def main(argv):
    engine = GameEngine()
    engine.check_file_integrity("../data/test_init.json")

    engine.initialize_from_file("../data/test_init.json")
    result = engine.compute()

    print(result)
Example #2
0
class Game(Screen):
    def __init__(self):
        super().__init__()
        self.engine = GameEngine(self.resolution,
                                 **self.game_config['settings'])
        self.lost_overrun = 0
        self.running = True

    @property
    def lives(self):
        active_lives = [FULL_HEARTH] * self.engine.lives
        lost_lives = [EMPTY_HEARTH
                      ] * (self.engine.max_lives - self.engine.lives)
        return active_lives + lost_lives

    @property
    def level(self):
        return self.font_50.render(f'Level: {self.engine.level}', 1,
                                   (255, 255, 255))

    @property
    def score(self):
        return self.font_50.render(f'Score: {self.engine.score}', 1,
                                   (255, 255, 255))

    def render(self):
        super().animate_background()

        if self.engine.player:
            self.window.blit(self.engine.player.ship_img,
                             (self.engine.player.x, self.engine.player.y))

            pygame.draw.rect(self.window, (200, 0, 0),
                             ((self.engine.player.x, self.engine.player.y +
                               self.engine.player.height + 10,
                               self.engine.player.width, 10)))
            pygame.draw.rect(
                self.window, (0, 200, 0),
                ((self.engine.player.x, self.engine.player.y +
                  self.engine.player.height + 10, self.engine.player.width *
                  (self.engine.player.hp / self.engine.player.max_hp), 10)))

        for enemy in self.engine.enemies:
            self.window.blit(enemy.ship_img, (enemy.x, enemy.y))

        for laser in self.engine.lasers:
            self.window.blit(laser.src.laser_img, (laser.x, laser.y))

        x = 10
        for life in self.lives:
            self.window.blit(life, (x, 10))
            x += life.get_width() + 5

        self.window.blit(self.level,
                         (self.width - self.level.get_width() - 10, 10))
        self.window.blit(self.score,
                         (self.width - self.score.get_width() - 10, 60))

    def run(self):
        while self.running:
            self.render()
            self.engine.compute()

            if self.engine.lost:
                if self.lost_overrun > self.FPS * 2:
                    self.running = False
                else:
                    self.lost_overrun += 1
            else:
                self.engine.navigate()

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(0)

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