Esempio n. 1
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def gameLoop():
    player = Player(50, 280, 100)
    autofireTimer = 14
    enemyFireTimer = 0

    enemies = Enemies()
    enemies.spawnWave()

    projectiles = Projectiles()
    enemies.enemies[0].fireProjectile(projectiles, player.posx, player.posy)

    moon = pygame.font.Font(pygame.font.match_font('moon'), 16)

    while 1:
        dtime = clock.tick(60)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
        
        pressed = pygame.key.get_pressed()
        autofireTimer = processInput(pressed, player, projectiles, autofireTimer)
        
        if player.posx < 0:
            player.posx = 0
        elif player.posx > windowWidth - 80:
            player.posx = windowWidth - 80
        if player.posy > windowHeight - 70:
            player.posy = windowHeight - 70
        elif player.posy < 0:
            player.posy = 0
            
        player.checkCollisions(projectiles, enemies)
        projectiles.update()
        enemyFireTimer += 1
        enemies.update(projectiles) #checking for collisions happens here
        enemies.checkAndSpawn()
        enemies.checkAndFire(projectiles, player.posx, player.posy, enemyFireTimer)

        if player.lives <= 0:
            break

        with Profiler() as p:
            drawInterface(screen, player, enemies, moon)

        player.draw(screen)

        projectiles.draw(screen)

        enemies.draw(screen)

        pygame.display.flip()
        1000 // dtime
Esempio n. 2
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def start(display, settings):
    """This is the main body of the game logic"""

    counter = 0
    boss_alive = False

    if settings.settings["Music"] == "On":
        pygame.mixer.music.load('assets/main_game.wav')
        pygame.mixer.music.play(-1)
    player_img, enemy_img, capital_ship_img = "assets/player_ship.png", "assets/alienship.png", "assets/capital_ship.png"
    bullet, fired_bullets, on_screen_enemies, turn_timer = False, [], 1, 0
    enemy_list = [Enemy(enemy_img, display) for i in range(on_screen_enemies)]
    player = Player(player_img, display)
    FPS = settings.settings["Framerate"]

    num_stars = 800
    stars = [
        Stars(settings.settings["Resolution"]["X"],
              settings.settings["Resolution"]["Y"]) for i in range(num_stars)
    ]

    # Game loop
    while True:
        display.fill(colour.black)
        # Draw stars
        for star in stars:
            star.draw(display)
            if star.y > settings.settings["Resolution"]["Y"]:
                stars.remove(star)
        new_height = 1
        # Add new stars - we want this to be somewhat random
        new_stars = [
            Stars(settings.settings["Resolution"]["X"], new_height)
            for i in range(int(random.uniform(0.25, 1.25)))
        ]
        for new_star in new_stars:
            stars.append(new_star)

        if turn_timer > 500:
            on_screen_enemies += 1
            for e in [
                    Enemy(enemy_img, display) for i in range(on_screen_enemies)
            ]:
                enemy_list.append(e)
            turn_timer = 0
        for e in enemy_list:
            e.draw()
            if e.load_weapons < 1:
                e.load_weapons = 100
                fired_bullets.append(e.fire())
            e.load_weapons -= 1

        # If bullet has been fired, draw it and assess whether it hits the target or not
        for b in fired_bullets:
            # Remove the bullets at the bottom so you don't move into them
            if b.y > 1080:
                fired_bullets.remove(b)
            b.draw()
            player_status = player.hit(b)
            if player_status == "hit":
                # Handle edge case where bullet goes off screen but still has causal power
                try:
                    fired_bullets.remove(b)
                except:
                    pass
            elif player_status == "dead":
                try:
                    fired_bullets.remove(b)
                except:
                    pass
                # End game
                return True, player
            for e in enemy_list:
                hit_result = e.hit(b, player)
                if hit_result == "dead":
                    fired_bullets.remove(b)
                    enemy_list.remove(e)
                elif hit_result == "hit":
                    fired_bullets.remove(b)

        player.draw()
        draw_text(display, player)

        if (player.score % 4 == 0
                and player.score != 0) and boss_alive == False:
            new_boss = True
            boss_alive = True
            counter = 100
            enemy_list.append(create_boss(capital_ship_img, display))

        if counter > 0 and new_boss == True:
            draw_boss_text(display, settings)
            counter -= 1
        else:
            counter = 120
            new_boss = False

        # Checks what events have been created and takes them off the queue
        for event in pygame.event.get():
            if event.type == QUIT or (event.type == KEYDOWN
                                      and event.key == K_ESCAPE):
                terminate()
            elif (event.type == KEYDOWN and event.key == K_a):
                player.x -= 25
            elif (event.type == KEYDOWN and event.key == K_d):
                player.x += 25
            elif (event.type == KEYDOWN and event.key == K_SPACE):
                fired_bullets.append(player.fire())

        turn_timer += 1
        # update() draws Surface object to screen
        pygame.display.update()
        pygame.time.Clock().tick(FPS)
Esempio n. 3
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                Player.speed = -10

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_SPACE:
                Player.speed = 5

    screen.fill()

    # Logica do background
    screen.backgroung_position -= 2
    if screen.backgroung_position * -1 == screen.backgroung_limit:
        screen.backgroung_position = 0

    # Criando o jogador
    player = Player(45, 45)
    player.draw(screen.obj)

    Player.y += Player.speed

    # Criando os muros
    image_wallup = pygame.image.load('img/img_wallup.png')
    image_walldown = pygame.image.load('img/img_walldown.png')

    upper_wall = Wall(0)
    upper_wall.draw(screen.obj, image_wallup)

    bottom_wall = Wall(Wall.height + Wall.distance)
    bottom_wall.draw(screen.obj, image_walldown)

    # Criando o score
    score.draw(screen.obj)
Esempio n. 4
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def game_loop(game_level):

    room = pygame.image.load("Living RoomWithStuff.png").convert()  # Living Room.jpg")
    menu = pygame.image.load("BoxWithElements.png").convert_alpha()
    # Menu is 1025 x 196
    timer_offset = 0
    menu_timer_fill = pygame.image.load("Timer.png").convert()
    menu_timer_background = pygame.image.load("WhiteBox.png").convert()
    menu_objective = pygame.image.load("Controls.png").convert()

    start_time = pygame.time.get_ticks()  # Time from the beginning of execution
    cycle_time = pygame.time.get_ticks()  # Time of each cycle or loop iteration
    time_counter = 0

    #ghost_guy = ghost("boo.png")
    # Player Sprite declaration ##############
    player_position = vector2(352, 114)
    player_sprite = Player("WalkingSheet.png", player_position)

    #   Object declaration, spray ID = 01, tape ID = 02, dog_toy ID = 03
    spray = Objects("SprayDarkLine.png", vector2(820, 444), 01)
    tape = Objects("Object_Tape.png", vector2(630, 280), 02)
    dog_toy = Objects("Object_DogToy.png", vector2(400, 530), 03)
    dog_bags = Objects("Object_DogBag.png", vector2(160, 308), 04)
    trash_can = Objects("Object_TrashCan.png", vector2(0, 450), 05)

    # Stores all objects into object_list
    #object_list = [spray, tape, dog_toy, dog_bags, trash_can]
    object_list = [spray, dog_bags]

    # Path declaration, 6 points for dog to travel too
    path_list = [Path(vector2(750, 510), vector2(60, 40)),
                 Path(vector2(160, 528), vector2(60, 40)),
                 Path(vector2(350, 400), vector2(60, 40)),
                 Path(vector2(550, 340), vector2(60, 40)),
                 Path(vector2(620, 500), vector2(60, 40)),
                 Path(vector2(250, 340), vector2(60, 40))]

    #   Puppy declaration and setup
    puppy_position = path_list[0].pos
    puppy_speed = vector2(0, 0)
    puppy_sprite = Puppy("dogresized.png", puppy_position, puppy_speed)

    # Pup clone: Better to start together or sep?
    puppy_position2 = path_list[2].pos
    puppy_speed2 = vector2(0, 0)
    puppy_sprite2 = Puppy("dogresized.png", puppy_position, puppy_speed2)

    pup_list = [puppy_sprite]

    if game_level >= 2:
        pup_list.append(puppy_sprite2)

    # Sets object status as active for first puppy path
    for pup in pup_list:
        pup.change_path(path_list)

    # Game loop setup
    frame_clock = pygame.time.Clock()
    FPS = 60
    game_running = True

    while game_running:
        frame_clock.tick(FPS)
        # get user events
        pygame.event.pump()
        for evt in pygame.event.get():
            # print(evt) #   Prints all key and mouse events
            if evt.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            sprinting = False
            # Not sure if this is correct   ########
            if evt.type == pygame.KEYDOWN:
                if evt.key == pygame.K_ESCAPE:
                    pygame.quit
                    sys.exit()
                if evt.key == pygame.K_w:  # Up
                    player_sprite.moving = True
                elif evt.key == pygame.K_s:
                    player_sprite.moving = True
                elif evt.key == pygame.K_a:
                    player_sprite.moving = True
                elif evt.key == pygame.K_d:
                    player_sprite.moving = True
                elif evt.key == pygame.K_SPACE:
                    sprinting = True
                # Equip items tree
                if evt.key == pygame.K_j:
                    player_sprite.looking_for_item = True
                else:
                    player_sprite.looking_for_item = False
            else:
                player_sprite.moving = False
        # Pressed keys are assigned an action
        keys_pressed = pygame.key.get_pressed()
        #   Movement speed increase with 'sprint'
        if keys_pressed[pygame.K_w]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 3
            player_sprite.move(0, -4, sprinting)
        if keys_pressed[pygame.K_s]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 0
            player_sprite.move(0, 4, sprinting)
        if keys_pressed[pygame.K_a]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 2
            player_sprite.move(-4, 0, sprinting)
        if keys_pressed[pygame.K_d]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 1
            player_sprite.move(4, 0, sprinting)
        if keys_pressed[pygame.K_k]:
            player_sprite.cleanup = True
        else:
            player_sprite.cleanup = False

# SIMULATION  ---------------------------
# UPDATE
        end = pygame.time.get_ticks()
        delta_time = end - cycle_time
        cycle_time = end

        # Game Timer functions
        counting_time = pygame.time.get_ticks() - start_time
        counting_seconds = int(counting_time % 60000 / 1000)
        # print(counting_seconds)

        # Using get_ticks, counting seconds currently times game
        if counting_seconds != time_counter:
            time_counter += 1
            timer_offset += 5
            # If the timer has exceeded 59 seconds, game over screen
            if counting_seconds == 59:
                game_running = False
                return path_list

        # Checks if player is touching any objects, works
        for obj in object_list:
            player_sprite.update(obj, delta_time)

        for pup in pup_list:
            # Moves towards active target, returns True if reached
            if pup.move(delta_time):
                # Set new active area when destination reached
                print("Reached point, in Main loop")
                for path in path_list:
                    path.update(pup)
                pup.change_path(path_list)

        # Is the player in the path area for cleanup
        for path in path_list:
            if path.status == 'warning':
                path.update(player_sprite)



# DRAW SECTION (from back to front) Room, paths, player, Pup, menu, objects##################
        screen.blit(room, (0, 0))

        # Draws each object to room
        for path in path_list:
            path.draw(screen)

        # draws the unequipped items
        for obj in object_list:
            if not obj.item_held:
                obj.draw(screen)

        player_sprite.draw(screen)
        for pup in pup_list:
            pup.draw(screen)

        screen.blit(menu_timer_background, (5, 584))
        screen.blit(menu_timer_fill, (5 - timer_offset, 594))
        # 305 x 146
        # 1 sec 5 pixel
        screen.blit(menu, (0, 572))
        screen.blit(menu_objective, (782, 628))

        #draws equipped items
        for obj in object_list:
            if obj.item_held:
                obj.draw(screen)

        pygame.display.flip()
Esempio n. 5
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def game_loop():
    room = pygame.image.load("Living RoomWithStuff.png")  # Living Room.jpg")
    menu = pygame.image.load("BoxWithElements.png").convert_alpha()
    # Menu is 1025 x 196

    ###########################

    start_time = pygame.time.get_ticks(
    )  # Time from the beginning of execution
    cycle_time = pygame.time.get_ticks(
    )  # Time of each cycle or loop iteration
    time_counter = 0

    # Player Sprite declaration ##############
    player_position = vector2(352, 114)
    player_sprite = Player("WalkingSheet.png", player_position)

    #   Object declaration
    spray = Objects("Object_Spray.png", vector2(200, 430))
    tape = Objects("Object_Tape.png", vector2(300, 330))
    dog_toy = Objects("Object_DogToy.png", vector2(400, 530))

    # Stores all objects into object_list
    object_list = [spray, tape, dog_toy]

    # Path declaration, 6 points for dog to travel too
    path_list = [
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(110, 370), vector2(40, 40)),
        Path(vector2(304, 420), vector2(40, 40)),
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(620, 100), vector2(40, 40)),
        Path(vector2(250, 250), vector2(40, 40))
    ]

    # Sets object status as active for first puppy path
    change_point(path_list)

    #   Puppy declaration and setup
    puppy_position = path_list[0].pos
    puppy_speed = vector2(0, 0)
    puppy_sprite = Puppy("DogSpriteSpreadfinal.png", puppy_position,
                         puppy_speed)

    # Game loop setup
    frame_clock = pygame.time.Clock()
    FPS = 60
    game_running = True

    while game_running:
        frame_clock.tick(FPS)
        # get user events
        pygame.event.pump()
        for evt in pygame.event.get():
            # print(evt) #   Prints all key and mouse events
            if evt.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif evt.type == pygame.KEYDOWN and evt.key == pygame.K_ESCAPE:
                pygame.quit
                sys.exit()

            sprinting = False
            player_sprite.moving = False
            # Not sure if this is correct   ########
            if evt.type == pygame.KEYDOWN:
                if evt.key == pygame.K_w:  # Up
                    player_sprite.moving = True
                elif evt.key == pygame.K_s:
                    player_sprite.moving = True
                elif evt.key == pygame.K_a:
                    player_sprite.moving = True
                elif evt.key == pygame.K_d:
                    player_sprite.moving = True
                elif evt.key == pygame.K_SPACE:
                    sprinting = True

        # Pressed keys are assigned an action
        keys_pressed = pygame.key.get_pressed()
        #   Movement speed increase with 'sprint'

        if keys_pressed[pygame.K_w]:
            player_sprite.timer = 0
            player_sprite.side = 3
            player_sprite.move(0, -4, sprinting)
        if keys_pressed[pygame.K_s]:
            player_sprite.timer = 0
            player_sprite.side = 0
            player_sprite.move(0, 4, sprinting)
        if keys_pressed[pygame.K_a]:
            player_sprite.timer = 0
            player_sprite.side = 2
            player_sprite.move(-4, 0, sprinting)
        if keys_pressed[pygame.K_d]:
            player_sprite.timer = 0
            player_sprite.side = 1
            player_sprite.move(4, 0, sprinting)

# SIMULATION  ---------------------------
# UPDATE simulation
        end = pygame.time.get_ticks()
        delta_time = end - cycle_time
        cycle_time = end

        # Checks if player is touching any objects
        for obj in object_list:
            player_sprite.update(obj, delta_time)

        # Finds active spot for puppy to travel too
        for path in path_list:
            if path.status == 'active':
                puppy_sprite.target = path.pos
                path.status = 'idle'
                path.color = object_color_idle
                break

        # Moves towards active target
        if puppy_sprite.move(delta_time):
            # Set new active area when destination reached
            print("Reached point")
            change_point(path_list)

        # Game Timer functions
        counting_time = pygame.time.get_ticks() - start_time
        counting_seconds = int(counting_time % 60000 / 1000)
        # print(counting_seconds)

        # Using get_ticks, counting seconds currently times game
        if counting_seconds != time_counter:
            time_counter += 1
            # If the timer has exceeded 59 seconds, game over screen
            if counting_seconds == 59:
                game_running = False
                game_over(path_list)

# DRAW SECTION (from back to front)##################
        screen.blit(room, (0, 0))

        # Draws each object to room
        for path in path_list:
            path.draw(screen)

        for obj in object_list:
            obj.draw(screen)

        # Puppy sprite is not allowing the room to be redrawn
        puppy_sprite.draw(screen)
        player_sprite.draw(screen)
        screen.blit(menu, (0, 572))
        pygame.display.flip()