Example #1
0
    def __init__(self):
        pygame.mixer.pre_init(frequency=22050, size=-16, channels=8, buffer=256)
        pygame.init()
        pygame.display.set_caption("Injection")
        pygame.mixer.init()
        self.clock = pygame.time.Clock()
        self.surface = pygame.display.set_mode((1024, 768), pygame.DOUBLEBUF)
        self.viewport = Viewport(self)
        self.world = World(self, "gfx/world01.json")
        self.fighter1 = Fighter(self, 'g', startpos=(100, 0))
        self.fighter2 = Fighter(self, 'r', startpos=(850, 0))
        self.fighter2.rect.left = 800
        self.pointsbar1 = PointsBar(self.fighter1, pygame.Rect(22, 17, 323, 27), color=1)
        self.pointsbar2 = PointsBar(self.fighter2, pygame.Rect(683, 17, 323, 27), color=2)
        self.injectionsbar1 = InjectionsBar(self.fighter1, pygame.Rect(33, 50, 300, 27))
        self.injectionsbar2 = InjectionsBar(self.fighter2, pygame.Rect(695, 50, 300, 27))
        self.roundcounter = RoundCounter(self, pygame.Rect(427, 0, 167, 50))
        self.ai = FightingAi(self, self.fighter2)
        self.menu = Menu(self)
        self.ignore_keys = False
        self.multiplayer = 0

        self.fireballs = []
        pygame.mixer.music.load("snd/music.wav")
        pygame.mixer.music.set_volume(.35)
        #pygame.mixer.music.set_volume(0)
        pygame.mixer.music.play()
        self.f = self.fighter1
Example #2
0
class Game:
    def __init__(self):
        pygame.mixer.pre_init(frequency=22050, size=-16, channels=8, buffer=256)
        pygame.init()
        pygame.display.set_caption("Injection")
        pygame.mixer.init()
        self.clock = pygame.time.Clock()
        self.surface = pygame.display.set_mode((1024, 768), pygame.DOUBLEBUF)
        self.viewport = Viewport(self)
        self.world = World(self, "gfx/world01.json")
        self.fighter1 = Fighter(self, 'g', startpos=(100, 0))
        self.fighter2 = Fighter(self, 'r', startpos=(850, 0))
        self.fighter2.rect.left = 800
        self.pointsbar1 = PointsBar(self.fighter1, pygame.Rect(22, 17, 323, 27), color=1)
        self.pointsbar2 = PointsBar(self.fighter2, pygame.Rect(683, 17, 323, 27), color=2)
        self.injectionsbar1 = InjectionsBar(self.fighter1, pygame.Rect(33, 50, 300, 27))
        self.injectionsbar2 = InjectionsBar(self.fighter2, pygame.Rect(695, 50, 300, 27))
        self.roundcounter = RoundCounter(self, pygame.Rect(427, 0, 167, 50))
        self.ai = FightingAi(self, self.fighter2)
        self.menu = Menu(self)
        self.ignore_keys = False
        self.multiplayer = 0

        self.fireballs = []
        pygame.mixer.music.load("snd/music.wav")
        pygame.mixer.music.set_volume(.35)
        #pygame.mixer.music.set_volume(0)
        pygame.mixer.music.play()
        self.f = self.fighter1
    def ev_quit(self, e):
        pass

    def ev_keydown(self, e):
        if self.ignore_keys:
            return

        # Fighter 2
        if self.multiplayer:
            if e.key == pygame.K_RIGHT:
                self.fighter2.right()
            elif e.key == pygame.K_LEFT:
                self.fighter2.left()
            elif e.key == pygame.K_DOWN:
                self.fighter2.block()
            elif e.key == pygame.K_SLASH:
                self.fighter2.jump()
            elif e.key == pygame.K_PERIOD:
                self.fighter2.punch()
            elif e.key == pygame.K_COMMA:
                self.fighter2.kick()
            elif e.key == pygame.K_UP:
                if self.fighter2.current_injection < len(self.fighter2.injections) - 1:
                    self.fighter2.switch_to_injection(self.fighter2.current_injection + 1)

        # Fighter 1
        if e.key == pygame.K_d:
            self.fighter1.right()
        elif e.key == pygame.K_a:
            self.fighter1.left()
        elif e.key == pygame.K_s:
            self.fighter1.block()
        elif e.key == pygame.K_j:
            self.fighter1.jump()
        elif e.key == pygame.K_h:
            self.fighter1.punch()
        elif e.key == pygame.K_g:
            self.fighter1.kick()
        elif e.key == pygame.K_w:
            if self.fighter1.current_injection < len(self.fighter1.injections) - 1:
                self.fighter1.switch_to_injection(self.fighter1.current_injection + 1)

        elif e.key == pygame.K_ESCAPE:
            self.menu.current_menu = 0
            self.menu.active = 1
            self.roundcounter.round = -1
            self.fighter1.wins = 0
            self.fighter2.wins = 0
 
    def ev_keyup(self, e):
        if self.ignore_keys:
            return

        # Fighter 2
        if self.multiplayer:
            if e.key == pygame.K_LEFT:
                self.fighter2.stop_left()
            elif e.key == pygame.K_RIGHT:
                self.fighter2.stop_right()

        # Fighter 1
        if e.key == pygame.K_a:
            self.fighter1.stop_left()
        elif e.key == pygame.K_d:
            self.fighter1.stop_right()


    def opponent(self, caller):
        opp = self.fighter2
        if opp == caller:
            opp = self.fighter1
        return opp

    def hit_opponent(self, caller, damage, hit_boxes=None, kind='physical'):
        opp = self.opponent(caller)
        opp_hb = opp.hit_boxes()
        direction = 1
        if caller.looking_right:
            direction = -1
        if hit_boxes == None:
            hit_boxes = caller.hit_boxes()
        if any([x.collidelist(opp_hb) != -1 for x in hit_boxes]):
            opp.take_damage(damage, direction, kind=kind)
            return True
        return False

    def game_over(self):
        if self.fighter1.wins > self.fighter2.wins:
            gameover_image = pygame.image.load("gfx/player1won.png")
        else:
            gameover_image = pygame.image.load("gfx/player2won.png")

        self.surface.blit(gameover_image, (330, 140))
        self.roundcounter.render(self.surface)
        pygame.display.flip()
        while True:
            for e in pygame.event.get():
                if e.type == pygame.KEYDOWN:
                    if e.key == pygame.K_RETURN:
                        self.roundcounter.round = -1
                        self.fighter1.wins = 0
                        self.fighter2.wins = 0
                        self.fighter1.reset()
                        self.fighter2.reset()
                        self.menu.activate()
                        return

    def next_round(self):
        if self.roundcounter.round < len(self.roundcounter.rounds) - 1:
            if self.fighter1.wins == 2 or self.fighter2.wins == 2:
                self.game_over()
                return
            self.fighter1.reset()
            self.fighter2.reset()
            self.ai.reset()
            for inj in self.injectionsbar1.injections[1:]:
                inj.disabled = False
                inj.activate = False
            for inj in self.injectionsbar2.injections[1:]:
                inj.disabled = False
                inj.activate = False
            self.pointsbar1.health = self.fighter1.health
            self.pointsbar2.health = self.fighter2.health
            self.viewport.offset = 0
            self.roundcounter.next_round()
        else:
            self.game_over()

    def check_state(self):
        if self.fighter1.health <= 0:
            self.fighter2.wins += 1
            self.next_round()
        if self.fighter2.health <= 0:
            self.fighter1.wins += 1
            self.next_round()
        

    def main_loop(self):
        while True:
            if self.menu.active:
                self.fighter1.reset()
                self.fighter2.reset()
                self.menu.loop()

            self.clock.tick(30)
            for e in pygame.event.get():
                if e.type == pygame.QUIT:
                    self.ev_quit(e)
                elif e.type == pygame.KEYDOWN:
                    self.ev_keydown(e)
                elif e.type == pygame.KEYUP:
                    self.ev_keyup(e)

            self.fighter1.update()
            self.fighter2.update()
            self.surface.fill((0, 0, 0))
            self.world.render(self.surface)
            self.fighter1.render(self.surface)
            self.fighter2.render(self.surface)
            self.pointsbar1.render(self.surface)
            self.pointsbar2.render(self.surface)
            self.injectionsbar1.render(self.surface)
            self.injectionsbar2.render(self.surface)
            self.roundcounter.render(self.surface)
            if not self.ignore_keys and not self.multiplayer:
                self.ai.update()

            for f in self.fireballs:
                f.update()
                f.render(self.surface)

            pygame.display.flip()