Exemple #1
0
class Game:
    sky = None
    
    
    
        

    def __init__(self, screen, endless = False):
        self.screen = screen

        self.sharks = []
        self.shark_sprites = pygame.sprite.Group()

        self.player = Steamboat()
        self.player_sprite = pygame.sprite.Group()
        self.player_sprite.add(self.player)

        self.health = Health()
        self.health_sprite = pygame.sprite.Group()
        self.health_sprite.add(self.health)

        self.damage_count = 0

        self.t = 0

        self.water = Water.global_water
        #Water.global_water = self.water
        self.water_sprite = pygame.sprite.Group()
        self.water_sprite.add(self.water)

        if not Game.sky:
            Game.sky = util.load_image("taivas")
            Game.sky = pygame.transform.scale(self.sky, (SCREEN_WIDTH, SCREEN_HEIGHT))

        self.cannonballs = []
        self.cannonball_sprites = pygame.sprite.Group()

        self.pirates = []
        self.pirate_sprites = pygame.sprite.Group()

        self.titanic = None
        self.titanic_sprite = pygame.sprite.Group()

        self.seagulls = []
        self.seagull_sprites = pygame.sprite.Group()

        self.particles = Particles()
        self.particle_sprite = pygame.sprite.Group()
        self.particle_sprite.add(self.particles)

        self.mines = []
        self.mine_sprites = pygame.sprite.Group()

        self.score = Score()
        self.score_sprite = pygame.sprite.Group()
        self.score_sprite.add(self.score)

        self.powerups = []
        self.powerup_sprites = pygame.sprite.Group()

        self.level = Level(endless)

        self.lastshot = MIN_FIRE_DELAY + 1

        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.done = False

        self.pause = False
        self.pause_image = util.bigfont.render("Pause", Variables.alpha, (0,0,0))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center

        self.spacepressed = None

    def run(self):
        while not self.done:
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    if not cb.underwater:
                        #~ particle_point=cb.rect.left, cb.rect.top
                        particle_point = cb.tail_point()
                        self.particles.add_trace_particle(particle_point)
                        particle_point = [particle_point[i] + cb.vect[i]/2 for i in (0,1)]
                        self.particles.add_trace_particle(particle_point)
                    if cb.special and (not cb.underwater or rr()>0.6) :
                        particle_point = cb.tail_point()
                        self.particles.add_explosion_particle(particle_point)
                    und_old=cb.underwater
                    cb.update()
                    if cb.underwater and not und_old:
                        for i in range(5):
                            particle_point=cb.rect.right-4.0+rr()*8.0, cb.rect.top+rr()*2.0
                            self.particles.add_water_particle(particle_point)
                    if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0) or (cb.rect.top > SCREEN_HEIGHT):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if Variables.particles:
                    particle_point = self.player.get_point((5.0 + rr() * 9.0, 0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    particle_point = self.player.get_point((19.0 + rr() * 7.0, 5.0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in range(4):
                            particle_point = self.titanic.get_point((49 + rr() * 9.0 + 28 * j, 25))
                            particle_point[0] += self.titanic.rect.centerx
                            particle_point[1] += self.titanic.rect.centery
                            self.particles.add_steam_particle(particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if Variables.particles:
                        for i in range(10):
                            r = rr()
                            x = int(r * self.player.rect.left + (1.0-r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)
    
                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if Variables.particles:
                        self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
                        self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()

        return self.score.get_score()

    def damage_player(self):
        self.health.damage()
        for i in range(10):
            particle_point = self.player.get_point((rr() * 26.0, rr() * 10.0))
            particle_point[0] += self.player.rect.centerx
            particle_point[1] += self.player.rect.centery
            self.particles.add_debris_particle(particle_point)
        self.player.blinks+=12


    def set_gameover(self, message = "Game Over"):
        self.gameover = True
        images = []
        height = 0
        width = 0
        for text in message.split("\n"):
            images.append(util.bigfont.render(text, Variables.alpha, (0,0,0)))
            height += images[-1].get_height()
            if images[-1].get_width() > width:
                width = images[-1].get_width()
        self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
        self.gameover_image.fill((0,0,0,0))
        for i in range(len(images)):
            rect = images[i].get_rect()
            rect.top = i * images[i].get_height()
            rect.centerx = width / 2
            self.gameover_image.blit(images[i], rect)

        self.gameover_rect = self.gameover_image.get_rect()
        self.gameover_rect.center = self.screen.get_rect().center

    def take_screenshot(self):
        i = 1
        filename = "sshot.tga"
        while os.path.exists(filename):
            i += 1
            filename = "sshot" + str(i) + ".tga"
        
        pygame.image.save(self.screen, filename)
        print("Screenshot saved as " + filename)

    def handle_events(self):
        nextframe = False
        framecount = 0
        while not nextframe:
          # wait until there's at least one event in the queue
          #nextframe = True
          pygame.event.post(pygame.event.wait())
          for event in pygame.event.get():
            #event = pygame.event.wait()
            if event.type == QUIT or \
               event.type == KEYDOWN and event.key == K_ESCAPE:
                self.done = True
                nextframe = True
            elif event.type == NEXTFRAME:
                framecount += 1
                nextframe = True
            elif self.gameover:
                if event.type == JOYBUTTONDOWN:
                    self.done = True
                    nextframe = True
                elif event.type == KEYDOWN:
                    self.done = True
                    nextframe = True
                continue
            elif event.type == JOYAXISMOTION:
                if event.axis == 0:
                    if event.value < -0.5:
                        self.player.move_left(True)
                    elif event.value > 0.5:
                        self.player.move_right(True)
                    else:
                        self.player.move_left(False)
                        self.player.move_right(False)
            elif event.type == JOYBUTTONDOWN:
                if event.button == 0:
                    if not self.pause:
                        self.player.jump()
                elif event.button == 1:
                    if not self.pause:
                        if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in range(4):
                                self.particles.add_fire_steam_particle(particle_point)
                            self.lastshot = 0
                            self.spacepressed = self.t
                elif event.button == 5:
                    self.take_screenshot()
                elif event.button == 8:
                    self.set_pause()
            elif event.type == KEYDOWN:
                if event.key == K_LEFT:
                    self.player.move_left(True)
                elif event.key == K_RIGHT:
                    self.player.move_right(True)
                elif event.key == K_SPACE:
                    if not self.pause:
                    # Only 3 cannonballs at once
                    # Maximum firing rate set at the top
                        if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in range(4):
                                self.particles.add_fire_steam_particle(particle_point)
                            self.lastshot = 0
                            self.spacepressed = self.t
                elif event.key == K_UP:
                    if not self.pause:
                        self.player.jump()
                elif event.key == K_s:
                    self.take_screenshot()
                elif event.key == K_p:
                    self.set_pause()
            elif event.type == KEYUP:
                if event.key == K_LEFT:
                    self.player.move_left(False)
                elif event.key == K_RIGHT:
                    self.player.move_right(False)
                elif event.key == K_SPACE:
                    if not self.pause:
                        if self.spacepressed and self.t > self.spacepressed + FPS * 3 and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle, special=True)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in range(30):
                                self.particles.add_fire_steam_particle((particle_point[0]+rrr(-4,4),particle_point[1]+rrr(-3,3)))
                            self.lastshot = 0
                        self.spacepressed = None
            elif event.type == JOYBUTTONUP:
                if event.button == 1:
                    if not self.pause:
                        if self.spacepressed and self.t > self.spacepressed + FPS * 3 and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle, special=True)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in range(30):
                                self.particles.add_fire_steam_particle((particle_point[0]+rrr(-4,4),particle_point[1]+rrr(-3,3)))
                            self.lastshot = 0
                        self.spacepressed = None

        #if framecount > 1:
        #    print str(self.t) + ": missed " + str(framecount - 1) + " frames!"

    def set_pause(self):
        self.pause = not self.pause

        #if framecount > 1:
        #    print str(self.t) + ": missed " + str(framecount - 1) + " frames!"

    def set_pause(self):
        self.pause = not self.pause

    def draw(self):
        self.screen.blit(Game.sky, self.screen.get_rect())
        self.health_sprite.draw(self.screen)
        self.score_sprite.draw(self.screen)
        self.player_sprite.draw(self.screen)
        self.powerup_sprites.draw(self.screen)
        self.pirate_sprites.draw(self.screen)
        if self.titanic:
            self.titanic_sprite.draw(self.screen)
        self.seagull_sprites.draw(self.screen)
        cloud.draw(self.screen)
        self.shark_sprites.draw(self.screen)
        self.mine_sprites.draw(self.screen)
        self.cannonball_sprites.draw(self.screen)
        self.water_sprite.draw(self.screen)
        if Variables.particles:
            self.particle_sprite.draw(self.screen)

        if self.pause:
            self.screen.blit(self.pause_image, self.pause_rect)

        if self.gameover:
            self.screen.blit(self.gameover_image, self.gameover_rect)

        if self.level.t < 120:
            image = None
            i = 0
            if self.level.phase < len(self.level.phase_messages):
              for text in self.level.phase_messages[self.level.phase].split("\n"):
                image = util.smallfont.render(text, Variables.alpha, (0,0,0))
                rect = image.get_rect()
                rect.centerx = self.screen.get_rect().centerx
                rect.top = 100 + rect.height * i
                blit_image = pygame.Surface((image.get_width(), image.get_height()))
                blit_image.fill((166,183,250))
                blit_image.set_colorkey((166,183,250))
                blit_image.blit(image, image.get_rect())
                if self.level.t > 60:
                    blit_image.set_alpha(255 - (self.level.t - 60) * 255 / 60)
                self.screen.blit(blit_image, rect)
                i += 1

        pygame.display.flip()



    def check_collisions(self):
        collisions = PixelPerfect.spritecollide_pp(self.player, self.powerup_sprites, 0)
        for powerup in collisions:
            if not powerup.fading:
                if not self.player.dying:
                    self.health.add()
                    powerup.pickup()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.mine_sprites, 0)

        for mine in collisions:
            if not mine.exploding:
                if not self.player.dying:
                    self.damage_player()
                    mine.explode()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.shark_sprites, 0)

        for shark in collisions:
            if not shark.dying:
                if not self.player.dying:
                    self.damage_player()
                    shark.die()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.cannonball_sprites, 0)

        for cb in collisions:
            if not self.player.dying:
                self.damage_player()
                self.cannonballs.remove(cb)
                self.cannonball_sprites.remove(cb)
                if (Variables.sound):
                   Mine.sound.play() # Umm... the mine has a nice explosion sound.

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.shark_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for shark in collisions[cb]:
                # The test on cb.vect is a rude hack preventing cannonballs from pirate ships from killing sharks.
                if not shark.dying and cb.vect[0] > 0:
                    self.score.add(15)
                    shark.die()
                    # give her a part of ball's momentum:
                    shark.dx+=cb.vect[0]*0.6
                    shark.dy+=cb.vect[1]*0.4
                    if not cb.special:
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.seagull_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for seagull in collisions[cb]:
                # cb.vect test is a rude hack preventing pirates from killing seagulls
                if not seagull.dying and cb.vect[0] > 0:
                    self.score.add(75)
                    seagull.die()
                    # give her a part of ball's momentum:
                    seagull.vect[0]+=cb.vect[0]*0.4
                    seagull.vect[1]+=cb.vect[1]*0.4
                    if not cb.special:
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.pirate_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for pirate in collisions[cb]:
                # cb.vect hack for preventing pirates from killing each other
                if not pirate.dying and cb.vect[0] > 0:
                    if (Variables.sound):
                       Mine.sound.play() # Umm... the mine has a nice sound.
                    self.score.add(25)
                    pirate.damage()
                    for i in range(6):
                        self.particles.add_wood_particle((pirate.rect.centerx+rrr(-0,15), pirate.rect.centery+rrr(-10,20)))
                    if not cb.special:
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                    break

        if self.titanic:
            collisions = PixelPerfect.spritecollide_pp(self.titanic, self.cannonball_sprites, 0)
            for cb in collisions:
                if not self.titanic.dying and cb.vect[0] > 0:
                    if (Variables.sound):
                       Mine.sound.play()
                    if cb.special: 
                        #special round is hard to fire, so lets reward our crafty player
                        self.titanic.damage(12)
                        self.score.add(100)
                    else:
                        self.score.add(7)
                        self.titanic.damage()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

    def update_enemies(self):
        self.mine_sprites.update()
        for mine in self.mines:
            if mine.exploding:
                if mine.explode_frames == 0:
                    self.mines.remove(mine)
                    self.mine_sprites.remove(mine)
                # this should really be done in the Mine class, but oh well, here's some explosion effects:
                if Variables.particles:
                    self.particles.add_explosion_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
                    self.particles.add_debris_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
            if mine.rect.right < self.screen.get_rect().left:
                self.mines.remove(mine)
                self.mine_sprites.remove(mine)

        self.shark_sprites.update()
        for shark in self.sharks:
            if shark.dying:
                if Variables.particles:
                    self.particles.add_blood_particle(shark.rect.center)
            if shark.rect.right < self.screen.get_rect().left or shark.dead:
                self.sharks.remove(shark)
                self.shark_sprites.remove(shark)

        self.pirate_sprites.update()
        for pirate in self.pirates:
            if pirate.t % 50 == 0 and not pirate.dying:
                # Pirate shoots, this should probably be handled by the Pirateboat class
                cb = Cannonball(pirate.rect, pirate.angle, left = True)
                self.cannonballs.append(cb)
                self.cannonball_sprites.add(cb)
                particle_point = pirate.get_point((0.0,10.0))
                particle_point[0] += pirate.rect.centerx
                particle_point[1] += pirate.rect.centery
                for i in range(4):
                    self.particles.add_fire_steam_particle(particle_point)
                
            if pirate.rect.right < self.screen.get_rect().left or pirate.dead:
                self.pirates.remove(pirate)
                self.pirate_sprites.remove(pirate)
            elif pirate.dying:
                if Variables.particles:
                    self.particles.add_explosion_particle((pirate.rect.centerx, pirate.rect.centery))
                    self.particles.add_wood_particle((pirate.rect.centerx, pirate.rect.centery))

        if self.titanic:
            self.titanic.update()
            if self.titanic.t % 100 == 0 and not self.titanic.dying:
                for i in range(3):
                    cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 50, left = True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            elif self.titanic.t % 100 == 50 and not self.titanic.dying:
                for i in range(3):
                    cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 52.5, left = True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            if self.titanic.dead:
                self.set_gameover("Congratulations!\nYou sunk Titanic!")
                self.titanic = None

        self.seagull_sprites.update()
        for seagull in self.seagulls:
            if seagull.rect.right < 0 or seagull.dead:
                self.seagulls.remove(seagull)
                self.seagull_sprites.remove(seagull)

    def spawn_enemies(self):
        spawns = self.level.get_spawns()
        if spawns[Level.SHARKS]:
            # Make a new shark
            self.sharks.append(Shark())
            self.shark_sprites.add(self.sharks[-1])

        if spawns[Level.PIRATES]:
            # Make a new pirate ship
            self.pirates.append(Pirateboat())
            self.pirate_sprites.add(self.pirates[-1])

        if spawns[Level.MINES]:
            self.mines.append(Mine())
            self.mine_sprites.add(self.mines[-1])

        if spawns[Level.SEAGULLS]:
            self.seagulls.append(Seagull())
            self.seagull_sprites.add(self.seagulls[-1])

        if spawns[Level.TITANIC]:
            self.titanic = Titanic()
            self.titanic_sprite.add(self.titanic)

        if spawns[Level.POWERUPS]:
            self.powerups.append(Powerup())
            self.powerup_sprites.add(self.powerups[-1])
Exemple #2
0
class Game:
    def __init__(self, screen, usealpha = True, noparticles = False, endless = False):
        self.screen = screen
        self.usealpha = usealpha
        self.noparticles = noparticles

        self.sharks = []
        self.shark_sprites = pygame.sprite.Group()

        self.player = Steamboat()
        self.player_sprite = pygame.sprite.Group()
        self.player_sprite.add(self.player)

        self.health = Health()
        self.health_sprite = pygame.sprite.Group()
        self.health_sprite.add(self.health)

        self.damage_count = 0

        self.t = 0

        self.water = Water.global_water #Water(self.usealpha)
        #Water.global_water = self.water
        self.water_sprite = pygame.sprite.Group()
        self.water_sprite.add(self.water)

        self.sky = util.load_image("taivas")
        self.sky = pygame.transform.scale(self.sky, (SCREEN_WIDTH, SCREEN_HEIGHT))

        self.pause_icon = util.load_image("pause")
        
        self.cannonballs = []
        self.cannonball_sprites = pygame.sprite.Group()

        self.pirates = []
        self.pirate_sprites = pygame.sprite.Group()

        self.titanic = None
        self.titanic_sprite = pygame.sprite.Group()

        self.seagulls = []
        self.seagull_sprites = pygame.sprite.Group()

        self.particles = Particles(self.usealpha)
        self.particle_sprite = pygame.sprite.Group()
        self.particle_sprite.add(self.particles)

        self.mines = []
        self.mine_sprites = pygame.sprite.Group()

        self.score = Score()
        self.score_sprite = pygame.sprite.Group()
        self.score_sprite.add(self.score)

        self.powerups = []
        self.powerup_sprites = pygame.sprite.Group()

        self.level = Level(endless)
        self.cheat_current = 0
        
        self.lastshot = MIN_FIRE_DELAY + 1

        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.done = False

        self.pause = False
        font = util.load_font("Cosmetica", 40) #pygame.font.Font(pygame.font.get_default_font(), 36)
        self.pause_image = font.render("Pause", True, (0,0,0))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center

    def run(self):
        while not self.done:
            util.android_check_pause()
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    cb.update()
                    if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if not self.noparticles:
                    for i in range(STEAM_3):
                        particle_point = self.player.get_point((5.0 + random.random() * 9.0, 0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    for i in range(STEAM_3):
                        particle_point = self.player.get_point((19.0 + random.random() * 7.0, 5.0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in range(4):
                            for i in range(STEAM_3):
                                particle_point = self.titanic.get_point((49 + random.random() * 9.0 + 28 * j, 25))
                                particle_point[0] += self.titanic.rect.centerx
                                particle_point[1] += self.titanic.rect.centery
                                self.particles.add_steam_particle(particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if not self.noparticles:
                        for i in range(SPLASH_30):
                            r = random.random()
                            x = int(r * self.player.rect.left + (1.0-r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)
    
                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if not self.noparticles:
                        for i in range(BLOOD_3):
                            self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
                            self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()


        return self.score.get_score()

    def set_gameover(self, message = "Game Over"):
        self.gameover = True
        images = []
        font = util.load_font("Cosmetica", 40) #pygame.font.Font(pygame.font.get_default_font(), 36)
        height = 0
        width = 0
        for text in message.split("\n"):
            images.append(font.render(text, True, (0,0,0)))
            height += images[-1].get_height()
            if images[-1].get_width() > width:
                width = images[-1].get_width()
        self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
        self.gameover_image.fill((0,0,0,0))
        for i in range(len(images)):
            rect = images[i].get_rect()
            rect.top = i * images[i].get_height()
            rect.centerx = width / 2
            self.gameover_image.blit(images[i], rect)

        self.gameover_rect = self.gameover_image.get_rect()
        self.gameover_rect.center = self.screen.get_rect().center
    
    def translate_mouse_event(self, event):
     if event.type in (MOUSEBUTTONDOWN, ):
       if event.pos[0] > SCREEN_WIDTH - 32 and event.pos[1] < 32:
          key = K_p
       else:
          rx = event.pos[0] / float(SCREEN_WIDTH)
          ry = event.pos[1] / float(SCREEN_HEIGHT)
          if rx < 0.0:
             key = K_LEFT
          elif rx > 1.0:
             key = K_RIGHT
          elif ry > 0.5:
             key = K_SPACE
          else:
             key = K_UP
       event = pygame.event.Event(KEYUP if event.type == MOUSEBUTTONUP else KEYDOWN, key=key)
     
     if util.android:
        self.player.move_left(False)
        self.player.move_right(False)
     return event
    
    def handle_events(self):
        nextframe = False
        framecount = 0
        while not nextframe:
          # wait until there's at least one event in the queue
          pygame.event.post(pygame.event.wait())
          for event in pygame.event.get():
            #event = pygame.event.wait()
            event = self.translate_mouse_event(event)
            if event.type == QUIT or \
               event.type == KEYDOWN and event.key == K_ESCAPE:
                self.done = True
                nextframe = True
            elif event.type == NEXTFRAME:
                nextframe = True
                framecount += 1
            elif self.gameover:
                if event.type == JOYBUTTONDOWN:
                    self.done = True
                    nextframe = True
                elif event.type == KEYDOWN:
                    self.done = True
                    nextframe = True
            elif event.type == MOUSEBUTTONDOWN:
                self.done = True
                nextframe = True
                continue
            elif event.type == JOYAXISMOTION:
                if event.axis == 0:
                    if event.value < -0.5:
                        self.player.move_left(True)
                    elif event.value > 0.5:
                        self.player.move_right(True)
                    else:
                        self.player.move_left(False)
                        self.player.move_right(False)
            elif event.type == JOYBUTTONDOWN:
                if event.button == 0:
                  if not self.pause:
                    self.player.jump()
                elif event.button == 1:
                  if not self.pause:
                    if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                        cb = Cannonball(self.player.rect, self.player.angle)
                        self.cannonballs.append(cb)
                        self.cannonball_sprites.add(cb)
                        self.lastshot = 0
                elif event.button == 5:
                    pygame.image.save(self.screen, "sshot.tga")
                    print "Screenshot saved as sshot.tga"
                elif event.button == 8:
                    self.set_pause()
            elif event.type == KEYDOWN:
                if event.key == K_LEFT:
                    self.player.move_left(True)
                elif event.key == K_RIGHT:
                    self.player.move_right(True)
                elif event.key == K_SPACE:
                  if not self.pause:
                    # Only 3 cannonballs at once
                    # Maximum firing rate set at the top
                    if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                        cb = Cannonball(self.player.rect, self.player.angle)
                        self.cannonballs.append(cb)
                        self.cannonball_sprites.add(cb)
                        self.lastshot = 0
                elif event.key == K_UP:
                    if not self.pause:
                        self.player.jump()
                elif event.key == K_s:
                    pygame.image.save(self.screen, "sshot.tga")
                    print "Screenshot saved as sshot.tga"
                elif event.key == K_p:
                    self.set_pause()
                elif event.key == cheat_seq[self.cheat_current]:
                    self.cheat_current += 1
                    print self.cheat_current
                    if len(cheat_seq) == self.cheat_current:
                        print 'Cheater!'
                        self.cheat_current = 0
                        self.level.phase = 5
                        self.level.t = 0
                        self.spawn_enemies()
            elif event.type == KEYUP:
                if event.key == K_LEFT:
                    self.player.move_left(False)
                elif event.key == K_RIGHT:
                    self.player.move_right(False)
        
        tiling = util.get_tiling()
        if tiling == -1:
            self.player.move_left(True)
        elif tiling == 1:
            self.player.move_right(True)
        #if framecount > 1:
        #    print "Missed " + str(framecount - 1) + " frames!"

    def set_pause(self):
        self.pause = not self.pause

    def draw(self):
        self.screen.blit(self.sky, self.screen.get_rect())
        self.screen.blit(self.pause_icon, (SCREEN_WIDTH - 32, 0))
        self.health_sprite.draw(self.screen)
        self.score_sprite.draw(self.screen)
        self.player_sprite.draw(self.screen)
        self.powerup_sprites.draw(self.screen)
        self.pirate_sprites.draw(self.screen)
        if self.titanic:
            self.titanic_sprite.draw(self.screen)
        self.seagull_sprites.draw(self.screen)
        cloud.draw(self.screen)
        self.shark_sprites.draw(self.screen)
        self.mine_sprites.draw(self.screen)
        self.cannonball_sprites.draw(self.screen)
        self.water_sprite.draw(self.screen)
        if not self.noparticles:
            self.particle_sprite.draw(self.screen)

        if self.pause:
            self.screen.blit(self.pause_image, self.pause_rect)

        if self.gameover:
            self.screen.blit(self.gameover_image, self.gameover_rect)

        if self.level.t < 120:
            font = util.load_font("Cosmetica", 16)
            image = None
            i = 0
            if self.level.phase < len(self.level.phase_messages):
              for text in self.level.phase_messages[self.level.phase].split("\n"):
                image = font.render(text, True, (0,0,0))
                rect = image.get_rect()
                rect.centerx = self.screen.get_rect().centerx
                rect.top = 100 + rect.height * i
                blit_image = pygame.Surface((image.get_width(), image.get_height()))
                blit_image.fill((166,183,250))
                blit_image.set_colorkey((166,183,250))
                blit_image.blit(image, image.get_rect())
                if self.level.t > 60:
                    blit_image.set_alpha(255 - (self.level.t - 60) * 255 / 60)
                self.screen.blit(blit_image, rect)
                i += 1

        pygame.display.flip()



    def check_collisions(self):
        collisions = PixelPerfect.spritecollide_pp(self.player, self.powerup_sprites, 0)
        for powerup in collisions:
            if not powerup.fading:
                if not self.player.dying:
                    self.health.add()
                    powerup.pickup()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.mine_sprites, 0)

        for mine in collisions:
            if not mine.exploding:
                if not self.player.dying:
                    self.health.damage()
                    mine.explode()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.shark_sprites, 0)

        for shark in collisions:
            if not shark.dying:
                if not self.player.dying:
                    self.health.damage()
                    shark.die()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.cannonball_sprites, 0)

        for cb in collisions:
            if not self.player.dying:
                self.health.damage()
                self.cannonballs.remove(cb)
                self.cannonball_sprites.remove(cb)
                Mine.sound.play() # Umm... the mine has a nice explosion sound.

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.shark_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for shark in collisions[cb]:
                # The test on cb.vect is a rude hack preventing cannonballs from pirate ships from killing sharks.
                if not shark.dying and cb.vect[0] > 0:
                    self.score.add(15)
                    shark.die()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.seagull_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for seagull in collisions[cb]:
                # cb.vect test is a rude hack preventing pirates from killing seagulls
                if not seagull.dying and cb.vect[0] > 0:
                    self.score.add(75)
                    seagull.die()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.pirate_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for pirate in collisions[cb]:
                # cb.vect hack for preventing pirates from killing each other
                if not pirate.dying and cb.vect[0] > 0:
                    Mine.sound.play() # Umm... the mine has a nice sound.
                    self.score.add(25)
                    pirate.damage()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

        if self.titanic:
            collisions = PixelPerfect.spritecollide_pp(self.titanic, self.cannonball_sprites, 0)
            for cb in collisions:
                if not self.titanic.dying and cb.vect[0] > 0:
                    Mine.sound.play()
                    self.score.add(7)
                    self.titanic.damage()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

    def update_enemies(self):
        for mine in self.mines:
            mine.update()
            if mine.exploding:
                if mine.explode_frames == 0:
                    self.mines.remove(mine)
                    self.mine_sprites.remove(mine)
                # this should really be done in the Mine class, but oh well, here's some explosion effects:
                if not self.noparticles:
                    for i in range(3):
                        self.particles.add_explosion_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
                        self.particles.add_debris_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
            if mine.rect.right < self.screen.get_rect().left:
                self.mines.remove(mine)
                self.mine_sprites.remove(mine)

        for shark in self.sharks:
            shark.update()
            if shark.dying:
                if not self.noparticles:
                    self.particles.add_blood_particle(shark.rect.center)
            if shark.rect.right < self.screen.get_rect().left or shark.dead:
                self.sharks.remove(shark)
                self.shark_sprites.remove(shark)

        for pirate in self.pirates:
            pirate.update()
            if pirate.t % 50 == 0 and not pirate.dying:
                # Pirate shoots, this should probably be handled by the Pirateboat class
                cb = Cannonball(pirate.rect, pirate.angle, left = True)
                self.cannonballs.append(cb)
                self.cannonball_sprites.add(cb)
            if pirate.rect.right < self.screen.get_rect().left or pirate.dead:
                self.pirates.remove(pirate)
                self.pirate_sprites.remove(pirate)
            elif pirate.dying:
                if not self.noparticles:
                    for i in range(3):
                        self.particles.add_explosion_particle((pirate.rect.centerx, pirate.rect.centery))
                        self.particles.add_wood_particle((pirate.rect.centerx, pirate.rect.centery))

        if self.titanic:
            self.titanic.update()
            if self.titanic.t % 100 == 0 and not self.titanic.dying:
                for i in range(3):
                    cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 50, left = True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            elif self.titanic.t % 100 == 50 and not self.titanic.dying:
                for i in range(3):
                    cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 60, left = True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            if self.titanic.dead:
                self.set_gameover("Congratulations!\nYou sunk Titanic!")
                self.titanic = None

        for seagull in self.seagulls:
            seagull.update()
            if seagull.rect.right < 0 or seagull.dead:
                self.seagulls.remove(seagull)
                self.seagull_sprites.remove(seagull)

    def spawn_enemies(self):
        spawns = self.level.get_spawns()
        if spawns[Level.SHARKS]:
            # Make a new shark
            self.sharks.append(Shark())
            self.shark_sprites.add(self.sharks[-1])

        if spawns[Level.PIRATES]:
            # Make a new pirate ship
            self.pirates.append(Pirateboat())
            self.pirate_sprites.add(self.pirates[-1])

        if spawns[Level.MINES]:
            self.mines.append(Mine())
            self.mine_sprites.add(self.mines[-1])

        if spawns[Level.SEAGULLS]:
            self.seagulls.append(Seagull())
            self.seagull_sprites.add(self.seagulls[-1])

        if spawns[Level.TITANIC]:
            self.titanic = Titanic()
            self.titanic_sprite.add(self.titanic)

        if spawns[Level.POWERUPS]:
            self.powerups.append(Powerup())
            self.powerup_sprites.add(self.powerups[-1])
Exemple #3
0
class Game:
    sky = None
    
    
    
        

    def __init__(self, screen, endless = False):
        self.screen = screen

        self.sharks = []
        self.shark_sprites = pygame.sprite.Group()

        self.player = Steamboat()
        self.player_sprite = pygame.sprite.Group()
        self.player_sprite.add(self.player)

        self.health = Health()
        self.health_sprite = pygame.sprite.Group()
        self.health_sprite.add(self.health)

        self.damage_count = 0

        self.t = 0

        self.water = Water.global_water
        #Water.global_water = self.water
        self.water_sprite = pygame.sprite.Group()
        self.water_sprite.add(self.water)

        if not Game.sky:
            Game.sky = util.load_image("taivas")
            Game.sky = pygame.transform.scale(self.sky, (SCREEN_WIDTH, SCREEN_HEIGHT))

        self.cannonballs = []
        self.cannonball_sprites = pygame.sprite.Group()

        self.pirates = []
        self.pirate_sprites = pygame.sprite.Group()

        self.titanic = None
        self.titanic_sprite = pygame.sprite.Group()

        self.seagulls = []
        self.seagull_sprites = pygame.sprite.Group()

        self.particles = Particles()
        self.particle_sprite = pygame.sprite.Group()
        self.particle_sprite.add(self.particles)

        self.mines = []
        self.mine_sprites = pygame.sprite.Group()

        self.score = Score()
        self.score_sprite = pygame.sprite.Group()
        self.score_sprite.add(self.score)

        self.powerups = []
        self.powerup_sprites = pygame.sprite.Group()

        self.level = Level(endless)

        self.lastshot = MIN_FIRE_DELAY + 1

        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.done = False

        self.pause = False
        self.pause_image = util.bigfont.render("Pause", Variables.alpha, (0,0,0))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center

        self.spacepressed = None

    def run(self):
        while not self.done:
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    if not cb.underwater:
                        #~ particle_point=cb.rect.left, cb.rect.top
                        particle_point = cb.tail_point()
                        self.particles.add_trace_particle(particle_point)
                        particle_point = [particle_point[i] + cb.vect[i]/2 for i in (0,1)]
                        self.particles.add_trace_particle(particle_point)
                    if cb.special and (not cb.underwater or rr()>0.6) :
                        particle_point = cb.tail_point()
                        self.particles.add_explosion_particle(particle_point)
                    und_old=cb.underwater
                    cb.update()
                    if cb.underwater and not und_old:
                        for i in xrange(5):
                            particle_point=cb.rect.right-4.0+rr()*8.0, cb.rect.top+rr()*2.0
                            self.particles.add_water_particle(particle_point)
                    if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0) or (cb.rect.top > SCREEN_HEIGHT):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if Variables.particles:
                    particle_point = self.player.get_point((5.0 + rr() * 9.0, 0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    particle_point = self.player.get_point((19.0 + rr() * 7.0, 5.0))
                    particle_point[0] += self.player.rect.centerx
                    particle_point[1] += self.player.rect.centery
                    if self.spacepressed and self.t > self.spacepressed + FPS * 3:
                        pass
                        #~ self.particles.add_fire_steam_particle(particle_point)
                    else:
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in xrange(4):
                            particle_point = self.titanic.get_point((49 + rr() * 9.0 + 28 * j, 25))
                            particle_point[0] += self.titanic.rect.centerx
                            particle_point[1] += self.titanic.rect.centery
                            self.particles.add_steam_particle(particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if Variables.particles:
                        for i in xrange(10):
                            r = rr()
                            x = int(r * self.player.rect.left + (1.0-r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)
    
                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if Variables.particles:
                        self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
                        self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()

        return self.score.get_score()

    def damage_player(self):
        self.health.damage()
        for i in xrange(10):
            particle_point = self.player.get_point((rr() * 26.0, rr() * 10.0))
            particle_point[0] += self.player.rect.centerx
            particle_point[1] += self.player.rect.centery
            self.particles.add_debris_particle(particle_point)
        self.player.blinks+=12


    def set_gameover(self, message = "Game Over"):
        self.gameover = True
        images = []
        height = 0
        width = 0
        for text in message.split("\n"):
            images.append(util.bigfont.render(text, Variables.alpha, (0,0,0)))
            height += images[-1].get_height()
            if images[-1].get_width() > width:
                width = images[-1].get_width()
        self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
        self.gameover_image.fill((0,0,0,0))
        for i in xrange(len(images)):
            rect = images[i].get_rect()
            rect.top = i * images[i].get_height()
            rect.centerx = width / 2
            self.gameover_image.blit(images[i], rect)

        self.gameover_rect = self.gameover_image.get_rect()
        self.gameover_rect.center = self.screen.get_rect().center

    def take_screenshot(self):
        i = 1
        filename = "sshot.tga"
        while os.path.exists(filename):
            i += 1
            filename = "sshot" + str(i) + ".tga"
        
        pygame.image.save(self.screen, filename)
        print "Screenshot saved as " + filename

    def handle_events(self):
        nextframe = False
        framecount = 0
        while not nextframe:
          # wait until there's at least one event in the queue
          #nextframe = True
          pygame.event.post(pygame.event.wait())
          for event in pygame.event.get():
            #event = pygame.event.wait()
            if event.type == QUIT or \
               event.type == KEYDOWN and event.key == K_ESCAPE:
                self.done = True
                nextframe = True
            elif event.type == NEXTFRAME:
                framecount += 1
                nextframe = True
            elif self.gameover:
                if event.type == JOYBUTTONDOWN:
                    self.done = True
                    nextframe = True
                elif event.type == KEYDOWN:
                    self.done = True
                    nextframe = True
                continue
            elif event.type == JOYAXISMOTION:
                if event.axis == 0:
                    if event.value < -0.5:
                        self.player.move_left(True)
                    elif event.value > 0.5:
                        self.player.move_right(True)
                    else:
                        self.player.move_left(False)
                        self.player.move_right(False)
            elif event.type == JOYBUTTONDOWN:
                if event.button == 0:
                    if not self.pause:
                        self.player.jump()
                elif event.button == 1:
                    if not self.pause:
                        if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in xrange(4):
                                self.particles.add_fire_steam_particle(particle_point)
                            self.lastshot = 0
                            self.spacepressed = self.t
                elif event.button == 5:
                    self.take_screenshot()
                elif event.button == 8:
                    self.set_pause()
            elif event.type == KEYDOWN:
                if event.key == K_LEFT:
                    self.player.move_left(True)
                elif event.key == K_RIGHT:
                    self.player.move_right(True)
                elif event.key == K_SPACE:
                    if not self.pause:
                    # Only 3 cannonballs at once
                    # Maximum firing rate set at the top
                        if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in xrange(4):
                                self.particles.add_fire_steam_particle(particle_point)
                            self.lastshot = 0
                            self.spacepressed = self.t
                elif event.key == K_UP:
                    if not self.pause:
                        self.player.jump()
                elif event.key == K_s:
                    self.take_screenshot()
                elif event.key == K_p:
                    self.set_pause()
            elif event.type == KEYUP:
                if event.key == K_LEFT:
                    self.player.move_left(False)
                elif event.key == K_RIGHT:
                    self.player.move_right(False)
                elif event.key == K_SPACE:
                    if not self.pause:
                        if self.spacepressed and self.t > self.spacepressed + FPS * 3 and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle, special=True)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in xrange(30):
                                self.particles.add_fire_steam_particle((particle_point[0]+rrr(-4,4),particle_point[1]+rrr(-3,3)))
                            self.lastshot = 0
                        self.spacepressed = None
            elif event.type == JOYBUTTONUP:
                if event.button == 1:
                    if not self.pause:
                        if self.spacepressed and self.t > self.spacepressed + FPS * 3 and not self.player.dying:
                            cb = Cannonball(self.player.rect, self.player.angle, special=True)
                            self.cannonballs.append(cb)
                            self.cannonball_sprites.add(cb)
                            particle_point = self.player.get_point((42.0,10.0))
                            particle_point[0] += self.player.rect.centerx
                            particle_point[1] += self.player.rect.centery
                            for i in xrange(30):
                                self.particles.add_fire_steam_particle((particle_point[0]+rrr(-4,4),particle_point[1]+rrr(-3,3)))
                            self.lastshot = 0
                        self.spacepressed = None

        #if framecount > 1:
        #    print str(self.t) + ": missed " + str(framecount - 1) + " frames!"

    def set_pause(self):
        self.pause = not self.pause

        #if framecount > 1:
        #    print str(self.t) + ": missed " + str(framecount - 1) + " frames!"

    def set_pause(self):
        self.pause = not self.pause

    def draw(self):
        self.screen.blit(Game.sky, self.screen.get_rect())
        self.health_sprite.draw(self.screen)
        self.score_sprite.draw(self.screen)
        self.player_sprite.draw(self.screen)
        self.powerup_sprites.draw(self.screen)
        self.pirate_sprites.draw(self.screen)
        if self.titanic:
            self.titanic_sprite.draw(self.screen)
        self.seagull_sprites.draw(self.screen)
        cloud.draw(self.screen)
        self.shark_sprites.draw(self.screen)
        self.mine_sprites.draw(self.screen)
        self.cannonball_sprites.draw(self.screen)
        self.water_sprite.draw(self.screen)
        if Variables.particles:
            self.particle_sprite.draw(self.screen)

        if self.pause:
            self.screen.blit(self.pause_image, self.pause_rect)

        if self.gameover:
            self.screen.blit(self.gameover_image, self.gameover_rect)

        if self.level.t < 120:
            image = None
            i = 0
            if self.level.phase < len(self.level.phase_messages):
              for text in self.level.phase_messages[self.level.phase].split("\n"):
                image = util.smallfont.render(text, Variables.alpha, (0,0,0))
                rect = image.get_rect()
                rect.centerx = self.screen.get_rect().centerx
                rect.top = 100 + rect.height * i
                blit_image = pygame.Surface((image.get_width(), image.get_height()))
                blit_image.fill((166,183,250))
                blit_image.set_colorkey((166,183,250))
                blit_image.blit(image, image.get_rect())
                if self.level.t > 60:
                    blit_image.set_alpha(255 - (self.level.t - 60) * 255 / 60)
                self.screen.blit(blit_image, rect)
                i += 1

        pygame.display.flip()



    def check_collisions(self):
        collisions = PixelPerfect.spritecollide_pp(self.player, self.powerup_sprites, 0)
        for powerup in collisions:
            if not powerup.fading:
                if not self.player.dying:
                    self.health.add()
                    powerup.pickup()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.mine_sprites, 0)

        for mine in collisions:
            if not mine.exploding:
                if not self.player.dying:
                    self.damage_player()
                    mine.explode()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.shark_sprites, 0)

        for shark in collisions:
            if not shark.dying:
                if not self.player.dying:
                    self.damage_player()
                    shark.die()

        collisions = PixelPerfect.spritecollide_pp(self.player, self.cannonball_sprites, 0)

        for cb in collisions:
            if not self.player.dying:
                self.damage_player()
                self.cannonballs.remove(cb)
                self.cannonball_sprites.remove(cb)
                if (Variables.sound):
                   Mine.sound.play() # Umm... the mine has a nice explosion sound.

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.shark_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for shark in collisions[cb]:
                # The test on cb.vect is a rude hack preventing cannonballs from pirate ships from killing sharks.
                if not shark.dying and cb.vect[0] > 0:
                    self.score.add(15)
                    shark.die()
                    # give her a part of ball's momentum:
                    shark.dx+=cb.vect[0]*0.6
                    shark.dy+=cb.vect[1]*0.4
                    if not cb.special:
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.seagull_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for seagull in collisions[cb]:
                # cb.vect test is a rude hack preventing pirates from killing seagulls
                if not seagull.dying and cb.vect[0] > 0:
                    self.score.add(75)
                    seagull.die()
                    # give her a part of ball's momentum:
                    seagull.vect[0]+=cb.vect[0]*0.4
                    seagull.vect[1]+=cb.vect[1]*0.4
                    if not cb.special:
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites, self.pirate_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for pirate in collisions[cb]:
                # cb.vect hack for preventing pirates from killing each other
                if not pirate.dying and cb.vect[0] > 0:
                    if (Variables.sound):
                       Mine.sound.play() # Umm... the mine has a nice sound.
                    self.score.add(25)
                    pirate.damage()
                    for i in range(6):
                        self.particles.add_wood_particle((pirate.rect.centerx+rrr(-0,15), pirate.rect.centery+rrr(-10,20)))
                    if not cb.special:
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                    break

        if self.titanic:
            collisions = PixelPerfect.spritecollide_pp(self.titanic, self.cannonball_sprites, 0)
            for cb in collisions:
                if not self.titanic.dying and cb.vect[0] > 0:
                    if (Variables.sound):
                       Mine.sound.play()
                    if cb.special: 
                        #special round is hard to fire, so lets reward our crafty player
                        self.titanic.damage(12)
                        self.score.add(100)
                    else:
                        self.score.add(7)
                        self.titanic.damage()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

    def update_enemies(self):
        self.mine_sprites.update()
        for mine in self.mines:
            if mine.exploding:
                if mine.explode_frames == 0:
                    self.mines.remove(mine)
                    self.mine_sprites.remove(mine)
                # this should really be done in the Mine class, but oh well, here's some explosion effects:
                if Variables.particles:
                    self.particles.add_explosion_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
                    self.particles.add_debris_particle((mine.rect.centerx, mine.rect.top + mine.image.get_rect().centerx))
            if mine.rect.right < self.screen.get_rect().left:
                self.mines.remove(mine)
                self.mine_sprites.remove(mine)

        self.shark_sprites.update()
        for shark in self.sharks:
            if shark.dying:
                if Variables.particles:
                    self.particles.add_blood_particle(shark.rect.center)
            if shark.rect.right < self.screen.get_rect().left or shark.dead:
                self.sharks.remove(shark)
                self.shark_sprites.remove(shark)

        self.pirate_sprites.update()
        for pirate in self.pirates:
            if pirate.t % 50 == 0 and not pirate.dying:
                # Pirate shoots, this should probably be handled by the Pirateboat class
                cb = Cannonball(pirate.rect, pirate.angle, left = True)
                self.cannonballs.append(cb)
                self.cannonball_sprites.add(cb)
                particle_point = pirate.get_point((0.0,10.0))
                particle_point[0] += pirate.rect.centerx
                particle_point[1] += pirate.rect.centery
                for i in xrange(4):
                    self.particles.add_fire_steam_particle(particle_point)
                
            if pirate.rect.right < self.screen.get_rect().left or pirate.dead:
                self.pirates.remove(pirate)
                self.pirate_sprites.remove(pirate)
            elif pirate.dying:
                if Variables.particles:
                    self.particles.add_explosion_particle((pirate.rect.centerx, pirate.rect.centery))
                    self.particles.add_wood_particle((pirate.rect.centerx, pirate.rect.centery))

        if self.titanic:
            self.titanic.update()
            if self.titanic.t % 100 == 0 and not self.titanic.dying:
                for i in xrange(3):
                    cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 50, left = True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            elif self.titanic.t % 100 == 50 and not self.titanic.dying:
                for i in xrange(3):
                    cb = Cannonball(self.titanic.rect, self.titanic.angle + (i-1)*10 - 52.5, left = True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            if self.titanic.dead:
                self.set_gameover("Congratulations!\nYou sunk Titanic!")
                self.titanic = None

        self.seagull_sprites.update()
        for seagull in self.seagulls:
            if seagull.rect.right < 0 or seagull.dead:
                self.seagulls.remove(seagull)
                self.seagull_sprites.remove(seagull)

    def spawn_enemies(self):
        spawns = self.level.get_spawns()
        if spawns[Level.SHARKS]:
            # Make a new shark
            self.sharks.append(Shark())
            self.shark_sprites.add(self.sharks[-1])

        if spawns[Level.PIRATES]:
            # Make a new pirate ship
            self.pirates.append(Pirateboat())
            self.pirate_sprites.add(self.pirates[-1])

        if spawns[Level.MINES]:
            self.mines.append(Mine())
            self.mine_sprites.add(self.mines[-1])

        if spawns[Level.SEAGULLS]:
            self.seagulls.append(Seagull())
            self.seagull_sprites.add(self.seagulls[-1])

        if spawns[Level.TITANIC]:
            self.titanic = Titanic()
            self.titanic_sprite.add(self.titanic)

        if spawns[Level.POWERUPS]:
            self.powerups.append(Powerup())
            self.powerup_sprites.add(self.powerups[-1])
Exemple #4
0
class Game:
    def __init__(self,
                 screen,
                 usealpha=True,
                 noparticles=False,
                 endless=False):
        self.screen = screen
        self.usealpha = usealpha
        self.noparticles = noparticles

        self.sharks = []
        self.shark_sprites = pygame.sprite.Group()

        self.player = Steamboat()
        self.player_sprite = pygame.sprite.Group()
        self.player_sprite.add(self.player)

        self.health = Health()
        self.health_sprite = pygame.sprite.Group()
        self.health_sprite.add(self.health)

        self.damage_count = 0

        self.t = 0

        self.water = Water.global_water  #Water(self.usealpha)
        #Water.global_water = self.water
        self.water_sprite = pygame.sprite.Group()
        self.water_sprite.add(self.water)

        self.sky = util.load_image("taivas")
        self.sky = pygame.transform.scale(self.sky,
                                          (SCREEN_WIDTH, SCREEN_HEIGHT))

        self.cannonballs = []
        self.cannonball_sprites = pygame.sprite.Group()

        self.pirates = []
        self.pirate_sprites = pygame.sprite.Group()

        self.titanic = None
        self.titanic_sprite = pygame.sprite.Group()

        self.seagulls = []
        self.seagull_sprites = pygame.sprite.Group()

        self.particles = Particles(self.usealpha)
        self.particle_sprite = pygame.sprite.Group()
        self.particle_sprite.add(self.particles)

        self.mines = []
        self.mine_sprites = pygame.sprite.Group()

        self.score = Score()
        self.score_sprite = pygame.sprite.Group()
        self.score_sprite.add(self.score)

        self.powerups = []
        self.powerup_sprites = pygame.sprite.Group()

        self.level = Level(endless)

        self.lastshot = MIN_FIRE_DELAY + 1

        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.done = False

        self.pause = False
        font = util.load_font(
            "Cosmetica",
            40)  #pygame.font.Font(pygame.font.get_default_font(), 36)
        self.pause_image = font.render("Pause", True, (0, 0, 0))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center

    def run(self):
        while not self.done:
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    cb.update()
                    if (cb.rect.right < 0
                            and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH
                                                    and cb.vect[0] > 0):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if not self.noparticles:
                    for i in range(3):
                        particle_point = self.player.get_point(
                            (5.0 + random.random() * 9.0, 0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    for i in range(3):
                        particle_point = self.player.get_point(
                            (19.0 + random.random() * 7.0, 5.0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    if self.titanic:
                        for j in range(4):
                            for i in range(3):
                                particle_point = self.titanic.get_point(
                                    (49 + random.random() * 9.0 + 28 * j, 25))
                                particle_point[0] += self.titanic.rect.centerx
                                particle_point[1] += self.titanic.rect.centery
                                self.particles.add_steam_particle(
                                    particle_point)

                    self.particles.update()

                self.water.update()

                if self.player.splash:
                    if not self.noparticles:
                        for i in range(30):
                            r = random.random()
                            x = int(r * self.player.rect.left +
                                    (1.0 - r) * self.player.rect.right)
                            point = (x, self.water.get_water_level(x))
                            self.particles.add_water_particle(point)

                for powerup in self.powerups:
                    powerup.update()
                    if powerup.picked:
                        self.powerups.remove(powerup)
                        self.powerup_sprites.remove(powerup)

                if not self.gameover:
                    self.check_collisions()

                if self.health.hearts_left == 0 and not self.player.dying:
                    self.player.die()

                if self.player.dying and not self.player.dead:
                    if not self.noparticles:
                        for i in range(3):
                            self.particles.add_explosion_particle(
                                (self.player.rect.centerx,
                                 self.player.rect.centery))
                            self.particles.add_debris_particle(
                                (self.player.rect.centerx,
                                 self.player.rect.centery))

                if self.player.dead:
                    #self.done = True
                    self.set_gameover()

                if self.damage_count > 0:
                    self.damage_count -= 1
                self.lastshot += 1
                self.t += 1

            self.draw()

            self.handle_events()

        return self.score.get_score()

    def set_gameover(self, message="Game Over"):
        self.gameover = True
        images = []
        font = util.load_font(
            "Cosmetica",
            40)  #pygame.font.Font(pygame.font.get_default_font(), 36)
        height = 0
        width = 0
        for text in message.split("\n"):
            images.append(font.render(text, True, (0, 0, 0)))
            height += images[-1].get_height()
            if images[-1].get_width() > width:
                width = images[-1].get_width()
        self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
        self.gameover_image.fill((0, 0, 0, 0))
        for i in range(len(images)):
            rect = images[i].get_rect()
            rect.top = i * images[i].get_height()
            rect.centerx = width / 2
            self.gameover_image.blit(images[i], rect)

        self.gameover_rect = self.gameover_image.get_rect()
        self.gameover_rect.center = self.screen.get_rect().center

    def handle_events(self):
        nextframe = False
        framecount = 0
        while not nextframe:
            # wait until there's at least one event in the queue
            pygame.event.post(pygame.event.wait())
            for event in pygame.event.get():
                #event = pygame.event.wait()
                if event.type == QUIT or \
                   event.type == KEYDOWN and event.key == K_ESCAPE:
                    self.done = True
                    nextframe = True
                elif event.type == NEXTFRAME:
                    nextframe = True
                    framecount += 1
                elif self.gameover:
                    if event.type == JOYBUTTONDOWN:
                        self.done = True
                        nextframe = True
                    elif event.type == KEYDOWN:
                        self.done = True
                        nextframe = True
                    continue
                elif event.type == JOYAXISMOTION:
                    if event.axis == 0:
                        if event.value < -0.5:
                            self.player.move_left(True)
                        elif event.value > 0.5:
                            self.player.move_right(True)
                        else:
                            self.player.move_left(False)
                            self.player.move_right(False)
                elif event.type == JOYBUTTONDOWN:
                    if event.button == 0:
                        if not self.pause:
                            self.player.jump()
                    elif event.button == 1:
                        if not self.pause:
                            if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                                cb = Cannonball(self.player.rect,
                                                self.player.angle)
                                self.cannonballs.append(cb)
                                self.cannonball_sprites.add(cb)
                                self.lastshot = 0
                    elif event.button == 5:
                        pygame.image.save(self.screen, "sshot.tga")
                        print "Screenshot saved as sshot.tga"
                    elif event.button == 8:
                        self.set_pause()
                elif event.type == KEYDOWN:
                    if event.key == K_LEFT:
                        self.player.move_left(True)
                    elif event.key == K_RIGHT:
                        self.player.move_right(True)
                    elif event.key == K_SPACE:
                        if not self.pause:
                            # Only 3 cannonballs at once
                            # Maximum firing rate set at the top
                            if self.lastshot > MIN_FIRE_DELAY and not self.player.dying:
                                cb = Cannonball(self.player.rect,
                                                self.player.angle)
                                self.cannonballs.append(cb)
                                self.cannonball_sprites.add(cb)
                                self.lastshot = 0
                    elif event.key == K_UP:
                        if not self.pause:
                            self.player.jump()
                    elif event.key == K_s:
                        pygame.image.save(self.screen, "sshot.tga")
                        print "Screenshot saved as sshot.tga"
                    elif event.key == K_p:
                        self.set_pause()
                elif event.type == KEYUP:
                    if event.key == K_LEFT:
                        self.player.move_left(False)
                    elif event.key == K_RIGHT:
                        self.player.move_right(False)

        #if framecount > 1:
        #    print "Missed " + str(framecount - 1) + " frames!"

    def set_pause(self):
        self.pause = not self.pause

    def draw(self):
        self.screen.blit(self.sky, self.screen.get_rect())
        self.health_sprite.draw(self.screen)
        self.score_sprite.draw(self.screen)
        self.player_sprite.draw(self.screen)
        self.powerup_sprites.draw(self.screen)
        self.pirate_sprites.draw(self.screen)
        if self.titanic:
            self.titanic_sprite.draw(self.screen)
        self.seagull_sprites.draw(self.screen)
        cloud.draw(self.screen)
        self.shark_sprites.draw(self.screen)
        self.mine_sprites.draw(self.screen)
        self.cannonball_sprites.draw(self.screen)
        self.water_sprite.draw(self.screen)
        if not self.noparticles:
            self.particle_sprite.draw(self.screen)

        if self.pause:
            self.screen.blit(self.pause_image, self.pause_rect)

        if self.gameover:
            self.screen.blit(self.gameover_image, self.gameover_rect)

        if self.level.t < 120:
            font = util.load_font("Cosmetica", 16)
            image = None
            i = 0
            if self.level.phase < len(self.level.phase_messages):
                for text in self.level.phase_messages[self.level.phase].split(
                        "\n"):
                    image = font.render(text, True, (0, 0, 0))
                    rect = image.get_rect()
                    rect.centerx = self.screen.get_rect().centerx
                    rect.top = 100 + rect.height * i
                    blit_image = pygame.Surface(
                        (image.get_width(), image.get_height()))
                    blit_image.fill((166, 183, 250))
                    blit_image.set_colorkey((166, 183, 250))
                    blit_image.blit(image, image.get_rect())
                    if self.level.t > 60:
                        blit_image.set_alpha(255 -
                                             (self.level.t - 60) * 255 / 60)
                    self.screen.blit(blit_image, rect)
                    i += 1

        pygame.display.flip()

    def check_collisions(self):
        collisions = PixelPerfect.spritecollide_pp(self.player,
                                                   self.powerup_sprites, 0)
        for powerup in collisions:
            if not powerup.fading:
                if not self.player.dying:
                    self.health.add()
                    powerup.pickup()

        collisions = PixelPerfect.spritecollide_pp(self.player,
                                                   self.mine_sprites, 0)

        for mine in collisions:
            if not mine.exploding:
                if not self.player.dying:
                    self.health.damage()
                    mine.explode()

        collisions = PixelPerfect.spritecollide_pp(self.player,
                                                   self.shark_sprites, 0)

        for shark in collisions:
            if not shark.dying:
                if not self.player.dying:
                    self.health.damage()
                    shark.die()

        collisions = PixelPerfect.spritecollide_pp(self.player,
                                                   self.cannonball_sprites, 0)

        for cb in collisions:
            if not self.player.dying:
                self.health.damage()
                self.cannonballs.remove(cb)
                self.cannonball_sprites.remove(cb)
                Mine.sound.play(
                )  # Umm... the mine has a nice explosion sound.

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites,
                                                  self.shark_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for shark in collisions[cb]:
                # The test on cb.vect is a rude hack preventing cannonballs from pirate ships from killing sharks.
                if not shark.dying and cb.vect[0] > 0:
                    self.score.add(15)
                    shark.die()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites,
                                                  self.seagull_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for seagull in collisions[cb]:
                # cb.vect test is a rude hack preventing pirates from killing seagulls
                if not seagull.dying and cb.vect[0] > 0:
                    self.score.add(75)
                    seagull.die()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

        collisions = PixelPerfect.groupcollide_pp(self.cannonball_sprites,
                                                  self.pirate_sprites, 0, 0)

        for cb in dict.keys(collisions):
            for pirate in collisions[cb]:
                # cb.vect hack for preventing pirates from killing each other
                if not pirate.dying and cb.vect[0] > 0:
                    Mine.sound.play()  # Umm... the mine has a nice sound.
                    self.score.add(25)
                    pirate.damage()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

        if self.titanic:
            collisions = PixelPerfect.spritecollide_pp(self.titanic,
                                                       self.cannonball_sprites,
                                                       0)
            for cb in collisions:
                if not self.titanic.dying and cb.vect[0] > 0:
                    Mine.sound.play()
                    self.score.add(7)
                    self.titanic.damage()
                    self.cannonballs.remove(cb)
                    self.cannonball_sprites.remove(cb)
                    break

    def update_enemies(self):
        for mine in self.mines:
            mine.update()
            if mine.exploding:
                if mine.explode_frames == 0:
                    self.mines.remove(mine)
                    self.mine_sprites.remove(mine)
                # this should really be done in the Mine class, but oh well, here's some explosion effects:
                if not self.noparticles:
                    for i in range(3):
                        self.particles.add_explosion_particle(
                            (mine.rect.centerx,
                             mine.rect.top + mine.image.get_rect().centerx))
                        self.particles.add_debris_particle(
                            (mine.rect.centerx,
                             mine.rect.top + mine.image.get_rect().centerx))
            if mine.rect.right < self.screen.get_rect().left:
                self.mines.remove(mine)
                self.mine_sprites.remove(mine)

        for shark in self.sharks:
            shark.update()
            if shark.dying:
                if not self.noparticles:
                    self.particles.add_blood_particle(shark.rect.center)
            if shark.rect.right < self.screen.get_rect().left or shark.dead:
                self.sharks.remove(shark)
                self.shark_sprites.remove(shark)

        for pirate in self.pirates:
            pirate.update()
            if pirate.t % 50 == 0 and not pirate.dying:
                # Pirate shoots, this should probably be handled by the Pirateboat class
                cb = Cannonball(pirate.rect, pirate.angle, left=True)
                self.cannonballs.append(cb)
                self.cannonball_sprites.add(cb)
            if pirate.rect.right < self.screen.get_rect().left or pirate.dead:
                self.pirates.remove(pirate)
                self.pirate_sprites.remove(pirate)
            elif pirate.dying:
                if not self.noparticles:
                    for i in range(3):
                        self.particles.add_explosion_particle(
                            (pirate.rect.centerx, pirate.rect.centery))
                        self.particles.add_wood_particle(
                            (pirate.rect.centerx, pirate.rect.centery))

        if self.titanic:
            self.titanic.update()
            if self.titanic.t % 100 == 0 and not self.titanic.dying:
                for i in range(3):
                    cb = Cannonball(self.titanic.rect,
                                    self.titanic.angle + (i - 1) * 10 - 50,
                                    left=True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            elif self.titanic.t % 100 == 50 and not self.titanic.dying:
                for i in range(3):
                    cb = Cannonball(self.titanic.rect,
                                    self.titanic.angle + (i - 1) * 10 - 60,
                                    left=True)
                    self.cannonballs.append(cb)
                    self.cannonball_sprites.add(cb)
            if self.titanic.dead:
                self.set_gameover("Congratulations!\nYou sunk Titanic!")
                self.titanic = None

        for seagull in self.seagulls:
            seagull.update()
            if seagull.rect.right < 0 or seagull.dead:
                self.seagulls.remove(seagull)
                self.seagull_sprites.remove(seagull)

    def spawn_enemies(self):
        spawns = self.level.get_spawns()
        if spawns[Level.SHARKS]:
            # Make a new shark
            self.sharks.append(Shark())
            self.shark_sprites.add(self.sharks[-1])

        if spawns[Level.PIRATES]:
            # Make a new pirate ship
            self.pirates.append(Pirateboat())
            self.pirate_sprites.add(self.pirates[-1])

        if spawns[Level.MINES]:
            self.mines.append(Mine())
            self.mine_sprites.add(self.mines[-1])

        if spawns[Level.SEAGULLS]:
            self.seagulls.append(Seagull())
            self.seagull_sprites.add(self.seagulls[-1])

        if spawns[Level.TITANIC]:
            self.titanic = Titanic()
            self.titanic_sprite.add(self.titanic)

        if spawns[Level.POWERUPS]:
            self.powerups.append(Powerup())
            self.powerup_sprites.add(self.powerups[-1])