class Game(object): def __init__(self,gamestate,score,ammo): # Konfuguracja random.seed() #inicjalizaja pygame.init() self.SCREEN_SIZE = (1280, 720) # grafiki dopasowane do tego self.screen = pygame.display.set_mode(self.SCREEN_SIZE) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.shot = 0.0 self.supertime = -2 self.player = Player(self) self.aliens = [] self.opp = 10 self.bullets = [] self.alienbulets = [] self.lives = Lives(self) self.lives_number = 3 self.score = Score(self) self.score_number = 0 + score self.ammo = Ammo(self) self.walls = [] self.gameover = GameOver(self) self.gamestate = gamestate self.ammo_number = ammo + 5 self.nextlevel = NextLevel(self) self.tps_max = 300.0 self.superalien = [] self.tooClose = False self.pauseSign = Pause(self) self.pause = 1 for i in range(0,self.opp): self.aliens.append(Alien(self, i * 100 + 100, 100,self.gamestate-1)) self.aliens.append(Alien(self, i * 100 + 100, 150,self.gamestate-1)) self.aliens.append(Alien(self, i * 100 + 100, 200,self.gamestate-1)) self.aliens.append(Alien(self, i * 100 + 100, 250,self.gamestate-1)) self.aliens.append(Alien(self, i * 100 + 100, 300,self.gamestate-1)) self.aliens.append(Alien(self, i * 100 + 100, 350,self.gamestate-1)) self.rand_opp = 6*self.opp for i in range(0,5): self.walls.append(Wall(self,80+i*340)) channel_game = pygame.mixer.Channel(1) channel_game2 = pygame.mixer.Channel(2) channel_game3 = pygame.mixer.Channel(3) self.background = pygame.image.load("tlo3.jpg") self.text = open("score").readline() while self.gamestate !=0: if self.rand_opp != 0: los = random.randrange(self.rand_opp) else: los = 0 # obsługa zdarzen for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN and event.key == pygame.K_p: self.pause *= -1 elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and self.ammo_number != 0: self.bullets.append(Bullet(self,self.player.pos[0]+23,self.player.pos[1])) channel_game3.play(pygame.mixer.Sound("mygun.wav")) channel_game3.set_volume(0.5) elif (self.lives_number == 0 or self.ammo_number <= 0 or self.tooClose == True) and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: self.gamestate = 0 elif len(self.aliens) == 0 and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: self.gamestate += 1 Game(self.gamestate,self.score_number,self.ammo_number) self.text = open("score").readline() self.gamestate = 0 elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and self.pause == -1: self.gamestate = 0 elif event.type == pygame.KEYDOWN and event.key == pygame.K_p and self.pause == -1: self.pause *= -1 #ticking self.tps_delta += self.tps_clock.tick() / 1000.0 self.shot += self.tps_clock.tick()+0.000000003*(self.gamestate-1) / 1.0 self.supertime += self.tps_clock.tick() / 1.0 while self.tps_delta > 1 / self.tps_max: self.tick() self.tps_delta -= 1 / self.tps_max while(self.shot >= 0.001 / self.tps_max and len(self.aliens)!=0 and (self.lives_number != 0 and self.ammo_number > 0) and self.tooClose == False and self.pause == 1): self.shot = 0 channel_game.play(pygame.mixer.Sound("shot.wav")) channel_game.set_volume(0.5) self.alienbulets.append(AlienBullet(self,self.aliens[los].x,self.aliens[los].y)) while self.supertime >= 0.001 / self.tps_max: self.supertime = -2 if(len(self.superalien)==0 and self.tooClose == False and self.lives_number !=0 and self.ammo_number > 0 and self.pause == 1): self.superalien.append(SuperAlien(self)) channel_game2.play(pygame.mixer.Sound("supersound.wav")) channel_game2.set_volume(0.3) #rendering self.screen.fill((0, 0, 0)) self.screen.blit(self.background, (0, 0)) self.draw() pygame.display.flip() def tick(self): if (self.lives_number != 0 and self.ammo_number > 0 and len(self.aliens) !=0 and self.tooClose == False and self.pause == 1): self.edge = False self.player.tick() for i in range(0,len(self.aliens)): self.aliens[i].move() if (self.aliens[i].x >= self.SCREEN_SIZE[0]-50) or (self.aliens[i].x <= 0): self.edge = True if self.edge: for i in range(0, len(self.aliens)): if self.aliens[i].x >= self.SCREEN_SIZE[0]-100: for j in range(0, len(self.aliens)): self.aliens[j].x -= 3 elif self.aliens[i].x < 50: for j in range(0, len(self.aliens)): self.aliens[j].x += 3 self.aliens[i].shiftDown() self.edge = False if (self.aliens[i].y > 600 ): self.tooClose = True for i in range(0,len(self.bullets)): self.bullets[i].tick() for i in range(0,len(self.alienbulets)): self.alienbulets[i].tick() for i in range(0,len(self.superalien)): self.superalien[i].move() def draw(self): self.player.draw() self.lives.draw(self.lives_number) self.score.draw(self.score_number) self.ammo.draw(self.ammo_number) for i in range(0,len(self.walls)-1): self.walls[i].draw() for i in range(0,len(self.bullets)): self.bullets[i].draw() for j in range(0, len(self.aliens)): if(self.bullets[i].hits(self.aliens[j])): self.aliens[j].destroy() self.bullets[i].destroy() self.score_number +=10 #self.ammo_number += 1 for j in range(0, len(self.walls)): if (self.bullets[i].hits_wall(self.walls[j])): self.bullets[i].destroy() self.ammo_number -=1 if (self.walls[j].state > 0): self.walls[j].state -= 1 else: self.walls[j].destroy() for j in range(0,len(self.superalien)): if(self.bullets[i].hits_super(self.superalien[j])): self.superalien[j].destroy() self.bullets[i].destroy() self.score_number +=100 self.ammo_number += 5 if(self.bullets[i].y <= 0): self.bullets[i].destroy() self.ammo_number -= 1 for i in range(0,len(self.aliens)): self.aliens[i].draw() for i in range(len(self.bullets)-1,-1,-1): if(self.bullets[i].toDestroy): self.bullets.pop(i) for i in range(len(self.aliens)-1,-1,-1): if(self.aliens[i].toDestroy): self.aliens.pop(i) self.rand_opp -= 1 for i in range(len(self.walls)-1,-1,-1): if(self.walls[i].toDestroy): self.walls.pop(i) for i in range(len(self.alienbulets)-1,-1,-1): if(self.alienbulets[i].toDestroy): self.alienbulets.pop(i) for i in range(len(self.superalien)-1,-1,-1): if(self.superalien[i].toDestroy): self.superalien.pop(i) for i in range(0,len(self.superalien)): self.superalien[i].draw() if self.superalien[i].x < -65: self.superalien[i].destroy() for i in range(0,len(self.alienbulets)): self.alienbulets[i].draw() if(self.alienbulets[i].hits(self.player) and len(self.aliens) != 0): self.alienbulets[i].destroy() self.lives_number -= 1 self.ammo_number -= 4*(self.gamestate) self.score_number -= 100 for j in range(0,len(self.walls)): if(self.alienbulets[i].hits_wall(self.walls[j])): self.alienbulets[i].destroy() if(self.walls[j].state>0): self.walls[j].state -=1 else: self.walls[j].destroy() if (self.alienbulets[i].y >= 720): self.alienbulets[i].destroy() if self.lives_number == 0 or self.ammo_number <= 0 or self.tooClose: self.gameover.draw() if len(self.aliens) == 0: self.nextlevel.draw() if self.pause == -1: self.pauseSign.draw() if(self.score_number > int(self.text)): self.cel = open("score", "w") self.cel.write(self.text.replace(self.text,str(self.score_number))) self.cel.close()