bullets
        temp_bullets = []
        for index in range(Consts.MAX_BULLETS):
            temp_bullets.append(Bullet())
            self.game_object_manager.add_game_object(temp_bullets[index])
        # make a player
        self.player = Ship(Consts.CENTER, temp_bullets)
        self.game_object_manager.add_game_object(self.player)
        # spawn the asteroids
        self.spawn_asteroids()
        self.add_sounds()
        Sound.sound_manager.play_sound(Sound.sounds.begin)
    def reinit(self, deltaT):
        self.level = 1
        self.score = 0
        self.clear_everything_except_player()
        self.spawn_asteroids()
        self.player.reinit()
        self.game_object_manager.update(deltaT)

    def draw(self, screen):
        # clear the screen
        Consts.screen.fill(Consts.BLACK)
        # draw the game objects
        self.game_object_manager.draw(screen)
        # draw the ui
        self.draw_ui(screen)
        # flip the buffer
        pygame.display.flip()

    def update(self, deltaT):
        self.game_object_manager.update(deltaT)
        self.game_object_manager.collision_detection()
        self.game_logic(deltaT)
        self.split_hurt_asteroids()
        self.check_for_homing()

    def game_logic(self, deltaT):
        # if the player has died finish the game and restart
        if self.player.lives <= 0:
            self.show_end_screen()
            self.reinit(deltaT)
        # if there are no more asteroids advance the level
        if len(self.get_asteroids_remaining()) == 0:
            self.advance_level()

    def show_end_screen(self):
        self.gui.draw_text("You lost!",Consts.CENTER, Consts.screen)
        self.gui.draw_text("Score: " + str(self.score),(Consts.CENTER[0], Consts.CENTER[1]+50), Consts.screen)
        pygame.display.flip()
        pygame.time.delay(1500)

    def advance_level(self):
        self.level += 1
        self.spawn_asteroids()
        self.player.reset_bullets()
        Sound.sound_manager.play_sound(Sound.sounds.begin)

    def spawn_asteroids(self):
        for index in range(0, self.level):
            self.game_object_manager.add_game_object(Asteroid(32, Consts.SCREENLENGTHS, self.player))


    def clear_everything_except_player(self):
        for game_object in self.game_object_manager.game_objects:
            if not(isinstance(game_object,Ship) or isinstance(game_object, Bullet)):
                game_object.needs_removing = True

    def split_hurt_asteroids(self):                                     # splits any asteroids that need splitting
        for go in self.game_object_manager.game_objects:
            if isinstance(go, Asteroid):
                if  go.isHurt:
                    self.increase_score(go.radius)
                    if go.radius > 4:                                   # if its big enough split it
                        self.split_asteroid(go)
                        if go.radius == 32:                             # chance an item drop when asteroid is 32 big
                            self.chance_a_health_drop(go)
                    else:                                               # else just kill it
                        go.needs_removing = True

    def split_asteroid(self, asteroid):
        for index in range(2):
            self.game_object_manager.add_game_object(Asteroid(asteroid.radius/2,Consts.SCREENLENGTHS, self.player, asteroid.position))
        self.game_object_manager.remove_game_object(asteroid)

    def chance_a_health_drop(self, go):
        if random.randint(1,2) == 1:
            self.game_object_manager.add_game_object(Item(go.position))

    def increase_score(self, amount):
        self.score += amount

    def get_asteroids_remaining(self):              # Returns the amount of asteroids in the game
        asteroids = []
        for game_object in  self.game_object_manager.game_objects:
            if isinstance(game_object, Asteroid):
                asteroids.append(game_object)
        return asteroids

    def check_for_homing(self):
        small_count = 0
        asteroids_in_game = self.get_asteroids_remaining()
        for asteroid in asteroids_in_game:
            if asteroid.radius == 4:
                small_count += 1

        if small_count == len(asteroids_in_game):
            for asteroid in asteroids_in_game:
                asteroid.is_homing = True
                asteroid.target = self.player.position
            if Sound.sound_manager.sounds[Sound.sounds.homing].get_num_channels() == 0:
                Sound.sound_manager.play_sound(Sound.sounds.homing, 20)

    def add_sounds(self):
        Sound.sound_manager.add_sound(pygame.mixer.Sound("Sounds/start.wav"))
        Sound.sound_manager.add_sound(pygame.mixer.Sound("Sounds/shoot.wav"))
        Sound.sound_manager.add_sound(pygame.mixer.Sound("Sounds/asteroid_hurt.wav"))
        Sound.sound_manager.add_sound(pygame.mixer.Sound("Sounds/item_pickup.wav"))
        Sound.sound_manager.add_sound(pygame.mixer.Sound("Sounds/ship_thrusters2.wav"))
        Sound.sound_manager.add_sound(pygame.mixer.Sound("Sounds/homing_alarm.wav"))
        Sound.sound_manager.add_sound(pygame.mixer.Sound("Sounds/player_hurt.wav"))



    def draw_ui(self,screen):

        self.gui.draw_text("Level: " + str(self.level), (10,10), screen)                #show the level top right

        self.gui.draw_text(
            "Asteroids Remaining: " + str(len(self.get_asteroids_remaining()))
            , (10, 40), screen)                                                         #show remaining asteroids - top right
        self.gui.draw_text("Score: " + str(self.score), (10, 70), screen)
        self.gui.draw_text("Lives: " + str(self.player.lives), (10, 100), screen)       #show players health - top left