Ejemplo n.º 1
0
    def update(self):

        self.scr.fill(self.bg)

        self.vwsx = self.player.vx
        self.vwsy = self.player.vy

        self.wsx += self.vwsx
        self.wsy += self.vwsy

        self.entitylist = [self.player] + [e for e in self.enemyC.opponentlist]

        if self.main.holdingSpace:
            self.player.shoot({
                "dad": self.player,
                "color": (0, 250, 100),
                "colorindex": (0, 100, 50),
                "angle": self.player.rotation,
                "radius": 2,
                "speed": 16,
                "damage": 1.5,
                "lifetime": 90,
                "pos": self.player.pos,
            })

        self.player.update()
        self.enemyC.update()
        self.effectC.update()
        self.projectile.udpate()

        self.shiftworld()

        Stars.update(self)

        self.s1.update()
Ejemplo n.º 2
0
    def __init__(self):
        """Creates all game objects needed, loads resources, initializes
        pygame library and sound mixer, sets display mode, etc."""
        self.state = STATE_TITLE
        pygame.mixer.pre_init(buffer=SOUND_BUFFER)
        pygame.init()
        self.clock = Clock()
        self.scr = pygame.display.set_mode(SCREEN_SIZE, VID_MODE_FLAGS)
        pygame.display.set_caption(WINDOW_CAPTION)
        pygame.mouse.set_visible(False)
        LoadingScreen(self.scr).draw()
        sound_box.init()

        self.level = GameLevel()
        self.stats = GameStats(self.scr)
        self.view_pt = ViewPoint(self.scr)
        self.stars = Stars(self.scr, self.view_pt)
        self.track = Track(self.scr, self.view_pt)
        self.explosions = Explosions(self.scr, self.view_pt)
        self.ship = Ship(self.scr, self.view_pt, self.explosions)
        self.asteroids = Asteroids(self.scr, self.view_pt, self.explosions,
                                   self.track)
        self.title_screen = TitleScreen(self.scr, self.view_pt, self.stars)
        self.level_start_screen = LevelStartScreen(self.scr)
        self.level_complete_effect = LevelCompleteEffect(self.scr)
        self.game_over_effect = GameOverEffect(self.scr)
        self.pause_screen = PauseScreen(self.scr)
        self.ending_screen = EndingScreen(self.scr)

        self._init_title()
Ejemplo n.º 3
0
 def _create_space(self):
     """Create the space with stars."""
     # The star need to be stole in random.
     stars = Stars(self)
     numbers_stars = 20
     for star_number in range(numbers_stars):
         stars = Stars(self)
         self.stars.add(stars)
Ejemplo n.º 4
0
 def __init__(self, size):
     self.size = size
     pygame.font.init()
     self.score = 0
     self.star_background = Stars(self.size)
     self.font = pygame.font.Font("res/font.ttf", 28)
     self.screen = pygame.display.set_mode(size)
     if not self.gameover:
         self.new_game()
     self.loop()
Ejemplo n.º 5
0
    def draw(self):

        Stars.draw()

        self.s1.draw()

        self.effectC.draw()
        self.projectile.draw()
        self.enemyC.draw()
        self.player.draw()

        Messages.message(self.scr, str(self.wsx) + " " + str(self.wsy), (10, 40), p.Color("magenta"))
        Messages.message(self.scr, len(self.projectile.projectiles), (10, 70), p.Color("magenta"))
        Messages.message(self.scr, self.enemyC.totaldied, (10, 100), p.Color("green"))
Ejemplo n.º 6
0
def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Pick the stars")

    people = People(ai_settings, screen)
    stars = Stars(ai_settings, screen)
    alien = Alien(ai_settings, screen)
    bullets = Group()
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    play_button = Button(ai_settings, screen, "Play")

    while True:
        gf.check_events(ai_settings, stats, sb, people, alien, bullets,
                        play_button)
        bullets.update()
        for bullet in bullets.copy():
            if bullet.rect.bottom >= ai_settings.screen_height:
                bullets.remove(bullet)
        if stats.game_active:
            people.update()
            gf.update_alien(alien)
            gf.update_stars(ai_settings, stats, sb, people, stars)
            if alien.rect.x % 120 == 0:
                gf.update_bullet(ai_settings, stats, screen, people, alien,
                                 bullets)

        gf.update_screen(ai_settings, stats, sb, screen, people, stars, alien,
                         bullets, play_button)
Ejemplo n.º 7
0
    def _create_stars(self, star_number, star_row_number):
        star = Stars(self)
        random_range = randint(-10, 10)
        random_number = randint(1, 10)

        # star_width, star_height = star.rect.size
        star.rect.x = random_range + random_number * star.rect.width * star_number
        star.rect.y = random_range + random_number * star.rect.height * star_row_number
        self.stars.add(star)
Ejemplo n.º 8
0
    def draw(self):

        Stars.draw()

        self.s1.draw()

        self.effectC.draw()
        self.projectile.draw()
        self.enemyC.draw()
        self.player.draw()

        Messages.message(self.scr,
                         str(self.wsx) + " " + str(self.wsy), (10, 40),
                         p.Color('magenta'))
        Messages.message(self.scr, len(self.projectile.projectiles), (10, 70),
                         p.Color('magenta'))
        Messages.message(self.scr, self.enemyC.totaldied, (10, 100),
                         p.Color('green'))
    def __init__ (self, mainMenuSound, soundMouse, soundSpace, soundGun, soundClick, takeSomething, soundCoin, soundSpaceShip):
        self.spaceShip = SpaceShip(width/2, height/2+150, 150, 150, 5, soundGun, takeSomething, soundCoin)
        self.enemy = Enemy(random(0+75/2, width-75/2), -300, 75, 75, 3)
        self.spaceShip.setEnemy(self.enemy)
        self.objects = Objects(soundGun)
        self.spaceShip.setSecondWeapon(self.objects.secondWeapon)
        self.spaceShip.setSecondWeaponTimer(self.objects.secondWeaponTimer)
        self.dropedObjects = DropedObjects(random(0+25, width-25), -2400, 50, 50, 2, random(0+25, width-25))
        self.spaceShip.setDropedSecondWeapon(self.dropedObjects.dropedSecondWeapon)
        self.stars = Stars()
        self.gameState = False
        self.buttonToStartGame = StartGame(width/2, height/2, 100, 50)

        self.mainMenuSound = mainMenuSound
        self.mainMenuSound.loop()

        self.soundMouse = soundMouse

        self.soundSpace = soundSpace

        self.soundClick = soundClick

        self.soundSpaceShip = soundSpaceShip
Ejemplo n.º 10
0
    def update(self):

        self.scr.fill(self.bg)

        self.vwsx = self.player.vx
        self.vwsy = self.player.vy

        self.wsx += self.vwsx
        self.wsy += self.vwsy

        self.entitylist = [self.player] + [e for e in self.enemyC.opponentlist]

        if self.main.holdingSpace:
            self.player.shoot(
                {
                    "dad": self.player,
                    "color": (0, 250, 100),
                    "colorindex": (0, 100, 50),
                    "angle": self.player.rotation,
                    "radius": 2,
                    "speed": 16,
                    "damage": 1.5,
                    "lifetime": 90,
                    "pos": self.player.pos,
                }
            )

        self.player.update()
        self.enemyC.update()
        self.effectC.update()
        self.projectile.udpate()

        self.shiftworld()

        Stars.update(self)

        self.s1.update()
Ejemplo n.º 11
0
def enter():
    global background
    background = BackGround()

    global stars
    stars = Stars(400, get_canvas_height() / 2)

    global game_logo
    game_logo = GameLogo()

    global font
    font = load_font('Font/LCD_Solid.ttf', 24)

    global press_sound
    press_sound = load_wav('Sound/Select.wav')
    press_sound.set_volume(64)
Ejemplo n.º 12
0
    def _create_starry_sky(self):
        """Instantiate a sky full of stars for the game's background."""

        # Make a star.
        star = Stars(self)
        star_width, star_height = star.rect.size
        available_space_stars_x = self.settings.screen_width - (star_width)
        number_stars_x = available_space_stars_x // (star_width)

        # Determine the number of rows of stars that fit on the screen.
        available_space_stars_y = (self.settings.screen_height - (star_height))
        star_number_rows = available_space_stars_y // (star_height)

        # Create the full sky of stars.
        for star_row_number in range(star_number_rows):
            for star_number in range(number_stars_x):
                self._create_stars(star_number, star_row_number)
Ejemplo n.º 13
0
def enter():
    background = BackGround()
    gameworld.add_object(background, 0)

    ui = UI_Manager()
    gameworld.register_ui(ui)

    global stars
    stars = Stars(300, get_canvas_height() / 2)
    gameworld.add_object(stars, 0)

    global font
    font = load_font('Font/LCD_Solid.ttf', 24)

    global sound
    sound = load_wav("Sound/StageEnter.wav")
    sound.play()
Ejemplo n.º 14
0
def enter():
    global sound
    sound = load_music('Sound/Credits.wav')
    sound.repeat_play()

    global new_records
    new_records = []

    global score
    ui = gameworld.get_ui()
    score = ui.get_score()
    save_score()
    get_current_rank()

    gameworld.clear()

    global background
    background = BackGround()

    global stars
    stars = Stars(400, get_canvas_height() / 2)
Ejemplo n.º 15
0
    def __init__(self, width=640, height=400, fps=60, stars=200):
        self.running = True
        self.score = 0

        # CONSTANT
        self.FPS = fps
        self.PLAYTIME = 0.0
        self.TOTAL_STARS = stars
        self.WIDTH = width
        self.HEIGHT = height

        # INITIALIZE SCREEN, CLOCK, FONT
        self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT), pygame.DOUBLEBUF)
        self.background = pygame.Surface(self.screen.get_size()).convert(self.screen)
        self.clock = pygame.time.Clock()
        self.font = pygame.font.SysFont('mono', 20, bold=True)

        # INITIALIZE SCREEN OBJECTS
        self.stars = Stars(self.background, self.WIDTH, self.HEIGHT, self.TOTAL_STARS)
        self.asteroid = Asteroid()
        self.spaceship = Spaceship()

        self.main()
Ejemplo n.º 16
0
class Game:
    size = None
    screen = None
    star_background = None
    game_field = None
    game_speed = 1
    game_thread = None
    player = None
    fps = 60
    running = True
    gameover = False
    waiting = True
    font = None
    padding = 20
    score = 0
    random_color = [255, 0, 0]
    milestone = 2000
    hit = 0
    highscore = 0
    fpsClock = pygame.time.Clock()

    def __init__(self, size):
        self.size = size
        pygame.font.init()
        self.score = 0
        self.star_background = Stars(self.size)
        self.font = pygame.font.Font("res/font.ttf", 28)
        self.screen = pygame.display.set_mode(size)
        if not self.gameover:
            self.new_game()
        self.loop()

    def new_game(self):
        self.running = True
        self.waiting = True
        self.gameover = False
        self.milestone = 100
        self.game_speed = 1
        self.lives = 4
        self.game_field = GameField(self.size)
        self.player = Player(
            [self.size[0] / 2 - Player.size[0] / 2, self.size[1] - 80],
            [255, 255, 255])

    def draw_score(self):
        fps = self.font.render("x" + str(round(self.game_speed, 2)), False,
                               (255, 255, 255))
        self.screen.blit(fps, (self.padding, self.padding))
        lives = self.font.render(
            str(self.lives) + " Lives", False, (255, 255, 255))
        self.screen.blit(
            lives,
            (self.size[0] - lives.get_width() - self.padding, self.padding))
        score = self.font.render(str(int(self.score)), False, (255, 255, 100))
        self.screen.blit(
            score, ((self.size[0] / 2) - score.get_width() / 2, self.padding))
        if self.waiting:
            start = self.font.render("Press any key to start", False,
                                     self.random_color)
            self.screen.blit(
                start,
                ((self.size[0] / 2) - start.get_width() / 2,
                 (self.size[1] - start.get_height()) - self.padding - 140))
        if self.gameover or self.waiting:
            highscore = self.font.render(
                "Highscore: " + str(int(self.highscore)), False,
                (255, 255, 255))
            self.screen.blit(highscore,
                             ((self.size[0] / 2) - highscore.get_width() / 2,
                              self.padding + self.size[1] / 2))

    def render_game(self):
        self.star_background.render(self.screen)
        self.game_field.render(self.screen)
        self.player.render(self.screen)
        self.draw_score()

    def update_score(self):
        if not self.gameover:
            self.score += self.game_speed * 0.1
        if self.score > self.highscore:
            self.highscore = self.score

    def game_over_animation(self):
        if self.game_speed > 0.5:
            self.game_speed -= 0.01
        if self.player.pos[1] < self.size[1]:
            self.player.pos[1] += 0.5
        else:
            new = True
            for obj in self.game_field.objects:
                if obj.pos[1] < self.size[1]:
                    new = False
            if new:
                self.new_game()

    def update_game(self):
        self.star_background.update(2 * self.game_speed)

        if self.score > self.milestone and not self.waiting:
            self.milestone += 250 * self.game_speed * self.game_speed
            print(self.milestone)
            self.game_speed += 0.5

        if not self.waiting:
            self.game_field.update(4 * self.game_speed, self.gameover)
            self.update_score()
            if self.lives <= 0:
                self.gameover = True

            if self.game_field.is_colliding(self.player):
                if not self.lives <= 0:
                    self.lives -= 1
                    self.hit = 10
            self.player.update(4 * self.game_speed, self.size[0])

    def event_handling(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False
            if not self.waiting and not self.gameover:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        self.player.move_left = True
                    if event.key == pygame.K_RIGHT:
                        self.player.move_right = True
                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_LEFT:
                        self.player.move_left = False
                    if event.key == pygame.K_RIGHT:
                        self.player.move_right = False
            if self.waiting:
                if event.type == pygame.KEYDOWN:
                    self.score = 0
                    self.game_speed = 1
                    self.waiting = False

    def animation_handling(self):
        if self.gameover:
            self.game_over_animation()

        if self.hit > 0:
            self.hit -= 1

    def calc_colors(self):
        j = 0
        while j < len(self.random_color):
            self.random_color[j] += (j + 1) * 10
            if self.random_color[j] > 255:
                self.random_color[j] = 0
            j += 1

    def loop(self):
        while self.running:
            if self.hit == 0:
                self.screen.fill((0, 0, 0))
            else:
                self.screen.fill(self.random_color)

            self.animation_handling()
            self.calc_colors()
            self.event_handling()
            self.update_game()

            self.render_game()
            pygame.display.flip()
            self.fpsClock.tick(self.fps)
Ejemplo n.º 17
0
class SpaceRacer():
    """Represents the game itself"""
    def __init__(self):
        """Creates all game objects needed, loads resources, initializes
        pygame library and sound mixer, sets display mode, etc."""
        self.state = STATE_TITLE
        pygame.mixer.pre_init(buffer=SOUND_BUFFER)
        pygame.init()
        self.clock = Clock()
        self.scr = pygame.display.set_mode(SCREEN_SIZE, VID_MODE_FLAGS)
        pygame.display.set_caption(WINDOW_CAPTION)
        pygame.mouse.set_visible(False)
        LoadingScreen(self.scr).draw()
        sound_box.init()

        self.level = GameLevel()
        self.stats = GameStats(self.scr)
        self.view_pt = ViewPoint(self.scr)
        self.stars = Stars(self.scr, self.view_pt)
        self.track = Track(self.scr, self.view_pt)
        self.explosions = Explosions(self.scr, self.view_pt)
        self.ship = Ship(self.scr, self.view_pt, self.explosions)
        self.asteroids = Asteroids(self.scr, self.view_pt, self.explosions,
                                   self.track)
        self.title_screen = TitleScreen(self.scr, self.view_pt, self.stars)
        self.level_start_screen = LevelStartScreen(self.scr)
        self.level_complete_effect = LevelCompleteEffect(self.scr)
        self.game_over_effect = GameOverEffect(self.scr)
        self.pause_screen = PauseScreen(self.scr)
        self.ending_screen = EndingScreen(self.scr)

        self._init_title()

    def run(self):
        """The only public method just runs the game. It starts infinite
        loop where game objects are updated, drawn and interacts with
        each other. Also system events are processed."""
        while True:
            self.clock.tick(FRAMERATE)
            # print(f"FPS: {round(self.clock.get_fps(), 2)}")
            self._process_events()
            self._update_objects()
            self._interact_objects()
            self._draw_objects()

    def _init_title(self):
        self.state = STATE_TITLE
        self.stats.reset()
        self.level.restart()
        self.title_screen.restart()
        self.title_screen.play_music()

    def _init_level_starting(self):
        self.state = STATE_LEVEL_STARTING
        self.level_start_screen.set_level_number(self.level.get_level())
        self.level_start_screen.set_subtitle_text(self.level.get_description())
        self.level_start_screen.restart()

    def _init_level_playing(self):
        self.state = STATE_LEVEL_PLAYING
        self.level.play_music()
        self.view_pt.reset()
        self.stars.respawn()
        self.track.set_tile_map(self.level.get_map())

        top_limit = (self.track.get_track_height() -
                     self.scr.get_rect().height / 2)
        bottom_limit = self.scr.get_rect().height / 2
        self.view_pt.set_limits(top=top_limit, bottom=bottom_limit)

        self.explosions.items.empty()
        self.asteroids.set_spawn_density(self.level.get_asteroids_density())
        self.asteroids.respawn(self.level.get_asteroid_spawns())

        self.ship.set_speed(self.level.get_ship_speed())
        self.ship.set_acceleration(self.level.get_ship_acceleration())
        self.ship.restore((0, 0), reset_control=True)

    def _init_level_finishing(self):
        self.state = STATE_LEVEL_FINISHING
        self.stats.increase_score(LEVEL_COMPLETE_PTS)
        self.level_complete_effect.restart()
        self.ship.set_autopilot()
        pygame.mixer.music.fadeout(MUSIC_FADEOUT)

    def _init_game_over(self):
        self.state = STATE_GAME_OVER
        self.game_over_effect.restart()
        pygame.mixer.music.fadeout(MUSIC_FADEOUT)

    def _init_ending(self):
        self.state = STATE_ENDING
        self.ending_screen.set_score(self.stats.score)
        self.ending_screen.restart()
        self.ending_screen.play_music()

    def _init_pause(self):
        self.state = STATE_PAUSE
        self.pause_screen.refresh_background()
        pygame.mixer.music.pause()

    def _ship_control(self, key, control_status):
        """Returns True if the key was a ship direction control key."""
        key_processed = True

        if key == pygame.K_UP:
            self.ship.moving_up = control_status
        elif key == pygame.K_DOWN:
            self.ship.moving_down = control_status
        elif key == pygame.K_LEFT:
            self.ship.moving_left = control_status
        elif key == pygame.K_RIGHT:
            self.ship.moving_right = control_status
        elif key == pygame.K_SPACE:
            self.ship.shooting = control_status
        else:
            key_processed = False

        return key_processed

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

            if self.state == STATE_TITLE:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        sys.exit()
                    elif event.key == pygame.K_RETURN:
                        pygame.mixer.music.fadeout(MUSIC_FADEOUT)
                        self._init_level_starting()

            elif self.state == STATE_PAUSE:
                if event.type == pygame.KEYDOWN:
                    if event.key in (pygame.K_ESCAPE, pygame.K_PAUSE):
                        self.state = STATE_LEVEL_PLAYING
                        pygame.mixer.music.unpause()
                    elif event.key == pygame.K_RETURN:
                        sys.exit()

            elif self.state == STATE_LEVEL_PLAYING:
                if event.type == pygame.KEYDOWN:
                    if event.key in (pygame.K_ESCAPE, pygame.K_PAUSE):
                        self._init_pause()
                    else:
                        self._ship_control(event.key, control_status=True)
                elif event.type == pygame.KEYUP:
                    self._ship_control(event.key, control_status=False)

            if self.state == STATE_ENDING:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        sys.exit()
                    elif event.key == pygame.K_RETURN:
                        self._init_title()

    def _update_objects(self):
        if self.state == STATE_TITLE:
            self.title_screen.update()

        if self.state == STATE_LEVEL_STARTING:
            self.level_start_screen.update()

        if self.state in (STATE_LEVEL_PLAYING, STATE_LEVEL_FINISHING,
                          STATE_GAME_OVER):
            self.view_pt.update()
            self.stars.update()
            self.track.update()
            self.asteroids.update()
            self.ship.update()
            self.explosions.update()

        if self.state == STATE_LEVEL_FINISHING:
            self.level_complete_effect.update()

        if self.state == STATE_GAME_OVER:
            self.game_over_effect.update()

        if self.state == STATE_ENDING:
            self.ending_screen.update()

    def _crossed_finish_line(self):
        finish_line_y = (self.track.get_track_height() -
                         self.scr.get_rect().height / 2)
        return self.ship.y > finish_line_y

    def _interact_objects(self):
        if self.state == STATE_LEVEL_STARTING:
            if self.level_start_screen.finished():
                self._init_level_playing()

        elif self.state == STATE_LEVEL_PLAYING:
            if self.stats.game_over():
                self._init_game_over()
            elif self._crossed_finish_line():
                self._init_level_finishing()
            elif self.ship.status == SHIP_STATUS_NORMAL:
                self._check_collisions()
            elif self.ship.status == SHIP_STATUS_INACTIVE:
                self._ship_restore()

        elif self.state == STATE_LEVEL_FINISHING:
            if self.level_complete_effect.finished():
                if self.level.last_level():
                    self._init_ending()
                else:
                    self.level.next_level()
                    self._init_level_starting()

        elif self.state == STATE_GAME_OVER:
            if self.game_over_effect.finished():
                self._init_title()

    def _draw_objects(self):
        if self.state == STATE_TITLE:
            self.title_screen.draw()

        if self.state == STATE_PAUSE:
            self.pause_screen.draw()

        if self.state == STATE_LEVEL_STARTING:
            self.level_start_screen.draw()

        if self.state in (STATE_LEVEL_PLAYING, STATE_LEVEL_FINISHING,
                          STATE_GAME_OVER):

            self.scr.blit(self.level.get_background(), (0, 0))
            self.stars.draw()
            self.track.draw()
            self.asteroids.draw()
            self.ship.draw()
            self.explosions.draw()
            self.stats.draw()

        if self.state == STATE_LEVEL_FINISHING:
            self.level_complete_effect.draw()

        if self.state == STATE_GAME_OVER:
            self.game_over_effect.draw()

        if self.state == STATE_ENDING:
            self.ending_screen.draw()

        pygame.display.flip()

    def _ship_explode(self, collide_point=None):
        """collide_point is a tuple of absolute coordinates: (x, y)"""
        self.stats.lost_life()
        self.ship.explode(collide_point)

    def _ship_restore(self):
        restore_x, restore_y = self.ship.get_center()
        borders = self.track.get_track_borders(restore_y)
        if borders:
            restore_x = mean(borders)
        if self.ship.restore((restore_x, restore_y)):
            self.asteroids.explode_nearest(self.ship.get_center())

    def _check_ship_penalty(self):
        borders = self.track.get_track_borders(self.ship.get_center()[1])
        if borders:
            left = self.ship.x
            right = left + self.ship.rect.width
            if right < borders[0] or left > borders[1]:
                self._ship_explode()
                return True
        return False

    def _check_collisions(self):
        collide_point = self.track.collidemask(self.ship.mask, self.ship.rect)
        if collide_point:
            self._ship_explode(collide_point)
            return True

        collide_point = self.asteroids.collidemask(self.ship.mask,
                                                   self.ship.rect,
                                                   explode=True)
        if collide_point:
            self._ship_explode(collide_point)
            return True

        if self.ship.laser.shooting():
            if self.asteroids.collidemask(self.ship.laser.mask,
                                          self.ship.laser.rect,
                                          explode=True):
                self.stats.increase_score(ASTEROID_HIT_PTS)

        return self._check_ship_penalty()
Ejemplo n.º 18
0
def run(tk):
    
    s = Canvas(tk, width =  800, height = 800, background = "blue")
    s.grid(row = 0, column = 0)
    
    pond = PhotoImage(file = "pond.gif")
    pondO = None
    
    queue = Queue()
    
    shared = Array('i', [0, 0, 0])
    paused = Array('i', [1, 1, 0, 1])
    
    stars = Stars(queue, shared, paused)
    stars.start()
    sleep(0.01)
    main = MainThread(queue, shared, paused)
    main.start()
    sleep(0.01)
    rain = Rain(queue, shared, paused)
    rain.start()
    sleep(0.01)
    clouds = Clouds(queue, shared, paused)
    clouds.start()
    
    
    while True:
        
        contA = []
        
        while len(contA) < 4:
        
            try:
                task = queue.get(block = False)
            except:
                pass
            else:
                try:
                    if task.oper == "create":
                        object = s._create(task.object, task.coords, task.kw)
                        task.pipeSend.send(object)
                    elif task.oper == "config":
                        s.config(task.kw)
                    elif task.oper == "coords":
                        s.coords(task.object, task.coords)
                    elif task.oper == "itemconfig":
                        s.itemconfig(task.object, task.kw)
                    elif task.oper == "cont":
                        contA.append(1)
                except:
                    break
                
        if pondO == None:
            pondO = s.create_image(150, 700, image = pond)
            
        try:        
            s.update()
        except:
            break
            
        paused[0] = 0
        paused[1] = 0
        paused[2] = 0
        paused[3] = 0
Ejemplo n.º 19
0
                if event.key == K_ESCAPE:
                    self.gameEnd = True

    def gameLoop(self):
        self.getScreen()
        contador = 0
        while self.gameEnd == False:

            if contador > 20:
                self.controllerAnimation = True
            if contador >= 20 and contador < 40:
                self.controllerAnimation = False
            if contador > 40:
                contador = 0
            contador += 1

            print(contador)
            self.getClock()
            self.input(player)
            self.update()
            self.render(stars, player)


gamePlay = GamePlay()
gamePlay.makeMatrix()
player = Player(gamePlay.getScreenSize(),
                gamePlay.getScreenSize()[0] * 0.5,
                gamePlay.getScreenSize()[1] * 0.95, 100)
stars = Stars(400, gamePlay.getScreenSize())
gamePlay.gameLoop()
Ejemplo n.º 20
0
class Screen(object):
    def __init__(self, width=640, height=400, fps=60, stars=200):
        self.running = True
        self.score = 0

        # CONSTANT
        self.FPS = fps
        self.PLAYTIME = 0.0
        self.TOTAL_STARS = stars
        self.WIDTH = width
        self.HEIGHT = height

        # INITIALIZE SCREEN, CLOCK, FONT
        self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT), pygame.DOUBLEBUF)
        self.background = pygame.Surface(self.screen.get_size()).convert(self.screen)
        self.clock = pygame.time.Clock()
        self.font = pygame.font.SysFont('mono', 20, bold=True)

        # INITIALIZE SCREEN OBJECTS
        self.stars = Stars(self.background, self.WIDTH, self.HEIGHT, self.TOTAL_STARS)
        self.asteroid = Asteroid()
        self.spaceship = Spaceship()

        self.main()

    def exit(self):
        pygame.quit()
        sys.exit()

    def fps_and_playtime_caption(self):
        text = "FPS: {0:.2f}   Playtime: {1:.2f}   SCORE: {}".format(self.clock.get_fps(), self.PLAYTIME, self.score)
        pygame.display.set_caption(text)

    def is_valid_move(self):
        return self.spaceship.x in range(0, self.WIDTH) and self.spaceship.y in range(0, self.HEIGHT)

    def main(self):
        while self.running:

            # PLAYTIME
            milliseconds = self.clock.tick(self.FPS)
            self.PLAYTIME += milliseconds / 1000.0

            # MOVEMENT
            for event in pygame.event.get():
                self.spaceship.move_route(pygame.key.get_pressed())

            # DRAW SPACESHIP
            if self.is_valid_move:
                self.spaceship.draw(self.screen)

            # INITIALIZE BACKGROUND, DRAW STARS
            self.background.fill((0, 0, 0))
            for star in self.stars.positions:
                self.stars.draw(star)

            # UPDATE CAPTION
            self.fps_and_playtime_caption()

            # MAKE SCREEN
            self.screen.blit(self.background, (0, 0))

            # DRAW ASTEROIDS, PROJECTILES
            self.asteroid.asteroid_list.draw(self.screen)
            for comet in self.asteroid.asteroid_list:
                comet.update()

            self.projectile.projectile_list.draw(self.screen)
            for ammo in self.projectile.projectile_list:
                ammo.update()
                # COLLIDE CHECK
                asteroid_hit_list = pygame.sprite.spritecollide(ammo, self.asteroid.asteroid_list, True)
                self.score = len(asteroid_hit_list)


            pygame.display.update()
Ejemplo n.º 21
0
class MainConstructor():

    def __init__ (self, mainMenuSound, soundMouse, soundSpace, soundGun, soundClick, takeSomething, soundCoin, soundSpaceShip):
        self.spaceShip = SpaceShip(width/2, height/2+150, 150, 150, 5, soundGun, takeSomething, soundCoin)
        self.enemy = Enemy(random(0+75/2, width-75/2), -300, 75, 75, 3)
        self.spaceShip.setEnemy(self.enemy)
        self.objects = Objects(soundGun)
        self.spaceShip.setSecondWeapon(self.objects.secondWeapon)
        self.spaceShip.setSecondWeaponTimer(self.objects.secondWeaponTimer)
        self.dropedObjects = DropedObjects(random(0+25, width-25), -2400, 50, 50, 2, random(0+25, width-25))
        self.spaceShip.setDropedSecondWeapon(self.dropedObjects.dropedSecondWeapon)
        self.stars = Stars()
        self.gameState = False
        self.buttonToStartGame = StartGame(width/2, height/2, 100, 50)

        self.mainMenuSound = mainMenuSound
        self.mainMenuSound.loop()

        self.soundMouse = soundMouse

        self.soundSpace = soundSpace

        self.soundClick = soundClick

        self.soundSpaceShip = soundSpaceShip

    def game(self, mouseState):
        if self.gameState == False:
            self.soundClick.rewind()
            self.soundSpace.rewind()
            self.buttonToStartGame.run()
            newGameState = self.buttonToStartGame.pressed(mouseState)
            self.soundSpaceShip.pause()
            if newGameState:
                self.mainMenuSound.pause()
                self.soundSpaceShip.loop()
                self.gameState = newGameState
            self.spaceShip.score.timer.workTimer(self.spaceShip.score.bestScore, self.buttonToStartGame.x, self.buttonToStartGame.y)
            self.enemy.spawn()

            aiming = self.buttonToStartGame.aiming()
            if aiming:
                self.soundMouse.play()
            else:
                self.soundMouse.rewind()
                self.soundMouse.pause()

        else:
            self.soundClick.play()
            self.soundSpace.play()
            self.spaceShip.score.timer.restartOptions()
            self.run()


    def run(self):
        self.stars.run()
        self.spaceShip.run() 
        self.enemy.run(self.spaceShip.firstWeapon.listOfBullets, self.objects.secondWeapon.listOfBullets)
        self.objects.run()
        self.dropedObjects.run()
        newGameState = self.spaceShip.setGameState(self.gameState)
        if newGameState == False:
            self.mainMenuSound.rewind()
            self.mainMenuSound.loop()

        self.gameState = newGameState

    def shootWithFirstWeapon(self):
        if self.gameState:
            if self.spaceShip.state == 'ShootWithFirstGun':
                self.spaceShip.firstWeapon.runToShoot(self.spaceShip.x)

    def shootWithSecondWeapon(self):
        if self.gameState:
            if self.spaceShip.state == 'ShootWithSecondGun':
                self.objects.secondWeapon.shoot(self.spaceShip.x)
Ejemplo n.º 22
0
def run_game():
    pygame.init()

    numberOfLives = 3
    clock = pygame.time.Clock()
    ai_settings = Settings()
    screen_height = ai_settings.screen_height
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height),
        pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE)
    screen.fill(ai_settings.bg_color,
                (0, 0, ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    ship = Ship(ai_settings, screen)
    stars = Stars(ai_settings, screen)
    bullet = Bullet(ai_settings, screen, ship)
    starIndex = 0
    star_list = [Stars(ai_settings, screen) for i in range(200)]
    alienFrequency = 0
    alienIndex = 0
    aliens = [Alien(ai_settings, screen) for i in range(200)]
    bullets = [bullet]
    reload = Timer(ai_settings, screen)
    alien_odds = ai_settings.alien_frequency
    explosions = []
    refreshFPS = 10
    avgFPS = 0
    delay = 0
    pygame.mixer.music.load('Assets/Sounds/explosion.mp3')
    myfont = pygame.font.SysFont("monospace", 10)
    livesfont = pygame.font.SysFont("monospace", 30)
    gameOver = pygame.font.SysFont("monospace", 60)
    UI_color = (100, 100, 110)
    pause = 0
    paused = False
    gameOverMessage = ""
    while True:
        gf.update_screen(ai_settings, screen, ship, star_list, bullets, aliens,
                         explosions, reload, delay)
        alienFrequency = int(pygame.time.get_ticks() / 1000)
        clock.tick()
        delay = clock.get_time()
        gf.check_events(ai_settings, screen, ship, bullets, reload)
        if pause <= 0 and paused:
            paused = False
            numberOfLives = 3
            ship.reset()
            gameOverMessage = ""
            screen.fill(ai_settings.bg_color, (700, 450, 600, 200))
            alienFrequency = 0

        else:
            pause -= delay

        if paused == False:
            oddsStar = randint(0, 10)
            oddsAlien = randint(0, alienFrequency)

        for alien in aliens:
            if pygame.sprite.collide_rect(ship, alien):
                alien.erase()
                alien.reset()
                pygame.mixer.music.play(0)
                explosions.append(Explosion(ship))
                numberOfLives -= 1
                if numberOfLives == 0:
                    ship.erase()
                    ship.centerX[0] = -10000
                    gameOverMessage = "GAME OVER!!!"
                    for alien in aliens:
                        explosions.append(Explosion(alien))
                        alien.erase()
                        alien.reset()
                        pause = 3000
                        paused = True

        for alien in aliens:
            for bullet in bullets:
                if alien.rect.collidepoint(bullet.rect.x, bullet.rect.y):
                    pygame.mixer.music.play(0)
                    explosions.append(Explosion(alien))
                    bullets.remove(bullet)
                    alien.erase()
                    alien.reset()

        reload.update(delay)
        if oddsStar == 10:
            star_list[starIndex % 200].activate()
            starIndex += 1
        if oddsAlien >= 100:
            aliens[alienIndex % 200].activate()
            alienIndex += 1
        if bullets:
            if bullets[0].y < 0:
                bullets[0].erase()
                bullets.pop(0)

        screen.fill(UI_color, (0, 0, 100, 100))
        label = myfont.render(str(int(clock.get_fps())), 1, (255, 255, 0))
        lives = myfont.render("LIVES REMAINING :", 1, (255, 255, 0))
        remaining = livesfont.render(str(numberOfLives), 1, (255, 255, 0))
        gg = gameOver.render(gameOverMessage, 1, (255, 255, 0))
        screen.blit(label, (0, 0))
        screen.blit(lives, (0, 30))
        screen.blit(remaining, (20, 45))
        screen.blit(gg, (700, 450))
        pygame.display.flip()