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])
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])
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])
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])