Beispiel #1
0
 def spawn_all_sprites(self):
     """
     Create all sprites (player and enemy) based on their initial number
     """
     self.player = Player.spawn(self)
     for _ in range(self.enemies_initial_number):
         Enemy.spawn(self)
     logging.debug('All enemies spawned')
Beispiel #2
0
    def newEnemy(self,health,speed):
        """generates a new enemy on a random platform in the level"""
        platform = self.level[floor(len(self.level)*random())]
        #create new a new Enemy until it is sufficiently far from the player
        while True:
            enemy = Enemy(self.SCALE*(platform[2] + platform[0]*random())+self.current_level.world_shift_x,self.SCALE*(platform[3]-10)+self.current_level.world_shift_y,self.current_level,self.player,health,(self.SCREEN_HEIGHT,self.SCREEN_WIDTH))
            enemy.speed = speed
            p_pos = np.array((self.player.rect.x,self.player.rect.y))
            e_pos = np.array((enemy.rect.x,enemy.rect.y))

            if np.linalg.norm(p_pos-e_pos) > 100 and abs(p_pos[0]-e_pos[0]) > 50:
                break

        return enemy
Beispiel #3
0
    def allocate_enemy(self, x, y, amountOfMutations):
        if len(self.enemiesNotInUse) > 0:
            print()
            newEnemy = self.game.enemiesNotInUse.pop()
            newEnemy.init(x, y)
            self.game.enemiesInUse.append(newEnemy)

        elif len(self.enemiesInUse) < self.POOL_SIZE:
            newEnemy = Enemy(self.game)
            newEnemy.init(x, y)
            self.game.enemiesInUse.append(newEnemy)

        else:
            return None
Beispiel #4
0
    def play(self):
        while self.isRunning:

            # collisions
            if collide_any(self.player.body, self.enemies):
                self.isRunning = False
            for enemy in group_collide(self.enemies, self.bullets, True, True):
                Splat(enemy.box.muz[:2], (self.all_sprites, self.splats))
            for splat in get_collided(self.player.body, self.splats):
                self.splat_count[0] += 1
                Splat_Collect(splat.box.muz[:2], (-.85, -.8),
                              (self.all_sprites, self.splats_collect))
                splat.kill()
            for tornado in get_collided(self.player.body, self.tornados):
                if tornado.is_rainbow:
                    self.player.embiggen()
                else:
                    self.isRunning = False

            # input
            for event in pg.event.get():
                if (event.type == KEYDOWN
                        and event.key == K_ESCAPE) or event.type == QUIT:
                    self.isRunning = False
                if event.type == self.ADDENEMY:
                    Enemy((self.all_sprites, self.enemies))
                if event.type == self.NEWTORNADO:
                    Tornado((self.all_sprites, self.tornados))
                if event.type == KEYDOWN and event.key == K_SPACE:
                    PlayerBullet(*self.player.body.box.mux[:2], (self.bullets))
                if (event.type == MOUSEBUTTONDOWN
                        and self.loot_button.rollover()
                        or (event.type == KEYDOWN and event.key == K_TAB)):
                    self.loot.open()

            # draw frame
            for splat in self.splats:
                splat.draw()
            for splat in self.splats_collect:
                splat.draw()
            self.player.draw()
            self.loot_button.draw()
            for bullet in self.bullets:
                bullet.draw()
            for enemy in self.enemies:
                enemy.draw()
            for tornado in self.tornados:
                tornado.draw()
            pg.display.flip()
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
            self.background.draw()
            self.clock.tick(60)
Beispiel #5
0
 def spawn_enemies(self):
     self.enemies = [
         Enemy(100, 50, 10) for _ in range(self.get_enemy_count())
     ]
     index_of_enemy = 0
     for index_row, row in enumerate(self.map):
         for index_cell, cell in enumerate(row):
             if cell == 'E':
                 enemy = self.enemies[index_of_enemy]
                 enemy.x_coord = index_cell
                 enemy.y_coord = index_row
                 self.map[index_row][index_cell] = enemy
                 index_of_enemy += 1
 def makeEnemies(level):
     for i in range(NUM_ENEMIES):
         image_name = "images/enemy%d.png" % (i % 4)
         mod = (i % 4)
         row = mod
         if i < 4:
             col = 1
         elif i < 8:
             col = 2
         elif i < 12:
             col = 3
         elif i < 16:
             col = 4
         elif i < 20:
             col = 5
         elif i < 24:
             col = 6
         enemy = Enemy(image_name, row, col, level)
         enemies.add(enemy)
Beispiel #7
0
    def initialize(self):
        # initialize all variables and do all the setup for a new game
        EnemyNum = 0
        self.all_sprites = pg.sprite.Group()
        self.walls = pg.sprite.Group()
        self.gates = pg.sprite.Group()
        self.action_area = pg.sprite.Group()
        self.destroyable_objects = pg.sprite.Group()
        self.bullets = pg.sprite.Group()
        self.enemy_bullets = pg.sprite.Group()
        self.enemies = pg.sprite.Group()
        self.background = []
        # for y in range(0, 2500, BACKGROUND_IMG_SIZE[1]):
        #     for x in range(0, 5000, BACKGROUND_IMG_SIZE[0]):
        #         self.background.append(Background(self, self.img_folder + "/" + BACKGROUND_IMG, [x, y]))
        # self.background = Background(self, self.img_folder + "/" + BACKGROUND_IMG, [0,0])
        self.player_dead = False
        self.camera = Camera(self.map.width, self.map.height)
        for row, tiles in enumerate(self.map.data):
            for col, tile in enumerate(tiles):
                if tile == '1':
                    Wall(self, col, row)
                if tile == 'S':
                    self.player = Player(self, col, row, self.camera)
                if tile == 'W':
                    self.woodbox = WoodBox(self, col, row)
                if tile == 'T':
                    self.tree = Tree(self, col, row)
                if tile == 'G':
                    self.gate = Gate(self, col, row)
                if tile == 'A':
                    self.a_area = ActionArea(self, col, row)
                if tile == 'C':
                    self.control_box = ControlBox(self, col, row)
                if tile == 'E':
                    EnemyNum += 1
                    self.enemy = Enemy(self, col, row, EnemyNum)

        sound_background = pg.mixer.music.load(self.sound_folder + "/" +
                                               SOUND_BACKGROUND)
        pg.mixer.music.set_volume(0.5)
        pg.mixer.music.play(-1)
Beispiel #8
0
    def add_new_enemy(self, sid, data):
        class_list = [
            "Baby", "Girl", "Woman", "Pregnant", "Boy", "Man", "Granda"
        ]
        if self.boss_fight:
            enemy_class = "Boss"
            logger.debug(f"SPAWNING BOSS")
        else:
            enemy_class = random.choice(class_list)

        if enemy_class == "Enemy":
            newEnemy = Enemy(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Baby":
            newEnemy = Baby(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Girl":
            newEnemy = Girl(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Woman":
            newEnemy = Woman(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Pregnant":
            newEnemy = Pregnant(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Boy":
            newEnemy = Boy(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Man":
            newEnemy = Man(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Granda":
            newEnemy = Granda(sid, 100, 50, velocity=(0, 0))
        elif enemy_class == "Boss":
            newEnemy = Boss(sid, 100, 50, velocity=(0, 0))
        else:
            logger.error(f"add_new_enemy: could not find class {enemy_class}")
            return False

        # self.enemies[sid] = data
        while self.flushingEnemies:
            pass
        self.new_enemies.append((sid, newEnemy))
Beispiel #9
0
    def calculate_next_frame(self):
        """
        Move all sprite for one iteration an check for collisions
        """
        sprites = self.all_sprites
        for sprite in sprites:
            sprite.move()

        powerups = self.powerups_tracker
        for powerup in powerups:
            #Check if player collects a power up
            if self.player.is_collision(powerup):
                self.player.apply_buff(powerup)
                powerup.despawn()

        enemies = self.enemies_tracker
        for enemy in enemies:
            #Check for player collision with enemies
            if self.player.is_collision(enemy):
                enemy.despawn()
                Enemy.spawn(self)
                self.update_lives(-1)  #remove 1 live

            missiles = self.player.missiles_shot
            for missile in missiles:
                # Check for collision with all missles shot
                if missile.is_collision(enemy):
                    self.score.update_current(enemy.value)  #add 10 to score
                    enemy.despawn()
                    missile.despawn()
                    Enemy.spawn(self)
                    if self.spawn_decision(self.enemies_spawn_prob):
                        Enemy.spawn(self)
                    if self.spawn_decision(self.powerups_spawn_prob):
                        Powerup.spawn(self)

            new_powerups = self.powerups_tracker
            for powerup in new_powerups:
                #Check if player collects a power up
                if powerup.is_collision(enemy):
                    powerup.despawn()
Beispiel #10
0
 def start(self, screen, map_path=None, difficulty_path=None):
     # 读取游戏难度对应的参数
     with open(difficulty_path, 'r') as f:
         difficulty_dict = json.load(f)
     self.money = difficulty_dict.get('money')
     self.health = difficulty_dict.get('health')
     self.max_health = difficulty_dict.get('health')
     difficulty_dict = difficulty_dict.get('enemy')
     # 每60s生成一波敌人
     GenEnemiesEvent = pygame.constants.USEREVENT + 0
     pygame.time.set_timer(GenEnemiesEvent, 60000)
     # 生成敌人的flag和当前已生成敌人的总次数
     genEnemiesFlag = False
     genEnemiesNum = 0
     # 每0.5秒出一个敌人
     GenEnemyEvent = pygame.constants.USEREVENT + 1
     pygame.time.set_timer(GenEnemyEvent, 500)
     genEnemyFlag = False
     # 防止变量未定义
     enemyRange = None
     numEnemy = None
     # 是否手动操作箭塔射击
     Manualshot = False
     has_control = False
     while True:
         if self.health <= 0:
             return
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 pygame.quit()
                 sys.exit()
             if event.type == pygame.MOUSEBUTTONUP:
                 # 左键选物品
                 if event.button == 1:
                     # 鼠标点击在地图上
                     if self.map_rect.collidepoint(event.pos):
                         if self.mouseCarried:
                             if self.mouseCarried[0] == 'turret':
                                 self.buildTurret(event.pos)
                             elif self.mouseCarried[0] == 'XXX':
                                 self.sellTurret(event.pos)
                     # 鼠标点击在工具栏
                     elif self.toolbar_rect.collidepoint(event.pos):
                         for button in self.buttons:
                             if button.rect.collidepoint(event.pos):
                                 if button.text == 'T1':
                                     button.onClick()
                                 elif button.text == 'T2':
                                     button.onClick()
                                 elif button.text == 'T3':
                                     button.onClick()
                                 elif button.text == 'XXX':
                                     button.onClick()
                                 elif button.text == 'Pause':
                                     button.onClick(screen)
                                 elif button.text == 'Quit':
                                     button.onClick()
                                 # 显然只能有一个按钮被点击
                                 break
                 # 右键释放物品
                 if event.button == 3:
                     self.mouseCarried = []
                 # 按中间键手动控制炮塔射箭方向一次,否则自由射箭
                 if event.button == 2:
                     Manualshot = True
             if event.type == GenEnemiesEvent:
                 genEnemiesFlag = True
             if event.type == GenEnemyEvent:
                 genEnemyFlag = True
         # 生成敌人
         # 生成的敌人随当前已生成敌人的总次数的增加而变强变多
         if genEnemiesFlag:
             genEnemiesFlag = False
             genEnemiesNum += 1
             idx = 0
             for key, value in difficulty_dict.items():
                 idx += 1
                 if idx == len(difficulty_dict.keys()):
                     enemyRange = value['enemyRange']
                     numEnemy = value['numEnemy']
                     break
                 if genEnemiesNum <= int(key):
                     enemyRange = value['enemyRange']
                     numEnemy = value['numEnemy']
                     break
         if genEnemyFlag and numEnemy:
             genEnemyFlag = False
             numEnemy -= 1
             enemy = Enemy.Enemy(random.choice(range(enemyRange)))
             self.EnemiesGroup.add(enemy)
         # 射箭
         for turret in self.builtTurretGroup:
             if not Manualshot:
                 position = turret.position[0] + self.elementSize // 2, turret.position[1]
                 arrow = turret.shot(position)
             else:
                 position = turret.position[0] + self.elementSize // 2, turret.position[1]
                 mouse_pos = pygame.mouse.get_pos()
                 angle = math.atan((mouse_pos[1]-position[1]) / (mouse_pos[0]-position[0] + 1e-6))
                 arrow = turret.shot(position, angle)
                 has_control = True
             if arrow:
                 self.arrowsGroup.add(arrow)
             else:
                 has_control = False
         if has_control:
             has_control = False
             Manualshot = False
         # 移动箭和碰撞检测
         for arrow in self.arrowsGroup:
             arrow.move()
             points = [(arrow.rect.left, arrow.rect.top), (arrow.rect.left, arrow.rect.bottom), (arrow.rect.right, arrow.rect.top), (arrow.rect.right, arrow.rect.bottom)]
             if (not self.map_rect.collidepoint(points[0])) and (not self.map_rect.collidepoint(points[1])) and \
                 (not self.map_rect.collidepoint(points[2])) and (not self.map_rect.collidepoint(points[3])):
                 self.arrowsGroup.remove(arrow)
                 del arrow
                 continue
             for enemy in self.EnemiesGroup:
                 if pygame.sprite.collide_rect(arrow, enemy):
                     enemy.life_value -= arrow.attack_power
                     self.arrowsGroup.remove(arrow)
                     del arrow
                     break
         self.draw(screen, map_path)
Beispiel #11
0
    def setup(self, level, score):

        self.level = level
        self.score = score

        self.player_list = arcade.SpriteList()
        self.bullet_list = arcade.SpriteList()
        self.donut_list = arcade.SpriteList()
        self.enemy_bullet_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()
        self.enemy_list = arcade.SpriteList()

        self.player_sprite = Player("assets/player.png", SPRITE_SCALING * 2)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 50
        self.player_list.append(self.player_sprite)

        for _ in range((self.level + 1) * 2):
            donut = arcade.Sprite("assets/donut.png", 1)


            donut_placed = False

            while not donut_placed:
                donut.center_x = random.randrange(SCREEN_WIDTH)
                donut.center_y = random.randrange(SCREEN_HEIGHT)

                donut_hit_list = arcade.check_for_collision_with_list(
                    donut, self.donut_list
                )

                wall_hit_list = arcade.check_for_collision_with_list(
                    donut, self.wall_list
                )

                
                donut_placed = len(donut_hit_list) == 0 and len(wall_hit_list) == 0
            
            self.donut_list.append(donut)

        for _ in range(25):
            wall = arcade.Sprite("assets/wall.png", 1)

            wall_placed = False

            # Keep trying until success
            while not wall_placed:
                wall.center_x = random.randrange(SCREEN_WIDTH)
                wall.center_y = random.randrange(SCREEN_HEIGHT)

                wall_hit_list = arcade.check_for_collision_with_list(
                    wall, self.wall_list
                )

                if len(wall_hit_list) == 0:
                    wall_placed = True

            self.wall_list.append(wall)

        self.enemy_engines = []
        for _ in range(self.level + 1):
            enemy = Enemy("assets/enemy.png", 1)

            enemy_placed = False

            # Keep trying until success
            while not enemy_placed:
                enemy.center_x = random.randrange(SCREEN_WIDTH)
                enemy.center_y = random.randrange(SCREEN_HEIGHT)

                enemy_hit_list = arcade.check_for_collision_with_list(
                    enemy, self.enemy_list
                )

                if len(enemy_hit_list) == 0:
                    enemy_placed = True

            engine = arcade.PhysicsEngineSimple(enemy, self.wall_list)
            self.enemy_engines.append(engine)

            self.enemy_list.append(enemy)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list
        )
Beispiel #12
0
    def update(self):
        self.all_sprites.update()

        # спавн врагов по времени
        now = pg.time.get_ticks()
        if now - self.enemy_count > 6000 + random.choice(
            [-1000, -500, 0, 500, 1000]):
            self.enemy_count = now
            Enemy(self)

        # поставить игрока на платформу при падении
        if self.player.vel.y > 0:
            hits = pg.sprite.spritecollide(self.player, self.platforms, False)
            if hits:
                object = hits[0]
                for hit in hits:
                    if hit.rect.bottom > object.rect.bottom:
                        object = hit

                if self.player.pos.x < object.rect.right + 10 and \
                    self.player.pos.x > object.rect.left - 10:
                    if self.player.pos.y < object.rect.bottom + object.rect.height:
                        self.player.pos.y = object.rect.top

                        # добавить к скорости игрока скорость платформы на которой он стоит
                        if hits[0].color == GREEN:
                            self.player.pos.x += hits[0].vel
                        self.player.vel.y = 0
                        self.player.OnGround = True
            else:
                self.player.OnGround = False

        # смещение мира по отношению к игроку (камера)
        if self.player.pos.y <= HEIGHT // 3 + 100:
            self.player.pos.y += abs(self.player.vel.y)
            self.background1.rect.y += abs(int(self.player.vel.y * 0.4))
            self.background2.rect.y += abs(int(self.player.vel.y * 0.4))
            for i in self.enemies:
                i.rect.y += abs(self.player.vel.y)
                # удаление врага за экраном
                if i.rect.top >= HEIGHT:
                    i.kill()
            for i in self.platforms:
                i.rect.y += abs(self.player.vel.y)
                # удаление платформ за экраном
                if i.rect.top >= HEIGHT:
                    i.kill()
            self.score += abs(int(self.player.vel.y))

        # добавление новых платформ
        self.add_new_platform(-20)

        # соприкосновение с бонусом
        powerup_hits = pg.sprite.spritecollide(self.player, self.powerups,
                                               True, pg.sprite.collide_mask)
        for powerup in powerup_hits:
            if powerup.type == 'big jump':
                self.powerup_sound.play()
                self.player.vel.y = -POWERUP_JUMP
                self.player.jumping = False

            elif powerup.type == 'small gravity':
                self.powerup_sound.play()
                self.gravity_count = 0
                self.gravity_on_off = False

        self.gravity = PLAYER_GRAVITY if self.gravity_on_off else POWERUP_GRAVITY
        if not self.gravity_on_off:
            self.gravity_count += 1
            if self.gravity_count >= 600:
                self.gravity_count = 0
                self.gravity_on_off = True

        # соприкосновение с врагом
        enemy_hits = pg.sprite.spritecollide(self.player, self.enemies, False,
                                             pg.sprite.collide_mask)
        if enemy_hits:
            self.death_sound.play()
            self.playing = False

        # смерть игрока
        if self.player.rect.top > HEIGHT:
            if self.death is False:
                self.death = True
                self.death_sound.play()
            # если герой вышел за экран внизу,
            # то все предметы улетают наверх с его же скоростью
            for i in self.all_sprites:
                i.rect.y -= self.player.vel.y
                if i.rect.bottom < 0:
                    i.kill()

        if len(self.platforms) == 0:
            self.playing = False
Beispiel #13
0
    def __init__(self, fps=1):
        pyxel.image(0).load(0, 0, "assets/villagers-export.png")
        pyxel.image(1).load(0, 0, "assets/16X16-export.png")
        self._init_space()
        lines = []
        body = pymunk.Body(body_type=pymunk.Body.STATIC)
        for x in [z for z in range(0, 41)] + [z for z in range(158, 166)]:
            lines.append(pymunk.Segment(body, (0, x), (255, x), 30))
        lines.append(pymunk.Segment(body, (-25, 0), (-25, 144), 30))
        # lines.append(pymunk.Segment(body, (265, 0), (265, 144), 30))
        for line in lines:
            self.space.add(line)
        death_wall = Enemy(0,
                           xpos=0,
                           ypos=0,
                           imagebank=0,
                           spritesheet_positions=[(3, 57)],
                           attack_sprite_position=(0, 0),
                           width=1,
                           height=settings.canvas_y,
                           spritesheet_keycol=0,
                           mass=100,
                           momentum=1,
                           velocity=(0, 0),
                           player_num=1)
        death_wall.attack_frames = pymunk.inf
        death_wall.health = pymunk.inf
        death_wall.poly = pymunk.Segment(body, (0, 0), (0, 144), 10)
        death_wall.poly.collision_type = 1
        death_wall.body = pymunk.Segment(body, (0, 0), (0, 144), 10)
        death_wall.body.sprite = death_wall
        self.space.add(death_wall.body, death_wall.poly)

        logger.info("game initialized.")
        start_y = 50
        self.players = {
            "Anna":
            Player("Anna",
                   18,
                   start_y,
                   spritesheet_positions=[(0, 0)],
                   velocity=(0, 0),
                   player_num=1),
            "Betrice":
            Player("Betrice",
                   48,
                   start_y,
                   spritesheet_positions=[(0, 48)],
                   velocity=(0, 0),
                   player_num=2),
            "Candice":
            Player("Candice",
                   78,
                   start_y,
                   spritesheet_positions=[(0, 96)],
                   velocity=(0, 0),
                   player_num=3),
            "Derp":
            Player("Derp",
                   108,
                   start_y,
                   spritesheet_positions=[(0, 144)],
                   velocity=(0, 0),
                   player_num=4)
        }

        self.dead_grannys = []
        self.enemies = {}

        self.new_enemies = []

        for player in self.players.values():
            self.space.add(player.body, player.poly)

        self.boss_fight = False
        self.boss_dead = False
        self.running = False
Beispiel #14
0
        if game_over:
            screen.blit(endgame_screen, (0, 0))

        bullet.try_reload_bullet()

        if not bullet.prepared:
            bullet.move()
            bullet.y -= bullet.Y_change

        player.move()

        pygame.display.update()


if __name__ == '__main__':
    bullet = Bullet(screen, pygame.image.load('assets/img/bullet/bullet1.png'))
    player = Player(screen, pygame.image.load('assets/img/player/player1.png'))

    enemies = []

    for i in range(1,6):
        enemy = Enemy(screen, pygame.image.load('assets/img/enemy/enemy1.png'))
        enemy.x = random.randint(0, 736)
        enemy.y = random.randint(50, 150)
        enemy.X_change = 4
        enemy.Y_change = 40
        enemies.append(enemy)

    run()
Beispiel #15
0
def game():
    EXPLODING = 2
    RUNNING   = 1
    QUIT      = 0
    
    state = RUNNING
    side  = STILL

    assets = load_assets()

    all_sprites   = pygame.sprite.Group()
    all_enemies   = pygame.sprite.Group()
    all_bullets   = pygame.sprite.Group()
    all_platforms = pygame.sprite.Group()

    groups = {}

    groups['all_sprites']   = all_sprites
    groups['all_meteors']   = all_enemies
    groups['all_bullets']   = all_bullets
    groups['all_platforms'] = all_platforms

    camera    = Camera(assets)
    player    = Hero(groups, assets, side)
    enemy     = Enemy(assets)
    platform1 = Platform(assets, 700, 650)
    
    all_sprites.add(camera)
    all_sprites.add(player)
    all_sprites.add(platform1)

    score             = 0
    lives             = 15
    number_of_enemies = 2
    keys_down         = {}

    for i in range(number_of_enemies):
        enemy = Enemy(assets)
        all_sprites.add(enemy)
        all_enemies.add(enemy)
    
    while state != QUIT:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                state = QUIT

            if event.type == pygame.KEYDOWN:
                keys_down[event.key] = True
                
                if event.key == pygame.K_ESCAPE:
                    pause()

                if event.key == pygame.K_UP or event.key == pygame.K_w:
                    player.jump()

                if event.key == pygame.K_LEFT or event.key == pygame.K_a:
                    camera.speedx    += 2
                    enemy.speedx     += 2
                    if camera.rect.left <= 0 or camera.rect.right >= window_width:
                        platform1.speedx += 2
                    else:
                        platform1.speed = 0
                    player.side = Bullet.side = LEFT

                if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                    camera.speedx    -= 2
                    enemy.speedx     -= 2
                    if camera.rect.left <= 0 or camera.rect.right >= window_width:
                        platform1.speedx -= 2
                    else:
                        platform1.speed = 0
                    player.side = Bullet.side = RIGHT
                    
                if event.key == pygame.K_SPACE:
                    player.shoot()

            if event.type == pygame.KEYUP:
                if event.key in keys_down and keys_down[event.key]:
                    if event.key == pygame.K_LEFT or event.key == pygame.K_a:
                        camera.speedx    -= 2
                        enemy.speedx     -= 2
                        if camera.rect.left <= 0 or camera.rect.right >= window_width:
                            platform1.speedx -= 2
                        else:
                            platform1.speed = 0
                        player.side = Bullet.side = LEFT

                    if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                        camera.speedx    += 2
                        enemy.speedx     += 2
                        if camera.rect.left <= 0 or camera.rect.right >= window_width:
                            platform1.speedx += 2
                        else:
                            platform1.speed = 0
                        player.side = Bullet.side = RIGHT

        all_sprites.update()

        if state == RUNNING:
            hits = pygame.sprite.groupcollide(all_enemies, all_bullets, True, True, pygame.sprite.collide_mask)
            for enemy in hits:
                assets['destroy_sound'].play()
                e = Enemy(assets)
                all_sprites.add(e)
                all_enemies.add(e)

                explosion = Explosion(enemy.rect.center, assets)
                all_sprites.add(explosion)

                score += 100
                if score % 1000 == 0:
                    lives += 1

            hits = pygame.sprite.spritecollide(player, all_enemies, True, pygame.sprite.collide_mask)
            if len(hits) > 0:
                assets['boom_sound'].play()
                player.kill()
                lives    -= 1
                explosion = Explosion(player.rect.center, assets)
                all_sprites.add(explosion)
                state     = EXPLODING
                keys_down = {}
                explosion_tick     = pygame.time.get_ticks()
                explosion_duration = explosion.frame_ticks * len(explosion.explosion_anim) + 50

            hits = pygame.sprite.spritecollide(player, all_platforms, False, pygame.sprite.collide_mask)
            if hits:
                player.speedy = 0
                player.rect.pos.y = hits[0].rect.top
                keys_down = {}

        elif state == EXPLODING:
            now           = pygame.time.get_ticks()
            camera.speedx = 0
            platform1.speedx = 0
            keys_down     = {}
            if now - explosion_tick > explosion_duration:
                if lives == 0:
                    game_over()
                else:
                    state  = RUNNING
                    player = Hero(groups, assets, side)
                    enemy  = Enemy(assets)
                    all_sprites.add(player)
                    all_sprites.add(enemy)
                    all_enemies.add(enemy)

        all_sprites.draw(window)

        text_surface     = assets['score_font'].render('{:08d}'.format(score), True, WHITE)
        text_rect        = text_surface.get_rect()
        text_rect.midtop = (window_width / 2, 10)
        window.blit(text_surface, text_rect)

        text_surface      = assets['score_font'].render(chr(9829) * lives, True, INSPER_RED)
        text_rect         = text_surface.get_rect()
        text_rect.topleft = (10, 10)
        window.blit(text_surface, text_rect)

        pygame.display.update()
        clock.tick(FPS)

    pygame.quit()
    pygame.mixer.quit()
Beispiel #16
0
def game_window(window):

    clock = pygame.time.Clock()

    assets = load_assets()

    # Key do mapa para a direita aumenta n0, para cima aumenta n1
    # Para cima, os mapas têm final 2 e, para baixo, final 0
    map_k = {"map_n0": 1, "map_n1": 1}
    # Pontuação e HP iniciais
    score = 0
    health = 5

    # Estados do gamerun
    RUNNING = 0
    PAUSED = 1

    # Fonte para os scores e o HP
    myfont = pygame.font.SysFont("monospace", 16)

    # Grupos das sprites e para as mascaras dos mapas
    all_sprites = pygame.sprite.Group()
    all_arrows = pygame.sprite.Group()
    all_enemies = pygame.sprite.Group()
    chests = pygame.sprite.Group()
    map_masks = pygame.sprite.Group()
    groups = {}
    groups['all_sprites'] = all_sprites
    groups['all_arrows'] = all_arrows
    groups['all_enemies'] = all_enemies
    groups['chests'] = chests

    # Criando sprite do jogador e adicionando-a ao grupo
    player = Char(groups, assets)
    all_sprites.add(player)

    # Definição dos mapas e seus parâmetros (quais possuem mapas e variável para spawn de mobs (True para permitir spawn e False para bloquear o spawn))
    MASK = MapMask(map_def(player, map_k, assets)[1])
    map_masks.add(MASK)
    MAP = assets['maps']['map1.1']
    spawn = False
    map_w_chest = [
        assets['maps']['map1.1'], assets['maps']['map2.2'],
        assets['maps']['map3.0'], assets['maps']['map5.0'],
        assets['maps']['map5.2']
    ]

    wave = 6  # Variável para guardar o número da wave de mobs do último mapa
    # Loop principal
    gamerun = RUNNING

    pygame.mixer.music.load(path.join(SOUND_DIR, 'background.mp3'))
    pygame.mixer.music.play(loops=-1)
    while True:

        clock.tick(FPS)

        # Ações do personagem e da interface do jogo: andar, atirar e sair do jogo
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    player.delta["left"] = 1
                if event.key == pygame.K_d:
                    player.delta["right"] = 1
                if event.key == pygame.K_w:
                    player.delta["up"] = 1
                if event.key == pygame.K_s:
                    player.delta["down"] = 1
                if event.key == pygame.K_SPACE:
                    player.shoot()
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_a:
                    player.delta["left"] = 0
                if event.key == pygame.K_d:
                    player.delta["right"] = 0
                if event.key == pygame.K_w:
                    player.delta["up"] = 0
                if event.key == pygame.K_s:
                    player.delta["down"] = 0

        # Atualiza todas as sprites
        all_sprites.update()
        all_enemies.update(player)

        # Redefinição de mapa:
        # O programa verifica se o mapa mudou ou se continua o mesmo. Para isso, ele refaz a máscara do mapa e redefine a variável do mapa caso necessário
        MASK.kill()
        new_map = map_def(player, map_k, assets)[0]
        if new_map != MAP:
            spawn = True
            MAP = new_map
            if MAP in map_w_chest:  # Caso o mapa novo seja um mapa que possua baú, o baú é desenhado
                if len(chests) > 1:
                    for chest in chests:
                        chest.kill()

                chest = chest_spawn(assets, MAP, chests, player)
                chests.add(chest)
            else:
                for chest in chests:  # Apaga o baú caso o mapa não possua baú
                    chest.kill()
            for enemy in all_enemies:  # A cada mudança de mapa, todos os inimigos desaparecem
                enemy.kill()
        else:
            spawn = False

        # O ultimo mapa apresenta uma mecanica de waves, que o jogador deve derrotar para vencer o jogo.
        if MAP == assets['maps']['map6.2'] and wave != 0 and len(
                all_enemies) == 0:
            spawn = True  # Entrando no mapa, os mobs podem spawnar caso ainda restem waves e não haja inimigos vivos

        if spawn == True:  # Caso os inimigos possam nascer, são gerados de 3 a 8 inimigos no mapa se este não for o mapa 1.1 (zona segura)
            if MAP != assets['maps']['map1.1']:
                if MAP == assets['maps'][
                        'map6.2']:  # Aqui implementa-se o sistema de waves para o mapa 6.2
                    if wave != 0 and len(all_enemies) == 0:
                        n = random.randint(3, 8)
                        for i in range(n):
                            xy = random.randint(50, 400)
                            enemy = Enemy(groups, assets, player, [xy, xy])
                            all_enemies.add(enemy)
                        wave -= 1

                else:  # Geraçao normal de mobs para os demais mapas
                    n = random.randint(3, 8)
                    for i in range(n):
                        xy = random.randint(50, 400)
                        enemy = Enemy(groups, assets, player, [xy, xy])
                        all_enemies.add(enemy)
                    spawn = False

            if MAP == assets['maps']['map1.1'] or MAP == assets['maps'][
                    'map4.1']:  # Para que os mobs não sigam o jogador, se este entrar nos mapas 1.1 ou 4.2, os mobs morrem

                for enemy in all_enemies:
                    enemy.kill()

        MASK = MapMask(map_def(player, map_k, assets)[1])
        map_masks.add(MASK)

        # Colisões
        map_collide = pygame.sprite.spritecollide(
            player, map_masks, False, pygame.sprite.collide_mask
        )  # Colisão do jogador com as máscaras do mapa
        hits = pygame.sprite.groupcollide(
            all_enemies, all_arrows, True, True,
            pygame.sprite.collide_mask)  # Colisão das flechas com os inimigos
        impact = pygame.sprite.groupcollide(
            all_enemies, all_sprites, True, False,
            pygame.sprite.collide_mask)  # Colisão dos inimigos com o jogador
        item_collect = pygame.sprite.spritecollide(
            player, chests, True)  # Colisão do jogador com os baús

        if item_collect:  # Ao colidir com o baú, o jogador ganha 200 pontos
            score += 200
            if health < 5:
                health += 1
            assets['point'].play()

        if map_collide:  # Ao colidir com o mapa, o jogador para de se mover
            player.undo()

        if hits:  # Ao matar um inimigo, o jogador ganha 10 pontos e, a cada 200 pontos ganhos, o jogador ganha mais uma vida, caso tenha perdido alguma
            assets['elemental_dying'].play()
            score += 10
            if score % 200 == 0 and health < 5:
                health += 1

        if impact:  # Quando um inimigo toca em um jogador, o inimigo morre e o jogador perde uma vida
            health -= 1

        # Desenhando o mapa e as sprites
        window.blit(MAP, (0, 0))

        chests.draw(window)
        all_sprites.draw(window)
        all_arrows.draw(window)
        all_enemies.draw(window)

        # Desenhando Health e Score
        text_surface = assets['score_font'].render(
            chr(9829) * health, True, (255, 0, 0))
        text_rect = text_surface.get_rect()
        text_rect.bottomleft = (10, HEIGHT - 10)
        window.blit(text_surface, text_rect)

        text_surface = assets['score_font'].render("Score:{:0d}".format(score),
                                                   True, (255, 255, 255))
        text_rect = text_surface.get_rect()
        text_rect.topleft = (10, 10)
        window.blit(text_surface, text_rect)

        # Caso a vida acabe, o jogo entra na tela de game over
        if health == 0 or wave == 0:
            gamerun = PAUSED

        # Tela de game over
        if gamerun == PAUSED:  # Na tela de game over, o jogador pode escolher se para ou recomeça o jogo
            pygame.mixer.music.pause()
            window.blit(assets['over_screen'], (0, 0))
            text_surface = assets['score_font'].render(
                "Score:{:0d}".format(score), True, (255, 255, 255))
            text_rect = text_surface.get_rect()
            text_rect = ((WIDTH / 2 - 125), (HEIGHT / 2 + 15))
            window.blit(text_surface, text_rect)
            gamerun = PAUSED
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:  # Caso aperte Enter, o jogo recomeça no primeiro mapa, o estado volta pra RUNNING, a vida para 5 e os pontos zeram
                    for chest in chests:
                        chest.kill()
                    wave = 6
                    pygame.mixer.music.play(loops=-1)
                    map_k["map_n0"] = 1
                    map_k["map_n1"] = 1
                    gamerun = RUNNING
                    health = 5
                    score = 0
                    window.blit(MAP, (0, 0))

                elif event.key == pygame.K_ESCAPE:  # Caso aperte Esc, o jogo fecha
                    pygame.quit()
            pygame.display.flip()
            continue

        pygame.display.update()
def game_screen(window):
    clock = pygame.time.Clock()

    assets = load_assets()

    # Criando um grupo de inimigos
    all_sprites = pygame.sprite.Group()
    all_enemies = pygame.sprite.Group()
    all_bullets = pygame.sprite.Group()
    groups = {}
    groups['all_sprites'] = all_sprites
    groups['all_enemies'] = all_enemies
    groups['all_bullets'] = all_bullets

    # Criando o jogador
    player = Hero(groups, assets)
    all_sprites.add(player)

    # Status
    DONE = 0
    PLAYING = 1
    EXPLODING = 2
    status = PLAYING

    keys_down = {}
    score = 0
    lives = 5

    # Criando os inimigos
    for j in range(4):
        enemy = Enemy(assets)
        all_sprites.add(enemy)
        all_enemies.add(enemy)

    # ===== Loop principal =====
    pygame.mixer.music.play(loops=-1)
    while status != DONE:
        clock.tick(FPS)

        # ----- Trata eventos
        for event in pygame.event.get():
            # ----- Verifica consequências
            if event.type == pygame.QUIT:
                status = DONE
            # Verifica teclado modo de jogo
            if status == PLAYING:
                # Verifica se apertou alguma tecla
                if event.type == pygame.KEYDOWN:

                    keys_down[event.key] = True
                    if event.key == pygame.K_LEFT:
                        player.speedx -= 10

                    if event.key == pygame.K_RIGHT:
                        player.speedx += 10

                    if event.key == pygame.K_SPACE:
                        player.shoot()

                    if event.key == pygame.K_UP:
                        player.jump()

                # Verifica se soltou alguma tecla
                if event.type == pygame.KEYUP:
                    if event.key in keys_down and keys_down[event.key]:
                        if event.key == pygame.K_LEFT:
                            player.speedx += 10
                        if event.key == pygame.K_RIGHT:
                            player.speedx -= 10

        # ----- Atualiza o estado do jogo
        all_sprites.update()

        if status == PLAYING:

            hits = pygame.sprite.groupcollide(all_enemies, all_bullets, True,
                                              True)
            for hit in hits:
                # Inimigo morto precisa de recriação
                assets[BOOM_SOUND].play()
                assets[ENEMY_DEATH_SOUND].play()
                m = Enemy(assets)
                all_sprites.add(m)
                all_enemies.add(m)

                # No lugar do inimigo antigo, adicionar uma explosão
                explosao = Explosion(hit.rect.center, assets)
                all_sprites.add(explosao)

                # Pontos recebidos pela eliminação do inimigo
                score += 100
                if score % 1000 == 0:
                    lives += 1

            hits = pygame.sprite.spritecollide(player, all_enemies, True)
            if len(hits) > 0:
                # Som da colisão
                assets[HERO_DAMAGE_SOUND].play()
                assets[ENEMY_DEATH_SOUND].play()
                player.kill()
                lives -= 1
                explosao = Explosion(player.rect.center, assets)
                all_sprites.add(explosao)
                status = EXPLODING
                keys_down = {}
                explosion_tick = pygame.time.get_ticks()
                explosion_duration = explosao.frame_ticks * len(
                    explosao.explosion_anim)

        elif status == EXPLODING:
            now = pygame.time.get_ticks()
            if now - explosion_tick > explosion_duration:
                if lives == 0:
                    assets[GAME_OVER_SOUND].play()
                    time.sleep(5)
                    status = DONE
                else:
                    status = PLAYING
                    player = Hero(groups, assets)
                    all_sprites.add(player)
                    enemy = Enemy(assets)
                    all_sprites.add(enemy)
                    all_enemies.add(enemy)

        # ----- Gera saídas
        window.fill((0, 0, 0))
        window.blit(assets['background'], (0, 0))
        # Desenhando os sprites
        all_sprites.draw(window)

        # Desenhando o score
        text_surface = assets['score_font'].render('{:08d}'.format(score),
                                                   True, (255, 255, 0))
        text_rect = text_surface.get_rect()
        text_rect.midtop = (WIDTH / 2, 10)
        window.blit(text_surface, text_rect)

        # Desenhando as vidas
        text_surface = assets['score_font'].render(
            chr(9829) * lives, True, (255, 0, 0))
        text_rect = text_surface.get_rect()
        text_rect.bottomleft = (10, HEIGHT - 10)
        window.blit(text_surface, text_rect)

        pygame.display.update()  # Mostra um novo frame