def reset(self): if self.AI: self.pShip = ships.AutoPlayer(self.BGWIDTH / 2, self.BGHEIGHT / 2, 64, 64, None) else: self.pShip = ships.Player(self.BGWIDTH / 2, self.BGHEIGHT / 2, 64, 64) self.pShip.setBounds(0, 0, self.BGWIDTH - 10, self.BGHEIGHT - 10) self.slack = self.cameraUpdate(self.pShip) self.score = 0 self.upgrading = False self.won = False self.endTime = None self.initWaves()
def __init__(self, WIN_WIDTH, WIN_HEIGHT, BGWIDTH, BGHEIGHT, AI=False): self.WIN_WIDTH = WIN_WIDTH self.WIN_HEIGHT = WIN_HEIGHT self.BGWIDTH = BGWIDTH self.BGHEIGHT = BGHEIGHT self.score = 0 self.multiplier = 1.0 self.upgrading = False self.won = False self.AI = AI self.endTime = None if self.AI: self.pShip = ships.AutoPlayer(BGWIDTH / 2, BGHEIGHT / 2, 64, 64, None) else: self.pShip = ships.Player(BGWIDTH / 2, BGHEIGHT / 2, 64, 64) self.pShip.setBounds(0, 0, BGWIDTH - 10, BGHEIGHT - 10) self.slack = self.cameraUpdate(self.pShip) self.initWaves()
#Mouse Variables mousePosition = (0, 0) mouseStates = None mouseDown = False #Image Variables startScreen = pygame.image.load("assets/start_screen.png") background = pygame.image.load("assets/background.png") loseScreen = pygame.image.load("assets/lose_screen.png") winScreen = pygame.image.load("assets/win_screen.png") nextWave = pygame.image.load("assets/next_level.png") finalWave = pygame.image.load("assets/final_level.png") #Ships ship = ships.Player(windowWidth / 2, windowHeight, pygame, surface) enemyShips = [] leftOverBullets = [] #Sound Setup pygame.mixer.init() def launchWave(): global lastSpawn, currentWave, currentLevel, gameOver, gameWon, nextLevelTS thisLevel = gameLevels.level[currentLevel]["structure"] if currentWave < len(thisLevel):