Example #1
0
    def __init__(self):
        """Initialize the game, and create game resources."""
        pygame.init()
        self.settings = Settings()

        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics and a scoreboard
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self.sound_effects = SoundEffects()

        self._create_fleet()

        # Make the play buttons -- TO REFACTOR.
        self.play_button = Button(self, (0, 255, 0), 200, 50)
        self.hard_button = Button(self, (0, 0, 255), 100, 50)
        self.crazy_button = Button(self, (255, 0, 0), 100, 50)
 def __init__(self):
     self.number_of_user = 0
     self.userList = []
     self.player_list = []
     self.screen = None
     self.sfx = SoundEffects()
     self.display_init()
     self.sprite_group = pygame.sprite.Group()
     self.focus_effect_group = pygame.sprite.Group()
     self.goal_effect_group = pygame.sprite.Group()
     self.ball = self.ball_init(self.sfx)
     self.user_init(self.ball, self.sfx)
     self.platform = None
     self.platform_init()
     self.done = False
     self.focus_effect_blue = None
     self.focus_effect_red = None
     self.focus_effect_list = []
     self.focus_effect_init()
     self.collision = Collision()
     self.scoreboard = Scoreboard(self.screen)
     self.ball_reset_delay = 2000
     self.goal_effect_init()
     self.max_score = 3
class GameManager:
    clock = pygame.time.Clock()

    def __init__(self):
        self.number_of_user = 0
        self.userList = []
        self.player_list = []
        self.screen = None
        self.sfx = SoundEffects()
        self.display_init()
        self.sprite_group = pygame.sprite.Group()
        self.focus_effect_group = pygame.sprite.Group()
        self.goal_effect_group = pygame.sprite.Group()
        self.ball = self.ball_init(self.sfx)
        self.user_init(self.ball, self.sfx)
        self.platform = None
        self.platform_init()
        self.done = False
        self.focus_effect_blue = None
        self.focus_effect_red = None
        self.focus_effect_list = []
        self.focus_effect_init()
        self.collision = Collision()
        self.scoreboard = Scoreboard(self.screen)
        self.ball_reset_delay = 2000
        self.goal_effect_init()
        self.max_score = 3

    def display_init(self):
        size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
        self.screen = pygame.display.set_mode(size)
        pygame.display.set_caption("Hello world")

    def user_init(self, ball, sfx):
        player_sprite = SpriteFactory("images/player.png")
        user1_players_initial_positions = constants.USER1_PLAYERS_INITIAL_POS
        user2_players_initial_positions = constants.USER2_PLAYERS_INITIAL_POS
        user1 = User(self.sprite_group, player_sprite, data.playerBlueFramesData, user1_players_initial_positions, ball, sfx)
        self.add_user(user1)
        self.add_player(user1)
        user2 = User(self.sprite_group, player_sprite, data.playerRedFramesData, user2_players_initial_positions, ball, sfx)
        self.add_user(user2)
        self.add_player(user2)

    def ball_init(self, sfx):
        ball_sprite = SpriteFactory("images/ball-small.png")
        ball_frames = SpriteFactory.generate_frames(ball_sprite, data.ballFramesData)
        ball = Ball(self.sprite_group, (constants.BALL_INIT_POS[0], constants.BALL_INIT_POS[1]), ball_frames, sfx, speed=100)
        ball.play(Animation.INFINITE)

        ball_shadow_sprite = SpriteFactory("images/ball-shadow.png")
        ball_shadow_frames = SpriteFactory.generate_frames(ball_shadow_sprite, data.ballShadowFramesData)
        ball_shadow = BallShadow(self.focus_effect_group, ball, ball_shadow_frames, speed=1000)
        ball_shadow.play(Animation.INFINITE)
        return ball

    def platform_init(self):
        self.platform = Platform(self.screen)

    def focus_effect_init(self):
        focus_effect_sprite_red = SpriteFactory("images/hover-red.png")
        focus_effect_frames_red = SpriteFactory.generate_frames(focus_effect_sprite_red, data.hoverEffectFramesData)
        focus_effect_sprite_blue = SpriteFactory("images/hover-blue.png")
        focus_effect_frames_blue = SpriteFactory.generate_frames(focus_effect_sprite_blue, data.hoverEffectFramesData)
        focus_effect_blue = FocusEffect(self.focus_effect_group,
                                        self.userList[0].players_list[self.userList[0].current_selected_player],
                                        focus_effect_frames_blue, speed=1000)
        self.focus_effect_list.append(focus_effect_blue)
        self.focus_effect_list[0].play(Animation.INFINITE)
        focus_effect_red = FocusEffect(self.focus_effect_group,
                                       self.userList[1].players_list[self.userList[1].current_selected_player],
                                       focus_effect_frames_red, speed=1000)
        self.focus_effect_list.append(focus_effect_red)
        self.focus_effect_list[1].play(Animation.INFINITE)

    def goal_effect_init(self):
        goal_effect_sprite = SpriteFactory("images/goal-screen.png")
        goal_effect_frames = SpriteFactory.generate_frames(goal_effect_sprite, data.goalEffectFramesData)
        self.goal_effect = GoalScreen(self.goal_effect_group, goal_effect_frames)

        # self.userList[0].players_list[1].rect.x = 200
        # self.userList[1].players_list[1].rect.y = 700

    # @param user: type User
    def add_user(self, user):
        self.userList.append(user)

    def add_player(self, user):
        for x in range(0, user.num_of_players):
            self.player_list.append(user.players_list[x])

    def is_game_over(self):
        user1_score = self.scoreboard.scores[0]
        user2_score = self.scoreboard.scores[1]
        if user1_score > self.max_score / 2 and user1_score > user2_score:  # user1 win
            return True
        elif user2_score > self.max_score / 2 and user2_score > user1_score:  # user2 win
            return True
        else:
            return False

    def gameover_screen(self):
        exitLoop = False
        while not exitLoop:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    exitLoop = True
                    self.done = True
                if event.type == pygame.MOUSEBUTTONDOWN:
                    for i in range(0, len(self.platform.gameover_button_list), 1):
                        if self.platform.gameover_button_list[i].is_mouse_over(mouse.get_pos()):
                            if i == constants.GAMEOVER_BUTTON_TYPE["mute"]:
                                self.sfx.play_mouseover()
                                if self.sfx.is_muted == True:
                                    self.sfx.set_unmute()
                                else:
                                    self.sfx.set_mute()
                            elif i == constants.GAMEOVER_BUTTON_TYPE["replay"]:
                                self.sfx.play_mouseover()
                                exitLoop = True
                                self.scoreboard.reset_score()
                                self.start(False)
                            elif i == constants.GAMEOVER_BUTTON_TYPE["exit"]:
                                self.sfx.play_mouseover()
                                exitLoop = True
                                self.done = True
            self.platform.gameover_screen(mouse.get_pos(), pygame.event.get(), self.scoreboard.scores)
            pygame.display.update()
            GameManager.clock.tick(constants.FPS)


    def start_screen(self):
        exitLoop = False
        self.sfx.play_start_screen()
        while not exitLoop:
            # for i in range(0, len(self.platform.gamestart_button_list), 1):
            #      if self.platform.gamestart_button_list[i].is_mouse_over(mouse.get_pos()) and i is not constants.GAMESTART_BUTTON_TYPE["mute"]:
            #              self.sfx.play_mouseover()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                if event.type == pygame.MOUSEBUTTONDOWN:
                    for i in range(0, len(self.platform.gamestart_button_list), 1):
                        if self.platform.gamestart_button_list[i].is_mouse_over(mouse.get_pos()):
                            if i == constants.GAMESTART_BUTTON_TYPE["mute"]:
                                self.sfx.play_mouseover()
                                self.platform.gamestart_mute_button.toggle_frame()
                                if self.sfx.is_muted == True:
                                    self.sfx.set_unmute()
                                else:
                                    self.sfx.set_mute()
                            elif i == constants.GAMESTART_BUTTON_TYPE["play"]:
                                self.sfx.play_mouseover()
                                exitLoop = True
                                self.sfx.stop_start_screen()
                                self.scoreboard.reset_score()
                                self.start(False)
                            elif i == constants.GAMESTART_BUTTON_TYPE["exit"]:
                                self.sfx.play_mouseover()
                                exitLoop = True
                                self.done = True
            self.platform.gamestart_screen(mouse.get_pos(), pygame.event.get())
            pygame.display.update()
            GameManager.clock.tick(constants.FPS)

    def start(self, is_show_start_screen):
        if is_show_start_screen:
            self.start_screen()
        pygame.mixer.music.play(-1)  # Play the fans cheering music
        self.sfx.play_start_game()
        last_time_updated = pygame.time.get_ticks()
        is_resetting_game = False
        for user in self.userList:
            user.reset_players_position()
        pygame.key.set_repeat(1, 20)
        # Main Program Loop
        while not self.done:
            # Move all players in a team at the same time
            keys = pygame.key.get_pressed()
            # Move all user1's players
            if keys[pygame.K_LSHIFT]:
                if keys[pygame.K_d]:
                    for player in self.userList[0].players_list:
                        player.go_right()
                elif keys[pygame.K_a]:
                    for player in self.userList[0].players_list:
                        player.go_left()
                elif keys[pygame.K_w]:
                    for player in self.userList[0].players_list:
                        player.go_up()
                elif keys[pygame.K_s]:
                    for player in self.userList[0].players_list:
                        player.go_down()
            # Move all user2's players
            if keys[pygame.K_RCTRL]:
                if keys[pygame.K_RIGHT]:
                    for player in self.userList[1].players_list:
                        player.go_right()
                elif keys[pygame.K_LEFT]:
                    for player in self.userList[1].players_list:
                        player.go_left()
                elif keys[pygame.K_UP]:
                    for player in self.userList[1].players_list:
                        player.go_up()
                elif keys[pygame.K_DOWN]:
                    for player in self.userList[1].players_list:
                        player.go_down()

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.done = True
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.done = True

                    # User1 input handlers
                    for i in range(0, len(data.controllerSetting), 1):
                        user_setting = data.controllerSetting[i]
                        user = self.userList[i]
                        # if event.key == user_setting['next'] and not self.automatic_choose:
                        #     user.players_list[user.current_selected_player].stop()
                        #     user.current_selected_player = (user.current_selected_player + 1) % user.num_of_players
                        #     user.focused_player_index = user.current_selected_player
                        #     self.focus_effect_list[i].set_player(user.players_list[user.current_selected_player])
                        if event.key == user_setting['left']:
                            user.players_list[user.current_selected_player].go_left()
                        if event.key == user_setting['right']:
                            user.players_list[user.current_selected_player].go_right()
                        if event.key == user_setting['up']:
                            user.players_list[user.current_selected_player].go_up()
                        if event.key == user_setting['down']:
                            user.players_list[user.current_selected_player].go_down()

                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_F5:
                        # Hot reset the game
                        self.scoreboard.reset_score()
                        self.ball.goal = False
                        self.ball.is_ball_going_in = False
                        self.ball.change_x = 0
                        self.ball.change_y = 0
                        self.ball.set_position_center(constants.BALL_INIT_POS[0], constants.BALL_INIT_POS[1])
                        self.ball.is_ball_hit_wall = False
                        self.start(False)
                    if event.key == pygame.K_m:
                        if self.sfx.is_muted == True:
                            self.sfx.set_unmute()
                        else:
                            self.sfx.set_mute()
                    for i in range(0, len(data.controllerSetting), 1):
                        user_setting = data.controllerSetting[i]
                        user = self.userList[i]
                        if event.key == user_setting['next'] or event.key == user_setting['left'] or event.key == \
                                user_setting['right'] or event.key == user_setting['up'] or event.key == user_setting[
                            'down']:
                            user.players_list[user.current_selected_player].stop()
                            user.isInControl = False

            # TODO a goal scored !
            if self.ball.goal:
                self.goal_effect.play(2)
                if is_resetting_game == False:
                    self.sfx.play_goal()
                now = pygame.time.get_ticks()
                if is_resetting_game == True and (now - last_time_updated) >= self.ball_reset_delay:
                    # Update score
                    self.scoreboard.inc_score(data.winner)
                    self.ball.goal = False
                    self.ball.is_ball_going_in = False
                    self.ball.change_x = 0
                    self.ball.change_y = 0
                    self.ball.set_position_center(constants.BALL_INIT_POS[0], constants.BALL_INIT_POS[1])
                    self.ball.is_ball_hit_wall = False
                    for user in self.userList:
                        user.reset_players_position()
                    if self.is_game_over():
                        print("GAME OVER")
                        self.sfx.play_goal()
                        self.sfx.play_end_game()
                        self.gameover_screen()
                    else:
                        self.sfx.play_start_game()
                        is_resetting_game = False
                        continue
                is_resetting_game = True

            if is_resetting_game == False:
                last_time_updated = pygame.time.get_ticks()

            # Update the players
            self.focus_effect_group.update()
            # test
            for x in range(0, len(self.player_list)):
                for y in range(x + 1, len(self.player_list)):
                    self.collision.collisionPlayer2Player(self.player_list[x], self.player_list[y], self.sfx)
                            
            # Update the player
            self.focus_effect_group.update()
            self.sprite_group.update()
            self.platform.update()
            self.goal_effect_group.update()
            for i in range(0, len(self.userList), 1):
                self.userList[i].update(self.focus_effect_list[i])
            # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
            self.platform.draw()
            self.focus_effect_group.draw(self.screen)
            self.sprite_group.draw(self.screen)
            self.platform.draw_goal()
            self.scoreboard.update()
            self.goal_effect_group.draw(self.screen)
            # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
            # rect = self.user_init(self.ball_init()).players_list[0].rect.center
            # pygame.draw.circle(self.screen, (255,255,255), (rect[0]+2,rect[1]), 37)
            # Limit to 60 frames per second
            GameManager.clock.tick(constants.FPS)

            # Go ahead and update the screen with what we've drawn
            pygame.display.flip()

        # Be IDLE friendly. If you forget this line, the program will 'hange'
        # on exit.
        pygame.quit()
from sound_effects import SoundEffects

effects = SoundEffects()
loc = '../sounds/Yee.wav'
effects.play_wave_file(loc)
effects.play_wave_file(loc)
Example #5
0
class AlienInvasion:
    """Overall class to manage game assets and behavior"""
    def __init__(self):
        """Initialize the game, and create game resources."""
        pygame.init()
        self.settings = Settings()

        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics and a scoreboard
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self.sound_effects = SoundEffects()

        self._create_fleet()

        # Make the play buttons -- TO REFACTOR.
        self.play_button = Button(self, (0, 255, 0), 200, 50)
        self.hard_button = Button(self, (0, 0, 255), 100, 50)
        self.crazy_button = Button(self, (255, 0, 0), 100, 50)

    def run_game(self):
        """Start the main loop for the game"""
        while True:
            # Watch for keyboard and mouse events.
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    def _check_events(self):
        """Respond to keypresses and mouse events"""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)
                self._check_hard_button(mouse_pos)
                self._check_crazy_button(mouse_pos)

    def _check_play_button(self, mouse_pos):
        """Start a new game when the player clicks play."""
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            # Reset game statistics
            self._start_game()

    def _check_hard_button(self, mouse_pos):
        button_clicked = self.hard_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self.settings.difficulty_level = 'hard'

    def _check_crazy_button(self, mouse_pos):
        button_clicked = self.crazy_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self.settings.difficulty_level = 'crazy'

    def _start_game(self):
        # reset game stats
        self.stats.reset_stats()
        self.sb.prep_images()

        # get rid of aliens and bullets
        self.aliens.empty()
        self.bullets.empty()

        # create new fleet and re-center ship
        self._create_fleet()
        self.ship.center_ship()

        # Hide the mouse cursor
        pygame.mouse.set_visible(False)
        self.settings.set_speedup_scale()

    def _check_keydown_events(self, event):
        """respond to key presses"""
        if event.key == pygame.K_RIGHT:
            # Move the ship to right
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            # Move the ship to the left
            self.ship.moving_left = True
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()
        elif event.key == pygame.K_p and not self.stats.game_active:
            self._start_game()
        elif event.key == pygame.K_q:
            sys.exit()

    def _check_keyup_events(self, event):
        """Respond to key releases"""
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            # Move the ship to the left
            self.ship.moving_left = False

    def _fire_bullet(self):
        """Create new bullet and add it to the bullets group"""
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)
            self.sound_effects.play_shoot()

    def _update_bullets(self):
        """Update position of bullets and get rid of old bullets."""
        self.bullets.update()

        # Get rid of bullets that have disappeared
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)

        self._check_bullet_alien_collisions()

    def _check_bullet_alien_collisions(self):
        """Respond to bullet-alien collisions."""
        # Remove any bullets and aliens that have collided
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens,
                                                True, True)

        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
            self.sb.prep_score()
            self.sb.check_high_score()
            self.sound_effects.play_alien_hit()

        if not self.aliens:
            self._start_new_level()

    def _start_new_level(self):
        """Begin new level"""
        # Destroy existing bullets and create new fleet.
        self.bullets.empty()
        self._create_fleet()
        self.settings.increase_speed()

        self.stats.level += 1
        self.sb.prep_level()

    def _update_aliens(self):
        """Check if fleet is at an edge, then update the positions of all aliens in the fleet"""
        self._check_fleet_edges()

        self.aliens.update()

        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()

        # Look for aliens hitting the bottom of the screen.
        self._check_aliens_bottom()

    def _create_fleet(self):
        """Create a fleet of aliens"""
        # Make an alien
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        available_space_x = self.settings.screen_width - (2 * alien_width)
        number_aliens_x = available_space_x // (2 * alien_width)

        # Determine number of rows of aliens that fit on screen
        ship_height = self.ship.rect.height
        available_space_y = (self.settings.screen_height - (3 * alien_height) -
                             ship_height)
        number_rows = available_space_y // (2 * alien_height)

        # Create full fleet of aliens
        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                self._create_alien(alien_number, row_number)

    def _create_alien(self, alien_number, row_number):
        # Create and alien and place in row
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        alien.x = alien_width + 2 * alien_width * alien_number
        alien.rect.x = alien.x
        alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
        self.aliens.add(alien)

    def _update_screen(self):
        """Update images on screen, and flip to the new screen"""
        self.screen.fill(self.settings.bg_color)
        self.ship.blitme()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()

        self.aliens.draw(self.screen)

        # Draw score information
        self.sb.show_score()

        # Draw the play button if the game is inactive.
        if not self.stats.game_active:
            self.play_button.draw_button("Play")
            self.hard_button.draw_button("Hard",
                                         self.screen.get_rect().bottom,
                                         self.screen.get_rect().left)
            self.crazy_button.draw_button("Crazy",
                                          self.screen.get_rect().bottom - 70,
                                          self.screen.get_rect().left)

        pygame.display.flip()

    def _check_fleet_edges(self):
        """Respond appropriately if any aliens have reached an edge"""
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        """drop the entire fleet and change the fleet's direction"""
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed

        self.settings.fleet_direction *= -1
        self.sound_effects.play_alien_change_dir()

    def _ship_hit(self):
        """Respond to the ship being hit by an alien."""

        if self.stats.ships_left > 0:
            # Decrement ships_left, update scoreboard
            self.stats.ships_left -= 1
            self.sb.prep_ships()

            # Get rid of any remaining aliens and bullets.
            self.aliens.empty()
            self.bullets.empty()

            # Create a new fleet and center the ship.
            self._create_fleet()
            self.ship.center_ship()

            # Pause
            sleep(0.5)
        else:
            self.stats.game_active = False
            self.settings.reset_speed()
            pygame.mouse.set_visible(True)
            self.stats.update_high_score()

    def _check_aliens_bottom(self):
        """Check if any aliens have reached the bottom of the screen."""
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                # Treat this the same as if the ship got hit.
                self._ship_hit()
                break