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State_GamePlay.py
198 lines (164 loc) · 6.03 KB
/
State_GamePlay.py
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from StateController import *
from MyClock import MyClock
from MySprite import MySprite
from MySound import MySound
from Enemy1 import Enemy1
from Enemy2 import Enemy2
from Enemy3 import Enemy3
from EnemyBoss1 import EnemyBoss1
from EnemyBoss2 import EnemyBoss2
from EnemyBoss3 import EnemyBoss3
from MyScore import MyScore
from MyTextWriter import MyTextWriter
class State_GamePlay(StateBase):
def __init__(self,gameDisplay,gameWidth,gameHeight,FPS,stateID):
StateBase.__init__(self,gameDisplay, gameWidth, gameHeight,FPS,stateID)
self.initMap(gameDisplay)
self.themeSound = MySound("res/sounds/gamePlayTheme2.ogg")
self.enemy1Num = 2
self.enemy2Num = 1
self.enemy3Num = 1
self.myClockRef = MyClock(FPS)
self.setUpState(gameDisplay,gameWidth,gameHeight,FPS)
self.cPlayerDead = 0
self.myScoreRef = MyScore()
self.myTextWriterRef = MyTextWriter(gameDisplay, gameWidth, gameHeight)
self.scoreSummonBoss = 2000
def renderState(self):
self.renderMap()
self.renderEnemy()
self.renderPlayer()
def updateState(self):
self.myClockRef.update()
self.playThemeSound(self.themeSound)
self.updatePlayer()
if self.summonEnemy or self.myClockRef.isSec(5):
self.summonEnemy = True
self.updateEnemy()
self.checkCollide()
for player in self.playerList:
if player.score > self.scoreSummonBoss:
self.summonBoss()
self.updateScore()
self.checkGameOver(self.gameDisplay, self.gameWidth,self.gameHeight,self.FPS)
def summonBoss(self):
for enemy in self.enemyList:
enemy.isBoss = False
def checkGameOver(self,gameDisplay, gameWidth, gameHeight, FPS):
cPlayerDead = 0
for player in self.playerList:
if player.HP <= 0 :
cPlayerDead += 1
if cPlayerDead == len(self.playerList):
self.setUpState(gameDisplay, gameWidth, gameHeight, FPS)
self.themeSound.stop()
self.setCurrentStateID(self.nextStateId)
def initSP(self,gameDisplay):
pass
def renderMapLayer(self,mapLayerList,mapLayerPosXList,mapLayerPosYList,speed):
mapLayerList[0].renderImg(mapLayerPosXList[0],mapLayerPosYList[0])
mapLayerList[1].renderImg(mapLayerPosXList[1],mapLayerPosYList[1])
for i in range(len(mapLayerPosXList)):
mapLayerPosXList[i] -= speed
if mapLayerPosXList[i] < -2*self.gameWidth:
mapLayerPosXList[i] = 2*self.gameWidth-speed
def initMap(self,gameDisplay):
self.fadeOutBG = MySprite(gameDisplay,"res/images/fadeOut.png")
self.initMap1Layer1(gameDisplay)
self.initMap1Layer2(gameDisplay)
def initMap1Layer1(self,gameDisplay):
self.map1Layer1 = MySprite(gameDisplay,"res/images/map1Layer1.png")
self.map1Layer1List = [self.map1Layer1,self.map1Layer1,self.map1Layer1]
self.map1Layer1PosXList = [0,2*self.gameWidth]
self.map1Layer1PosYList = [0,0]
def initMap1Layer2(self,gameDisplay):
self.map1Layer2 = MySprite(gameDisplay,"res/images/map1Layer2.png")
self.map1Layer2List = [self.map1Layer2,self.map1Layer2,self.map1Layer2]
self.map1Layer2PosXList = [0,2*self.gameWidth]
self.map1Layer2PosYList = [0,0]
def renderMap(self):
self.renderMapLayer(self.map1Layer2List,self.map1Layer2PosXList,self.map1Layer2PosYList,1)
self.renderMapLayer(self.map1Layer1List,self.map1Layer1PosXList,self.map1Layer1PosYList,2)
self.renderFadeIn()
def renderFadeIn(self):
self.fadeOutBG.setFadeOutImg(10)
self.fadeOutBG.renderImgConvert(0, 0)
def initEnemy(self,gameDisplay,gameWidth,gameHeight,FPS):
self.enemyList = []
self.enemyBeamList = []
for i in range(self.enemy1Num):
enemy1Ref = Enemy1(gameDisplay,gameWidth,gameHeight,FPS)
self.enemyList.append(enemy1Ref)
self.enemyBeamList.append(enemy1Ref.beam)
for i in range(self.enemy2Num):
enemy2Ref = Enemy2(gameDisplay,gameWidth,gameHeight,FPS)
self.enemyList.append(enemy2Ref)
self.enemyBeamList.append(enemy2Ref.beam)
for i in range(self.enemy3Num):
enemy3Ref = Enemy3(gameDisplay,gameWidth,gameHeight,FPS)
self.enemyList.append(enemy3Ref)
self.enemyBeamList.append(enemy3Ref.beam)
enemyBoss1Ref = EnemyBoss1(gameDisplay,gameWidth,gameHeight,FPS)
self.enemyList.append(enemyBoss1Ref)
self.enemyBeamList.append(enemyBoss1Ref.beam)
enemyBoss2Ref = EnemyBoss2(gameDisplay,gameWidth,gameHeight,FPS)
self.enemyList.append(enemyBoss2Ref)
self.enemyBeamList.append(enemyBoss2Ref.beam)
enemyBoss3Ref = EnemyBoss3(gameDisplay,gameWidth,gameHeight,FPS)
self.enemyList.append(enemyBoss3Ref)
self.enemyBeamList.append(enemyBoss3Ref.beam)
def renderEnemy(self):
for enemy in self.enemyList:
enemy.render()
def updateEnemy(self):
for enemy in self.enemyList:
if not enemy.isBoss:
enemy.update()
def checkCollidePlayerAndEnemy(self):
for player in self.playerList:
for sp in player.SPList:
for enemy in self.enemyList:
if sp.isCollide(enemy.SP):
if player.currentMotion == 5:
enemy.HPdamage(player.power)
if enemy.HP < 0:
player.score += enemy.score
else:
if player.currentMotion != 6:
player.HPdamage(enemy.power)
def checkCollidePlayerAndEnemyBeam(self):
for player in self.playerList:
for sp in player.SPList:
for beam in self.enemyBeamList:
if sp.isCollide(beam.enemyBeamSP):
if player.currentMotion != 6:
player.HPdamage(beam.power)
beam.resetPos()
def checkCollidePlayerBeamAndEnemy(self):
for player in self.playerList:
for beam in player.beamList:
for enemy in self.enemyList:
if beam.beamSP.isCollide(enemy.SP):
enemy.HPdamage(beam.power)
beam.resetPos()
if enemy.HP < 0:
player.score += enemy.score
def checkCollide(self):
self.checkCollidePlayerAndEnemy()
self.checkCollidePlayerAndEnemyBeam()
self.checkCollidePlayerBeamAndEnemy()
def renderPlayer(self):
for player in self.playerList:
player.render()
def updatePlayer(self):
for player in self.playerList:
player.update()
def initPlayer(self):
pass
def setUpState(self,gameDisplay,gameWidth,gameHeight,FPS):
self.initPlayer(gameDisplay, gameWidth, gameHeight, FPS)
self.initEnemy(gameDisplay,gameWidth,gameHeight,FPS)
self.fadeOutBG.resetCountAndDelay()
self.summonEnemy = False
def updateScore(self):
pass