Exemple #1
0
    def run_level(self):
        while self.running:
            self.game.screen.fill(
                (0, 0, 255))  # background outside level space
            self.game.screen.blit(
                pygame.transform.scale(background,
                                       (round(game_width * self.scale),
                                        round(game_height * self.scale))),
                (round(-(self.player.x * self.scale - self.player.pos()[0])),
                 round(-(self.player.y * self.scale - self.player.pos()[1]))
                 ))  # level space backgorund sync with player position

            if not self.user_interaction_handler():
                return
            if self.clicks > 0:  # very rudimentary way of knowing number of rapid clicks
                self.clicks -= 1
            if not self.paused:
                if self.player.size < 1:
                    return game_over(self.game)
                pygame.draw.circle(self.game.screen, (0, 30, 255),
                                   self.player.pos(),
                                   self.player.scaled_size())
                self.player.update()
                for enemy in self.enemies.copy():
                    pygame.draw.circle(self.game.screen, enemy.color,
                                       enemy.pos(), enemy.scaled_size())
                    if not enemy.update():
                        self.enemies.remove(enemy)
                for enemy in self.enemies + [self.player]:
                    for enemy2 in self.enemies + [self.player]:
                        if enemy2 != enemy:
                            if collision(enemy, enemy2):
                                attack(enemy, enemy2)
                pygame.draw.circle(self.game.screen, (150, 150, 150), [
                    pos + (self.player.scaled_size() * 1.5) * dir for pos, dir
                    in zip(self.player.pos(), get_trig(self.player))
                ], 5)

                if all([
                        self.player.size > enemy.size for enemy in self.enemies
                ]) and not self.won:  # check if user is the biggest
                    self.won = true
                    self.paused = true
            else:
                if self.won:
                    if not pause_menu(self.game, won=true):
                        return false
                    else:
                        self.paused = false
                else:
                    if not pause_menu(self.game):
                        return false
                    else:
                        self.paused = false

            pygame.display.update()
            self.game.clock.tick(self.game.fps)
Exemple #2
0
    def events(self):
        """
        Catches all game-related events
        """
        #   catch all events here
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.quit_game()
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_ESCAPE:
                    menu.paused = True
                    menu.pause_menu(
                    )  #code gets stuck in this call until a button is pressed in the pause menu
                    self.clock = pg.time.Clock()
                if event.key == pg.K_h:
                    self.draw_debug = not self.draw_debug
                if event.key == pg.K_o:
                    if self.flashlight.on:  #turning off flashlight
                        self.darkness.on = True
                        self.battery.duration -= pg.time.get_ticks(
                        ) - self.battery.last_update
                        self.flashlight.on = False
                    else:  #turning on flashlight
                        self.darkness.on = False
                        self.battery.last_update = pg.time.get_ticks()
                        self.flashlight.on = True

        #darkness condition
        if self.transition:
            self.darkness_transition(self.player)
            self.kidnap(self.player)

        #   win condition
        if pg.sprite.spritecollide(self.player, self.win, False,
                                   collide_hit_rect):
            menu.win_menu()

        #got hit condition
        hit = pg.sprite.spritecollide(self.player, self.threat, False,
                                      collide_hit2_rect)
        if hit:
            self.hit(self.player, hit[0])

        #mirror
        self.portal(self.player)
        self.portal(self.monster)
Exemple #3
0
def Play(curr_level):
    CHEAT_DEATH = False
    F.SCREEN.blit(pygame.image.load('images/background/main_screen.png'),
                  (0, 0))
    pygame.display.flip()
    print "current level: " + str(curr_level)
    levelInfo, levelList = get_level('level_' + str(curr_level) + '.txt')

    pos_ID = levelInfo[0]
    pos_initial = levelInfo[1]
    bg = levelInfo[2]
    background = pygame.image.load('images/background/' + bg).convert()
    col_list = levelList[0]
    box_list = levelList[1]
    carrot_list = levelList[3]
    updateable_list = levelList[4]
    sprite_list = levelList[5]
    stopper_list = levelList[6]
    moving_list = levelList[7]
    checkpoint_list = levelList[8]

    PAUSE_SCREEN = pygame.image.load(
        'images/background/main_screen.png').convert()
    win_screen = pygame.image.load('images/menu/win_screen.png').convert()
    win_screen.set_colorkey(F.COLOR_KEY)
    win_rect = win_screen.get_rect()
    win_pos = (F.SCREEN_WIDTH / 2 - win_rect.w / 2,
               F.SCREEN_HEIGHT / 2 - win_rect.h / 2)
    final_win_screen = pygame.image.load(
        'images/menu/final_win_screen.png').convert()
    final_win_screen.set_colorkey(F.COLOR_KEY)
    final_win_rect = final_win_screen.get_rect()
    final_win_pos = (F.SCREEN_WIDTH / 2 - final_win_rect.w / 2,
                     F.SCREEN_HEIGHT / 2 - final_win_rect.h / 2)

    pos_x, pos_y = pos_initial
    player = Player(pos_x, pos_y)
    player.ID = pos_ID
    player.level = col_list
    player.carrots = carrot_list
    player.moving = moving_list
    player.checkpoints = checkpoint_list

    for box in box_list.sprites():
        box.level = stopper_list
        for col in col_list.sprites():
            box.level.add(col)
        box.boxes = box_list
        box.player = player

    for moving_box in moving_list.sprites():
        moving_box.level = stopper_list
        for colx in col_list.sprites():
            moving_box.level.add(colx)

    updateable_list.add(player)
    gravity = 'S'

    EXIT_LEVEL = False
    clock = pygame.time.Clock()

    while not EXIT_LEVEL:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return True, False, False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_n:
                    curr_level += 1
                    return False, False, False, curr_level
                if event.key == pygame.K_c:
                    CHEAT_DEATH = True
                elif event.key == pygame.K_ESCAPE:
                    PAUSE = menu.pause_menu(PAUSE_SCREEN)
                    if PAUSE == 'Continue':
                        pass
                    elif PAUSE == False:
                        pass
                    elif PAUSE == 'Main':
                        return False, False, True, curr_level

                elif event.key == pygame.K_q or event.key == pygame.K_a and not player.bounce:
                    player.go_left()
                elif event.key == pygame.K_e or event.key == pygame.K_d and not player.bounce:
                    player.go_right()
                elif event.key == pygame.K_w or event.key == pygame.K_SPACE and player.touch_S(
                        0):
                    player.jump()
                if event.key == pygame.K_LEFT:
                    if static_boxes(box_list):
                        gravity = 'LE'
                elif event.key == pygame.K_UP:
                    if static_boxes(box_list):
                        gravity = 'UP'
                elif event.key == pygame.K_RIGHT:
                    if static_boxes(box_list):
                        gravity = 'RI'
                elif event.key == pygame.K_DOWN:
                    if static_boxes(box_list):
                        gravity = 'DN'

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_q or event.key == pygame.K_a and player.spd_x < 0:
                    player.stop()
                elif event.key == pygame.K_e or event.key == pygame.K_d and player.spd_x > 0:
                    player.stop()
        #rof

        #for k in moving_list.sprites():
        #move = k.update_dir()
        moving_list.update()
        box_list.update(gravity)
        player.update()
        checkpoint_list.update()

        if player.dead:
            player.image = player.dead_image
            if player.direction == 'Left':
                player.image = pygame.transform.flip(player.image, True, False)
            F.SCREEN.blit(background, (0, 0))
            carrot_list.draw(F.SCREEN)
            moving_list.draw(F.SCREEN)
            checkpoint_list.draw(F.SCREEN)
            F.SCREEN.blit(player.image, (player.rect.x - 8, player.rect.y - 4))
            sprite_list.draw(F.SCREEN)
            stopper_list.draw(F.SCREEN)
            pygame.display.flip()
            PAUSE_SCREEN.blit(F.SCREEN, (0, 0))

            if not CHEAT_DEATH:
                death_3 = pygame.image.load(
                    'images/menu/countdown3.png').convert()
                death_3.set_colorkey(F.COLOR_KEY)
                death_rect = death_3.get_rect()
                death_pos = (F.SCREEN_WIDTH / 2 - death_rect.w / 2,
                             F.SCREEN_HEIGHT / 2 - death_rect.h / 2)
                F.SCREEN.blit(death_3, death_pos)
                pygame.display.flip()
                pygame.time.wait(1000)
                death_2 = pygame.image.load(
                    'images/menu/countdown2.png').convert()
                death_2.set_colorkey(F.COLOR_KEY)
                F.SCREEN.blit(death_2, death_pos)
                pygame.display.flip()
                pygame.time.wait(1000)
                death_1 = pygame.image.load(
                    'images/menu/countdown1.png').convert()
                death_1.set_colorkey(F.COLOR_KEY)
                F.SCREEN.blit(death_1, death_pos)
                pygame.display.flip()
                pygame.time.wait(1000)

            F.SCREEN.blit(PAUSE_SCREEN, (0, 0))
            pygame.display.flip()
            clock.tick(F.MAX_FPS)
            for obj in updateable_list.sprites():
                gravity = 'S'
                obj.reboot(gravity)

        elif player.win:
            curr_level += 1
            if curr_level == 9:
                while True:
                    F.SCREEN.blit(final_win_screen, final_win_pos)
                    pygame.display.flip()
                    pygame.time.wait(500)
                    for event in pygame.event.get():
                        return False, False, True, curr_level

            else:
                F.SCREEN.blit(win_screen, win_pos)
                pygame.display.flip()
                pygame.time.wait(500)
                return False, False, False, curr_level

        else:
            F.SCREEN.blit(background, (0, 0))
            carrot_list.draw(F.SCREEN)
            checkpoint_list.draw(F.SCREEN)
            F.SCREEN.blit(player.image, (player.rect.x - 8, player.rect.y - 4))
            sprite_list.draw(F.SCREEN)
            stopper_list.draw(F.SCREEN)

            PAUSE_SCREEN.blit(F.SCREEN, (0, 0))
            pygame.display.flip()

        clock.tick(F.MAX_FPS)
Exemple #4
0
def main():
    # Initialisation
    global in_menu, playing

    debug_mode = False
    all_input = ("a", "z", "q", "s", "w", "t", "g", "y", "h", "b", "colon",
                 "o", "l", "p", "m", "8", "5", "9", "6", "2", "Up", "Down",
                 "Left", "Right", "Return")

    selection = 0

    display.init_game()
    display.init_menu()

    while True:

        input = utk.attente_touche_jusqua(100 - 100 * debug_mode)

        # Gestion du menu
        if lvl.menu_loop:
            print("input :", input)
            menu.main_menu(input)
            timer.update_timer()

        # Gestion en jeu
        elif lvl.playing_loop:

            ##### Parti debug #####
            if input == "F1":
                debug_mode = not debug_mode
            if debug_mode:
                input = all_input[random.randint(0, len(all_input) - 1)]
            ##### Fin parti debug #####
            print("input :", input)

            if input is not None:
                if lvl.discussing:
                    lvl.discussing = False
                    display.efface_discuss()
                elif lvl.player_using_vortex != -1:
                    vortex_selection(input)
                elif lvl.player_using_spell != -1:
                    spell_target_selection(input)
                elif menu.paused == True:
                    menu.pause_menu(input)
                else:
                    player_choose(input)
                    check_steal(input)
                    if input == "Escape":
                        print("affichage du menu pause")
                        menu.activate_pause_menu()

            timer.update_timer()
            check_steal()

        refresh_display()
        display.display_frame()
        utk.mise_a_jour()

        if check_exit() or check_timer() or (lvl.playing_loop and check_guard_catch()) \
        or input == "F4" or (not lvl.menu_loop and not lvl.playing_loop):
            break

    end_game()
    utk.ferme_fenetre()
def run_game():  # function to run the game
    """game play interface"""
    screen = pygame.display.set_mode(
        (800, 600))  # set the height and width of the screen
    display.set_caption("Jet mission")  # set the title of the game

    scores = 0  # set the score start from 0
    theClock = pygame.time.Clock()  # object to track time
    bg_image = Star_bg(
        "star.gif")  # insert the star.gif image for the background

    #coordinate of moving background
    x = 0  # set the coordinate x start from 0
    y = 0  # set the coordinate y start from 0
    x1 = bg_image.width  # x1 is equal to background width
    y1 = 0  # y1 is equal to 0

    pygame.init()  # initialize pygame

    #creating a jet :
    jet1 = Jet(screen)  # make an object called jet1 from Jet class
    Jet_sprites = Group(jet1)

    #create asteroid object group
    asteroid_group = Group()

    #create bullets object Group
    bullets = Group()

    Fps = 40  # set fps to 40
    asteroid_timer = pygame.time.get_ticks()  # get time for the asteroid_timer
    while True:  # if the condition is True loop it
        theClock.tick(Fps)
        Fps += 0.01  # game phase goes faster after every frame
        """background move"""
        x -= 5  # for moving the background backward
        x1 -= 5  # for moving the background backward
        bg_image.draw(
            screen, x,
            y)  # show the background image according to  x,y coordinate
        bg_image.draw(
            screen, x1,
            y1)  # show the background image according to  x1,y1 coordinate
        if x < -bg_image.width:  # if x is less than minus background width, run the code
            x = 0
        if x1 < 0:  # if x1 is less than 0, run the code
            x1 = bg_image.width

        # create score board
        font = pygame.font.SysFont("Times New Romans",
                                   36)  # set the font and the font size
        score_board = font.render(
            "score:" + str(scores), True,
            (255, 255, 255))  # update the score , set color to white
        # update refered to the word's method
        screen.blit(score_board, (10, 550))  # draw the socre board in game
        Jet_sprites.draw(screen)  # draw the jet in game
        bullets.draw(screen)  # draw the bullet
        asteroid_group.draw(screen)  # draw the asteroid
        display.update()  # update jet and screen view
        event.get()  # get the event
        """moving the jet according to key pressed"""

        key = pygame.key.get_pressed(
        )  # make a variable for pygame.key.get_pressed
        if key[K_LEFT] and jet1.rect.x > 0:  # if key left and jet1.rect x is greater than 0, run the code
            jet1.moveleft()  # move the jet to left

        if key[K_RIGHT] and jet1.rect.x <= 700:  # if key right and jet1.rect.x is less than 700, run the code
            jet1.moveright()  # move the jet to right

        if key[K_DOWN] and jet1.rect.y <= 500:  # if key down and jet1.rect.y is less than 500, run the code
            jet1.movedown()  # move it down

        if key[K_UP] and jet1.rect.y > 0:  # if key up and jet1.rect.y is greater than 0, run the code
            jet1.moveup()  # move it up

        if key[K_SPACE] and len(bullets) <= jet1.firerates + (scores / 4000):
            bullet = Bullet(
                screen, jet1.rect.x + 50, jet1.rect.y +
                42)  # to set the bullet position based on jet position
            bullets.add(bullet)  # add bullets
            pygame.mixer.music.load(
                "LaserBlast.wav")  # set the sound when you shoot the bullet
            pygame.mixer.music.play(
            )  # play the sound when you shoot the bullet

        if key[K_ESCAPE]:  # if space is pressed, run the code
            menu.menu_screen(Button, run_game)  # end the game

        if key[K_p]:  # if p is pressedn, run the code
            menu.pause_menu(Button, run_game)  # paused the game
        """generate asteroid randomly"""
        if pygame.time.get_ticks() - asteroid_timer >= 200:
            asteroid = Asteroid(screen, 50, 50,
                                random.randint(1, 4) * 6, 800,
                                (random.randint(1, 28) * 20))
            # spawn the asteroid randomly
            asteroid_group.add(asteroid)  # add asteroid
            asteroid_timer = pygame.time.get_ticks(
            )  # set time to spawn the asteroid
        """update the movement of asteroid"""
        for asteroid in asteroid_group:
            asteroid.movement()
            if asteroid.rect.right <= 0:  # if asteroid.rect.right is equal or less than 0, run the code
                asteroid_group.remove(asteroid)  # remove after screen
            if groupcollide(Jet_sprites,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  # condition check
                menu.lose_menu(Button, run_game, scores)
        """update bullet movement on screen"""
        for bullet in bullets:
            bullet.movement()
            if bullet.rect.left > 800:  # if bullet.rect.left is greater than 800
                bullets.remove(bullet)  # remove the bullet from the screen
            if groupcollide(bullets,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  # if the bullet hit the asteroid
                scores += 100  # add score 100
def run_game():

    # create screen resolution
    screen = pygame.display.set_mode((800, 600))

    # create program name
    display.set_caption("Dank Mission")

    # initialize score
    scores = 0

    # initialize all imported pygame modules
    pygame.init()

    # create jet object group
    jet1 = Jet(screen)
    Jet_sprites = Group(jet1)

    # create asteroid object group
    asteroid_group = Group()

    # create bullets object Group
    bullets = Group()

    # create how fast the game phase
    theClock = pygame.time.Clock()
    Fps = 40
    asteroid_timer = pygame.time.get_ticks()
    while True:
        theClock.tick(Fps)
        Fps += 0.01 # game phase goes faster after every frame

        # create score board
        font=pygame.font.Font("Minecraft.ttf",36) # create font
        score_board=font.render("score:"+str(scores),True,(255,255,255))

        # update referred to the word's method
        screen.blit(score_board,(10,550))

        # load bg image for game
        screen.fill(pygame.Color(15, 77, 143))

        # create jet
        Jet_sprites.draw(screen)

        # create bullets
        bullets.draw(screen)

        # create asteroid
        asteroid_group.draw(screen)

        # update current frame with all the above changes
        display.update()

        # get events from the queue
        pygame.event.get()

        """moving the jet according to key pressed"""
        key = pygame.key.get_pressed()

        # LEFT
        if key[K_LEFT] and jet1.rect.x>0:
            jet1.moveleft()

        # RIGHT
        if key[K_RIGHT] and jet1.rect.x<=700:
            jet1.moveright()

        # DOWN
        if key[K_DOWN] and jet1.rect.y<=500:
            jet1.movedown()

        # UP
        if key[K_UP] and jet1.rect.y>0:
            jet1.moveup()

        # SPACE
        if key[K_SPACE] and len(bullets) <= jet1.firerates+(scores/4000):
            bullet = Bullet(screen, jet1.rect.x+50, jet1.rect.y+42)
            bullets.add(bullet)
            pygame.mixer.music.load("LaserBlast.wav")
            pygame.mixer.music.play()

        # ESC
        if key[K_ESCAPE]:
            menu.pause_menu(Button,run_game)

        # P
        if key[K_p]:
            menu.pause_menu(Button,run_game)

        """generate asteroid randomly"""
        if pygame.time.get_ticks() - asteroid_timer >= 200:
            asteroid = Asteroid(screen, 50, 50, random.randint(1,4)*6, 800, (random.randint(1,28) * 20))
            asteroid_group.add(asteroid)
            asteroid_timer = pygame.time.get_ticks()

        """update the movement of asteroid"""
        for asteroid in asteroid_group:
            asteroid.movement()
            if asteroid.rect.right <= 0:
                asteroid_group.remove(asteroid) #remove after screen
            if groupcollide(Jet_sprites,asteroid_group,dokilla=True,dokillb=True):#collition check
                menu.lose_menu(Button,run_game,scores)

        """update bullet movement on screen"""
        for bullet in bullets:
            bullet.movement()
            if bullet.rect.left > 800:
                bullets.remove(bullet)
            if groupcollide(bullets,asteroid_group,dokilla=True,dokillb=True):
                scores += 100
                pygame.mixer.music.load('oof.mp3')
                pygame.mixer.music.play(0)
Exemple #7
0
def run_game():  #define the run_game
    #game play interface
    screen = pygame.display.set_mode(
        (800, 600))  #this is for the screen width and height
    display.set_caption("SPACE COW")  #set the title for the gam

    scores = 0  #set the current score when you start the game which is Zero
    theClock = pygame.time.Clock()  #create an object to help track time
    bg_image = Star_bg("star.gif")  #to call the star picture into the game

    x = 0
    y = 0
    x1 = bg_image.width
    y1 = 0  #make the coordinate of moving background

    pygame.init()  #initialize all imported pygame modules

    cow1 = Cow(screen)
    Cow_sprites = Group(cow1)  #creating a jet

    asteroid_group = Group()  #create asteroid object group

    bullets = Group()  #create bullets object Group

    Fps = 120
    asteroid_timer = pygame.time.get_ticks(
    )  #get the time in milliseconds for the asteroid_timer
    while True:  #make a while loop
        theClock.tick(
            Fps
        )  #sets up how fast game should run or how often while loop should update itself, run through itself.
        Fps += 0.01  #game phase goes faster after every frame

        x -= 5
        x1 -= 5
        bg_image.draw(screen, x, y)
        bg_image.draw(screen, x1, y1)
        if x < -bg_image.width:
            x = 0
        if x1 < 0:  #spawn the asteroid from the right
            x1 = bg_image.width

        font = pygame.font.SysFont("", 36)  #input the score in 36fontsize
        score_board = font.render(
            "score:" + str(scores), True, (255, 255, 255)
        )  #to input the score inside the game in white color and add "score:" before it

        screen.blit(score_board,
                    (10, 550))  # update refered to the word's method

        Cow_sprites.draw(screen)  #put the space cow inside the screen game

        bullets.draw(screen)  #put the bullets inside the screen game

        asteroid_group.draw(screen)  #put the asteroid inside the screen game
        display.update()  #update cow  and screen view

        event.get()  #summon and get the event from other file

        #moving the cow according to key pressed
        key = pygame.key.get_pressed(
        )  #make key variable for what hotkey we will press while playing the game
        if key[K_LEFT] and cow1.rect.x > 0:  #if you press left key, and the cow is not over the left screen which is x = 0 in the screen width, the cow will move to the left
            cow1.moveleft()

        if key[K_RIGHT] and cow1.rect.x <= 550:  #if you press right key, and the cow is not over the right screen which is x = 700 in the screen width because the half of the cow picture is 100 width,
            cow1.moveright()  # then the cow will move to the right

        if key[K_DOWN] and cow1.rect.y <= 450:  #if you press down key, and the cow is not over the bottom screen which is y=500, the cow will move down
            cow1.movedown()

        if key[K_UP] and cow1.rect.y > 0:  #if you press up key, and the cow is no over the top screen which is y = 0, the cow will move up
            cow1.moveup()

        if key[K_SPACE] and len(bullets) <= cow1.firerates + (
                scores / 4000
        ):  #if you press space and total of the bullet in game game is not bigger than the cow firerate + score/4000
            bullet = Bullet(
                screen, cow1.rect.x + 150, cow1.rect.y +
                42)  #set the bullet spawn place when you press space
            bullets.add(bullet)  #add the bullet spawn place to the bullets
            pygame.mixer.music.load(
                "LaserBlast.wav"
            )  #to add the sound everytime you shot the bullet
            pygame.mixer.music.play()  #to play the sound

        if key[K_ESCAPE]:  #if you press escape key, it will go to main menu screen and call the Button class and run_game so you can run the game again
            menu.menu_screen(Button, run_game)

        if key[K_p]:  #if you press p key, it will go to pause menu screen and call the Button class and run_game so you can run the game again
            menu.pause_menu(Button, run_game)

        #generate asteroid randomly
        if pygame.time.get_ticks(
        ) - asteroid_timer >= 200:  #if the millisecond time - the asteroid timer is bigger or equal to 200
            asteroid = Asteroid(
                screen, 50, 50,
                random.randint(1, 4) * 6, 800, (random.randint(1, 28) * 20)
            )  #make variable asteroid and set the spawn place which is random by using random.randint
            asteroid_group.add(
                asteroid)  #add the variable asteroid to the asteroid_group
            asteroid_timer = pygame.time.get_ticks(
            )  #get the time in milliseconds for the asteroid_timer

        #update the movement of asteroid
        for asteroid in asteroid_group:  #make asteroid loop in the asteroid_group
            asteroid.movement()  #movement for the asteroid
            if asteroid.rect.right <= 0:  #if the asteroid goes beyond the left screen
                asteroid_group.remove(asteroid)  #the asteroid will be removed
            if groupcollide(Cow_sprites,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  #collition check
                menu.lose_menu(
                    Button, run_game, scores
                )  #if the asteroid touch your space cow, the game will go to the lose menu and call Button class, run_game to play again, and scores to reveal your score

        #update bullet movement on screen
        for bullet in bullets:  #make bullet loop in the bullets(variable from classes file)
            bullet.movement()  #movement for the bullet
            if bullet.rect.left > 800:  #if the bullet goes beyond the right screen, the bullet will be removed
                bullets.remove(bullet)
            if groupcollide(bullets,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  #collition check
                scores += 100  #if the bullet touch the asteroid, your score will be up by 100
Exemple #8
0
def rungame():
    #Gameplay screen resolution and caption title
    screen = pygame.display.set_mode((800, 600))
    display.set_caption("Jet mission")

    #starting scores and background image
    scores = 0
    theClock = pygame.time.Clock()
    bg_image = Star_bg("star.gif")

    #The starting coordinate of the moving background
    x = 0
    y = 0
    x1 = bg_image.width
    y1 = 0

    #initiate pygame
    pygame.init()


    #Creating the jet
    jet1 = Jet(screen)
    Jet_sprites = Group(jet1)

    #Create group for the moving asteroid
    asteroid_group = Group()

    #Create group for shooting bullets
    bullets = Group()


    #Initial Fps and that it will be faster after every frame
    Fps = 40
    asteroid_timer = pygame.time.get_ticks()
    while True:
        theClock.tick(Fps)
        Fps += 0.01

        #Moving background

        x -= 5
        x1 -= 5
        bg_image.draw(screen,x,y)
        bg_image.draw(screen,x1, y1)
        if x < -bg_image.width:
            x = 0
        if x1 < 0:
            x1 = bg_image.width

        #Making The score board with Font style and size
        font=pygame.font.SysFont("Times New Romans",36)
        score_board=font.render("score:"+str(scores),True,(255,255,255))
        screen.blit(score_board,(10,550))


        #Draws the jet
        Jet_sprites.draw(screen)
        #Draws the bullets
        bullets.draw(screen)
        #Draws the moving asteroid
        asteroid_group.draw(screen)
        #update jet when the game is run
        display.update()

        event.get()
        #Controls to move the jet and fire bullets

        key = pygame.key.get_pressed()
        if key[K_LEFT] and jet1.rect.x>0:
            jet1.moveleft()

        if key[K_RIGHT] and jet1.rect.x<=700:
            jet1.moveright()

        if key[K_DOWN] and jet1.rect.y<=500:
            jet1.movedown()

        if key[K_UP] and jet1.rect.y>0:
            jet1.moveup()

        if key[K_SPACE] and len(bullets) <= jet1.firerates+(scores/4000):
            bullet = Bullet(screen, jet1.rect.x+50, jet1.rect.y+42)
            bullets.add(bullet)
            pygame.mixer.music.load("LaserBlast.wav")
            pygame.mixer.music.play()

        if key[K_ESCAPE]:
            menu.menu_screen(Button,rungame)

        if key[K_p]:
            menu.pause_menu(Button,rungame)


        #Creating the asteroid randomly on the screen and moves
        if pygame.time.get_ticks() - asteroid_timer >= 200:
            asteroid = Asteroid(screen, 50, 50, random.randint(1,4)*6, 800, (random.randint(1,28) * 20))
            asteroid_group.add(asteroid)
            asteroid_timer = pygame.time.get_ticks()

        #Updating the movement of the asteroids
        for asteroid in asteroid_group:
            asteroid.movement()
            if asteroid.rect.right <= 0:
                asteroid_group.remove(asteroid) #remove after screen
            if groupcollide(Jet_sprites,asteroid_group,dokilla=True,dokillb=True):#collition check
                menu.lose_menu(Button,rungame,scores)

        #Updating the bullets on screen
        for bullet in bullets:
            bullet.movement()
            if bullet.rect.left > 800:
                bullets.remove(bullet)
            if groupcollide(bullets,asteroid_group,dokilla=True,dokillb=True):
                scores += 100
Exemple #9
0
def run_game(
):  #to define run_game, so the code can be call when using "run_game" code
    """game play interface"""
    screen = pygame.display.set_mode(
        (800, 600))  #size of the game's window display
    pygame.display.set_caption("Jet mission")  #to set the name of the game

    scores = 0  #to set the score on the game
    theClock = pygame.time.Clock()  #to track the time
    bg_image = Star_bg("star.gif")  #to put the background of the game

    #coordinate of moving background
    x = 0
    y = 0
    x1 = bg_image.width
    y1 = 0

    pygame.init()

    #creating a jet
    jet1 = Jet(screen)
    Jet_sprites = Group(jet1)

    #create asteroid object group
    asteroid_group = Group()

    #create bullets object Group
    bullets = Group()

    Fps = 40
    asteroid_timer = pygame.time.get_ticks(
    )  #to set the time for asteroid_timer
    while True:  #loop so it can run it agian
        theClock.tick(Fps)  #to sets the game's speed to run
        Fps += 0.01  #game phase goes faster after every frame
        """background move"""

        x -= 5
        x1 -= 5
        bg_image.draw(screen, x, y)
        bg_image.draw(screen, x1, y1)
        if x < -bg_image.width:
            x = 0
        if x1 < 0:  #spawning the asteroid
            x1 = bg_image.width

        # create score board

        font = pygame.font.SysFont("Times New Romans",
                                   36)  #the size and type of the font
        score_board = font.render(
            "score:" + str(scores), True,
            (255, 255, 255))  #to input the color for the "score" and "score:"

        # update refered to the word's method

        screen.blit(score_board,
                    (10, 550))  #put where the score will show       #

        Jet_sprites.draw(screen)  #to input the jet to inside the game

        bullets.draw(screen)  #to input the bullet to inside the game

        asteroid_group.draw(screen)  #to input the asteroid to inside the game
        display.update()  #update jet and screen view

        event.get()  #to summon and get the event from others files
        """moving the jet according to key pressed"""

        key = pygame.key.get_pressed()  #to make the key for playing the game
        if key[K_LEFT] and jet1.rect.x > 0:  #make the jet go to the left side by pressing the left key and will not disappear when going to the over left
            jet1.moveleft()

        if key[K_RIGHT] and jet1.rect.x <= 700:  #make the jet go to the right side by pressing the right key and will not disappear when going to the over right
            jet1.moveright()

        if key[K_DOWN] and jet1.rect.y <= 500:  #make the jet go to the down side by pressing the down key and will not disappear when going to the over down
            jet1.movedown()

        if key[K_UP] and jet1.rect.y > 0:  #make the jet go to the up side by pressing the up key and will not disappear when going to the over up
            jet1.moveup()

        if key[K_SPACE] and len(bullets) <= jet1.firerates + (
                scores / 4000
        ):  #press space key to call the bullet and and the total of the bullets are not bigger than the jet1 firerate
            bullet = Bullet(screen, jet1.rect.x + 50, jet1.rect.y + 42)
            bullets.add(bullet)  #to add the place for bullets spawn
            pygame.mixer.music.load(
                "LaserBlast.wav")  #to make a sound everytime the bullet spawn
            pygame.mixer.music.play()  #to run and play the sound

        if key[K_ESCAPE]:  #to make the game back to the fist show which is the menu when pressing escape key
            menu.menu_screen(Button, run_game)

        if key[K_p]:  #to stop the the game for a while by pressing p key
            menu.pause_menu(Button, run_game)
        """generate asteroid randomly"""
        if pygame.time.get_ticks(
        ) - asteroid_timer >= 200:  #asteroid timer is bigger than 200 or equal with 200
            asteroid = Asteroid(screen, 50, 50,
                                random.randint(1, 4) * 6, 800,
                                (random.randint(1, 28) * 20))
            asteroid_group.add(
                asteroid)  #add the asteroid to the asteroid group
            asteroid_timer = pygame.time.get_ticks(
            )  #get the time in pygame.time.get_ticks() for asteroid_timer
        """update the movement of asteroid"""
        for asteroid in asteroid_group:  #looping asteroid in the asteroid_group
            asteroid.movement()  #thw movement of the asteroid
            if asteroid.rect.right <= 0:  #the asteroid disappear when arrive the left screen
                asteroid_group.remove(asteroid)  #remove after screen
            if groupcollide(Jet_sprites,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  #collition check
                menu.lose_menu(
                    Button, run_game, scores
                )  #when the asteroid touch the jet the game will end and show the lose menu and shoing the score that you get
        """update bullet movement on screen"""
        for bullet in bullets:  #looping the bullet in bullets
            bullet.movement()
            if bullet.rect.left > 800:  #the bullet will disappear if the bullet reach the right side of the screen
                bullets.remove(bullet)
            if groupcollide(bullets,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):
                scores += 100  #when everytime the bullet touch the asteroid, the score will increase 100
Exemple #10
0
def run_game():
    """game play interface"""
    screen = pygame.display.set_mode(
        (800, 600))  #the widht of the display for the game
    display.set_caption("Jet mission")  #set the title of the game

    scores = 0  #the score starts from 0
    theClock = pygame.time.Clock()
    bg_image = Star_bg("star.gif")  #call the star image into the game

    #coordinate of moving background
    x = 0
    y = 0
    x1 = bg_image.width
    y1 = 0

    pygame.init()  #initialize pygame

    #creating a jet
    jet1 = Jet(screen)
    Jet_sprites = Group(jet1)

    #create asteroid object group
    asteroid_group = Group()

    #create bullets object Group
    bullets = Group()

    Fps = 60
    asteroid_timer = pygame.time.get_ticks()
    while True:
        theClock.tick(Fps)
        Fps += 0.01  #game phase goes faster after every frame
        """background move"""

        x -= 5
        x1 -= 5
        bg_image.draw(screen, x, y)
        bg_image.draw(screen, x1, y1)  #spawn the asteroids
        if x < -bg_image.width:
            x = 0
        if x1 < 0:
            x1 = bg_image.width

        # create score board
        font = pygame.font.SysFont("Times New Romans", 36)
        score_board = font.render("score:" + str(scores), True,
                                  (255, 255, 255))
        # update refered to the word's method
        screen.blit(score_board, (10, 550))

        Jet_sprites.draw(screen)  #to make the jet in the screen

        bullets.draw(screen)  #to make the bullets in the screen

        asteroid_group.draw(screen)  #to make the asteroid in the screen
        display.update()  #update jet and screen view

        event.get()
        """moving the jet according to key pressed"""

        key = pygame.key.get_pressed()
        if key[K_LEFT] and jet1.rect.x > 0:  #moves the jet to the left, and if it is not over the screen
            jet1.moveleft()  #moves the jet to the left

        if key[K_RIGHT] and jet1.rect.x <= 700:  #moves the jet to the right, and if it is not over the right screen
            jet1.moveright()

        if key[K_DOWN] and jet1.rect.y <= 500:  #moves the jet downwards, and if it is not over the screen
            jet1.movedown()

        if key[K_UP] and jet1.rect.y > 0:  #moves the jet upwards, and if it is not over the screen
            jet1.moveup()

        if key[K_SPACE] and len(bullets) <= jet1.firerates + (scores / 4000):
            bullet = Bullet(
                screen, jet1.rect.x + 50, jet1.rect.y +
                42)  #set the bullets spawning place when space is pressed
            bullets.add(bullet)  #add the bullets
            pygame.mixer.music.load(
                "LaserBlast.wav")  #make a sound every time you shoot
            pygame.mixer.music.play()  #play the sound

        if key[K_ESCAPE]:
            menu.menu_screen(
                Button, run_game
            )  #press escape to go back to the menu screen, and run the main menu to start the game again if wanted

        if key[K_p]:
            menu.pause_menu(
                Button,
                run_game)  #press p to pause the game, and run the pause menu
        """generate asteroid randomly"""
        if pygame.time.get_ticks() - asteroid_timer >= 200:
            asteroid = Asteroid(
                screen, 50, 50,
                random.randint(1, 4) * 6, 800,
                (random.randint(1, 28) *
                 20))  #set the spawn place for the asteroid random
            asteroid_group.add(
                asteroid)  #add the variable asteroid to asteroid group
            asteroid_timer = pygame.time.get_ticks()
        """update the movement of asteroid"""
        for asteroid in asteroid_group:
            asteroid.movement()  #movement for asteroids
            if asteroid.rect.right <= 0:  #if the asteroid moves to the left of the screen and didnt hit
                asteroid_group.remove(asteroid)  #remove after screen
            if groupcollide(Jet_sprites,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  #collition check
                menu.lose_menu(
                    Button, run_game, scores
                )  #if the jet touches the asteroid, it goes to the lose menu and shows the score and ask if you want to play again
        """update bullet movement on screen"""
        for bullet in bullets:
            bullet.movement()  #movements for bullets
            if bullet.rect.left > 800:  #if the bullet goes further than the screen of the right, it is removed
                bullets.remove(bullet)  #removes bullet
            if groupcollide(bullets,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):
                scores += 100  #if the bullet touches the asteroid, the score will be up by 100
Exemple #11
0
def run_game():  # function for running the game
    """game play interface"""
    screen = pygame.display.set_mode(
        (1000, 1000))  # the code for running the game
    display.set_caption("Jet mission")  # setting the title for the game

    scores = 0  # set the original score to 0
    theClock = pygame.time.Clock()  # create an object to track time
    bg_image = Star_bg(
        "star.gif")  # To the star picture to be the background in the game

    #coordinate of moving background
    x = 0  # coordinate start from x = 0
    y = 0  # coordinate start from y = 0
    x1 = bg_image.width
    y1 = 0

    pygame.init()  # Initialize the pygame modules

    #creating a jet
    jet1 = Jet(screen)  #Creating the object jet1 from the class Jet
    Jet_sprites = Group(jet1)  #creating the group

    #create asteroid object group
    asteroid_group = Group()

    #create bullets object Group
    bullets = Group()

    Fps = 200  # for setting the fps of the game
    asteroid_timer = pygame.time.get_ticks(
    )  # get the time for the asteroid_timer
    while True:  # while the condition is true (Looping)
        theClock.tick(
            Fps)  # set ups how often the while loop should update each self
        Fps += 0.01  #game phase goes faster after every frame
        """background move"""

        x -= 5
        x1 -= 5
        bg_image.draw(screen, x, y)
        bg_image.draw(screen, x1, y1)
        if x < -bg_image.width:
            x = 0
        if x1 < 0:  # this will make spawn the asteroids from the right
            x1 = bg_image.width

        # create score board
        font = pygame.font.SysFont(
            "Times New Romans",
            36)  # create an object for input the score in 36 fontsize
        score_board = font.render(
            "score:" + str(scores), True,
            (255, 255,
             255))  # Object for the score to update itself in white color
        # update refered to the word's method
        screen.blit(score_board, (10, 550))

        Jet_sprites.draw(screen)  # put the jest inside the screen game

        bullets.draw(screen)  # put the bullets inside the screen game

        asteroid_group.draw(
            screen)  # put the group of asteroids in the screen game
        display.update()  #update jet and screen view

        event.get()
        """moving the jet according to key pressed"""

        key = pygame.key.get_pressed(
        )  # Make an object for inputing the hotkey we press when we play the game
        if key[K_LEFT] and jet1.rect.x > 0:  # if you press the left key and the jet is not in the most left screen
            jet1.moveleft()  # then you can press left

        if key[K_RIGHT] and jet1.rect.x <= 700:  # If you press right key before it reaches the most right screen
            jet1.moveright()  # then you can press right

        if key[K_DOWN] and jet1.rect.y <= 500:  # if you press down key before it  reaches the most bottom of the screen
            jet1.movedown()  # then you can press down

        if key[K_UP] and jet1.rect.y > 0:  #if you press up before it reaches the upper screen
            jet1.moveup()  # then you can press up

        if key[K_SPACE] and len(bullets) <= jet1.firerates + (
                scores / 4000
        ):  # if you press space and the length of bullets fired will not be greater than the fire rate of the jet and score + 4000
            bullet = Bullet(screen, jet1.rect.x + 50, jet1.rect.y +
                            42)  # object bullet and set the bullet spawn place
            bullets.add(bullet)  # add the bullet spawn place to the bullets
            pygame.mixer.music.load(
                "LaserBlast.wav")  #add sound evertime you shoot the bullet
            pygame.mixer.music.play()  # play the sound effect

        if key[K_ESCAPE]:  # if I press the escape key
            menu.menu_screen(
                Button, run_game
            )  # it will go the main menu screen and call the button class and run_game function so you can play the game again.

        if key[K_p]:  # if I press the p key
            menu.pause_menu(Button, run_game)  #iy will pause the game
        """generate asteroid randomly"""  #if the asteroid timer is bigger or equal to 200
        if pygame.time.get_ticks() - asteroid_timer >= 200:
            asteroid = Asteroid(
                screen, 50, 50,
                random.randint(1, 4) * 6, 800, (random.randint(1, 28) * 20)
            )  # make object asteroid and set the spawn place which is random by using the mothod random.randint
            asteroid_group.add(asteroid)  #add asteroids to the group
            asteroid_timer = pygame.time.get_ticks(
            )  # get the time in the asteroid timer
        """update the movement of asteroid"""
        for asteroid in asteroid_group:  # for looping in the condition the asteroid is in the asteroid group
            asteroid.movement()  # movement
            if asteroid.rect.right <= 0:  # if the asteroid goes beyond the left screen
                asteroid_group.remove(asteroid)  #remove after screen
            if groupcollide(Jet_sprites,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  #collition check
                menu.lose_menu(
                    Button, run_game, scores
                )  #if the asteroid touches the jet, the game will go to the lose menu and it will call the Buton class, run_game function so you can either restart or quit the game
        """update bullet movement on screen"""
        for bullet in bullets:  # for looping for bullet from bullet class
            bullet.movement()  # getting the movement for bullet
            if bullet.rect.left > 800:  # if the bullet goes beyond the right screen, the bullet will be removed
                bullets.remove(bullet)
            if groupcollide(
                    bullets, asteroid_group, dokilla=True,
                    dokillb=True):  # checking if the bullet hit the asteroids
                scores += 100  # the score will be up by 100
Exemple #12
0
def game_loop(cfg, render, players_count, map_name):
    texture_loader = textures.Loader()
    play_map = world_map.Map(map_path(map_name), render, texture_loader)
    play_map.build_grid()

    BulletExplosion.load_animation(texture_loader)
    FullSizeExplosion.load_animation(texture_loader)
    PanzerTankMovement.load_animation(texture_loader)
    BasicTankMovement.load_animation(texture_loader)
    EnemyOneMovement.load_animation(texture_loader)
    EnemyTwoMovement.load_animation(texture_loader)

    players = []

    for i in range(players_count):
        player = Player()
        player.name = _('Player %d') % i
        players.append(player)

    keyboard_controllers = controllers.keyboard_controls()
    for i in range(pygame.joystick.get_count()):
        if i >= len(players):
            break
        j = pygame.joystick.Joystick(i)
        players[i].controller = controllers.Gamepad(j)

    for player in players:
        if player.controller is not None:
            continue
        player.controller = next(keyboard_controllers)

    for i, position in enumerate(play_map.player_starts):
        if i >= players_count:
            break
        tank = Tank(position, texture_loader)
        players[i].tank = tank

    for player in players:
        if player.tank is None:
            raise Exception(_("Not enough start points for players!"))

    render.clear_screen()
    game_world = world.World(play_map, players, texture_loader)
    game_world.init()

    clock = pygame.time.Clock()
    end_message = None

    while 42:
        deltat = clock.tick(FRAMES)
        events = eventer.get_events()

        if eventer.game_stopped():
            pygame.mixer.pause()
            selected = menu.pause_menu(cfg, render)
            if selected == menu.PauseMenu.PAUSE_MENU_QUIT:
                end_message = _("You Gave Up! Why?")
                break
            else:
                render.clear_screen()
                render.draw_background()
                pygame.mixer.unpause()
                clock.tick()
                continue

        game_state = game_world.tick(deltat, events)
        if game_state == GAME_OVER:
            end_message = _("GAME OVER. You've lost!")
            break
        if game_state == GAME_WON:
            end_message = _("Yey! You've won!")
            break
        render.update_fps(clock)
        render.draw(game_world.get_drawables())

    for player in players:
        if player.tank is not None:
            player.tank.stop()

    while game_world.active_animations_count() > 0:
        deltat = clock.tick(FRAMES)
        events = eventer.get_events()
        game_world.tick_only_animations(deltat, events)
        render.update_fps(clock)
        render.draw(game_world.get_drawables())

    stats = game_world.get_end_game_stats()
    render.draw_end_game_screen(end_message, stats)
    time.sleep(2)
def render_all(con, panel, entities, player, game_map, fov_map, fov_recompute, message_log, screen_width, screen_height, bar_width,
               panel_height, panel_y, mouse, game_state):
    
    # Define colors of walls and floors
    colors = {
        'dark_wall': from_dungeon_level([[tc.darkest_grey,1], [tc.desaturated_orange,4], [tc.darker_azure,7], [tc.darkest_fuchsia,10], [tc.darkest_flame,13]], game_map.dungeon_level),
        'dark_ground': from_dungeon_level([[tc.darker_sepia,1], [tc.darkest_grey,4], [tc.darkest_grey,7], [tc.darkest_sepia,10], [tc.darkest_grey,13]], game_map.dungeon_level),
        'light_wall': from_dungeon_level([[tc.dark_grey,1], [tc.brass,4], [tc.dark_azure,7], [tc.desaturated_fuchsia,10], [tc.dark_flame,13]], game_map.dungeon_level),
        'light_ground': from_dungeon_level([[tc.dark_sepia,1], [tc.darker_grey,4], [tc.darker_grey,7], [tc.darker_sepia,10], [tc.darker_grey,13]], game_map.dungeon_level),
        'burning_ground': tc.dark_flame
    }
    
    # Draw the game map
    if fov_recompute:
        for y in range(game_map.height):
            for x in range(game_map.width):
                game_map.tiles[x][y].take_turn()
                visible = tc.map_is_in_fov(fov_map, x, y)
                wall = game_map.tiles[x][y].block_sight
                if visible:
                    if wall:
                        tc.console_set_default_foreground(con, colors.get('light_wall'))
                        tc.console_put_char(con, x, y, '#', tc.BKGND_NONE)
                    elif game_map.tiles[x][y].burning:
                        tc.console_set_default_foreground(con, colors.get('burning_ground'))
                        tc.console_put_char(con, x, y, '_', tc.BKGND_NONE)
                    else:
                        tc.console_set_default_foreground(con, colors.get('light_ground'))
                        tc.console_put_char(con, x, y, '_', tc.BKGND_NONE)
                        
                    game_map.tiles[x][y].explored = True
                elif game_map.tiles[x][y].explored:
                    if wall:
                        tc.console_set_default_foreground(con, colors.get('dark_wall'))
                        tc.console_put_char(con, x, y, '#', tc.BKGND_NONE)
                    else:
                        tc.console_set_default_foreground(con, colors.get('dark_ground'))
                        tc.console_put_char(con, x, y, '_', tc.BKGND_NONE)
            
    entities_in_render_order = sorted(entities, key=lambda x: x.render_order.value)
    
    # Draw all entities in the list
    for entity in entities_in_render_order:
        draw_entity(con, entity, fov_map, game_map, colors)
        
    tc.console_blit(con, 0, 0, screen_width, screen_height, 0, 0, 0)
    
    tc.console_set_default_background(panel, tc.black)
    tc.console_clear(panel)
    
    # Print game messages
    y = 1
    for message in message_log.messages:
        tc.console_set_default_foreground(panel, message.color)
        tc.console_print_ex(panel, message_log.x, y, tc.BKGND_NONE, tc.LEFT, message.text)
        y += 1
    
    render_bar(panel, 1, 3, bar_width, 'HP', player.fighter.hp, player.fighter.max_hp,
               tc.light_red, tc.darker_red)
    render_bar(panel, 1, 5, bar_width, 'XP', player.level.current_xp, player.level.experience_to_next_level,
               tc.light_green, tc.darker_green)
    tc.console_print_ex(panel, 1, 1, tc.BKGND_NONE, tc.LEFT, 'Dungeon level: {0}'.format(game_map.dungeon_level))
    
    tc.console_set_default_foreground(panel, tc.light_gray)
    tc.console_print_ex(panel, 1, 0, tc.BKGND_NONE, tc.LEFT,
                        get_names_under_mouse(mouse, entities, fov_map))
    
    tc.console_blit(panel, 0, 0, screen_width, panel_height, 0, 0, panel_y)
    
    if game_state in (GameState.SHOW_INVENTORY, GameState.DROP_INVENTORY):
        if game_state == GameState.SHOW_INVENTORY:
            inventory_title = 'Press the key next to an item to use it, or Esc to exit.\n'
        else:
            inventory_title = 'Press the key next to na item to drop it, or Esc to exit.\n'
            
        inventory_menu(con, inventory_title, player, 50, screen_width, screen_height)
    elif game_state == GameState.LEVEL_UP:
        level_up_menu(con, 'Level up! Choose a stat to raise:', player, 40, screen_width, screen_height)
    elif game_state == GameState.CHARACTER_SCREEN:
        character_screen(player, 30, 10, screen_width, screen_height)
    elif game_state == GameState.PAUSE:
        pause_menu(con, 'Game paused', 30, screen_width, screen_height)
def run_game():  #if game is running do the this
    """game play interface"""
    screen = pygame.display.set_mode((800, 600))  #to set the scale
    display.set_caption("Jet mission")  #to add the text Jet Mission

    scores = 0  #to set the scores 0
    theClock = pygame.time.Clock()  #to add time
    bg_image = Star_bg("star.gif")  #to add an image

    #coordinate of moving background
    x = 0
    y = 0
    x1 = bg_image.width
    y1 = 0

    pygame.init()

    #creating a jet
    jet1 = Jet(screen)
    Jet_sprites = Group(jet1)

    #create asteroid object group
    asteroid_group = Group()

    #create bullets object Group
    bullets = Group()

    Fps = 40  #to set the frame per second
    asteroid_timer = pygame.time.get_ticks()  #to set the time ticking
    while True:  #while condition true
        theClock.tick(Fps)  #to set the fps of the clock
        Fps += 0.01  #game phase goes faster after every frame
        """background move"""

        x -= 5  #to make the background move to the left by 5
        x1 -= 5
        bg_image.draw(screen, x, y)  #to set the background movement
        bg_image.draw(screen, x1, y1)
        if x < -bg_image.width:  #to set the background
            x = 0
        if x1 < 0:
            x1 = bg_image.width

        # create score board
        font = pygame.font.SysFont("Times New Romans", 36)  #to set the font
        score_board = font.render("score:" + str(scores), True,
                                  (255, 255, 255))  #to set the scores
        # update refered to the word's method
        screen.blit(score_board,
                    (10, 550))  #to set screen blit of the score board

        Jet_sprites.draw(screen)  #to activate the jet

        bullets.draw(screen)  #to acvtivate the bullets

        asteroid_group.draw(screen)  #to activate the asteroid
        display.update()  #update jet and screen view

        event.get()

        #to do the movement as the key pressed
        key = pygame.key.get_pressed()
        if key[K_LEFT] and jet1.rect.x > 0:
            jet1.moveleft()

        if key[K_RIGHT] and jet1.rect.x <= 700:
            jet1.moveright()

        if key[K_DOWN] and jet1.rect.y <= 500:
            jet1.movedown()

        if key[K_UP] and jet1.rect.y > 0:
            jet1.moveup()

        if key[K_SPACE] and len(bullets) <= jet1.firerates + (
                scores / 4000
        ):  #to set space as shooting and add score if it hit the target
            bullet = Bullet(screen, jet1.rect.x + 50,
                            jet1.rect.y + 42)  #to set the bullet coordinate
            bullets.add(bullet)  #to set the bullet
            pygame.mixer.music.load("LaserBlast.wav")  #to set sound of bullet
            pygame.mixer.music.play()  #to add soune

        if key[K_ESCAPE]:
            menu.menu_screen(Button, run_game)  #to set esc as themenu screen

        if key[K_p]:
            menu.pause_menu(Button, run_game)  #to set p as pause button

        if pygame.time.get_ticks(
        ) - asteroid_timer >= 200:  #to add asteroid randomly as the time flows
            asteroid = Asteroid(screen, 50, 50,
                                random.randint(1, 4) * 6, 800,
                                (random.randint(1, 28) * 20))
            asteroid_group.add(asteroid)
            asteroid_timer = pygame.time.get_ticks()

        for asteroid in asteroid_group:
            asteroid.movement()  #to get the movement def
            if asteroid.rect.right <= 0:  #to move the asteroid
                asteroid_group.remove(asteroid)  #remove after screen
            if groupcollide(Jet_sprites,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):  #collition check
                menu.lose_menu(Button, run_game,
                               scores)  #if the asteroid hit then lose

        for bullet in bullets:
            bullet.movement()  #to get bullet movement def
            if bullet.rect.left > 800:  #if the bullet exceded the map than it gone
                bullets.remove(bullet)
            if groupcollide(bullets,
                            asteroid_group,
                            dokilla=True,
                            dokillb=True):
                scores += 100  #if it hit then add 100 to point
Exemple #15
0
    def run_level(self):
        while self.running:
            self.game.screen.fill((0, 0, 255))
            self.game.screen.blit(
                pygame.transform.scale(background,
                                       (round(game_width * self.scale),
                                        round(game_height * self.scale))),
                (round(-(self.player.x * self.scale - self.player.pos()[0])),
                 round(-(self.player.y * self.scale - self.player.pos()[1]))))

            if not self.user_interaction_handler():
                return

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

            if not self.paused:
                if self.player.size < 1:
                    return game_over(self.game)

                pygame.draw.circle(self.game.screen, (0, 255, 255),
                                   self.player.pos(),
                                   self.player.scaled_size())
                self.player.update()
                for enemy in self.enemies.copy() + [self.repulsor]:
                    if enemy == self.repulsor and self.repulsor.size > 1:
                        pygame.draw.circle(self.game.screen, (255, 255, 255),
                                           enemy.pos(), enemy.scaled_size())
                        enemy.update()
                    elif enemy != self.repulsor:
                        pygame.draw.circle(self.game.screen, enemy.color,
                                           enemy.pos(), enemy.scaled_size())
                        if not enemy.update():
                            self.enemies.remove(enemy)
                for enemy in self.enemies + [self.player, self.repulsor]:
                    for enemy2 in self.enemies + [self.player, self.repulsor]:
                        if enemy2 != enemy:
                            if enemy == self.repulsor and enemy.size < enemy2.size:
                                enemy.evade(
                                    get_trig_general(enemy, enemy2),
                                    distance(enemy, enemy2)
                                )  # Repulsor evades from bigger spheres
                            if collision(enemy, enemy2):
                                attack(enemy, enemy2)
                pygame.draw.circle(self.game.screen, (150, 150, 150), [
                    pos + (self.player.scaled_size() * 1.5) * dir for pos, dir
                    in zip(self.player.pos(), get_trig(self.player))
                ], 5)
                if self.player.size > self.repulsor.size and self.repulsor.size < 1 and not self.won:
                    self.won = true
                    self.paused = true
            else:
                if self.won:
                    if not pause_menu(self.game, won=true):
                        return false
                    else:
                        self.paused = false
                else:
                    if not pause_menu(self.game):
                        return false
                    else:
                        self.paused = false

            pygame.display.update()
            self.game.clock.tick(self.game.fps)