Exemple #1
0
 def shoot(self, shooter):
     if self.bulletInMagazine == 0:
         self.reload(True)
         return None
     if self.delaying <= 0 and self.reloading <= 0:
         self.shootSound.play()
         self.delaying = self.shootDelay
         self.bulletInMagazine -= 1
         direction = 1 if shooter.facingRight else -1
         bullets = []
         bullets.append(
             Bullet(
                 shooter.posX + self.offsetX, shooter.posY + self.offsetY,
                 shooter.posZ,
                 self.bulletSpeed * direction * math.cos(math.radians(0)),
                 0, self.bulletSpeed * math.sin(math.radians(0)),
                 self.bulletDamage, 16))
         bullets.append(
             Bullet(
                 shooter.posX + self.offsetX, shooter.posY + self.offsetY,
                 shooter.posZ,
                 self.bulletSpeed * direction * math.cos(math.radians(20)),
                 0, self.bulletSpeed * math.sin(math.radians(20)),
                 self.bulletDamage, 16))
         bullets.append(
             Bullet(
                 shooter.posX + self.offsetX, shooter.posY + self.offsetY,
                 shooter.posZ,
                 self.bulletSpeed * direction * math.cos(math.radians(-20)),
                 0, self.bulletSpeed * math.sin(math.radians(-20)),
                 self.bulletDamage, 16))
         return bullets
Exemple #2
0
 def __init__(self, window, first=True):
     self.window = window
     self.window_width, self.window_height = window.get_size()
     self.running = True
     self.willTabQuit = True
     self.score = 0
     self.bg = pygame.image.load(str(Path('./assets/bg.jpg')))
     self.font = pygame.font.SysFont('Hack', 14, True)
     self.midFont = pygame.font.SysFont('Hack', 24, True)
     self.bigFont = pygame.font.SysFont('Hack', 80, True)
     self.player = Player(self.window)
     self.bullet = Bullet(self.window, self.player)
     self.enemy = Enemy(self.window)
     self.display = True
     self.count = 0
     self.state = 'menu' if first else 'start'
Exemple #3
0
 def shoot(self, shooter):
     if self.bulletInMagazine == 0:
         self.reload(True)
         return None
     if self.delaying <= 0 and self.reloading <= 0:
         self.shootSound.play()
         self.delaying = self.shootDelay
         self.bulletInMagazine -= 1
         direction = 1 if shooter.facingRight else -1
         return [
             Bullet(shooter.posX + self.offsetX,
                    shooter.posY + self.offsetY, shooter.posZ,
                    self.bulletSpeed * direction, 0, 0, self.bulletDamage,
                    16)
         ]
    def _fire_alien_bullet(self, alien):
        self.bullet_elapsed = 0.0

        # create new animation for this bullet
        bullet_anim = config.atlas.load_animation("alien_bullet")

        # calculate bullet center position
        # it should align with the BOTTOM of the alien
        r = pygame.Rect(0, 0, bullet_anim.width, bullet_anim.height)
        r.bottom = alien.rect.bottom
        r.centerx = alien.rect.centerx

        bullet = Bullet(self.session_stats.alien_bullet, r.center, bullet_anim)

        self.alien_bullets.add(bullet)
        sounds.play("laser2")
Exemple #5
0
    def fire(self):
        if self.wait_time_to_shoot > 0.:
            return

        min_time_between_shots = 1. / self.stats.bullets_per_second

        self.wait_time_to_shoot = min_time_between_shots

        bullet_anim = config.atlas.load_static("player_bullet")
        r = pygame.Rect(0, 0, bullet_anim.width, bullet_anim.height)
        r.top = self.rect.top
        r.centerx = self.rect.centerx

        bullet = Bullet(self.stats.player_bullet, r.center, bullet_anim)

        self.bullet_manager.add(bullet)
        sounds.play("laser1")
def fire_bullet(ai_settings, screen, ship, bullets):
    # 创建一颗子弹,并将其加入到编组bullets中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)
Exemple #7
0
 def shoot(self):
     bullet = Bullet(self.posX, self.posY)
     bullet.play_sound()
     return bullet
Exemple #8
0
class Game:
    def __init__(self, window, first=True):
        self.window = window
        self.window_width, self.window_height = window.get_size()
        self.running = True
        self.willTabQuit = True
        self.score = 0
        self.bg = pygame.image.load(str(Path('./assets/bg.jpg')))
        self.font = pygame.font.SysFont('Hack', 14, True)
        self.midFont = pygame.font.SysFont('Hack', 24, True)
        self.bigFont = pygame.font.SysFont('Hack', 80, True)
        self.player = Player(self.window)
        self.bullet = Bullet(self.window, self.player)
        self.enemy = Enemy(self.window)
        self.display = True
        self.count = 0
        self.state = 'menu' if first else 'start'

    # Main Game State
    def run(self):
        if self.state == 'menu':
            self.menu()
        elif self.state == 'start':
            self.start()
        elif self.state == 'over':
            self.game_over()

    # Starts game
    def start(self):
        for event in pygame.event.get():
            if event.type is pygame.QUIT:
                self.running = False
            if event.type is pygame.KEYDOWN:
                if event.key is pygame.K_TAB and self.willTabQuit:
                    self.running = False
                if event.key is pygame.K_a:
                    self.player.toggleMoving(True)
                    self.player.moveLeft()
                if event.key is pygame.K_d:
                    self.player.toggleMoving(True)
                    self.player.moveRight()
                if event.key is pygame.K_w:
                    self.player.toggleMoving(True)
                    self.player.moveUp()
                if event.key is pygame.K_s:
                    self.player.toggleMoving(True)
                    self.player.moveDown()
                if event.key is pygame.K_SPACE:
                    if self.bullet.bullet_state == 'ready':
                        self.bullet.setShootingPos(self.player.playerX)
                        self.bullet.bullet_state = 'shoot'
            if event.type is pygame.KEYUP:
                self.player.toggleMoving(False)
        # Draw Entities
        self.draw_window()

    # Draws All Entities On Window
    def draw_window(self):
        # Moves Player When Key Pressed
        if self.player.moving:
            self.player.move()

        # Draws Bullet On State
        self.bullet.draw()

        # Draws Enemy
        self.enemy.move()
        self.enemy.draw()

        # Checks Bullet-Enemy Collide
        if self.bullet.checkCollide(self.enemy):
            self.enemy.randomizePosition()
            self.score += 1

        # Game Over State
        if self.enemy.isGameOver():
            self.state = 'over'

        # Draws Player
        self.player.draw()

        # Update Player Position
        self.window.blit(self.update_pos(), (self.window_width - 140, 0))

        # Draw Score
        self.window.blit(self.update_score(), (5, 20))

    # Start Menu
    def menu(self):
        for event in pygame.event.get():
            if event.type is pygame.QUIT:
                self.running = False
            if event.type is pygame.KEYDOWN:
                if event.key is pygame.K_TAB and self.willTabQuit:
                    self.running = False
                if event.key is pygame.K_SPACE:
                    self.__init__(self.window, False)
                    self.state = 'start'

        # Game Title text
        title = 'Space Shooter'
        title_text = self.bigFont.render(title, 1, pygame.Color('white'))
        title_width, title_height = title_text.get_size()
        title_x, title_y = self.window_width / 2 - title_width / \
            2, self.window_height/2 - title_height/2

        # Start Prompt Text
        start = 'Press Space To Start'
        start_text = self.midFont.render(start, 1, pygame.Color('white'))
        start_width, start_height = start_text.get_size()
        start_x, start_y = self.window_width / 2 - start_width / \
            2, self.window_height/2 - start_height/2 + (title_height/2) + 10

        self.window.blit(title_text, (title_x, title_y))

        # Blinking text
        self.count += 1
        if self.count > 30:
            self.count = 0
            self.display = not self.display
        if self.display:
            self.window.blit(start_text, (start_x, start_y))

    # Game Over Menu
    def game_over(self):
        for event in pygame.event.get():
            if event.type is pygame.QUIT:
                self.running = False
            if event.type is pygame.KEYDOWN:
                if event.key is pygame.K_TAB and self.willTabQuit:
                    self.running = False
                if event.key is pygame.K_SPACE:
                    self.__init__(self.window, False)
                    self.state = 'start'

        # Game Over Text
        over = 'GAME OVER'
        game_over_text = self.bigFont.render(over, 1, pygame.Color('white'))
        over_width, over_height = game_over_text.get_size()
        over_x, over_y = self.window_width / 2 - over_width / \
            2, self.window_height/2 - over_height/2

        # Continue Prompt Text
        con = 'Press Space To Continue'
        continue_text = self.midFont.render(con, 1, pygame.Color('white'))
        con_width, con_height = continue_text.get_size()
        con_x, con_y = self.window_width / 2 - con_width / \
            2, self.window_height/2 - con_height/2 + (over_height/2) + 10

        # Score Text
        score = f'Score: {self.score}'
        score_text = self.midFont.render(score, 1, pygame.Color('white'))
        score_width, score_height = score_text.get_size()
        score_x, score_y = self.window_width / 2 - score_width / \
            2, self.window_height/2 - score_height/2 - (over_height/2) - 10

        self.window.blit(game_over_text, (over_x, over_y))
        self.window.blit(score_text, (score_x, score_y))
        # Blinking Text
        self.count += 1
        if self.count > 30:
            self.count = 0
            self.display = not self.display
        if self.display:
            self.window.blit(continue_text, (con_x, con_y))

    def update_pos(self):
        pos = f'X: {self.player.playerX} Y: {self.player.playerY}'
        pos_text = self.font.render(pos, 1, pygame.Color("white"))
        return pos_text

    def update_score(self):
        score = f'Score: {self.score}'
        score_text = self.font.render(score, 1, pygame.Color("white"))
        return score_text
def fire_bullet(ai_settings, screen, ship, bullets):
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)