Exemple #1
0
 def __init__(self, width=600, height=400, fps=50, title="Planet Invader"):
     self.width = width
     self.height = height
     self.screen = pygame.display.set_mode((self.width, self.height))
     self.fps = fps
     self.title = title
     self.bgColor = (255, 255, 255)
     pygame.init()
     self.highScore=0
     self.score=0
     self.viewScores=Scores(self.highScore)
     self.scoreList=[]
     self.scoreList=self.viewScores.getScores('scores.txt')
     self.scoreList=self.getNumList(self.scoreList)
     self.highScore=max(self.scoreList)
     self.viewScores.drawList()
     self.intro=Start(self.highScore)
     self.tutorial=Instructions()
     self.gamePlay=Game(self.highScore)
     self.over=GameOver(self.highScore,self.score)
     self.clear=GameClear(self.highScore,self.score)
     self.start=True
     self.play=False
     self.howTo=False
     self.isOver=False
     self.congrats=False
     self.scores=False
     self._keys = dict()
     pygame.mixer.pre_init(44100,16,5,4096)
     pygame.mixer.init()
Exemple #2
0
 def run(self):
     playing = True
     mode = 'intro'
     count = 0
     while playing:
         # print(self.pipegap)
         if mode == 'intro' or mode[0] == 'intro':
             if count > 0:
                 self.__init__()
             if mode != 'intro':
                 print(mode[1])
                 self.pipegap = mode[1]
             mode = self.intro.run()
         elif mode == 'game':
             self.game = Game(self.screen, self.pipegap)
             print(self.pipegap)
             mode = self.game.run()
         elif mode == 'highscore':
             mode = self.highScore.run()
         elif mode[0] == 'gameover':
             count += 1
             self.scoreAppend = True
             self.gameOver = GameOver(self.screen, mode[1])
             mode = self.gameOver.run()
         elif mode == 'settings':
             mode = self.settings.run()
         elif mode == 'quit':
             playing = False
     pygame.quit()
Exemple #3
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 def __init__(self):
     self.states = [
         GameOver(),
         Menu(self),
         Level1(self)
     ]
     self.state_index = 1
Exemple #4
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    def update(self):

        for obj in self.gameObjects:
            obj.update()

        self.particleManager.update()

        if self.spawnTimer > 0:
            self.spawnTimer -= 1

            if self.spawnTimer is 0:

                if self.lives < 0:
                    self.gameEngine.scene = GameOver(self.gameEngine)
                    return

                player = Player(self, self.spawn[0], self.spawn[1])
                self.gameObjects.append(player)
Exemple #5
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	def runGameOver(self):
		gameover = GameOver(self.gameMode, self.finalScore)
		gameover.display(self.screen)
		
		if self.gameMode == 2: playMusic("you lose")
		elif self.gameMode == 3: playMusic("you win")
		elif self.gameMode == 4: playMusic("time out")

		while self.gameMode >= 2:
			update = gameover.update()
			if update == 1:
				self.quit = True
				return False
			elif update == "play again":
				return True	
			elif update == "show scores":
				gameover.displayScores(self.screen)
		return False
Exemple #6
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    def loadLevel(self):
        """
      Loads the level specified by the level argument.
      """

        #Try open the level, if it doesn't exist go to the win screen
        try:
            f = open("data/levels/level_%03d" % self.level)
        except IOError:
            self.gameEngine.scene = GameOver(self.gameEngine, True)
            return

        del self.gameObjects[:]

        x = y = 0
        while 1:
            row = f.readline()
            if not row:
                break
            for col in row:

                obj = None  #object to be added at the end of each iteration

                if col == "W":
                    obj = Wall(self, x, y)
                if col == "E":
                    obj = Goal(self, x, y)
                if col == "L":
                    obj = FreeLife(self, x, y)
                if col == "B":
                    obj = Player(self, x, y)
                    self.spawn = (x, y)

                if obj is not None:
                    self.gameObjects.append(obj)

                x += 16

            y += 16
            x = 0
Exemple #7
0
class ScreamingBird(object):
    def __init__(self):
        self.screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
        pygame.display.set_caption('Screaming Bird')
        self.pipegap = 120
        self.intro = Intro(self.screen)
        self.highScore = HighScore(self.screen)
        self.settings = Setting(self.screen)

    def run(self):
        playing = True
        mode = 'intro'
        count = 0
        while playing:
            # print(self.pipegap)
            if mode == 'intro' or mode[0] == 'intro':
                if count > 0:
                    self.__init__()
                if mode != 'intro':
                    print(mode[1])
                    self.pipegap = mode[1]
                mode = self.intro.run()
            elif mode == 'game':
                self.game = Game(self.screen, self.pipegap)
                print(self.pipegap)
                mode = self.game.run()
            elif mode == 'highscore':
                mode = self.highScore.run()
            elif mode[0] == 'gameover':
                count += 1
                self.scoreAppend = True
                self.gameOver = GameOver(self.screen, mode[1])
                mode = self.gameOver.run()
            elif mode == 'settings':
                mode = self.settings.run()
            elif mode == 'quit':
                playing = False
        pygame.quit()
def changeState(s):
    if s == "menu":
        mS = MenuScreen()
        return mS
    elif s == "levelZero":
        l0 = LevelZero()
        return l0
    elif s == "gameOver":
        gO = GameOver()
        return gO
    elif s == "youWin":
        yW = WinScreen()
        return yW
    elif s == "levelTwo":
        l2 = LevelTwo()
        return l2
    elif s == "levelThree":
        l3 = LevelThree()
        return l3
    elif s == "levelFour":
        l4 = LevelFour()
        return l4
    elif s == "levelFive":
        l5 = LevelFive()
        return l5
    elif s == "pvp":
        l6 = Pvp()
        return l6
    elif s == "highScore":
        hS = HighScore()
        return hS
    elif s == "controls":
        cT = Controls()
        return cT
    elif s == "options":
        oP = Options()
        return oP
Exemple #9
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 def loadLevel(self):
    try:
       f = open("data/levels/%03d"%self.level)
    except IOError:
       self.gameEngine.scene = GameOver(self.gameEngine)
       return
    
    del self.objects[:]
    x=y=0   
    
    while 1:
       row = f.readline()
       if not row:
          break
          
       for col in row:
          
          obj=None
          
          #S == start
          if col == "S":
             self.player = Player(self,x,y)
             self.spawn = (x,y)
             
          #E == end
          if col == "E":
             obj = Goal(self,x,y)
          
          #walls
          if col == "W":
             obj = Wall(self,x,y,(255,255,255))
          if col == "R":
             obj = Wall(self,x,y,(255,0,0))
          if col == "G":
             obj = Wall(self,x,y,(0,255,0))
          if col == "B":
             obj = Wall(self,x,y,(0,0,255))
          if col == "M":
             obj = Wall(self,x,y,(255,0,255))
          if col == "C":
             obj = Wall(self,x,y,(0,255,255))
          if col == "Y":
             obj = Wall(self,x,y,(255,255,0))
             
          #spikes
          if col == "w":
             obj = Spike(self,x,y,(255,255,255))
          if col == "r":
             obj = Spike(self,x,y,(255,0,0))
          if col == "g":
             obj = Spike(self,x,y,(0,255,0))
          if col == "b":
             obj = Spike(self,x,y,(0,0,255))
          if col == "m":
             obj = Spike(self,x,y,(255,0,255))
          if col == "c":
             obj = Spike(self,x,y,(0,255,255))
          if col == "y":
             obj = Spike(self,x,y,(255,255,0))
          
             
          if obj is not None:
             self.objects.append(obj)
          x+=16
       y+=16
       x=0
Exemple #10
0
class Main(object):
    
# returns a list of past scores in order to generate score page and high score
    def getNumList(self,list):
        new=[]
        for i in range(len(list)):
            num=int(list[i][:-1])
            new.append(num)
        return new

    def __init__(self, width=600, height=400, fps=50, title="Planet Invader"):
        self.width = width
        self.height = height
        self.screen = pygame.display.set_mode((self.width, self.height))
        self.fps = fps
        self.title = title
        self.bgColor = (255, 255, 255)
        pygame.init()
        self.highScore=0
        self.score=0
        self.viewScores=Scores(self.highScore)
        self.scoreList=[]
        self.scoreList=self.viewScores.getScores('scores.txt')
        self.scoreList=self.getNumList(self.scoreList)
        self.highScore=max(self.scoreList)
        self.viewScores.drawList()
        self.intro=Start(self.highScore)
        self.tutorial=Instructions()
        self.gamePlay=Game(self.highScore)
        self.over=GameOver(self.highScore,self.score)
        self.clear=GameClear(self.highScore,self.score)
        self.start=True
        self.play=False
        self.howTo=False
        self.isOver=False
        self.congrats=False
        self.scores=False
        self._keys = dict()
        pygame.mixer.pre_init(44100,16,5,4096)
        pygame.mixer.init()

    def timerFired(self, dt):
        self.gamePlay.timerFired(dt)

# reset values after each mode change
    def resetTrans(self):
        self.intro.enterPlay=False
        self.intro.enterHowTo=False
        self.intro.enterScores=False
        self.tutorial.enterStart=False
        self.tutorial.pageOne=True
        self.viewScores.backMenu=False
        self.viewScores.drawList()
        self.gamePlay.gameOver=False
        self.gamePlay.gameClear=False
        self.gamePlay.pause=False
        self.gamePlay.player.x=260
        self.gamePlay.player.y=160
        self.gamePlay.gauge=0
        self.gamePlay.score=0
        self.gamePlay.time=0
        self.gamePlay.missileList.empty()
        self.gamePlay.humans.empty()
        self.gamePlay.houses.empty()
        self.gamePlay.buildings.empty()
        self.gamePlay.player.__init__(3,260,160)
        self.gamePlay.player.update(0,0)
        self.gamePlay.beam.__init__(230,240)
        self.gamePlay.beam.update(0,0)
        self.gamePlay.player.livesLeft=3
        self.over.back=False
        self.clear.back=False

# run all of the modes using booleans and while loops
    def run(self):
        clock = pygame.time.Clock()
        # screen = pygame.display.set_mode((self.width, self.height))
        # set the title of the window
        pygame.display.set_caption(self.title)

        # call game-specific initialization
        playing = True
        while playing:
            self.screen.fill(self.bgColor)
            while self.start:
                self.intro.getEvent()
                if self.intro.enterPlay:
                    self.start=False
                    self.play=True
                elif self.intro.enterHowTo:
                    self.start=False
                    self.howTo=True
                elif self.intro.exitGame:
                    playing=False
                    self.start=False
                elif self.intro.enterScores:
                    self.start=False
                    self.scores=True
                self.intro.redrawAll(self.screen)
                pygame.display.flip()
            while self.howTo:
                if self.tutorial.enterStart:
                    self.howTo=False
                    self.start=True
                self.tutorial.getEvent()
                self.tutorial.redrawAll(self.screen)
                pygame.display.flip()
            while self.scores:
                if self.viewScores.backMenu:
                    self.scores=False
                    self.start=True
                self.viewScores.getEvent()
                self.viewScores.redrawAll(self.screen)
                pygame.display.flip()
            while self.play:
                time = clock.tick(self.fps)
                self.timerFired(time)
                if not pygame.mixer.music.get_busy():
                    self.gamePlay.playMusic()
                if self.gamePlay.gameOver:
                    pygame.mixer.music.stop()
                    if self.gamePlay.score>self.highScore:
                        self.highScore=self.gamePlay.score
                    self.intro=Start(self.highScore)
                    self.viewScores.drawList()
                    if self.gamePlay.score>self.viewScores.scoreList[-9]:
                        self.viewScores.writeFile('scores.txt',"%d\n" \
                            % self.gamePlay.score)
                    self.play=False
                    self.isOver=True
                if self.gamePlay.gameClear:
                    pygame.mixer.music.stop()
                    if self.gamePlay.score>self.highScore:
                        self.highScore=self.gamePlay.score
                    self.intro=Start(self.highScore)
                    self.viewScores.drawList()
                    if self.gamePlay.score>self.viewScores.scoreList[-9]:
                        self.viewScores.writeFile('scores.txt',"%d\n" \
                            % self.gamePlay.score)
                    self.viewScores.writeFile('scores.txt',"%d\n" \
                        % self.gamePlay.score)
                    self.play=False
                    self.congrats=True
                self.gamePlay.getEvent()
                self.gamePlay.keys()
                self.gamePlay.redrawAll(self.screen)
                pygame.display.flip()
            while self.isOver:
                self.gamePlay.beamSound.stop()
                if self.over.back:
                    self.isOver=False
                    self.start=True
                self.over.getEvent()
                self.over.redrawAll(self.screen)
                pygame.display.flip()
            while self.congrats:
                self.gamePlay.beamSound.stop()
                if self.clear.back:
                    self.congrats=False
                    self.start=True
                self.clear.getEvent()
                self.clear.redrawAll(self.screen)
                pygame.display.flip()
            self.resetTrans()
        pygame.quit()