Ejemplo n.º 1
0
    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.bullets = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.evil_bullets = pygame.sprite.Group()

        self.a_map = World_map()

        self.screen = pygame.display.set_mode(
            (self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption("Invasion")

        self.level = 0
        self.stats = Stats(self)

        temp_x, temp_y = 200, 50
        temp_color = (0, 255, 0)
        temp_text_color = (255, 255, 255)
        self.play_button = Button(self, temp_x, temp_y, temp_color,
                                  temp_text_color, "PLAY")

        temp_x, temp_y = 350, 50
        temp_color = (100, 100, 100)
        temp_text_color = (255, 0, 0)
        self.win_button = Button(self, temp_x, temp_y, temp_color,
                                 temp_text_color, "YOU ARE A WINNER!")

        self.myTank = Ship(self)
        self.myTank.live = 0

        self.image = pygame.image.load('images/brick_wall3.png')
        self.rect = self.image.get_rect()
Ejemplo n.º 2
0
    def __init__(self, game, direction, level):
        super().__init__()
        self.a_map = World_map()
        if level == 2:
            self.a_map.level_2_world_map()

        elif level == 3:
            self.a_map.level_3_world_map()

        elif level == 4:
            self.a_map.level_4_world_map()

        elif level == 5:
            self.a_map.level_5_world_map()

        self.screen = game.screen
        self.color = BULLET_COLOR
        if direction == 'up':
            self.rect = pygame.Rect(0, 0, BULLET_WIGHT, BULLET_HEIGHT)
            self.rect.midtop = game.myTank.rect.midtop
        elif direction == 'down':
            self.rect = pygame.Rect(0, 0, BULLET_WIGHT, BULLET_HEIGHT)
            self.rect.midbottom = game.myTank.rect.midbottom
        elif direction == 'left':
            self.rect = pygame.Rect(0, 0, BULLET_HEIGHT, BULLET_WIGHT)
            self.rect.midleft = game.myTank.rect.midleft
        elif direction == 'right':
            self.rect = pygame.Rect(0, 0, BULLET_HEIGHT, BULLET_WIGHT)
            self.rect.midright = game.myTank.rect.midright

        self.direction = direction

        self.y = float(self.rect.y)
        self.x = float(self.rect.x)
Ejemplo n.º 3
0
    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        pygame.display.set_caption("Future")

        self.clock = pygame.time.Clock()

        self.a_map = World_map()

        self.bender = Robot(self)
        self.angle = 0
        self.angle_minus = False
        self.angle_plus = False
        self.mouse_pos_x, self.mouse_pos_y = 0, 0
        #self.mouse_sin = 0
        #self.mouse_cos = 0

        self.bullets = pygame.sprite.Group()
        self.bots1 = pygame.sprite.Group()

        bot1 = Bot1(self)
        bot1.rect.x = 904
        bot1.rect.y = 282
        bot1.real_x = 904
        bot1.real_y = 282
        bot1.x_on_a_map = 904
        bot1.y_on_a_map = 282

        self.bots1.add(bot1)

        bot1 = Bot1(self)
        bot1.rect.x = 104
        bot1.rect.y = 292
        bot1.real_x = 104
        bot1.real_y = 292
        bot1.x_on_a_map = 104
        bot1.y_on_a_map = 292

        self.bots1.add(bot1)

        #self.bot2 = Bot2(self)

        self.gun1 = Guns(self)
        self.fire = False
        self.gun1_status = False

        self.gap = 0
        self.gap_y = 0
        self.gap_left = False
        self.gap_right = False
Ejemplo n.º 4
0
    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        pygame.display.set_caption("Future")

        self.clock = pygame.time.Clock()

        self.a_map = World_map()

        self.bender = Robot(self)

        self.mouse_pos_x, self.mouse_pos_y = 0, 0

        self.bullets = pygame.sprite.Group()
        self.bots1 = pygame.sprite.Group()

        bot1 = Bot1(self)
        bot1.rect.x = 904
        bot1.rect.y = 282
        bot1.real_x = 904
        bot1.real_y = 282
        bot1.x_on_a_map = 904
        bot1.y_on_a_map = 282
        self.bots1.add(bot1)

        bot1 = Bot1(self)
        bot1.rect.x = 104
        bot1.rect.y = 292
        bot1.real_x = 104
        bot1.real_y = 292
        bot1.x_on_a_map = 104
        bot1.y_on_a_map = 292
        self.bots1.add(bot1)

        self.bots2 = pygame.sprite.Group()
        self.bot2 = Bot2(self)
        self.bot2.rect.x = 600
        self.bot2.rect.y = 92
        self.bots2.add(self.bot2)

        self.gun1 = Guns(self)
        self.fire = False
        self.gun1_status = False

        self.move_left = False
        self.move_right = False

        self.camera = Camera(self.camera_configure, self)
Ejemplo n.º 5
0
    def __init__(self, game, enemy_x, enemy_y, direction, level):
        #Bullet.__init__(self, enemy, direction)
        Sprite.__init__(self)
        self.screen = game.screen
        self.color = BULLET_COLOR
        self.a_map = World_map()
        if level == 2:
            self.a_map.level_2_world_map()
        elif level == 3:
            self.a_map.level_3_world_map()

        elif level == 4:
            self.a_map.level_4_world_map()

        elif level == 5:
            self.a_map.level_5_world_map()

        if direction == 'up':
            self.rect = pygame.Rect(0, 0, BULLET_WIGHT, BULLET_HEIGHT)
            self.rect.x = enemy_x + 15
            self.rect.y = enemy_y
            #self.rect.midtop = game.myTank.rect.midtop
        elif direction == 'down':
            self.rect = pygame.Rect(0, 0, BULLET_WIGHT, BULLET_HEIGHT)
            self.rect.x = enemy_x + 15
            self.rect.y = enemy_y + 30
            #self.rect.midbottom = game.myTank.rect.midbottom
        elif direction == 'left':
            self.rect = pygame.Rect(0, 0, BULLET_HEIGHT, BULLET_WIGHT)
            #self.rect.midleft = game.myTank.rect.midleft
            self.rect.x = enemy_x
            self.rect.y = enemy_y + 15
        elif direction == 'right':
            self.rect = pygame.Rect(0, 0, BULLET_HEIGHT, BULLET_WIGHT)
            #self.rect.midright = game.myTank.rect.midright
            self.rect.x = enemy_x + 30
            self.rect.y = enemy_y + 15

        self.direction = direction
        #self.rect.y = enemy_y + 16
        #self.rect.x = enemy_x + 16

        self.y = float(self.rect.y)
        self.x = float(self.rect.x)
Ejemplo n.º 6
0
    def __init__(self, game):
        self.settings = Settings()
        self.screen = game.screen
        self.screen_rect = game.screen.get_rect()
        self.a_map = World_map()

        self.image = pygame.image.load('images/greenBattle32.png')
        self.imageLeft = pygame.image.load('images/greenBattleLeft32.png')
        self.imageRight = pygame.image.load('images/greenBattleRight32.png')
        self.imageDown = pygame.image.load('images/greenBattleDown32.png')
        self.imageExplode = pygame.image.load('images/shotRed32.png')
        # for images
        self.direction = 'up'
        #self.live = True

        self.rect = self.image.get_rect()

        self.SIZE = 32

        #start coordinates
        self.rect.topleft = self.screen_rect.topleft
        self.rect.x += 52
        self.rect.y += 52

        #temporary
        self.rightTop = [self.rect.x + self.SIZE, self.rect.y]
        self.rightBottom = [self.rect.x + self.SIZE, self.rect.y + self.SIZE]
        self.lefttBottom = [self.rect.x, self.rect.y + self.SIZE]

        self.moving_right = False
        self.moving_left = False
        self.moving_up = False
        self.moving_down = False

        self.ship_speed = 1.5
        self.live = 3

        self.out_coordinates = []
        self.coordinates_others = []
Ejemplo n.º 7
0
class Ship():
    def __init__(self, game):
        self.settings = Settings()
        self.screen = game.screen
        self.screen_rect = game.screen.get_rect()
        self.a_map = World_map()

        self.image = pygame.image.load('images/greenBattle32.png')
        self.imageLeft = pygame.image.load('images/greenBattleLeft32.png')
        self.imageRight = pygame.image.load('images/greenBattleRight32.png')
        self.imageDown = pygame.image.load('images/greenBattleDown32.png')
        self.imageExplode = pygame.image.load('images/shotRed32.png')
        # for images
        self.direction = 'up'
        #self.live = True

        self.rect = self.image.get_rect()

        self.SIZE = 32

        #start coordinates
        self.rect.topleft = self.screen_rect.topleft
        self.rect.x += 52
        self.rect.y += 52

        #temporary
        self.rightTop = [self.rect.x + self.SIZE, self.rect.y]
        self.rightBottom = [self.rect.x + self.SIZE, self.rect.y + self.SIZE]
        self.lefttBottom = [self.rect.x, self.rect.y + self.SIZE]

        self.moving_right = False
        self.moving_left = False
        self.moving_up = False
        self.moving_down = False

        self.ship_speed = 1.5
        self.live = 3

        self.out_coordinates = []
        self.coordinates_others = []

    def create_map(self):
        self.out_coordinates = []
        self.coordinates_others = []
        self.a_map.create_map()

    def change_map(self):
        self.a_map.level_2_world_map()
        #print ('IT ITTTTTTTTTTTTTTTTTTTTTTTTTTTTsdsdsds')

    def change_map_3(self):
        self.a_map.level_3_world_map()

    def change_map_4(self):
        self.a_map.level_4_world_map()

    def change_map_5(self):
        self.a_map.level_5_world_map()

    def empty_coordinates_others(self):
        self.coordinates_others = []

    def add_coordinates(self, x, y):
        self.coordinates_others.append([x, y])

    def random_coordinates(self):
        list_x = [x for x in range(0, self.settings.screen_width, self.SIZE)]
        list_y = [y for y in range(0, self.settings.screen_height, self.SIZE)]
        self.rect.x = random.choice(list_x)
        self.rect.y = random.choice(list_y)
        if len(self.out_coordinates) < self.a_map.space:
            for x, y in self.out_coordinates:  # checked space not to do
                if self.rect.x == x and self.rect.y == y:
                    self.random_coordinates()

    # creating a tank into empy place
    def right_coordinates(self):
        for i in range(500):  #while does not needed
            if i < self.a_map.space:  # chack every space in a map
                if self.apear_coordinates():
                    self.out_coordinates.append(
                        (self.rect.x, self.rect.y))  # checked space
                    #self.rect.x = 0 #test
                    #self.rect.y = 0 #test
                    pass
                else:
                    print('ELSE')
                    return True
            else:
                print('limit is out')
                return False
        return False  # important tanks have to be into a map

    def apear_coordinates(self):

        self.random_coordinates()
        #print(f'x = {self.rect.x} y = {self.rect.y}')

        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE

        # walls

        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE
            # left top
            if (rightTopX >= self.rect.x >= x) and (lefttBottomY >= self.rect.y
                                                    >= y):
                return True
            # right top
            elif (rightTopX >= self.rightTopX >= x) and (lefttBottomY >=
                                                         self.rect.y >= y):
                return True
            # left bottom
            elif (rightTopX >= self.rect.x >= x) and (lefttBottomY >=
                                                      self.lefttBottomY >= y):
                return True
            # right bottom
            elif (rightTopX >= self.rightTopX >=
                  x) and (lefttBottomY >= self.lefttBottomY >= y):
                return True

            #coordinates_others

        for x, y in self.coordinates_others:  #I need to add my Tank into enemy
            if self.rect.x == x and self.rect.y == y:
                return True

            # the same thing But a little harder
            #rightTopX = x + self.SIZE
            #lefttBottomY = y + self.SIZE
            ## left top
            #if (rightTopX >= self.rect.x >= x) and (lefttBottomY >= self.rect.y >= y):
            #return True
            ## right top
            #elif (rightTopX >= self.rightTopX >= x) and (lefttBottomY >= self.rect.y >= y):
            #return True
            ## left bottom
            #elif (rightTopX >= self.rect.x >= x) and (lefttBottomY >= self.lefttBottomY >= y):
            #return True
            ## right bottom
            #elif (rightTopX >= self.rightTopX >= x) and (lefttBottomY >= self.lefttBottomY >= y):
            #return True

        return False

    def check_coordinates_right(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE

        for x, y in self.coordinates_others:
            rightTopX = x + self.SIZE
            lefttBottomY = y + self.SIZE
            if (rightTopX >= self.rightTopX + self.ship_speed >=
                    x) and (lefttBottomY >= self.rect.y >= y):
                return True
            elif (rightTopX >= self.rightTopX + self.ship_speed >=
                  x) and (lefttBottomY >= self.lefttBottomY >= y):
                return True
        return False

    def check_coordinates_top(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE

        for x, y in self.coordinates_others:
            rightTopX = x + self.SIZE
            lefttBottomY = y + self.SIZE
            if (rightTopX >= self.rect.x >= x) and (
                    lefttBottomY >= self.rect.y - self.ship_speed >= y):
                return True
            elif (rightTopX >= self.rightTopX >=
                  x) and (lefttBottomY >= self.rect.y - self.ship_speed >= y):
                return True
        return False

    def check_coordinates_left(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE

        for x, y in self.coordinates_others:
            rightTopX = x + self.SIZE
            lefttBottomY = y + self.SIZE
            if (rightTopX >= self.rect.x - self.ship_speed >=
                    x) and (lefttBottomY >= self.rect.y >= y):
                return True
            elif (rightTopX >= self.rect.x - self.ship_speed >=
                  x) and (lefttBottomY >= self.lefttBottomY >= y):
                return True
        return False

    def check_coordinates_bottom(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE

        for x, y in self.coordinates_others:
            rightTopX = x + self.SIZE
            lefttBottomY = y + self.SIZE
            if (rightTopX >= self.rightTopX >= x) and (
                    lefttBottomY >= self.lefttBottomY + self.ship_speed >= y):
                return True
            elif (rightTopX >= self.rect.x >= x) and (
                    lefttBottomY >= self.lefttBottomY + self.ship_speed >= y):
                return True
        return False

    def check_top_wall(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rect.x >= x) and (
                    lefttBottomY >= self.rect.y - self.ship_speed >= y):
                return True
            elif (rightTopX >= self.rightTopX >=
                  x) and (lefttBottomY >= self.rect.y - self.ship_speed >= y):
                return True

        return False

    def check_left_wall(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rect.x - self.ship_speed >=
                    x) and (lefttBottomY >= self.rect.y >= y):
                return True
            elif (rightTopX >= self.rect.x - self.ship_speed >=
                  x) and (lefttBottomY >= self.lefttBottomY >= y):
                return True
        return False

    def check_right_wall(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rightTopX + self.ship_speed >=
                    x) and (lefttBottomY >= self.rect.y >= y):
                return True
            elif (rightTopX >= self.rightTopX + self.ship_speed >=
                  x) and (lefttBottomY >= self.lefttBottomY >= y):
                return True
        return False

    def check_bottom_wall(self):
        self.rightTopX = self.rect.x + self.SIZE
        self.lefttBottomY = self.rect.y + self.SIZE
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rightTopX >= x) and (
                    lefttBottomY >= self.lefttBottomY + self.ship_speed >= y):
                return True
            elif (rightTopX >= self.rect.x >= x) and (
                    lefttBottomY >= self.lefttBottomY + self.ship_speed >= y):
                return True
        return False

    def blitme(self):
        if self.direction == 'up':
            self.screen.blit(self.image, self.rect)
        elif self.direction == 'left':
            self.screen.blit(self.imageLeft, self.rect)
        elif self.direction == 'right':
            self.screen.blit(self.imageRight, self.rect)
        elif self.direction == 'down':
            self.screen.blit(self.imageDown, self.rect)
        if self.live == False:
            self.screen.blit(self.imageExplode, self.rect)

    def update(self):

        if self.moving_down:
            if self.check_bottom_wall(
            ) == False and self.check_coordinates_bottom() == False:
                self.rect.y += self.ship_speed
                self.direction = 'down'
                #print(self.rect.x, self.rect.y)
            else:
                self.direction = 'down'
        elif self.moving_up:
            if self.check_top_wall() == False and self.check_coordinates_top(
            ) == False:
                self.rect.y -= self.ship_speed
                self.direction = 'up'
                #print(self.rect.x, self.rect.y)
            else:
                self.direction = 'up'

        elif self.moving_left:
            if self.check_left_wall() == False and self.check_coordinates_left(
            ) == False:
                self.rect.x -= self.ship_speed
                self.direction = 'left'
                #print(self.rect.x, self.rect.y)
            else:
                self.direction = 'left'
        elif self.moving_right:
            if self.check_right_wall(
            ) == False and self.check_coordinates_right() == False:
                self.rect.x += self.ship_speed
                self.direction = 'right'
                #print(self.rect.x, self.rect.y)
            else:
                self.direction = 'right'
Ejemplo n.º 8
0
class Bullet(Sprite):
    def __init__(self, game, direction, level):
        super().__init__()
        self.a_map = World_map()
        if level == 2:
            self.a_map.level_2_world_map()

        elif level == 3:
            self.a_map.level_3_world_map()

        elif level == 4:
            self.a_map.level_4_world_map()

        elif level == 5:
            self.a_map.level_5_world_map()

        self.screen = game.screen
        self.color = BULLET_COLOR
        if direction == 'up':
            self.rect = pygame.Rect(0, 0, BULLET_WIGHT, BULLET_HEIGHT)
            self.rect.midtop = game.myTank.rect.midtop
        elif direction == 'down':
            self.rect = pygame.Rect(0, 0, BULLET_WIGHT, BULLET_HEIGHT)
            self.rect.midbottom = game.myTank.rect.midbottom
        elif direction == 'left':
            self.rect = pygame.Rect(0, 0, BULLET_HEIGHT, BULLET_WIGHT)
            self.rect.midleft = game.myTank.rect.midleft
        elif direction == 'right':
            self.rect = pygame.Rect(0, 0, BULLET_HEIGHT, BULLET_WIGHT)
            self.rect.midright = game.myTank.rect.midright

        self.direction = direction

        self.y = float(self.rect.y)
        self.x = float(self.rect.x)

    def check_top_wall(self):
        self.rightTopX = self.rect.x + BULLET_WIGHT
        self.lefttBottomY = self.rect.y + BULLET_HEIGHT
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rect.x >=
                    x) and (lefttBottomY >= self.rect.y - BULLET_SPEED >= y):
                return True
            elif (rightTopX >= self.rightTopX >=
                  x) and (lefttBottomY >= self.rect.y - BULLET_SPEED >= y):
                return True
        return False

    def check_left_wall(self):
        self.rightTopX = self.rect.x + BULLET_HEIGHT
        self.lefttBottomY = self.rect.y + BULLET_WIGHT
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rect.x - BULLET_SPEED >=
                    x) and (lefttBottomY >= self.rect.y >= y):
                return True
            elif (rightTopX >= self.rect.x - BULLET_SPEED >=
                  x) and (lefttBottomY >= self.lefttBottomY >= y):
                return True
        return False

    def check_right_wall(self):
        self.rightTopX = self.rect.x + BULLET_HEIGHT
        self.lefttBottomY = self.rect.y + BULLET_WIGHT
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rightTopX + BULLET_SPEED >=
                    x) and (lefttBottomY >= self.rect.y >= y):
                return True
            elif (rightTopX >= self.rightTopX + BULLET_SPEED >=
                  x) and (lefttBottomY >= self.lefttBottomY >= y):
                return True
        return False

    def check_bottom_wall(self):
        self.rightTopX = self.rect.x + BULLET_WIGHT
        self.lefttBottomY = self.rect.y + BULLET_HEIGHT
        for x, y in self.a_map.world_map:
            rightTopX = x + TILE
            lefttBottomY = y + TILE

            if (rightTopX >= self.rightTopX >= x) and (
                    lefttBottomY >= self.lefttBottomY + BULLET_SPEED >= y):
                return True
            elif (rightTopX >= self.rect.x >= x) and (
                    lefttBottomY >= self.lefttBottomY + BULLET_SPEED >= y):
                return True
        return False

        return False

    def update(self):
        if self.direction == 'up':
            if self.check_top_wall() == False:
                self.y -= BULLET_SPEED
                self.rect.y = self.y
            else:
                return True
        elif self.direction == 'down':
            if self.check_bottom_wall() == False:
                self.y += BULLET_SPEED
                self.rect.y = self.y
            else:
                return True
        elif self.direction == 'left':
            if self.check_left_wall() == False:
                self.x -= BULLET_SPEED
                self.rect.x = self.x
            else:
                return True
        elif self.direction == 'right':
            if self.check_right_wall() == False:
                self.x += BULLET_SPEED
                self.rect.x = self.x
            else:
                return True
        return False

    def draw_bullet(self):
        pygame.draw.rect(self.screen, self.color, self.rect)
Ejemplo n.º 9
0
class Game():
    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        pygame.display.set_caption("Future")

        self.clock = pygame.time.Clock()

        self.a_map = World_map()

        self.bender = Robot(self)
        self.angle = 0
        self.angle_minus = False
        self.angle_plus = False
        self.mouse_pos_x, self.mouse_pos_y = 0, 0
        #self.mouse_sin = 0
        #self.mouse_cos = 0

        self.bullets = pygame.sprite.Group()
        self.bots1 = pygame.sprite.Group()

        bot1 = Bot1(self)
        bot1.rect.x = 904
        bot1.rect.y = 282
        bot1.real_x = 904
        bot1.real_y = 282
        bot1.x_on_a_map = 904
        bot1.y_on_a_map = 282

        self.bots1.add(bot1)

        bot1 = Bot1(self)
        bot1.rect.x = 104
        bot1.rect.y = 292
        bot1.real_x = 104
        bot1.real_y = 292
        bot1.x_on_a_map = 104
        bot1.y_on_a_map = 292

        self.bots1.add(bot1)

        #self.bot2 = Bot2(self)

        self.gun1 = Guns(self)
        self.fire = False
        self.gun1_status = False

        self.gap = 0
        self.gap_y = 0
        self.gap_left = False
        self.gap_right = False

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                #self.fire_direction(mouse_pos)
                self.fire_bullets(mouse_pos)

                #self.fire_direction(mouse_pos)

            if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_q:
                    sys.exit()
                if event.key == pygame.K_SPACE:
                    self.bender.jump()
                if event.key == pygame.K_a:
                    self.bender.direction = 'left'
                    #self.bender.moving_left = True
                    self.gap_left = True
                if event.key == pygame.K_d:
                    #self.bender.moving_right = True
                    self.bender.direction = 'right'
                    self.gap_right = True
                if event.key == pygame.K_f:
                    self.bender.shot_f = True
                    print(
                        f'self.bender.real_x = {self.bender.real_x} self.bender.real_y = {self.bender.real_y}'
                    )
                    for bot1 in self.bots1:
                        print(
                            f'self.bot1.x_on_a_map = {bot1.x_on_a_map} self.bot1._on_a_map_y = {bot1.y_on_a_map}'
                        )
                        print(
                            f'self.bot1.rect.x = {bot1.rect.x} self.bot1.rect.y = {bot1.rect.y}'
                        )

                if event.key == pygame.K_k:
                    pass
                if event.key == pygame.K_l:
                    self.fire = True
                    mouse_pos = pygame.mouse.get_pos()
                    #self.fire_direction(mouse_pos)
                    self.fire_bullets(mouse_pos)
                    #self.fire_bullets()
                if event.key == pygame.K_1:
                    if self.gun1_status == False:
                        self.gun1_status = True
                    elif self.gun1_status == True:
                        self.gun1_status = False

                if event.key == pygame.K_LEFT:
                    self.angle_minus = True
                if event.key == pygame.K_RIGHT:
                    self.angle_plus = True

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_a:
                    #self.bender.moving_left = False
                    self.gap_left = False
                if event.key == pygame.K_d:
                    #self.bender.moving_right = False
                    self.gap_right = False
                if event.key == pygame.K_f:
                    self.bender.shot_f = False
                #if event.key == pygame.K_k:
                #self.fire = False

                if event.key == pygame.K_LEFT:
                    self.angle_minus = False
                if event.key == pygame.K_RIGHT:
                    self.angle_plus = False

    def fire_bullets(self, mouse_pos):
        if len(self.bullets) <= 999999:  #BULLET_LIMIT: #my fire limit
            self.rect = pygame.draw.circle(self.screen, RED, (0, 0), 6)

            if self.bender.direction == 'right':
                #self.rect.midright = self.bender.rect.midright
                self.rect.x = self.bender.rect.x
                self.rect.y = self.bender.rect.y
                self.rect.x += 80
                self.rect.y += 60

                #self.rect.midleft = self.bender.rect.midleft

                self.mouse_pos_x, self.mouse_pos_y = mouse_pos

                self.mouse_pos_x = self.mouse_pos_x - self.rect.x
                self.mouse_pos_y = self.mouse_pos_y - self.rect.y

                print(
                    f'self.mouse_pos_x = {self.mouse_pos_x}, self.mouse_pos_y = {self.mouse_pos_y}'
                )

                xx = self.mouse_pos_x
                yy = self.mouse_pos_y
                line = (math.sqrt(xx**2 + yy**2))

                print(f'line = {line} xx == {xx} yy== {yy}')
                print(
                    f'self.bender.real_x = {self.bender.real_x} self.bender.real_y = {self.bender.real_y}'
                )

                self.mouse_cos = xx / line
                self.mouse_sin = yy / line

                if -1 <= self.mouse_cos <= 1 and -1 <= self.mouse_sin <= 1 and self.gun1_status == True:
                    new_bullet = Bullet(self, self.bender.direction)
                    self.bullets.add(new_bullet)

            if self.bender.direction == 'left':
                #self.rect.midleft = self.bender.rect.midleft
                self.rect.x = self.bender.rect.x
                self.rect.y = self.bender.rect.y
                self.rect.x -= 25
                self.rect.y += 60

                #self.rect.midleft = self.bender.rect.midleft

                self.mouse_pos_x, self.mouse_pos_y = mouse_pos

                self.mouse_pos_x = self.mouse_pos_x - self.rect.x
                self.mouse_pos_y = self.mouse_pos_y - self.rect.y

                print(
                    f'self.mouse_pos_x = {self.mouse_pos_x}, self.mouse_pos_y = {self.mouse_pos_y}'
                )

                xx = self.mouse_pos_x
                yy = self.mouse_pos_y
                line = (math.sqrt(xx**2 + yy**2))

                print(f'line = {line} xx == {xx} yy== {yy}')
                print(
                    f'self.bender.real_x = {self.bender.real_x} self.bender.real_y = {self.bender.real_y}'
                )

                self.mouse_cos = xx / line
                self.mouse_sin = yy / line

                if -1 <= self.mouse_cos <= 1 and -1 <= self.mouse_sin <= 1 and self.gun1_status == True:
                    new_bullet = Bullet(self, self.bender.direction)
                    self.bullets.add(new_bullet)

                #if -1 <= self.mouse_sin <= 1 and -1 <= self.mouse_cos <= 1 and self.gun1_status == True:
                #new_bullet = Bullet(self, self.bender.direction)
                #self.bullets.add(new_bullet)

    #def fire_direction(self, mouse_pos):
    #self.mouse_pos_x, self.mouse_pos_y = mouse_pos

    #self.mouse_pos_x  = self.mouse_pos_x - 400#self.rect.x
    #self.mouse_pos_y  = self.mouse_pos_y - 400#self.rect.y
    ##self.mouse_pos_x -= self.bender.real_x
    ##self.mouse_pos_y -= self.bender.real_y

    #print(f'self.mouse_pos_x = {self.mouse_pos_x}, self.mouse_pos_y = {self.mouse_pos_y}')
    #pass

    def run(self):
        #gap = 0
        while True:

            for r in range(1000):
                self._check_events()

                self.screen.fill(BGR_COLOR)

                temp_bullet_x = 0
                temp_bullet_y = 0

                temp_bot1_x = 0
                temp_bot1_y = 0

                if self.angle_minus == True:
                    self.angle -= 0.05
                if self.angle_plus == True:
                    self.angle += 0.05

                if self.bender.jump_activate < self.bender.height_jump and self.bender.jump_up == True:
                    self.gap_y -= self.bender.size_of_jump
                    self.bender.real_y -= self.bender.size_of_jump  # real
                    self.bender.jump_activate += 1
                    #print(f'{self.bender.jump_activate}  {self.bender.jump_up}')

                    temp_bot1_y += self.bender.size_of_jump
                    #self.bot2.rect.y  += self.bender.size_of_jump
                    temp_bullet_y += self.bender.size_of_jump

                elif self.bender.jump_activate == self.bender.height_jump and self.bender.jump_up == True:
                    self.bender.jump_up = False
                    self.bender.jump_activate -= 1
                    self.gap_y += self.bender.size_of_jump
                    self.bender.real_y += self.bender.size_of_jump

                    temp_bot1_y -= self.bender.size_of_jump
                    #self.bot2.rect.y  -= self.bender.size_of_jump
                    temp_bullet_y -= self.bender.size_of_jump
                    #print(f'{self.bender.jump_activate}  {self.bender.jump_up}')
                    #print(f'temp_bot1_y  = {temp_bot1_y }  self.bender.rect.y = {self.bender.rect.y}')
                elif self.bender.jump_activate > 0 and self.bender.jump_up == False:
                    self.gap_y += self.bender.size_of_jump
                    self.bender.real_y += self.bender.size_of_jump
                    self.bender.jump_activate -= 1

                    temp_bot1_y -= self.bender.size_of_jump
                    #self.bot2.rect.y  -= self.bender.size_of_jump
                    temp_bullet_y -= self.bender.size_of_jump
                    #print(f'temp_bot1_y  = {temp_bot1_y } self.bender.rect.y = {self.bender.rec7t.y}')
                elif self.bender.jump_activate == 0 and self.bender.jump_up == False:
                    self.bender.jump_act = False

                if self.gap_right == True:
                    self.gap += 0.25
                    self.bender.real_x += 0.25 * TILE  # right

                    temp_bullet_x -= 0.25 * TILE
                    #for bullet in self.bullets:
                    #bullet.real_x -= 0.25 *  TILE

                    temp_bot1_x -= 0.25 * TILE
                    #print(f'self.bender.real_x= {self.bender.real_x} temp_bot1_x = {temp_bot1_x} xxx= {temp_bot1_x - TILE*self.gap}')
                    #self.bot2.rect.x  = self.bot2.rect.x - 0.25 * TILE
                    #print(f' self.bender.real_x= {self.bender.real_x} self.bender.real_y = {self.bender.real_y}')
                if self.gap_left == True:
                    self.gap -= 0.25
                    self.bender.real_x -= 0.25 * TILE  # right
                    temp_bot1_x += 0.25 * TILE  #0.25 * TILE

                    temp_bullet_x += 0.25 * TILE
                    #for bullet in self.bullets:
                    #bullet.real_x += 0.25 *  TILE
                    #self.bot2.rect.x  = self.bot2.rect.x + 0.25 * TILE
                    #print(f'self.bender.real_x= {self.bender.real_x} temp_bot1_x = {temp_bot1_x}')
                    #print(f' self.bender.real_x= {self.bender.real_x} self.bender.real_y = {self.bender.real_y}')

                #falling
                fall = False
                for row in range(len(self.a_map.hard_wall)):
                    for xy in range(len(self.a_map.hard_wall[row])):
                        x = self.a_map.hard_wall[row][xy][1]  # -  self.gap
                        y = self.a_map.hard_wall[row][xy][0]  #- self.gap_y
                        #print(f'x = {x} y= {y} self.bender.real_x= {self.bender.real_x} self.bender.real_y = {self.bender.real_y}')
                        if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y + self.bender.Y_HEIGHT <= y + 5:  # LEFT DOWN
                            #print(f'x = {x} y= {y} self.bender.real_x= {self.bender.real_x } self.bender.real_y = {self.bender.real_y + self.bender.Y_HEIGHT}')
                            fall = True
                            self.bender.jump_activate = 0
                            self.bender.jump_up = False
                        elif x <= self.bender.real_x + self.bender.X_WIGHT / 2 <= x + TILE and y <= self.bender.real_y + self.bender.Y_HEIGHT <= y + 5:  # MIDLE DOWN
                            #print(f'x = {x} y= {y} self.bender.real_x= {self.bender.real_x+ self.bender.X_WIGHT  } self.bender.real_y = {self.bender.real_y + self.bender.Y_HEIGHT}')
                            fall = True
                            self.bender.jump_activate = 0
                            self.bender.jump_up = False

                        elif x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y + self.bender.Y_HEIGHT <= y + 5:  # RIGHT DOWN
                            #print(f'x = {x} y= {y} self.bender.real_x= {self.bender.real_x+ self.bender.X_WIGHT  } self.bender.real_y = {self.bender.real_y + self.bender.Y_HEIGHT}')
                            fall = True
                            self.bender.jump_activate = 0
                            self.bender.jump_up = False

                        #hit in a celling

                        if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y <= y + TILE:  # LEFT TOP
                            self.bender.jump_up = False
                        if x <= self.bender.real_x + self.bender.X_WIGHT / 2 <= x + TILE and y <= self.bender.real_y <= y + TILE:  # LEFT MIDLE
                            self.bender.jump_up = False
                        if x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y <= y + TILE:  # RIGHT TOP
                            self.bender.jump_up = False

                        #hit left

                        if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y <= y + TILE and self.gap_left == True:  # LEFT TOP
                            self.gap_left = False
                            self.gap += 0.25
                            self.bender.real_x += 0.25 * TILE  # right
                            temp_bot1_x -= 0.25 * TILE
                            temp_bullet_x -= 0.25 * TILE
                        if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y + TILE <= y + TILE and self.gap_left == True:  # LEFT MIDLE
                            self.gap_left = False
                            self.gap += 0.25
                            self.bender.real_x += 0.25 * TILE  # right
                            temp_bot1_x -= 0.25 * TILE
                            temp_bullet_x -= 0.25 * TILE
                        if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y + TILE * 2 <= y + TILE and self.gap_left == True:  # LEFT MIDLE
                            self.gap_left = False
                            self.gap += 0.25
                            self.bender.real_x += 0.25 * TILE  # right
                            temp_bot1_x -= 0.25 * TILE
                            temp_bullet_x -= 0.25 * TILE
                        if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y + TILE * 3 <= y + TILE and self.gap_left == True:  # LEFT MIDLE
                            self.gap_left = False
                            self.gap += 0.25
                            self.bender.real_x += 0.25 * TILE  # right
                            temp_bot1_x -= 0.25 * TILE
                            temp_bullet_x -= 0.25 * TILE
                        if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y + TILE * 4 <= y + TILE and self.gap_left == True:  # LEFT MIDLE
                            self.gap_left = False
                            self.gap += 0.25
                            self.bender.real_x += 0.25 * TILE  # right
                            temp_bot1_x -= 0.25 * TILE
                            temp_bullet_x -= 0.25 * TILE

                        #hit right

                        if x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y <= y + TILE and self.gap_right == True:  # LEFT TOP
                            self.gap_right = False
                            self.gap -= 0.25
                            self.bender.real_x -= 0.25 * TILE  # left
                            temp_bot1_x += 0.25 * TILE
                            temp_bullet_x += 0.25 * TILE

                        if x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y + TILE <= y + TILE and self.gap_right == True:
                            self.gap_right = False
                            self.gap -= 0.25
                            self.bender.real_x -= 0.25 * TILE  # left
                            temp_bot1_x += 0.25 * TILE
                            temp_bullet_x += 0.25 * TILE

                        if x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y + TILE * 2 <= y + TILE and self.gap_right == True:
                            self.gap_right = False
                            self.gap -= 0.25
                            self.bender.real_x -= 0.25 * TILE  # left
                            temp_bot1_x += 0.25 * TILE
                            temp_bullet_x += 0.25 * TILE

                        if x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y + TILE * 3 <= y + TILE and self.gap_right == True:
                            self.gap_right = False
                            self.gap -= 0.25
                            self.bender.real_x -= 0.25 * TILE  # left

                            temp_bot1_x += 0.25 * TILE

                            temp_bullet_x += 0.25 * TILE

                        if x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y + TILE * 4 <= y + TILE and self.gap_right == True:
                            self.gap_right = False
                            self.gap -= 0.25
                            self.bender.real_x -= 0.25 * TILE  # left

                            temp_bot1_x += 0.25 * TILE

                            temp_bullet_x += 0.25 * TILE

                            #stairs
                        for i in range(len(self.a_map.hard_wall[row - 1])):
                            right_x = self.a_map.hard_wall[row - 1][i][1]
                            right_y = self.a_map.hard_wall[row - 1][i][0]
                            if right_x <= self.bender.real_x + self.bender.X_WIGHT + 10 <= right_x + TILE and right_y <= self.bender.real_y + self.bender.Y_HEIGHT - 5 <= right_y + TILE and self.gap_right == True:  # RIGHT DOWN
                                self.bender.real_x += 0.25 * TILE
                                self.gap += 0.25  #
                                self.bender.real_y += -25
                                self.gap_y += -25

                                temp_bot1_x -= 0.25 * TILE
                                temp_bot1_y += 25

                                temp_bullet_x -= 0.25 * TILE
                                temp_bullet_y += 25

                            if right_x <= self.bender.real_x - 10 <= right_x + TILE and right_y <= self.bender.real_y + self.bender.Y_HEIGHT - 5 <= right_y + TILE and self.gap_left == True:  # LEFT DOWN
                                self.bender.real_x -= 0.25 * TILE
                                self.gap -= 0.25  #
                                self.bender.real_y += -25
                                self.gap_y += -25

                                temp_bot1_x += 0.25 * TILE
                                temp_bot1_y += 25

                                temp_bullet_x += 0.25 * TILE
                                temp_bullet_y += 25

                #print(fall)
                if not fall and self.bender.jump_act == False:
                    self.bender.real_y += self.bender.size_of_jump  #self.bender.speed
                    self.gap_y += self.bender.size_of_jump  #self.bender.speed
                    temp_bot1_y -= self.bender.size_of_jump
                    temp_bullet_y -= self.bender.size_of_jump

                self.a_map.draw(self, self.gap, self.gap_y)

                if r % 20 == 0:
                    #print(f'i= {r}')
                    #self.bot2.bore()
                    pass
                if r % 6 == 0:
                    self.bender.bore()

                for bot1 in self.bots1:
                    bot1.real_x += temp_bot1_x  #+ 904  #last change
                    bot1.real_y += temp_bot1_y  #+ 282
                    bot1.blitme()

                #self.bot2.rect.x = temp_bot1_x + 1024  #last change
                #self.bot2.rect.y = temp_bot1_y + 300
                #self.bot2.blitme()

                self.bender.blitme()

                if self.gun1_status == True:
                    self.gun1.draw(self.bender.rect.x, self.bender.rect.y,
                                   self.bender.direction, self.fire)
                    if self.fire == True:
                        self.fire = False

                    #pygame.draw.rect(self.screen, DARKGRAY, (x - TILE*gap, y - gap_y, TILE, TILE),2)
                for bullet in self.bullets:
                    bullet.real_x += temp_bullet_x
                    bullet.real_y += temp_bullet_y
                    for bot1 in self.bots1:
                        if bot1.x_on_a_map <= bullet.x_on_a_map <= bot1.x_on_a_map + bot1.size_x and bot1.y_on_a_map <= bullet.y_on_a_map <= bot1.y_on_a_map + bot1.size_y:
                            self.bots1.remove(bot1)
                            self.bullets.remove(bullet)

                    # If you wanna destroy black and white squares

                    ##for row in range(len(self.a_map.world_map_left_to_right)):
                    ##for xy in range(len(self.a_map.world_map_left_to_right[row])):
                    ###print(self.a_map.world_map_left_to_right[row][xy])
                    ##if  self.a_map.world_map_left_to_right[row][xy][0] <= bullet.x_on_a_map  <= self.a_map.world_map_left_to_right[row][xy][0] +TILE and self.a_map.world_map_left_to_right[row][xy][1] <= bullet.y_on_a_map <= self.a_map.world_map_left_to_right[row][xy][1] +TILE:
                    ##self.bullets.remove(bullet)
                    ###print(dir(self.a_map.world_map_left_to_right))
                    ##self.a_map.world_map_left_to_right[row].pop(xy)
                    ##break
                    ###print(self.a_map.world_map_left_to_right)

                    for row in range(len(self.a_map.hard_wall)):
                        for xy in range(len(self.a_map.hard_wall[row])):
                            #print(self.a_map.world_map_list[row][xy])

                            if self.a_map.hard_wall[row][xy][
                                    1] <= bullet.x_on_a_map <= self.a_map.hard_wall[
                                        row][xy][1] + TILE and self.a_map.hard_wall[
                                            row][xy][
                                                0] <= bullet.y_on_a_map <= self.a_map.hard_wall[
                                                    row][xy][0] + TILE:
                                self.bullets.remove(bullet)
                                ##print(dir(self.a_map.world_map_left_to_right))
                                self.a_map.hard_wall[row].pop(xy)
                                break
                    if bullet.need_to_delete() == True:
                        self.bullets.remove(bullet)

                    bullet.update()

                for bullet in self.bullets:
                    bullet.draw_bullet()

                #pygame.draw.rect(self.screen, DARKGRAY, (self.bender.rect.x, self.bender.rect.y, TILE, TILE))

                ##if self.bender.rect.x == self.bender.real_x:
                #self.rect = pygame.draw.line(self.screen, GREEN, (self.bender.rect.x, self.bender.rect.y), (self.mouse_pos_x, self.mouse_pos_y), 2)
                #pygame.draw.line(self.screen, GREEN, (self.bender.rect.x, self.bender.rect.y), (self.bender.rect.x + 300 * math.cos(self.angle),

                pygame.display.flip()
                self.clock.tick(FPS)
Ejemplo n.º 10
0
class Game():
    def __init__(self):
        pygame.init()

        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        pygame.display.set_caption("Future")

        self.clock = pygame.time.Clock()

        self.a_map = World_map()

        self.bender = Robot(self)

        self.mouse_pos_x, self.mouse_pos_y = 0, 0

        self.bullets = pygame.sprite.Group()
        self.bots1 = pygame.sprite.Group()

        bot1 = Bot1(self)
        bot1.rect.x = 904
        bot1.rect.y = 282
        bot1.real_x = 904
        bot1.real_y = 282
        bot1.x_on_a_map = 904
        bot1.y_on_a_map = 282
        self.bots1.add(bot1)

        bot1 = Bot1(self)
        bot1.rect.x = 104
        bot1.rect.y = 292
        bot1.real_x = 104
        bot1.real_y = 292
        bot1.x_on_a_map = 104
        bot1.y_on_a_map = 292
        self.bots1.add(bot1)

        self.bots2 = pygame.sprite.Group()
        self.bot2 = Bot2(self)
        self.bot2.rect.x = 600
        self.bot2.rect.y = 92
        self.bots2.add(self.bot2)

        self.gun1 = Guns(self)
        self.fire = False
        self.gun1_status = False

        self.move_left = False
        self.move_right = False

        self.camera = Camera(self.camera_configure, self)

    def camera_configure(self, camera, target_rect):
        l, t, _, _ = target_rect
        _, _, w, h = camera
        l, t = -l + SCREEN_WIDTH / 2, -t + SCREEN_HEIGHT / 2

        l = min(0, l)  # Не движемся дальше левой границы
        l = max(-(self.a_map.level_wight * TILE - camera.width),
                l)  # Не движемся дальше правой границы
        t = max(-(self.a_map.level_height * TILE - camera.height),
                t)  # Не движемся дальше нижней границы
        t = min(0, t)  # Не движемся дальше верхней границы

        return pygame.Rect(l, t, w, h)

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                #self.fire_direction(mouse_pos)
                self.fire_bullets(mouse_pos)

                #self.fire_direction(mouse_pos)

            if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_q:
                    sys.exit()
                if event.key == pygame.K_SPACE:
                    self.bender.jump()
                if event.key == pygame.K_a:
                    self.bender.direction = 'left'
                    #self.bender.moving_left = True
                    self.move_left = True
                if event.key == pygame.K_d:
                    #self.bender.moving_right = True
                    self.bender.direction = 'right'
                    self.move_right = True
                if event.key == pygame.K_f:
                    self.bender.shot_f = True
                    print(
                        f'self.bender.real_x = {self.bender.real_x} self.bender.real_y = {self.bender.real_y}'
                    )
                    #for bot1 in self.bots1:
                    #print(f'self.bot1.x_on_a_map = {bot1.x_on_a_map} self.bot1._on_a_map_y = {bot1.y_on_a_map}')
                    #print(f'self.bot1.rect.x = {bot1.rect.x} self.bot1.rect.y = {bot1.rect.y}')

                if event.key == pygame.K_k:
                    pass
                if event.key == pygame.K_l:
                    self.fire = True
                    mouse_pos = pygame.mouse.get_pos()
                    self.fire_bullets(mouse_pos)
                if event.key == pygame.K_1:
                    if self.gun1_status == False:
                        self.gun1_status = True
                    elif self.gun1_status == True:
                        self.gun1_status = False

                if event.key == pygame.K_LEFT:
                    self.angle_minus = True
                if event.key == pygame.K_RIGHT:
                    self.angle_plus = True

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_a:
                    self.move_left = False
                if event.key == pygame.K_d:
                    self.move_right = False
                if event.key == pygame.K_f:
                    self.bender.shot_f = False
                if event.key == pygame.K_k:
                    pass
                if event.key == pygame.K_LEFT:
                    self.angle_minus = False
                if event.key == pygame.K_RIGHT:
                    self.angle_plus = False

    def fire_bullets(self, mouse_pos):
        if len(self.bullets) <= 999999:  #BULLET_LIMIT: #my fire limit
            self.rect = pygame.draw.circle(self.screen, RED, (0, 0), 6)

            if self.bender.direction == 'right':

                self.rect = self.camera.apply(self.bender)
                self.rect.x += 80
                self.rect.y += 60

                self.mouse_pos_x, self.mouse_pos_y = mouse_pos

                self.mouse_pos_x = self.mouse_pos_x - self.rect.x
                self.mouse_pos_y = self.mouse_pos_y - self.rect.y

                print(
                    f'self.mouse_pos_x = {self.mouse_pos_x}, self.mouse_pos_y = {self.mouse_pos_y}'
                )

                xx = self.mouse_pos_x
                yy = self.mouse_pos_y
                line = (math.sqrt(xx**2 + yy**2))

                print(f'line = {line} xx == {xx} yy== {yy}')
                print(
                    f'self.bender.real_x = {self.bender.real_x} self.bender.real_y = {self.bender.real_y}'
                )

                self.mouse_cos = xx / line
                self.mouse_sin = yy / line

                if -1 <= self.mouse_cos <= 1 and -1 <= self.mouse_sin <= 1 and self.gun1_status == True:
                    new_bullet = Bullet(self, self.bender.direction)
                    self.bullets.add(new_bullet)

            if self.bender.direction == 'left':

                self.rect = self.camera.apply(self.bender)
                self.rect.x -= 25
                self.rect.y += 60

                self.mouse_pos_x, self.mouse_pos_y = mouse_pos

                self.mouse_pos_x = self.mouse_pos_x - self.rect.x
                self.mouse_pos_y = self.mouse_pos_y - self.rect.y

                print(
                    f'self.mouse_pos_x = {self.mouse_pos_x}, self.mouse_pos_y = {self.mouse_pos_y}'
                )

                xx = self.mouse_pos_x
                yy = self.mouse_pos_y
                line = (math.sqrt(xx**2 + yy**2))

                print(f'line = {line} xx == {xx} yy== {yy}')
                print(
                    f'self.bender.real_x = {self.bender.real_x} self.bender.real_y = {self.bender.real_y}'
                )

                self.mouse_cos = xx / line
                self.mouse_sin = yy / line

                if -1 <= self.mouse_cos <= 1 and -1 <= self.mouse_sin <= 1 and self.gun1_status == True:
                    new_bullet = Bullet(self, self.bender.direction)
                    self.bullets.add(new_bullet)

    def jump_of_hero(self):
        ##hit in a celling during a jump
        self.checking_for_a_celling()

        if self.bender.jump_activate < self.bender.height_jump and self.bender.jump_up == True:
            self.bender.real_y -= self.bender.size_of_jump  # real
            self.bender.jump_activate += 1

        elif self.bender.jump_activate == self.bender.height_jump and self.bender.jump_up == True:
            self.bender.jump_up = False
            self.bender.jump_activate -= 1
            self.bender.real_y += self.bender.size_of_jump
        elif self.bender.jump_activate > 0 and self.bender.jump_up == False:
            self.bender.real_y += self.bender.size_of_jump
            self.bender.jump_activate -= 1
        elif self.bender.jump_activate == 0 and self.bender.jump_up == False:
            self.bender.jump_act = False

    def checking_for_a_celling(self):
        self.bender.celling = False
        for x, y in self.a_map.hard_wall_left_to_right[(
            (self.bender.real_y) // TILE) - 1]:
            if x <= self.bender.real_x <= x + TILE and y <= self.bender.real_y - self.bender.size_of_jump <= y + TILE:  # LEFT TOP
                self.bender.jump_up = False
                self.bender.celling = True
            if x <= self.bender.real_x + self.bender.X_WIGHT / 2 <= x + TILE and y <= self.bender.real_y - self.bender.size_of_jump <= y + TILE:  # LEFT MIDLE
                self.bender.jump_up = False
                self.bender.celling = True
            if x <= self.bender.real_x + self.bender.X_WIGHT <= x + TILE and y <= self.bender.real_y - self.bender.size_of_jump <= y + TILE:  # RIGHT TOP
                self.bender.jump_up = False
                self.bender.celling = True

    def run(self):
        while True:
            for r in range(1000):
                self._check_events()

                self.screen.fill(BGR_COLOR)

                self.jump_of_hero()

                #BOTTOM
                #looking for a surface
                fall = True
                for x, y in self.a_map.hard_wall_left_to_right[(
                    (self.bender.real_y + self.bender.Y_HEIGHT) // TILE)]:
                    if (x <= self.bender.real_x <= x + TILE and
                            y <= self.bender.real_y + self.bender.Y_HEIGHT +
                            self.bender.size_of_jump <= y + 5  # LEFT DOWN
                            or x <= self.bender.real_x +
                            self.bender.X_WIGHT / 2 <= x + TILE
                            and y <= self.bender.real_y + self.bender.Y_HEIGHT
                            <= y + 5  # MIDLE DOWN
                            or x <= self.bender.real_x + self.bender.X_WIGHT <=
                            x + TILE and y <= self.bender.real_y +
                            self.bender.Y_HEIGHT <= y + 5):  # RIGHT DOWN
                        self.bender.jump_activate = 0
                        self.bender.jump_up = False
                        fall = False

                # LEFT SIDE
                #checking_for_the_left_brick
                step_left = False
                step_right = False
                if self.move_left == True:

                    if fall or self.bender.jump_activate != 0:  #to avoid akward momens in the air
                        for y, x in self.a_map.hard_wall[(
                            (self.bender.real_x) // TILE) - 1]:
                            if (x <= self.bender.real_x - self.bender.speed <=
                                    x + TILE and y <= self.bender.real_y <=
                                    y + TILE  # LEFT TOP
                                    or x <= self.bender.real_x -
                                    self.bender.speed <= x + TILE
                                    and y <= self.bender.real_y + TILE <=
                                    y + TILE  # LEFT MIDLE
                                    or x <= self.bender.real_x -
                                    self.bender.speed <= x + TILE
                                    and y <= self.bender.real_y + TILE * 2 <=
                                    y + TILE  # downer LEFT MIDLE    
                                    or x <= self.bender.real_x -
                                    self.bender.speed <= x + TILE
                                    and y <= self.bender.real_y + TILE * 3 <=
                                    y + TILE  # mode downer LEFT MIDLE    
                                    or x <= self.bender.real_x -
                                    self.bender.speed <= x + TILE
                                    and y <= self.bender.real_y + TILE * 4 <=
                                    y + TILE):  # bottom LEFT MIDLE
                                self.move_left = False

                    elif not fall or self.bender.jump_activate == 0:
                        for y, x in self.a_map.hard_wall[(
                            (self.bender.real_x) // TILE) - 1]:
                            if (x <= self.bender.real_x - self.bender.speed <=
                                    x + TILE and y <= self.bender.real_y <=
                                    y + TILE  # LEFT TOP
                                    or x <= self.bender.real_x -
                                    self.bender.speed <= x + TILE
                                    and y <= self.bender.real_y + TILE <=
                                    y + TILE  # LEFT MIDLE
                                    or x <= self.bender.real_x -
                                    self.bender.speed <= x + TILE
                                    and y <= self.bender.real_y + TILE * 2 <=
                                    y + TILE  # downer LEFT MIDLE    
                                    or x <= self.bender.real_x -
                                    self.bender.speed <= x + TILE
                                    and y <= self.bender.real_y + TILE * 3 <=
                                    y + TILE):  # mode downer LEFT MIDLE
                                self.move_left = False
                        #checking_for_a_step
                        for y, x in self.a_map.hard_wall[(
                            (self.bender.real_x) // TILE)]:
                            if x <= self.bender.real_x - self.bender.speed <= x + TILE and y <= self.bender.real_y + TILE * 4 <= y + TILE:  #step
                                step_left = True
                                print(True)
                                break

                        self.checking_for_a_celling()  #during climing
                        if step_left == True and self.move_left != False and self.bender.celling != True:
                            if r % 2 == 0:  #it is for hard climing!!!!
                                self.bender.real_x -= TILE
                                self.bender.real_y += -TILE

                    ##moving to left
                    if step_left == False and self.move_left == True:
                        self.bender.real_x -= self.bender.speed
                        print('moving left')

                # RIGHT
                #checking_for_the_right_brick
                if self.move_right == True:

                    if fall or self.bender.jump_activate != 0:  #to avoid akward momens in the air
                        for y, x in self.a_map.hard_wall[(
                            (self.bender.real_x + self.bender.X_WIGHT) // TILE)
                                                         + 1]:
                            if (x <= self.bender.real_x + self.bender.X_WIGHT +
                                    self.bender.speed <= x + TILE and y <=
                                    self.bender.real_y <= y + TILE  # right TOP
                                    or x <= self.bender.real_x +
                                    self.bender.X_WIGHT + self.bender.speed <=
                                    x + TILE and y <= self.bender.real_y + TILE
                                    <= y + TILE  # right MIDLE
                                    or x <= self.bender.real_x +
                                    self.bender.X_WIGHT + self.bender.speed <=
                                    x + TILE
                                    and y <= self.bender.real_y + TILE * 2 <=
                                    y + TILE  # downer right MIDLE    
                                    or x <= self.bender.real_x +
                                    self.bender.X_WIGHT + self.bender.speed <=
                                    x + TILE
                                    and y <= self.bender.real_y + TILE * 3 <=
                                    y + TILE  # mode downer right MIDLE    
                                    or x <= self.bender.real_x +
                                    self.bender.X_WIGHT + self.bender.speed <=
                                    x + TILE
                                    and y <= self.bender.real_y + TILE * 4 <=
                                    y + TILE):  # bottom right MIDLE
                                self.move_right = False

                    elif not fall or self.bender.jump_activate == 0:
                        for y, x in self.a_map.hard_wall[(
                            (self.bender.real_x + self.bender.X_WIGHT) // TILE)
                                                         + 1]:
                            if (x <= self.bender.real_x + self.bender.X_WIGHT +
                                    self.bender.speed <= x + TILE and y <=
                                    self.bender.real_y <= y + TILE  # right TOP
                                    or x <= self.bender.real_x +
                                    self.bender.X_WIGHT + self.bender.speed <=
                                    x + TILE and y <= self.bender.real_y + TILE
                                    <= y + TILE  # right MIDLE
                                    or x <= self.bender.real_x +
                                    self.bender.X_WIGHT + self.bender.speed <=
                                    x + TILE
                                    and y <= self.bender.real_y + TILE * 2 <=
                                    y + TILE  # downer right MIDLE    
                                    or x <= self.bender.real_x +
                                    self.bender.X_WIGHT + self.bender.speed <=
                                    x + TILE
                                    and y <= self.bender.real_y + TILE * 3 <=
                                    y + TILE):  # mode downer right MIDLE
                                self.move_right = False

                        #checking_for_a_step
                        for y, x in self.a_map.hard_wall[(
                            (self.bender.real_x + self.bender.X_WIGHT) //
                                TILE)]:
                            if x <= self.bender.real_x + self.bender.X_WIGHT + self.bender.speed <= x + TILE and y <= self.bender.real_y + TILE * 4 <= y + TILE:  #step
                                step_right = True
                                print(True)
                                break

                        self.checking_for_a_celling()  #during climing
                        if step_right == True and self.move_right != False and self.bender.celling != True:
                            if r % 2 == 0:  #it is for hard climing!!!!
                                self.bender.real_x += TILE
                                self.bender.real_y += -TILE

                    ##moving to right
                    if step_right == False and self.move_right == True:
                        self.bender.real_x += self.bender.speed
                        print('moving right')

                ### fallen
                if fall and self.bender.jump_act == False:
                    self.bender.real_y += self.bender.size_of_jump

                self.bender.rect.x = self.bender.real_x
                self.bender.rect.y = self.bender.real_y

                self.camera.update(self.bender)
                self.a_map.draw(self)

                #TESTING I am watching neded row that way
                #for y,x in self.a_map.hard_wall[((self.bender.real_x + self.bender.X_WIGHT) // TILE)+1]:#self.bender.real_y // TILE]: for x,y in self.a_map.hard_wall_left_to_right[(self.bender.real_y // TILE)-1]:
                #for x,y in self.a_map.hard_wall_left_to_right[((self.bender.real_y)  // TILE)]:
                #for y,x in self.a_map.hard_wall[((self.bender.real_x + self.bender.X_WIGHT) // TILE)+1]:
                for y, x in self.a_map.hard_wall[(
                    (self.bender.real_x) // TILE) - 1]:
                    square = pygame.Rect(x, y, TILE, TILE)
                    pygame.draw.rect(self.screen, DARKGRAY,
                                     self.camera.apply_wall(square), 2)

                if r % 20 == 0:
                    self.bot2.bore()

                if r % 6 == 0:
                    self.bender.bore()

                self.bender.blitme(self.camera.apply(self.bender))

                for bot1 in self.bots1:
                    bot1.blitme(self.camera.apply(bot1))

                for bot2 in self.bots2:
                    bot2.blitme(self.camera.apply(bot2))

                if self.gun1_status == True:
                    self.gun1.draw(self.camera.apply(self.bender),
                                   self.bender.direction, self.fire)
                    if self.fire == True:
                        self.fire = False

                for bullet in self.bullets:
                    for bot1 in self.bots1:
                        if bot1.x_on_a_map <= bullet.x_on_a_map <= bot1.x_on_a_map + bot1.size_x and bot1.y_on_a_map <= bullet.y_on_a_map <= bot1.y_on_a_map + bot1.size_y:
                            self.bots1.remove(bot1)
                            self.bullets.remove(bullet)

                    for bot2 in self.bots2:
                        if bot2.rect.x <= bullet.x_on_a_map <= bot2.rect.x + bot2.size_x and bot2.rect.y <= bullet.y_on_a_map <= bot2.rect.y + bot2.size_y:
                            self.bots2.remove(bot2)
                            self.bullets.remove(bullet)

                    ## If you wanna destroy black and white squares

                    ##for row in range(len(self.a_map.world_map_left_to_right)):
                    ##for xy in range(len(self.a_map.world_map_left_to_right[row])):
                    ##if  self.a_map.world_map_left_to_right[row][xy][0] <= bullet.x_on_a_map  <= self.a_map.world_map_left_to_right[row][xy][0] +TILE and self.a_map.world_map_left_to_right[row][xy][1] <= bullet.y_on_a_map <= self.a_map.world_map_left_to_right[row][xy][1] +TILE:
                    ##self.bullets.remove(bullet)
                    ##self.a_map.world_map_left_to_right[row].pop(xy)
                    ##break

                    first_flag_break = False
                    for row in range(len(self.a_map.hard_wall)):
                        if first_flag_break == True:
                            break
                        for xy in range(len(self.a_map.hard_wall[row])):
                            if self.a_map.hard_wall[row][xy][
                                    1] <= bullet.x_on_a_map <= self.a_map.hard_wall[
                                        row][xy][1] + TILE and self.a_map.hard_wall[
                                            row][xy][
                                                0] <= bullet.y_on_a_map <= self.a_map.hard_wall[
                                                    row][xy][0] + TILE:
                                self.bullets.remove(bullet)
                                #print(f'self.a_map.hard_wall[row][xy] {self.a_map.hard_wall[row][xy]}')

                                flag_break = False
                                for lr_row in range(
                                        len(self.a_map.hard_wall_left_to_right)
                                ):
                                    if flag_break == True:
                                        break
                                    for xy_lr in range(
                                            len(self.a_map.
                                                hard_wall_left_to_right[lr_row]
                                                )):
                                        if (self.a_map.hard_wall[row][xy][1]
                                                == self.a_map.
                                                hard_wall_left_to_right[lr_row]
                                            [xy_lr][0]
                                                and self.a_map.hard_wall[row]
                                            [xy][0] == self.a_map.
                                                hard_wall_left_to_right[lr_row]
                                            [xy_lr][1]):
                                            self.a_map.hard_wall_left_to_right[
                                                lr_row].pop(xy_lr)
                                            flag_break = True
                                            break

                                self.a_map.hard_wall[row].pop(xy)
                                first_flag_break = True
                                break
                    if bullet.need_to_delete() == True:
                        self.bullets.remove(bullet)

                    bullet.update()

                for bullet in self.bullets:
                    bullet.draw_bullet(self.camera.apply(bullet))

                pygame.display.flip()
                self.clock.tick(FPS)
Ejemplo n.º 11
0
    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.bullets = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.evil_bullets = pygame.sprite.Group()
        
        self.a_map = World_map()
                
        self.screen = pygame.display.set_mode(
            (self.settings.screen_width,self.settings.screen_height))
        pygame.display.set_caption("Invasion")
               
        self.level = 0
        self.stats = Stats(self)
        
        temp_x, temp_y = 200, 50
        temp_color = (0, 100, 0)
        temp_text_color =(255, 255, 255)
        self.play_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "PLAY")
        self.play_button.rect.y -= 65
        self.play_button._prep_msg("NEW GAME")
        
        
        temp_x, temp_y = 200, 50
        temp_color = (20, 40, 0)
        temp_text_color =(255, 255, 255)
        self.exit_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "EXIT")
        self.exit_button.rect.y += 185
        self.exit_button._prep_msg("EXIT")
        
        temp_x, temp_y = 200, 50
        temp_color = (80, 60, 0)
        temp_text_color =(255, 255, 255)
        self.title_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "TITLE")
        self.title_button.rect.y += 125
        self.title_button._prep_msg("TITLE")
        self.title = Title(self)
        self.title_active = False
        
        temp_x, temp_y = 200, 50
        temp_color = (150, 200, 0)
        temp_text_color =(255, 255, 255)
        self.help_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "HELP")
        self.help_button.rect.y += 65
        self.help_button._prep_msg("HELP")
        self.help_ = Help(self)
        self.help_active = False
        
        temp_x, temp_y = 200, 50
        temp_color = (150, 200, 0)
        temp_text_color =(255, 255, 255)
        self.back_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "BACK")
        self.back_button.rect.y += 185
        self.back_button._prep_msg("BACK")

        
        
        temp_x, temp_y = 250, 50
        temp_color = (0, 240, 0)
        temp_text_color =(255, 255, 255)
        self.restart_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "Restart level")
        
        temp_x, temp_y = 350, 50
        temp_color = (100, 100, 100)
        temp_text_color =(255, 0, 0)
        self.win_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "YOU ARE A WINNER!")
        
        self.myTank = Ship(self)
        self.myTank.live  = 0
        
        #interface
        self.liveboard = Lives(self)
        self.score = 0
        self.scoreboard = Score(self)

        self.image = pygame.image.load('images/brick_wall3.png')        
        self.rect = self.image.get_rect()
        
        self.aid = pygame.image.load('images/aid.png')   
Ejemplo n.º 12
0
class Invasion:
    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.bullets = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.evil_bullets = pygame.sprite.Group()
        
        self.a_map = World_map()
                
        self.screen = pygame.display.set_mode(
            (self.settings.screen_width,self.settings.screen_height))
        pygame.display.set_caption("Invasion")
               
        self.level = 0
        self.stats = Stats(self)
        
        temp_x, temp_y = 200, 50
        temp_color = (0, 100, 0)
        temp_text_color =(255, 255, 255)
        self.play_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "PLAY")
        self.play_button.rect.y -= 65
        self.play_button._prep_msg("NEW GAME")
        
        
        temp_x, temp_y = 200, 50
        temp_color = (20, 40, 0)
        temp_text_color =(255, 255, 255)
        self.exit_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "EXIT")
        self.exit_button.rect.y += 185
        self.exit_button._prep_msg("EXIT")
        
        temp_x, temp_y = 200, 50
        temp_color = (80, 60, 0)
        temp_text_color =(255, 255, 255)
        self.title_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "TITLE")
        self.title_button.rect.y += 125
        self.title_button._prep_msg("TITLE")
        self.title = Title(self)
        self.title_active = False
        
        temp_x, temp_y = 200, 50
        temp_color = (150, 200, 0)
        temp_text_color =(255, 255, 255)
        self.help_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "HELP")
        self.help_button.rect.y += 65
        self.help_button._prep_msg("HELP")
        self.help_ = Help(self)
        self.help_active = False
        
        temp_x, temp_y = 200, 50
        temp_color = (150, 200, 0)
        temp_text_color =(255, 255, 255)
        self.back_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "BACK")
        self.back_button.rect.y += 185
        self.back_button._prep_msg("BACK")

        
        
        temp_x, temp_y = 250, 50
        temp_color = (0, 240, 0)
        temp_text_color =(255, 255, 255)
        self.restart_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "Restart level")
        
        temp_x, temp_y = 350, 50
        temp_color = (100, 100, 100)
        temp_text_color =(255, 0, 0)
        self.win_button = Button(self, temp_x, temp_y, temp_color, temp_text_color, "YOU ARE A WINNER!")
        
        self.myTank = Ship(self)
        self.myTank.live  = 0
        
        #interface
        self.liveboard = Lives(self)
        self.score = 0
        self.scoreboard = Score(self)

        self.image = pygame.image.load('images/brick_wall3.png')        
        self.rect = self.image.get_rect()
        
        self.aid = pygame.image.load('images/aid.png')   

    def delete_all_bullets(self):
        self.evil_bullets.empty()
        self.bullets.empty()

        
    def level_1(self):
        self.level = 1
        #show lives
        self.liveboard.prepare(self)
        
        # destroyd enemies
        self.score = 0
        self.scoreboard.prepare(self)
        
        self.a_map.create_map() #create a map 1
        self.delete_all_bullets()
        #self.myTank.out_coordinates = []
        self.myTank.create_map() #create a map 
        self.myTank.right_coordinates() # set new coordinates

        #self.myEnemy = Enemy(self)
        #print('LEVEL 111111111111111111111111111111') doNE

        self.enemies_list_coordinate = [] 
        
                
        for i in range(15): #20
            #self.create_an_enemy()
            self.create_an_enemy2()
                    #add coordianates

        self.settings.bgr_color = WHITE 
        self.image = pygame.image.load('images/brick_wall3.png')  
        #self.image = pygame.image.load('images/brick_wall.png')
 
    def level_2(self):
        self.delete_all_bullets()
        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall2.png')
        self.enemies_list_coordinate = [] 
        for i in range(6): # 10 9
            #self.create_an_enemy()
            self.create_an_enemy2()

        
    def level_3(self):
        self.delete_all_bullets()
        
        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall.png')
        self.enemies_list_coordinate = [] 
        for i in range(10): #12
            #self.create_an_enemy()
            self.create_an_enemy2()
            
            
    def level_4(self):
        self.delete_all_bullets()
        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall2.png')
        self.enemies_list_coordinate = [] 
        for i in range(8): #10 15
            #self.create_an_enemy()
            self.create_an_enemy2()

        
    def level_5(self):
        self.delete_all_bullets()
        
        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall.png')
        self.enemies_list_coordinate = [] 
        for i in range(10): #10 17
            #self.create_an_enemy()
            self.create_an_enemy2()
        
    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
                
            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)
                self._check_exit_button(mouse_pos)
                self._check_title_button(mouse_pos)
                self._check_help_button(mouse_pos)
                self._check_restart_button(mouse_pos)
                self._check_back_button(mouse_pos)
                self._check_win_button(mouse_pos)
                
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    sys.exit()                
                if event.key == pygame.K_RIGHT:
                    #self.myTank.rect.x += self.myTank.ship_speed
                    self.myTank.moving_right = True
                if event.key == pygame.K_LEFT:
                    #self.myTank.rect.x -= self.myTank.ship_speed
                    self.myTank.moving_left = True
                if event.key == pygame.K_UP:
                    #self.myTank.rect.y -= self.myTank.ship_speed
                    self.myTank.moving_up = True
                if event.key == pygame.K_DOWN:
                    #self.myTank.rect.y += self.myTank.ship_speed
                    self.myTank.moving_down = True
                if event.key == pygame.K_SPACE:
                    self.fire_bullets()
                if event.key == pygame.K_BACKSPACE:
                    self._check_enter()
                if event.key == pygame.K_r:
                    self._check_restart()
                    
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    self.myTank.moving_right = False 
                if event.key == pygame.K_LEFT:
                    self.myTank.moving_left = False
                if event.key == pygame.K_UP:
                    self.myTank.moving_up = False 
                if event.key == pygame.K_DOWN:
                    self.myTank.moving_down = False

    def _check_exit_button(self,mouse_pos):
        if self.exit_button.rect.collidepoint(mouse_pos) and self.myTank.live  == 0 and not self.stats.game_active and not self.help_active: # invisible button musnt be worked
            sys.exit()
                    
    def _check_enter(self):
        self.enemies.empty()
        self.stats.game_active = True
        self.myTank.live  = LIVE_OF_TANK
        self.level_1()
        pygame.mouse.set_visible(False)
        
    def _check_restart(self):
        if self.level == 0:
            return 0
        self.enemies.empty()
        self.stats.game_active = True
        self.myTank.live  = LIVE_OF_TANK
        #show lives
        self.liveboard.prepare(self)
        
        # destroyd enemies
        self.score = 0
        self.scoreboard.prepare(self)
        if self.level == 1:
            self.level_1()
        elif self.level == 2:
            self.level_2()
        elif self.level == 3:
            self.level_3()
        elif self.level == 4:
            self.level_4()
        elif self.level == 5:
            self.level_5()
        pygame.mouse.set_visible(False)

    def _check_restart_button(self,mouse_pos):
        if self.restart_button.rect.collidepoint(mouse_pos) and self.myTank.live  == 0 and not self.stats.game_active and not self.help_active: # invisible button musnt be worked
            if self.level == 0:
                return 0
            self.enemies.empty()
            self.stats.game_active = True
            self.myTank.live  = LIVE_OF_TANK
            #show lives
            self.liveboard.prepare(self)
            
            # destroyd enemies
            self.score = 0
            self.scoreboard.prepare(self)
            if self.level == 1:
                self.level_1()
            elif self.level == 2:
                self.level_2()
            elif self.level == 3:
                self.level_3()
            elif self.level == 4:
                self.level_4()
            elif self.level == 5:
                self.level_5()
            pygame.mouse.set_visible(False)
            
    def _check_title_button(self, mouse_pos):
        if self.title_button.rect.collidepoint(mouse_pos) and self.myTank.live  == 0 and not self.stats.game_active and not self.help_active: # invisible button musnt be worked
            self.title_active = True
            pygame.mouse.set_visible(False)
            
    def _check_help_button(self, mouse_pos):
        if self.help_button.rect.collidepoint(mouse_pos) and self.myTank.live  == 0 and not self.stats.game_active and not self.help_active: # invisible button musnt be worked
            self.help_active = True
            
            #pygame.mouse.set_visible(False)
            
    def _check_back_button(self, mouse_pos):
        if self.back_button.rect.collidepoint(mouse_pos) and self.help_active == True and not self.stats.game_active: # invisible button musnt be worked
            self.help_active = False
            #pygame.mouse.set_visible(False)
 
    def _check_play_button(self,mouse_pos):
        if self.play_button.rect.collidepoint(mouse_pos) and self.myTank.live  == 0 and not self.stats.game_active and not self.help_active: # invisible button musnt be worked
            self.enemies.empty()
            self.stats.game_active = True
            self.myTank.live  = LIVE_OF_TANK
            self.level_1()
            pygame.mouse.set_visible(False)
            #print(dir(self.enemies))
            
    def _check_win_button(self,mouse_pos):
        if self.win_button.rect.collidepoint(mouse_pos) and self.myTank.live  > 0 and not self.stats.game_active and not self.help_active: # invisible button musnt be worked
            self.enemies.empty()
            self.stats.game_active = True
            self.myTank.live  = LIVE_OF_TANK
            self.level_1()
            pygame.mouse.set_visible(False)
                    
    def fire_bullets(self):
        if len(self.bullets) <= BULLET_LIMIT: #my fire limit
            new_bullet = Bullet(self, self.myTank.direction,self.level)
            self.bullets.add(new_bullet)
        
    def fire_evil_bullets(self,enemy):
        new_bullet = Evil_bullet(self, enemy.rect.x, enemy.rect.y, enemy.direction,self.level)
        self.evil_bullets.add(new_bullet)
    
    def create_an_enemy2(self): 
        new_enemy = Enemy(self)
        if self.level == 1:
            new_enemy.create_map() #CHANGE a map
            #new_enemy.ship_speed = 0.25 #CHANGE LEVEL DIFICULTY
            #print('ITTTTTTTTTTTTTTTTTTTTT')
            pass
        elif self.level == 2:
            new_enemy.change_map()
        elif self.level == 3:
            new_enemy.change_map_3()
        elif self.level == 4:
            new_enemy.change_map_4()
        elif self.level == 5:
            new_enemy.change_map_5()
            
            #new_enemy.ship_speed = 0.5
        new_enemy.add_coordinates(self.myTank.rect.x, self.myTank.rect.y)
        
        #for temp in self.a_map.aid_list:
            #new_enemy.(temp[0],temp[1])
        
        for x,y in self.enemies_list_coordinate: 
            new_enemy.add_coordinates(x,y)
            
 
            
        #new_enemy.set_zero_coordinates()
        # return False if limit is out
        temp = new_enemy.right_coordinates()
        x = new_enemy.rect.x
        y= new_enemy.rect.y
        if temp != False:
            ###for enemy_update in self.enemies:
                ##enemy_update.add_coordinates(x, y)dd
            self.enemies_list_coordinate.append([x,y])
            #self.add_coordinates(x,y)
            self.enemies.add(new_enemy)
        
    def levels(self):
        if len(self.enemies) == 0 and self.level == 1:
        #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 2
            self.myTank.change_map()
            self.myTank.right_coordinates() # set new coordinates for my tank
            self.a_map.level_2_world_map()
            
            self.level_2()
            
        elif len(self.enemies) == 0 and self.level == 2:
        #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 3
            self.myTank.change_map_3()
            self.myTank.right_coordinates() # set new coordinates for my tank
            self.a_map.level_3_world_map()
            self.level_3()
            
        elif len(self.enemies) == 0 and self.level == 3:
        #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 4
            self.myTank.change_map_4()
            self.myTank.right_coordinates() # set new coordinates for my tank
            self.a_map.level_4_world_map()
            self.level_4()
            
        elif len(self.enemies) == 0 and self.level == 4:
        #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 5
            self.myTank.change_map_5()
            self.myTank.right_coordinates() # set new coordinates for my tank
            self.a_map.level_5_world_map()
            self.level_5()
            
        elif len(self.enemies) == 0 and self.level == 5:
            pass
            #print(dir(self.evil_bullets))
            #print('WIN WIN')
            #self.level_4()
            
     #restart game       
    def lose_or_win(self):
        if self.myTank.live == 0:
            self.stats.game_active = False 
            pygame.mouse.set_visible(True)
            pass
            #del self.myTank
        elif self.myTank.live > 0 and len(self.enemies) == 0 and self.level == 5:     # IF WIN  CHANGE LEVEL
            self.stats.game_active = False # IF WIN
            pygame.mouse.set_visible(True)   # IF WIN
            

    
    def _update_screen(self):
        self.screen.fill(self.settings.bgr_color)
        self.myTank.blitme()
        
        for row in self.a_map.world_map_list: # CAN I update this one?
            for x,y in row:
                self.rect.x = x
                self.rect.y = y
                self.screen.blit(self.image, self.rect)
            #pygame.draw.rect(self.screen, DARKGRAY, (x, y, TILE, TILE),2)

        #for bullet in self.bullets.sprites():
            #bullet.draw_bullet()
            
        #for bullet in self.evil_bullets.sprites():
            #bullet.draw_bullet()
        
        #self.myEnemy.blitme()
        #for enemy in self.enemies.sprites():
            #enemy.blitme()

        if not self.stats.game_active and self.myTank.live == 0 :
            self.play_button.draw_button()
            self.restart_button.draw_button()
            self.help_button.draw_button()
            self.title_button.draw_button()
            self.exit_button.draw_button()

        if self.title_active == True:
            self.title.draw_title()
            pygame.display.flip()   #SHOW ALL update_screen
            time.sleep(2)
            self.title_active = False
            
        if self.help_active == True:
            self.help_.draw_title()
            self.back_button.draw_button()
            pygame.display.flip()   #SHOW ALL update_screen
            #time.sleep(3)
            #self.help_active = False
        else:
            self.liveboard.draw()
            self.scoreboard.draw()
            
            
        if not self.stats.game_active and self.myTank.live > 0 and len(self.enemies) == 0 :
            self.win_button.draw_button()
            
            
        #pygame.display.flip()       
    
    
    def run(self):
        #self.level = 1
        while(True):
            for i in range(100):
                #if not self.stats.game_active:
                self.lose_or_win()
                self._check_events()
                self.myTank.empty_coordinates_others()
                
                #self.liveboard.prepare()
                
                #SHOW ALL update_screen
                self._update_screen()          
                               
                
                #animation of destroy and Delete
                if self.stats.game_active == True: #or self.stats.game_active == True: # self.myTank.live > 0 or not winner
                    #for temp in self.a_map.aid_list:
                        #print(temp[0],temp[1])                            
                    self.levels()
                    
                    
                    for enemy in self.enemies:
                        #update coordinates into enemies and myTank
                        enemy.coordinates_others = []
                        self.myTank.coordinates_others = []
                        
                        #for temp in self.a_map.aid_list:
                            #self.myTank.add_coordinates(temp[0],temp[1])
                            #print(temp[0],temp[1])
                        
                        for enemy_update in self.enemies:
                            enemy.add_coordinates(enemy_update.rect.x, enemy_update.rect.y)
                            enemy.add_coordinates(self.myTank.rect.x, self.myTank.rect.y)
                            
                            for temp in self.a_map.aid_list:
                                enemy.add_coordinates(temp[0],temp[1])
                                
                            self.myTank.add_coordinates(enemy_update.rect.x, enemy_update.rect.y)
                        #live circle of enemy
                        
                        if enemy.live == True and i == 0:
                            pass
                            enemy.rand_direction()
                            #enemy is shoting
                            self.fire_evil_bullets(enemy)
                        if i != 0:
                            if enemy.live == True and i%2  == 0 or i%3  == 0: # speed enemies added or i%3  == 0
                            #  print(f'i= {i}')# speed enemie3s
                                enemy.update()
                        
                        if enemy.live == False and i == 0:
                            self.score += 1
                            self.scoreboard.prepare(self)
                            self.enemies.remove(enemy)
                            
                    #SHOW ALL update_screen
                        enemy.blitme()
                    
                    #for in 
                    if len(self.a_map.aid_list) != 0:
                        myTank_rightTopX = self.myTank.rect.x  + self.myTank.SIZE
                        myTank_lefttBottomY  = self.myTank.rect.y  + self.myTank.SIZE
                        #temp = 0
                        for a in self.a_map.aid_list:
                            x = a[0]
                            y = a[1]
                            self.rect.x = x
                            self.rect.y = y
                            rightTopX = x + 31
                            lefttBottomY = y + 31
                            if (rightTopX >= myTank_rightTopX >= x) and (lefttBottomY >= self.myTank.rect.y >= y) or (rightTopX >= myTank_rightTopX >= x) and (lefttBottomY >= myTank_lefttBottomY >= y) or (rightTopX >= self.myTank.rect.x >= x) and (lefttBottomY >= myTank_lefttBottomY >= y) or (rightTopX >= self.myTank.rect.x >= x) and (lefttBottomY >= self.myTank.rect.y >= y):
                                #temp += 2    ################???????????????????????????
                                self.a_map.aid_list.remove(a)
                                #temp += 2
                                self.myTank.live += 2
                                self.liveboard.prepare(self)
                            #break
                            else:
                                self.screen.blit(self.aid, self.rect)

                    
                    self.myTank.update()
                    #self.bullets.update()
                    
                    for bullet in self.evil_bullets.sprites():
                        if (self.myTank.rect.x + self.myTank.SIZE >= bullet.x >= self.myTank.rect.x) and (self.myTank.rect.y + self.myTank.SIZE >= bullet.y >= self.myTank.rect.y):
                            #enemy.live = False
                                #self.enemies.remove(enemy)
                                print('You has been attacked')
                                self.myTank.live -= 1
                                        #show lives
                                self.liveboard.prepare(self)
                                self.evil_bullets.remove(bullet)
                            
                        #wall
                        if bullet.update():
                            self.evil_bullets.remove(bullet)
                        else:
                            bullet.draw_bullet()      #SHOW ALL update_screen          
                
                    # How to move and delete bullet
                    for bullet in self.bullets.sprites():
                        #FIRE FIRE FIRE to enemies
                        #step = True
                        for enemy in self.enemies:
                            if (enemy.rect.x + enemy.SIZE >= bullet.x >= enemy.rect.x) and (enemy.rect.y + enemy.SIZE >= bullet.y >= enemy.rect.y):
                                #step = False
                                enemy.live = False
                                #self.enemies.remove(enemy)
                                self.bullets.remove(bullet)
                        
                        #wall
                        temp = bullet.update()
                        if temp == True:
                            self.bullets.remove(bullet)
                        else:
                            bullet.draw_bullet()    #SHOW ALL update_screen
                    
                    
                    
                pygame.display.flip()   #SHOW ALL update_screen
Ejemplo n.º 13
0
class Invasion:
    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.bullets = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.evil_bullets = pygame.sprite.Group()

        self.a_map = World_map()

        self.screen = pygame.display.set_mode(
            (self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption("Invasion")

        self.level = 0
        self.stats = Stats(self)

        temp_x, temp_y = 200, 50
        temp_color = (0, 255, 0)
        temp_text_color = (255, 255, 255)
        self.play_button = Button(self, temp_x, temp_y, temp_color,
                                  temp_text_color, "PLAY")

        temp_x, temp_y = 350, 50
        temp_color = (100, 100, 100)
        temp_text_color = (255, 0, 0)
        self.win_button = Button(self, temp_x, temp_y, temp_color,
                                 temp_text_color, "YOU ARE A WINNER!")

        self.myTank = Ship(self)
        self.myTank.live = 0

        self.image = pygame.image.load('images/brick_wall3.png')
        self.rect = self.image.get_rect()

    def delete_all_bullets(self):
        self.evil_bullets.empty()
        self.bullets.empty()

    def level_1(self):
        self.level = 1
        self.a_map.create_map()  #create a map 1
        self.delete_all_bullets()
        #self.myTank.out_coordinates = []
        self.myTank.create_map()  #create a map
        self.myTank.right_coordinates()  # set new coordinates

        #self.myEnemy = Enemy(self)
        #print('LEVEL 111111111111111111111111111111') doNE

        self.enemies_list_coordinate = []

        for i in range(6):
            #self.create_an_enemy()
            self.create_an_enemy2()
            #add coordianates

        self.settings.bgr_color = WHITE
        self.image = pygame.image.load('images/brick_wall3.png')

    def level_2(self):
        self.delete_all_bullets()
        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall2.png')
        self.enemies_list_coordinate = []
        for i in range(9):
            #self.create_an_enemy()
            self.create_an_enemy2()

    def level_3(self):
        self.delete_all_bullets()

        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall.png')
        self.enemies_list_coordinate = []
        for i in range(12):
            #self.create_an_enemy()
            self.create_an_enemy2()

    def level_4(self):
        self.delete_all_bullets()
        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall2.png')
        self.enemies_list_coordinate = []
        for i in range(15):
            #self.create_an_enemy()
            self.create_an_enemy2()

    def level_5(self):
        self.delete_all_bullets()

        self.settings.bgr_color = LIGHTGRAY
        self.image = pygame.image.load('images/brick_wall.png')
        self.enemies_list_coordinate = []
        for i in range(17):
            #self.create_an_enemy()
            self.create_an_enemy2()

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)
                self._check_win_button(mouse_pos)

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    sys.exit()
                if event.key == pygame.K_RIGHT:
                    #self.myTank.rect.x += self.myTank.ship_speed
                    self.myTank.moving_right = True
                if event.key == pygame.K_LEFT:
                    #self.myTank.rect.x -= self.myTank.ship_speed
                    self.myTank.moving_left = True
                if event.key == pygame.K_UP:
                    #self.myTank.rect.y -= self.myTank.ship_speed
                    self.myTank.moving_up = True
                if event.key == pygame.K_DOWN:
                    #self.myTank.rect.y += self.myTank.ship_speed
                    self.myTank.moving_down = True
                if event.key == pygame.K_SPACE:
                    self.fire_bullets()
                if event.key == pygame.K_BACKSPACE:
                    self._check_enter()

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    self.myTank.moving_right = False
                if event.key == pygame.K_LEFT:
                    self.myTank.moving_left = False
                if event.key == pygame.K_UP:
                    self.myTank.moving_up = False
                if event.key == pygame.K_DOWN:
                    self.myTank.moving_down = False

    def _check_enter(self):
        self.enemies.empty()
        self.stats.game_active = True
        self.myTank.live = LIVE_OF_TANK
        self.level_1()
        pygame.mouse.set_visible(False)

    def _check_play_button(self, mouse_pos):
        if self.play_button.rect.collidepoint(
                mouse_pos
        ) and self.myTank.live == 0 and not self.stats.game_active:  # invisible button musnt be worked
            self.enemies.empty()
            self.stats.game_active = True
            self.myTank.live = LIVE_OF_TANK
            self.level_1()
            pygame.mouse.set_visible(False)
            #print(dir(self.enemies))

    def _check_win_button(self, mouse_pos):
        if self.win_button.rect.collidepoint(
                mouse_pos
        ) and self.myTank.live > 0 and not self.stats.game_active:  # invisible button musnt be worked
            self.enemies.empty()
            self.stats.game_active = True
            self.myTank.live = LIVE_OF_TANK
            self.level_1()
            pygame.mouse.set_visible(False)

    def fire_bullets(self):
        if len(self.bullets) <= BULLET_LIMIT:  #my fire limit
            new_bullet = Bullet(self, self.myTank.direction, self.level)
            #if self.level == 2:
            ##new_bullet.change_map()
            self.bullets.add(new_bullet)

    def fire_evil_bullets(self, enemy):
        new_bullet = Evil_bullet(self, enemy.rect.x, enemy.rect.y,
                                 enemy.direction, self.level)
        #if self.level == 2:
        ##new_bullet.change_map()
        self.evil_bullets.add(new_bullet)

    #def create_an_enemy(self):
    #new_enemy = Enemy(self)
    #self.enemies.add(new_enemy)

    def create_an_enemy2(self):
        new_enemy = Enemy(self)
        if self.level == 1:
            new_enemy.create_map()  #CHANGE a map
            #new_enemy.ship_speed = 0.25 #CHANGE LEVEL DIFICULTY
            #print('ITTTTTTTTTTTTTTTTTTTTT')
            pass
        elif self.level == 2:
            new_enemy.change_map()
        elif self.level == 3:
            new_enemy.change_map_3()
        elif self.level == 4:
            new_enemy.change_map_4()
        elif self.level == 5:
            new_enemy.change_map_5()

            #new_enemy.ship_speed = 0.5
        new_enemy.add_coordinates(self.myTank.rect.x, self.myTank.rect.y)
        for x, y in self.enemies_list_coordinate:
            new_enemy.add_coordinates(x, y)
        #new_enemy.get_direction()
        #new_enemy.update() #????????????????

        #new_enemy.set_zero_coordinates()
        # return False if limit is out
        temp = new_enemy.right_coordinates()
        x = new_enemy.rect.x
        y = new_enemy.rect.y
        if temp != False:
            ###for enemy_update in self.enemies:
            ##enemy_update.add_coordinates(x, y)dd
            self.enemies_list_coordinate.append([x, y])
            #self.add_coordinates(x,y)
            self.enemies.add(new_enemy)

    def levels(self):
        if len(self.enemies) == 0 and self.level == 1:
            #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 2
            self.myTank.change_map()
            self.myTank.right_coordinates()  # set new coordinates for my tank
            self.a_map.level_2_world_map()

            self.level_2()

        elif len(self.enemies) == 0 and self.level == 2:
            #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 3
            self.myTank.change_map_3()
            self.myTank.right_coordinates()  # set new coordinates for my tank
            self.a_map.level_3_world_map()
            self.level_3()

        elif len(self.enemies) == 0 and self.level == 3:
            #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 4
            self.myTank.change_map_4()
            self.myTank.right_coordinates()  # set new coordinates for my tank
            self.a_map.level_4_world_map()
            self.level_4()

        elif len(self.enemies) == 0 and self.level == 4:
            #print(dir(self.evil_bullets))# == 0:
            #print('WIN WIN')
            self.level = 5
            self.myTank.change_map_5()
            self.myTank.right_coordinates()  # set new coordinates for my tank
            self.a_map.level_5_world_map()
            self.level_5()

        elif len(self.enemies) == 0 and self.level == 5:
            pass
            #print(dir(self.evil_bullets))
            #print('WIN WIN')
            #self.level_4()

    #restart game
    def lose_or_win(self):
        if self.myTank.live == 0:
            self.stats.game_active = False
            pygame.mouse.set_visible(True)
            pass
            #del self.myTank
        elif self.myTank.live > 0 and len(
                self.enemies) == 0 and self.level == 5:  # IF WIN  CHANGE LEVEL
            self.stats.game_active = False  # IF WIN
            pygame.mouse.set_visible(True)  # IF WIN

    def _update_screen(self):
        self.screen.fill(self.settings.bgr_color)
        self.myTank.blitme()
        for x, y in self.a_map.world_map:
            self.rect.x = x
            self.rect.y = y
            self.screen.blit(self.image, self.rect)
            #pygame.draw.rect(self.screen, DARKGRAY, (x, y, TILE, TILE),2)

        for bullet in self.bullets.sprites():
            bullet.draw_bullet()

        for bullet in self.evil_bullets.sprites():
            bullet.draw_bullet()

        #self.myEnemy.blitme()
        for enemy in self.enemies.sprites():
            enemy.blitme()

        if not self.stats.game_active and self.myTank.live == 0:
            self.play_button.draw_button()
        if not self.stats.game_active and self.myTank.live > 0 and len(
                self.enemies) == 0:
            self.win_button.draw_button()

        pygame.display.flip()

    def run(self):
        #self.level = 1
        while (True):
            for i in range(100):
                #if not self.stats.game_active:
                self.lose_or_win()
                self._check_events()
                self.myTank.empty_coordinates_others()

                #animation of destroy and Delete
                if self.stats.game_active == True:  # self.myTank.live > 0 or not winner

                    self.levels()
                    for enemy in self.enemies:
                        #update coordinates into enemies and myTank
                        enemy.coordinates_others = []
                        self.myTank.coordinates_others = []

                        for enemy_update in self.enemies:
                            enemy.add_coordinates(enemy_update.rect.x,
                                                  enemy_update.rect.y)
                            enemy.add_coordinates(self.myTank.rect.x,
                                                  self.myTank.rect.y)

                            self.myTank.add_coordinates(
                                enemy_update.rect.x, enemy_update.rect.y)
                        #live circle of enemy
                        if enemy.live == True and i == 0:
                            pass
                            enemy.rand_direction()
                            #enemy is shoting
                            self.fire_evil_bullets(enemy)
                        if i != 0:
                            if enemy.live == True and i % 2 == 0 or i % 3 == 0:  # speed enemies added or i%3  == 0
                                #  print(f'i= {i}')# speed enemie3s
                                enemy.update()

                        if enemy.live == False and i == 0:
                            self.enemies.remove(enemy)

                    self.myTank.update()
                    #self.bullets.update()

                    for bullet in self.evil_bullets:
                        if (self.myTank.rect.x + self.myTank.SIZE >= bullet.x
                                >= self.myTank.rect.x) and (
                                    self.myTank.rect.y + self.myTank.SIZE >=
                                    bullet.y >= self.myTank.rect.y):
                            #enemy.live = False
                            #self.enemies.remove(enemy)
                            print('You has been attacked')
                            self.myTank.live -= 1
                            self.evil_bullets.remove(bullet)

                        #wall
                        if bullet.update():
                            self.evil_bullets.remove(bullet)
                        pass

                    # How to move and delete bullet
                    for bullet in self.bullets:
                        #FIRE FIRE FIRE to enemies
                        #step = True
                        for enemy in self.enemies:
                            if (enemy.rect.x + enemy.SIZE >= bullet.x >=
                                    enemy.rect.x) and (
                                        enemy.rect.y + enemy.SIZE >= bullet.y
                                        >= enemy.rect.y):
                                #step = False
                                enemy.live = False
                                #self.enemies.remove(enemy)
                                self.bullets.remove(bullet)

                        #wall
                        temp = bullet.update()
                        if temp == True:
                            self.bullets.remove(bullet)

                self._update_screen()