Example #1
0
    def update_state_data(self, data):
        self.missiles = []
        for _m in data['missiles']:
            self.missiles.append(Missile(_m))

        self.opponents = []
        for opponent in data['others']:
            self.opponents.append(Ship(opponent))

        self.myself = Ship(data['you'])
Example #2
0
def setPlayers(obs):
    global numPlayers, board
    numPlayers = len(obs['players'])
    playerIndex = obs['player']
    allPlayerIds = obs['players'][playerIndex][2].keys()
    # Set friendly players on board.
    for id in allPlayerIds:
        player = obs['players'][playerIndex][2][id]
        tempShip = Ship(id, player[0] % 15, player[0] // 15, True)
        board.setShipSpace(tempShip)

    # Set all other players
    for i in range(numPlayers):
        # Make sure we are not looking at own players
        if (i != playerIndex):
            allPlayerIds = obs['players'][i][2].keys()
            # Set friendly players on board.
            for id in allPlayerIds:
                player = obs['players'][i][2][id]
                tempShip = Ship(id, player[0] % 15, player[0] // 15, False)
                board.setShipSpace(tempShip)

    board.show()
Example #3
0
if __name__ == "__main__":
    if 'Windows' in platform.platform():  # car pb de dpi sur windows
        from ctypes import windll
        windll.shcore.SetProcessDpiAwareness(1)

    pg.init()
    clock = pg.time.Clock()

    SCREEN_W, SCREEN_H = 1500, 900
    SCREEN = pg.display.set_mode((SCREEN_W, SCREEN_H))
    SCALE = 3

    images = getImgDict('../img')
    time = 0

    player = Ship([SCREEN_W // 2, SCREEN_H // 2], images)
    enemies = []
    bullets = []
    stars = [Star(SCREEN_W, SCREEN_H, SCALE) for i in range(100)]

    cursor = 0
    mode = 'menu'
    while mode:
        time += 1
        clock.tick(30)

        for e in pg.event.get():
            if e.type == pg.QUIT:
                mode = None
                continue
Example #4
0
def run_game():
    # Initialize Pygame
    pygame.mixer.pre_init(frequency=44100)
    pygame.init()
    # Initialize settings, preload assets, and create a clock
    settings = Settings()
    sounds = Sounds(settings)
    images = Images()
    clock = pygame.time.Clock()
    # Set up the window
    pygame.display.set_icon(images.icon)
    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_height))
    pygame.display.set_caption("Bullet Heck!")
    # Try to create a joystick object
    try:
        gamepad = Joystick(settings.gamepad_id)
        gamepad.init()
        settings.gamepad_connected = True
    except pygame.error:
        gamepad = None
        settings.gamepad_connected = False
    # Initialize the stats, HUD, and splash screen
    stats = Stats(settings)
    hud = HUD(settings, screen, stats, images)
    splash = SplashScreen(settings, images, screen)
    # Create the ship and groups for everything else
    ship = Ship(settings, screen, stats, images)
    stars = Group()
    bullets = Group()
    enemies = Group()
    enemy_bullets = Group()
    explosions = Group()
    pickups = Group()
    if not settings.mute_music:
        pygame.mixer.music.play(loops=-1)
    # Pause the music by default
    pygame.mixer.music.pause()
    # Main loop
    while stats.done is False:
        gf.check_events(settings, screen, ship, gamepad, bullets, stats,
                        sounds, enemies, images, enemy_bullets, splash, hud)
        gf.update_stars(settings, screen, stars, images)
        gf.manage_game_level(settings, stats)
        if stats.game_active:
            ship.update(settings, images)
            gf.spawn_enemies(settings, screen, enemies, images, id, stats)
            gf.update_bullets(settings, screen, ship, bullets, enemies, sounds,
                              enemy_bullets, images, stats, hud, explosions,
                              pickups, splash)
            gf.update_enemy_stuff(settings, screen, ship, enemies, sounds,
                                  stats, explosions, images, pickups, hud,
                                  bullets, enemy_bullets, splash)
        # Update the explosions even if the game is paused.
        gf.update_explosions(explosions)
        gf.update_screen(settings, screen, stars, ship, bullets, enemies,
                         explosions, pickups, hud, stats, enemy_bullets,
                         splash)
        clock.tick(settings.fps_limit)
        if settings.show_fps:
            stats.fps = clock.get_fps()
Example #5
0
 def prep_ship(self):
     self.ship = Ship(self.settings, self.screen, self.stats, self.images)
     self.ship.rect.x = 5
     self.ship.rect.y = self.powerbar.rect.bottom + 2
Example #6
0
class HUD():
    def __init__(self, settings, screen, stats, images):
        """The HUD."""
        self.screen = screen
        self.settings = settings
        self.stats = stats
        self.images = images
        self.text_color = settings.white
        self.font = pygame.font.Font("fonts/unoestado.ttf", 32)
        self.font_small = pygame.font.Font("fonts/unoestado.ttf", 16)
        self.healthbar = Statbar(settings, screen, settings.red,
                                 stats.ship_health, settings.ship_health)
        self.invbar = Statbar(settings, screen, settings.blue,
                              stats.ship_inv_timer, settings.ship_mercy_inv,
                              self.healthbar)
        self.powerbar = Statbar(settings, screen, settings.green,
                                stats.ship_level, settings.max_ship_level)
        self.prep_statbars()
        self.prep_ship()
        self.prep_life_amount()
        self.prep_score()
        self.prep_high_score()
        self.prep_fps()

    def prep_statbars(self):
        self.healthbar.rect.x = 5
        self.healthbar.rect.y = 5
        self.invbar.rect.center = self.healthbar.rect.center
        self.powerbar.rect.x = 5
        self.powerbar.rect.y = self.healthbar.rect.bottom + 2

    def prep_ship(self):
        self.ship = Ship(self.settings, self.screen, self.stats, self.images)
        self.ship.rect.x = 5
        self.ship.rect.y = self.powerbar.rect.bottom + 2

    def prep_life_amount(self):
        lives_left = self.stats.ship_lives
        lives_str = "X " + str(lives_left)
        self.lives_image = self.font.render(lives_str, True, self.text_color)
        self.lives_rect = self.lives_image.get_rect()
        self.lives_rect.left = self.ship.rect.right + 5
        self.lives_rect.centery = self.ship.rect.centery

    def prep_score(self):
        score_str = "Score: " + "{:,}".format(self.stats.score)
        self.score_image = self.font.render(score_str, True, self.text_color)
        self.score_rect = self.score_image.get_rect()
        self.score_rect.left = 0
        self.score_rect.bottom = self.settings.screen_height

    def prep_high_score(self):
        hs_str = "High score: " + "{:,}".format(self.stats.high_score)
        self.hs_image = self.font.render(hs_str, True, self.text_color)
        self.hs_rect = self.hs_image.get_rect()
        self.hs_rect.left = 0
        self.hs_rect.bottom = self.score_rect.top

    def prep_fps(self):
        fps_str = str(int(self.stats.fps)) + " FPS"
        self.fps_image = self.font_small.render(fps_str, True, self.text_color)
        self.fps_rect = self.fps_image.get_rect()
        self.fps_rect.right = self.settings.screen_width
        self.fps_rect.bottom = self.settings.screen_height

    def update(self, stats):
        """Update and draw the HUD."""
        self.ship.animate()
        self.ship.blitme()
        self.screen.blit(self.lives_image, self.lives_rect)
        self.screen.blit(self.score_image, self.score_rect)
        if not stats.game_active:
            self.screen.blit(self.hs_image, self.hs_rect)
        if self.settings.show_fps:
            self.prep_fps()
            self.screen.blit(self.fps_image, self.fps_rect)
        self.invbar.update(stats.ship_inv_timer)
        self.healthbar.update(stats.ship_health)
        self.powerbar.update(stats.ship_level)