Example #1
0
def run_game():
  
  pygame.init()
  clock = pygame.time.Clock()
  screen = pygame.display.set_mode((globals['SCREEN_WIDTH'], globals['SCREEN_HEIGHT']), 0, 32)
  
  currently_held_keys = []
  
  #debug stuff
  lvl = Level("testlevel.txt", screen) 
  playerCam = Camera((85,85), globals['SCREEN_WIDTH'], globals['SCREEN_HEIGHT'])
  originCam = Camera((0,0), globals['SCREEN_WIDTH'], globals['SCREEN_HEIGHT'])
  player = Player("resources/robodude.png", screen, (85,85), playerCam)
  currentCam = player.camera
  entities = []
  
  entities.append(player)
 
  while True:
    for event in pygame.event.get():
      if event.type == pygame.QUIT:
        exit_game()
      if event.type == pygame.KEYDOWN:
        currently_held_keys.append(event.key)
      if event.type == pygame.KEYUP:
        currently_held_keys.remove(event.key)
    
    currentCam = player.camera
    do_render_light = True

    for keydown in currently_held_keys:
      if keydown in globals['WASD_KEYS']:
        player.movement_handler(keydown)
      #debug stuff
      if keydown == pygame.K_1:
        currentCam = originCam
      if keydown == pygame.K_2:
        do_render_light = False
    
    time_passed = clock.tick(50)
    screen.fill(globals['BG_COLOR'])

    # debug stuff
    pygame.display.set_caption('Lightgame : %d fps' % clock.get_fps())
    corners = currentCam.get_corners()
    lvl.draw_visible_level(corners[0], corners[1])
    player.update(time_passed, lvl, currentCam)
    player.draw(currentCam)
    
    lights_per_entity = [entity.lights for entity in entities]
    all_lights = [light for lights in lights_per_entity for light in lights]
    if do_render_light:
      currentCam.render_light(screen, all_lights)

    pygame.display.flip()
Example #2
0
class Game(Scene):
    def __init__(self):
        self.c = Constants()
        self.player = Player(self.c.screen_width / 2, self.c.screen_height / 2,
                             300)

    def draw(self, sm, screen):
        screen.fill(self.c.black)
        utils.draw_text(screen, "Game: [M] to Menu")
        self.player.draw(screen)

    def input(self, sm):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_m:
                    sm.pop()
                    sm.push(
                        FadeTransitionScene(self, None)
                    )  # We pass none as we are not transitiong to a *new* scene.
                if event.key == pygame.K_w:
                    self.player.moving_up = True
                if event.key == pygame.K_s:
                    self.player.moving_down = True
                if event.key == pygame.K_a:
                    self.player.moving_left = True
                if event.key == pygame.K_d:
                    self.player.moving_right = True
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_w:
                    self.player.moving_up = False
                if event.key == pygame.K_s:
                    self.player.moving_down = False
                if event.key == pygame.K_a:
                    self.player.moving_left = False
                if event.key == pygame.K_d:
                    self.player.moving_right = False

    def update(self, sm, dt):
        self.player.update(dt)

    def exit(self):
        print("Leaving Game.")

    def enter(self):
        print("Entering Game.")
Example #3
0
def main():
    bg_x = bg.get_width()
    bg_y = bg.get_height()

    font = pygame.font.SysFont('helvetica', 20)

    player = Player(bg_x // 2, bg_y // 2)

    enemies = [Minion(random.randrange(0, bg_x), random.randrange(0, bg_y)) for _ in range(10)] + \
              [Runner(random.randrange(0, bg_x), random.randrange(0, bg_y)) for _ in range(3)] + \
              [Tank(random.randrange(0, bg_x), random.randrange(0, bg_y))]

    projectiles = []
    projectile_tick = 0
    score = 0
    run = True

    while run:

        clock.tick(27)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                pygame.quit()

        player.move(bg_x, bg_y, width, height)
        if projectile_tick == 0:
            if pygame.mouse.get_pressed()[0]:
                projectiles.extend(player.shoot(w2, h2))
                projectile_tick = 1
        elif projectile_tick < player.gun.cooldown:
            projectile_tick += 1
        else:
            projectile_tick = 0

        win.fill((0, 0, 0))
        win.blit(bg, (w2 - player.x, h2 - player.y))
        player.draw(win, player, w2, h2)

        for projectile in projectiles:
            projectile.draw(win, player, w2, h2)
            projectile.move()
            if projectile.is_offscreen(player, width, height):
                projectiles.remove(projectile)
            for enemy in enemies:
                if enemy.is_hit(projectile):
                    projectiles.remove(projectile)
                    enemy.hit(projectile)
                    if enemy.is_dead():
                        score += enemy.points
                        enemies.remove(enemy)
                    break

        for enemy in enemies:
            if not enemy.is_offscreen(player, width, height):
                if player.is_hit(enemy) and not player.was_hit:
                    player.was_hit = True
                    player.curr_health -= 1
                    if player.curr_health == 0:
                        run = False
                        pygame.quit()
                enemy.move(bg_x, bg_y, player)
                enemy.draw(win, player, w2, h2)

        text = font.render(f'Score: {score}', True, (255, 255, 255))
        win.blit(text, (0, 0))

        pygame.display.update()