Beispiel #1
0
    def __init__(self):
        self.state = 'pre'
        # init pygame
        pygame.init()
        pygame.mixer.init(44100, 16, 2, 1024*4)
        pygame.display.set_caption("MR. TRAPEZIUS ")
        

        try:
            self.screen = pygame.display.set_mode((640, 480), 
                    HWSURFACE | SRCALPHA, 32)
        except:
            self.screen = pygame.display.set_mode((640, 480), 
                    SRCALPHA, 32)
        
        try:
            pygame.display.set_icon(pygame.image.load(
                util.file_path("Inky.png")).convert_alpha())
        except:
            # some platfom do not allow change icon after shown
            pass

        # init fonts and music lists
        util.init()

        # init sub states objects
        self.pre = Pre(self.screen)
        self.go = MainGame(self.screen)
        self.level_info = Level(self.screen)
        self.re = Retry(self.screen)
        self.next = NextLevel(self.screen)
        sound.load()
Beispiel #2
0
    def __init__(self,gamestate,score,ammo):
        # Konfuguracja

        random.seed()
        #inicjalizaja
        pygame.init()

        self.SCREEN_SIZE = (1280, 720)  # grafiki dopasowane do tego
        self.screen = pygame.display.set_mode(self.SCREEN_SIZE)

        self.tps_clock = pygame.time.Clock()
        self.tps_delta = 0.0
        self.shot = 0.0
        self.supertime = -2

        self.player = Player(self)
        self.aliens = []
        self.opp = 10
        self.bullets = []
        self.alienbulets = []
        self.lives = Lives(self)
        self.lives_number = 3
        self.score = Score(self)
        self.score_number = 0 + score
        self.ammo = Ammo(self)
        self.walls = []
        self.gameover = GameOver(self)
        self.gamestate = gamestate
        self.ammo_number = ammo + 5
        self.nextlevel = NextLevel(self)
        self.tps_max = 300.0
        self.superalien = []
        self.tooClose = False
        self.pauseSign = Pause(self)
        self.pause = 1

        for i in range(0,self.opp):
            self.aliens.append(Alien(self, i * 100 + 100, 100,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 150,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 200,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 250,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 300,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 350,self.gamestate-1))

        self.rand_opp = 6*self.opp

        for i in range(0,5):
            self.walls.append(Wall(self,80+i*340))

        channel_game = pygame.mixer.Channel(1)
        channel_game2 = pygame.mixer.Channel(2)
        channel_game3 = pygame.mixer.Channel(3)

        self.background = pygame.image.load("tlo3.jpg")

        self.text = open("score").readline()

        while self.gamestate !=0:

            if self.rand_opp != 0:
                los = random.randrange(self.rand_opp)
            else:
                los = 0
            # obsługa zdarzen
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_p:
                    self.pause *= -1
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and self.ammo_number != 0:
                    self.bullets.append(Bullet(self,self.player.pos[0]+23,self.player.pos[1]))
                    channel_game3.play(pygame.mixer.Sound("mygun.wav"))
                    channel_game3.set_volume(0.5)
                elif (self.lives_number == 0 or self.ammo_number <= 0 or self.tooClose == True) and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                    self.gamestate = 0
                elif len(self.aliens) == 0 and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                    self.gamestate += 1
                    Game(self.gamestate,self.score_number,self.ammo_number)
                    self.text = open("score").readline()
                    self.gamestate = 0
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and self.pause == -1:
                    self.gamestate = 0
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_p and self.pause == -1:
                    self.pause *= -1





            #ticking
            self.tps_delta += self.tps_clock.tick() / 1000.0
            self.shot += self.tps_clock.tick()+0.000000003*(self.gamestate-1) / 1.0
            self.supertime += self.tps_clock.tick() / 1.0

            while self.tps_delta > 1 / self.tps_max:
                self.tick()
                self.tps_delta -= 1 / self.tps_max

            while(self.shot >= 0.001 / self.tps_max and len(self.aliens)!=0 and (self.lives_number != 0 and self.ammo_number > 0) and self.tooClose == False and self.pause == 1):
                self.shot = 0
                channel_game.play(pygame.mixer.Sound("shot.wav"))
                channel_game.set_volume(0.5)
                self.alienbulets.append(AlienBullet(self,self.aliens[los].x,self.aliens[los].y))

            while self.supertime >= 0.001 / self.tps_max:
                self.supertime = -2
                if(len(self.superalien)==0 and self.tooClose == False and self.lives_number !=0 and self.ammo_number > 0 and self.pause == 1):
                    self.superalien.append(SuperAlien(self))
                    channel_game2.play(pygame.mixer.Sound("supersound.wav"))
                    channel_game2.set_volume(0.3)

            #rendering
            self.screen.fill((0, 0, 0))
            self.screen.blit(self.background, (0, 0))
            self.draw()
            pygame.display.flip()
Beispiel #3
0
class Game(object):
    def __init__(self,gamestate,score,ammo):
        # Konfuguracja

        random.seed()
        #inicjalizaja
        pygame.init()

        self.SCREEN_SIZE = (1280, 720)  # grafiki dopasowane do tego
        self.screen = pygame.display.set_mode(self.SCREEN_SIZE)

        self.tps_clock = pygame.time.Clock()
        self.tps_delta = 0.0
        self.shot = 0.0
        self.supertime = -2

        self.player = Player(self)
        self.aliens = []
        self.opp = 10
        self.bullets = []
        self.alienbulets = []
        self.lives = Lives(self)
        self.lives_number = 3
        self.score = Score(self)
        self.score_number = 0 + score
        self.ammo = Ammo(self)
        self.walls = []
        self.gameover = GameOver(self)
        self.gamestate = gamestate
        self.ammo_number = ammo + 5
        self.nextlevel = NextLevel(self)
        self.tps_max = 300.0
        self.superalien = []
        self.tooClose = False
        self.pauseSign = Pause(self)
        self.pause = 1

        for i in range(0,self.opp):
            self.aliens.append(Alien(self, i * 100 + 100, 100,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 150,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 200,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 250,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 300,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 350,self.gamestate-1))

        self.rand_opp = 6*self.opp

        for i in range(0,5):
            self.walls.append(Wall(self,80+i*340))

        channel_game = pygame.mixer.Channel(1)
        channel_game2 = pygame.mixer.Channel(2)
        channel_game3 = pygame.mixer.Channel(3)

        self.background = pygame.image.load("tlo3.jpg")

        self.text = open("score").readline()

        while self.gamestate !=0:

            if self.rand_opp != 0:
                los = random.randrange(self.rand_opp)
            else:
                los = 0
            # obsługa zdarzen
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_p:
                    self.pause *= -1
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and self.ammo_number != 0:
                    self.bullets.append(Bullet(self,self.player.pos[0]+23,self.player.pos[1]))
                    channel_game3.play(pygame.mixer.Sound("mygun.wav"))
                    channel_game3.set_volume(0.5)
                elif (self.lives_number == 0 or self.ammo_number <= 0 or self.tooClose == True) and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                    self.gamestate = 0
                elif len(self.aliens) == 0 and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                    self.gamestate += 1
                    Game(self.gamestate,self.score_number,self.ammo_number)
                    self.text = open("score").readline()
                    self.gamestate = 0
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and self.pause == -1:
                    self.gamestate = 0
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_p and self.pause == -1:
                    self.pause *= -1





            #ticking
            self.tps_delta += self.tps_clock.tick() / 1000.0
            self.shot += self.tps_clock.tick()+0.000000003*(self.gamestate-1) / 1.0
            self.supertime += self.tps_clock.tick() / 1.0

            while self.tps_delta > 1 / self.tps_max:
                self.tick()
                self.tps_delta -= 1 / self.tps_max

            while(self.shot >= 0.001 / self.tps_max and len(self.aliens)!=0 and (self.lives_number != 0 and self.ammo_number > 0) and self.tooClose == False and self.pause == 1):
                self.shot = 0
                channel_game.play(pygame.mixer.Sound("shot.wav"))
                channel_game.set_volume(0.5)
                self.alienbulets.append(AlienBullet(self,self.aliens[los].x,self.aliens[los].y))

            while self.supertime >= 0.001 / self.tps_max:
                self.supertime = -2
                if(len(self.superalien)==0 and self.tooClose == False and self.lives_number !=0 and self.ammo_number > 0 and self.pause == 1):
                    self.superalien.append(SuperAlien(self))
                    channel_game2.play(pygame.mixer.Sound("supersound.wav"))
                    channel_game2.set_volume(0.3)

            #rendering
            self.screen.fill((0, 0, 0))
            self.screen.blit(self.background, (0, 0))
            self.draw()
            pygame.display.flip()

    def tick(self):
        if (self.lives_number != 0 and self.ammo_number > 0 and len(self.aliens) !=0 and self.tooClose == False and self.pause == 1):
            self.edge = False
            self.player.tick()
            for i in range(0,len(self.aliens)):
                self.aliens[i].move()
                if (self.aliens[i].x >= self.SCREEN_SIZE[0]-50) or (self.aliens[i].x <= 0):
                    self.edge = True
            if self.edge:
                for i in range(0, len(self.aliens)):
                    if self.aliens[i].x >= self.SCREEN_SIZE[0]-100:
                        for j in range(0, len(self.aliens)):
                            self.aliens[j].x -= 3
                    elif self.aliens[i].x < 50:
                        for j in range(0, len(self.aliens)):
                            self.aliens[j].x += 3
                    self.aliens[i].shiftDown()
                    self.edge = False
                    if (self.aliens[i].y > 600 ):
                        self.tooClose = True
            for i in range(0,len(self.bullets)):
                self.bullets[i].tick()
            for i in range(0,len(self.alienbulets)):
                self.alienbulets[i].tick()
            for i in range(0,len(self.superalien)):
                self.superalien[i].move()

    def draw(self):
        self.player.draw()
        self.lives.draw(self.lives_number)
        self.score.draw(self.score_number)
        self.ammo.draw(self.ammo_number)


        for i in range(0,len(self.walls)-1):
            self.walls[i].draw()

        for i in range(0,len(self.bullets)):
            self.bullets[i].draw()
            for j in range(0, len(self.aliens)):
                if(self.bullets[i].hits(self.aliens[j])):
                    self.aliens[j].destroy()
                    self.bullets[i].destroy()
                    self.score_number +=10
                    #self.ammo_number += 1
            for j in range(0, len(self.walls)):
                if (self.bullets[i].hits_wall(self.walls[j])):
                    self.bullets[i].destroy()
                    self.ammo_number -=1
                    if (self.walls[j].state > 0):
                        self.walls[j].state -= 1
                    else:
                        self.walls[j].destroy()
            for j in range(0,len(self.superalien)):
                if(self.bullets[i].hits_super(self.superalien[j])):
                    self.superalien[j].destroy()
                    self.bullets[i].destroy()
                    self.score_number +=100
                    self.ammo_number += 5

            if(self.bullets[i].y <= 0):
                self.bullets[i].destroy()
                self.ammo_number -= 1

        for i in range(0,len(self.aliens)):
            self.aliens[i].draw()

        for i in range(len(self.bullets)-1,-1,-1):
            if(self.bullets[i].toDestroy):
                self.bullets.pop(i)

        for i in range(len(self.aliens)-1,-1,-1):
            if(self.aliens[i].toDestroy):
                self.aliens.pop(i)
                self.rand_opp -= 1

        for i in range(len(self.walls)-1,-1,-1):
            if(self.walls[i].toDestroy):
                self.walls.pop(i)

        for i in range(len(self.alienbulets)-1,-1,-1):
            if(self.alienbulets[i].toDestroy):
                self.alienbulets.pop(i)

        for i in range(len(self.superalien)-1,-1,-1):
            if(self.superalien[i].toDestroy):
                self.superalien.pop(i)

        for i in range(0,len(self.superalien)):
            self.superalien[i].draw()
            if self.superalien[i].x < -65:
                self.superalien[i].destroy()

        for i in range(0,len(self.alienbulets)):
            self.alienbulets[i].draw()
            if(self.alienbulets[i].hits(self.player) and len(self.aliens) != 0):
                self.alienbulets[i].destroy()
                self.lives_number -= 1
                self.ammo_number -= 4*(self.gamestate)
                self.score_number -= 100
            for j in range(0,len(self.walls)):
                if(self.alienbulets[i].hits_wall(self.walls[j])):
                    self.alienbulets[i].destroy()
                    if(self.walls[j].state>0):
                        self.walls[j].state -=1
                    else:
                        self.walls[j].destroy()

            if (self.alienbulets[i].y >= 720):
                self.alienbulets[i].destroy()

        if self.lives_number == 0 or self.ammo_number <= 0 or self.tooClose:
            self.gameover.draw()
        if len(self.aliens) == 0:
            self.nextlevel.draw()
        if self.pause == -1:
            self.pauseSign.draw()
        if(self.score_number > int(self.text)):
            self.cel = open("score", "w")
            self.cel.write(self.text.replace(self.text,str(self.score_number)))
            self.cel.close()
Beispiel #4
0
class Game(object):
    """main loop, switching from different states"""
    def __init__(self):
        self.state = 'pre'
        # init pygame
        pygame.init()
        pygame.mixer.init(44100, 16, 2, 1024*4)
        pygame.display.set_caption("MR. TRAPEZIUS ")
        

        try:
            self.screen = pygame.display.set_mode((640, 480), 
                    HWSURFACE | SRCALPHA, 32)
        except:
            self.screen = pygame.display.set_mode((640, 480), 
                    SRCALPHA, 32)
        
        try:
            pygame.display.set_icon(pygame.image.load(
                util.file_path("Inky.png")).convert_alpha())
        except:
            # some platfom do not allow change icon after shown
            pass

        # init fonts and music lists
        util.init()

        # init sub states objects
        self.pre = Pre(self.screen)
        self.go = MainGame(self.screen)
        self.level_info = Level(self.screen)
        self.re = Retry(self.screen)
        self.next = NextLevel(self.screen)
        sound.load()

    def loop(self):

        
        while self.state != 'quit':
            
            print self.state
            if self.state == 'pre':
                self.state = self.pre.run()
            elif self.state == 'pretending':
                self.state = self.pre.show_pretend_loading()
            elif self.state.startswith('level'):
                info_mode = int(self.state[-1])
                print self.state, info_mode
                self.state = self.level_info.run(info_mode)
            elif self.state.startswith('game'):
                mode = int(self.state[-1])
                self.state = self.go.run(mode)
            elif self.state.startswith('next'):
                nextlevel = int(self.state[-1])
                self.state = self.next.run(nextlevel)
            elif self.state.startswith('retry'):
                retrylevel = int(self.state[-1])
                self.state = self.re.run(retrylevel)
            # pygame.display.update()

        pygame.quit()
        exit()