Esempio n. 1
0
def get_sector_1():
    objects = []

    enemy_set = [[150, 22, 0], [210, 18, 1], [210, 28, 2], [240, 10, 3],
                 [240, 15, 3], [240, 30, 4], [240, 35, 4], [240, 40, 4]]
    enemies = [enemy.StrongEnemy(Vector2D(345, 22), 5)]
    for i in range(0, 7):
        enemies.append(
            enemy.TinyEnemy(Vector2D(enemy_set[i][0], enemy_set[i][1]),
                            enemy_set[i][2]))

    objects.append(enemies)
    obstacles = [
        Obstacle(Vector2D(150, 3), 5),
        Obstacle(Vector2D(150, 48), 6),
        Obstacle(Vector2D(230, 3), 2),
        Obstacle(Vector2D(230, 39), 1)
    ]
    objects.append(obstacles)
    powerups = [
        PowerUp(Vector2D(50, 22), 2),
        PowerUp(Vector2D(180, 22), 3),
        PowerUp(Vector2D(250, 22), 1)
    ]
    objects.append(powerups)
    return objects
    def fillBricks(self, num):
        array = []
        array2 = []
        if num == 1:
            a = 0
            for i in range(0, 18, 3):
                for j in range(0, 144, 8):
                    stren = random.randint(1, 5)
                    hl = int(j / 8)
                    whbrick = np.random.choice(2, 1, p=[0.9, 0.1])
                    if whbrick:
                        stren = 3
                    if (hl == a or hl == a + 1 or hl == 17 - a
                            or hl == 17 - a - 1) and int(i / 3) != 5:
                        stren = 6
                        whbrick = 0
                    array.append(
                        Brick(9 + i, 30 + j, 3, 8, 0, 0, stren, whbrick))

                    if (stren == 3 or stren == 4):
                        array2.append(
                            PowerUp(9 + i, 30 + j, 1, 1, 0, 0,
                                    random.choice(POWERUPS)))
                a += 2
        if num == 2:
            a = 10
            for i in range(0, 18, 3):
                for j in range(0, 144, 8):
                    stren = random.randint(1, 5)
                    hl = int(j / 8)
                    whbrick = np.random.choice(2, 1, p=[0.9, 0.1])
                    if whbrick:
                        stren = 3
                    if (hl == a or hl == a + 1 or hl == 17 - a
                            or hl == 17 - a - 1) and int(i / 3) != 0:
                        stren = 6
                        whbrick = 0

                    if not ((int(i / 3) == 0 and int(j / 8) == 0) or
                            (int(i / 3) == 0 and int(j / 8) == 17)):
                        array.append(
                            Brick(9 + i, 30 + j, 3, 8, 0, 0, stren, whbrick))
                        if (stren == 3 or stren == 4):
                            array2.append(
                                PowerUp(9 + i, 30 + j, 1, 1, 0, 0,
                                        random.choice(POWERUPS)))
                a -= 2
        if num == 3:
            array.append(Boss(0, int(FRAMEWIDTH / 2), 7, 33, 0, 1, 20, 0))
            for i in range(9, 18, 3):
                for j in range(0, 144, 8):
                    stren = random.randint(1, 5)
                    if stren == 5:
                        array.append(Brick(9 + i, 30 + j, 3, 8, 0, 0, stren,
                                           0))

        return array, array2
Esempio n. 3
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    def setup_game(self, filename: str) -> None:
        """
        Set up a game with walls, player, food, monsters, and powerUp food on
        the screen
        """
        # open data file to initialize the game screen
        with open(os.path.join("images", filename)) as f:
            data = [line.split() for line in f]

        w = len(data[0])
        h = len(data) + 1

        self._actors = []
        self.stage_width, self.stage_height = w, h - 1
        self.size = (w * ICON_SIZE, h * ICON_SIZE)
        # loop though each line to the file and set up the game
        for i in range(len(data)):
            for j in range(len(data[i])):
                # initialize all objects in the file and add them to the _actors attribute
                legend = data[i][j]
                if legend == 'P':  # P is player object
                    player = Player("player.png", j, i)
                    self.player = player
                    self._actors.append(player)
                elif legend == 'X':  # X is a wall object
                    self._actors.append(Wall("wall.png", j, i))
                elif legend == 'M':  # M is a monster object
                    self._actors.append(Monster("monster.png", j, i))
                elif legend == 'O':  # O is a food object
                    self._actors.append(Food("food.png", j, i))
                elif legend == 'U':  # U is a powerup object
                    self._actors.append(PowerUp("powerUp.png", j, i))
Esempio n. 4
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def get_sector_end():
    objects = []

    enemies = [enemy.Boss(Vector2D(720, 20), 6)]
    objects.append(enemies)
    obstacles = [
        Obstacle(Vector2D(525, 3), 5),
        Obstacle(Vector2D(525, 48), 6),
        Obstacle(Vector2D(590, 3), 8),
        Obstacle(Vector2D(610, 3), 8),
        Obstacle(Vector2D(630, 3), 8),
        Obstacle(Vector2D(705, 3), 2),
        Obstacle(Vector2D(705, 39), 1)
    ]
    objects.append(obstacles)
    powerups = [
        PowerUp(Vector2D(670, 4), 2),
        PowerUp(Vector2D(685, 4), 3),
        PowerUp(Vector2D(670, 7), 2),
        PowerUp(Vector2D(685, 7), 3),
        PowerUp(Vector2D(670, 45), 1),
        PowerUp(Vector2D(685, 45), 1)
    ]
    objects.append(powerups)
    return objects
Esempio n. 5
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    def fillBricks(self):
        array=[]
        array2=[]
        a=0
        for i in range(0,18,3):
            for j in range(0,144,8):
                stren=random.randint(1,5)
                hl=int(j/8)
                if(hl==a or hl== a+1 or hl==17-a or hl==17-a-1) and int(i/3)!=5:
                    stren=6
                array.append(Brick(9+i,30+j,3,8,0,0,stren))

                if (stren==3 or stren==4):
                    array2.append(PowerUp(9+i,30+j,1,1,0,0,random.choice(POWERUPS)))
            a+=2
        return array,array2
    def _update(self, ballobj, paddleobj, ch, brickobj, powerupobj, bulletobj,
                cannonobj):
        self.__gameobjects = []
        self.__gameobjects.append(powerupobj)
        self.__gameobjects.append(brickobj)
        self.__gameobjects.append(ballobj)
        self.__gameobjects.append(paddleobj)
        self.__gameobjects.append(bulletobj)
        self.__gameobjects.append(cannonobj)

        self._resetArray()
        pblength = []
        for i in ballobj:
            pblength.append(i._y - paddleobj[0]._y)

        paddleobj[0].move(ch)
        for iti in range(len(ballobj)):
            # print(ballobj[iti].isCollidedWithPaddle)
            if (ballobj[iti].isCollidedWithPaddle):
                ballobj[iti].attach(paddleobj[0], pblength[iti])
        if self.bossStrength == 12:
            if self.defenseWalls == 2:
                for i in range(0, 200, 8):
                    brickobj.append(
                        Brick(11, i, 3, 8, 0, 0, random.randint(1, 4), 0))
                self.defenseWalls -= 1
        if self.bossStrength == 8:
            if self.defenseWalls == 1:
                for i in range(0, 200, 8):
                    brickobj.append(
                        Brick(15, i, 3, 8, 0, 0, random.randint(1, 4), 0))
                self.defenseWalls -= 0

        if (1000 * (time.time() - self.lasttime) >= 100):
            for iti in range(len(ballobj)):
                if not (ballobj[iti].isCollidedWithPaddle):
                    ballobj[iti].move(paddleobj[0], brickobj)
            if len(paddleobj[0].powerups["B"]) != 0:
                if MUSIC:
                    os.system('aplay -q ./sounds/bullet.wav&')
                bulletobj.append(
                    Bullet(paddleobj[0]._x - 1, paddleobj[0]._y, 1, 1, -1, 0))
                bulletobj.append(
                    Bullet(paddleobj[0]._x - 1,
                           paddleobj[0]._y + paddleobj[0]._ylength - 1, 1, 1,
                           -1, 0))
            for iti in range(len(bulletobj)):
                if not (bulletobj[iti].isCollided):
                    bulletobj[iti].move(paddleobj[0], brickobj)
            for iti in powerupobj:
                if iti.isVel:
                    iti.move(paddleobj[0], ballobj, cannonobj)
            if len(ballobj) == 0:
                self.lives -= 1
                ballobj.append(
                    Ball(FRAMEHEIGHT - 3,
                         paddleobj[0]._y + int(paddleobj[0]._ylength / 2), 1,
                         1, -2, 2))
            if (3 - self.levels) == 3:
                for i in brickobj:
                    if i._type == "BOSS":
                        i.move(paddleobj[0])
                        self.bossStrength = i.strength
                        break
            paddleobj[0].removePowerUp(ballobj)
            self.lasttime = time.time()
            self.falltime += 1
            self.gravity += 1
            self.bomb += 1
        for item in cannonobj:
            item.attach(paddleobj[0])

        if self.falltime > 50:
            flag = 0
            for i in ballobj:
                if i._x == paddleobj[0]._x - 1 and paddleobj[
                        0]._y <= i._y < paddleobj[0]._y + paddleobj[0]._ylength:
                    flag = 1
                    break
            if flag:
                self.falltime = 0
                for i in brickobj:
                    if not (3 - self.levels == 3 and i._type == "BOSS"):
                        i._x += 1
                    if i._x + 3 >= FRAMEHEIGHT - 3:
                        self.lives = 0
                for i in powerupobj:
                    if i._xvel == 0 and i._yvel == 0:
                        i._x += 1
        if self.gravity > 5:
            for i in powerupobj:
                if i.isVel:
                    self.gravity = 0
                    i._xvel += 1
        if self.bomb > 30:
            for i in brickobj:
                if i._type == "BOSS":
                    powerupobj.append(
                        PowerUp(i._x + i._xlength, i._y + int(i._ylength / 2),
                                1, 1, 0, 1, '@'))
                    self.bomb = 0
                    break
Esempio n. 7
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def main():
    """ Main Program """
    pygame.init()

    multiplayer = False

    # Set the height and width of the screen
    size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
    screen = pygame.display.set_mode(size, pygame.FULLSCREEN)

    pygame.display.set_caption("Artnoc")
    #add in a scoreboard
    font = pygame.font.Font(None, 28)

    #player1 = Player()
    #player2 = Player()
    #enemy_list = []
    #level_list = []
    #level_list.append(levels.Level_01(player1, player2))
    #current_level = level_list[0]
    #active_sprite_list = pygame.sprite.Group()
    #enemy_sprite_list = pygame.sprite.Group()
    #done = False
    #clock = pygame.time.Clock()
    play = False

    #----------MAIN MENU-----------------

    while True:
        multiplayer = mainMenu(screen, play, multiplayer)
        # Create the player1
        player1 = Player()
        player2 = Player()
        enemy_list = []
        powerup_list = []
        # Create all the levels
        level_list = []
        level_list.append(levels.Level_01(player1, player2))

        # Set the current level
        current_level = level_list[0]

        for i in range(0, 3):
            enemy_list.append(Enemy(random.randint(0, 1)))
            enemy_list[i].level = current_level
        for i in range(0, 4):
            powerup_type = random.randint(2, 4)
            powerup_list.append(PowerUp(powerup_type))
            powerup_list[i].level = current_level

        active_sprite_list = pygame.sprite.Group()
        enemy_sprite_list = pygame.sprite.Group()
        powerup_sprite_list = pygame.sprite.Group()
        player1.level = current_level
        if multiplayer == True:
            player2.level = current_level

        for i in range(0, 3):
            x = random.randint(constants.SCREEN_WIDTH,
                               constants.SCREEN_WIDTH + 1)
            #y = random.randint(0,constants.SCREEN_HEIGHT-5)
            enemy_list[i].spawn(x, 0)
            enemy_sprite_list.add(enemy_list[i])
        for i in range(0, 1):
            x = random.randint(0, 10000)
            powerup_list[i].spawn(x, 0)
            powerup_sprite_list.add(powerup_list[i])
        player1.rect.x = 340
        player1.rect.y = constants.SCREEN_HEIGHT - player1.rect.height
        active_sprite_list.add(player1)
        if multiplayer == True:
            player2.rect.x = 340
            player2.rect.y = constants.SCREEN_HEIGHT - player2.rect.height
            active_sprite_list.add(player2)

        # Used to manage how fast the screen updates
        clock = pygame.time.Clock()
        play = True
        newpoweruplength = constants.SCREEN_WIDTH
        powerupflag = False
        #----------END MAIN MENU, START INITIALISATION-------------
        #init(multiplayer)

        # -------- Main Game Loop -----------
        while (player1.lives > 0 and player2.lives > 0) and (play == True):
            for event in pygame.event.get():  # User did something
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        play = False
                    if event.key == pygame.K_DOWN:
                        player1.prone()
                    if event.key == pygame.K_LEFT:
                        player1.go_left()
                    if event.key == pygame.K_RIGHT:
                        player1.go_right()
                    if event.key == pygame.K_UP:
                        player1.aimup()
                    if event.key == pygame.K_j:
                        player1.jump()
                    if event.key == pygame.K_k:
                        player1.shoot()

                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_RIGHT and player1.change_x > 0:
                        player1.stop()
                    if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
                        player1.resetaim()
                    if event.key == pygame.K_LEFT and player1.change_x < 0:
                        player1.stop()
                    if event.key == pygame.K_k:
                        player1.stopshooting()  #

                if multiplayer == True:
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_s:
                            player2.prone()
                        if event.key == pygame.K_a:
                            player2.go_left()
                        if event.key == pygame.K_d:
                            player2.go_right()
                        if event.key == pygame.K_w:
                            player2.aimup()
                        if event.key == pygame.K_1:
                            player2.jump()
                        if event.key == pygame.K_2:
                            player2.shoot()

                    if event.type == pygame.KEYUP:
                        if event.key == pygame.K_d and player2.change_x > 0:
                            player2.stop()
                        if event.key == pygame.K_w or event.key == pygame.K_s:
                            player2.resetaim()
                        if event.key == pygame.K_a and player2.change_x < 0:
                            player2.stop()
                        if event.key == pygame.K_2:
                            player2.stopshooting()

            # Update the player1.

            active_sprite_list.update(enemy_list)
            enemy_sprite_list.update(player1)
            powerup_sprite_list.update(player1)
            if multiplayer == True:
                enemy_sprite_list.update(player2)
                powerup_sprite_list.update(player2)

            #update the enemies
            #for enemy in levels.Level.enemy_list:
            #    enemy.update()

            # Update items in the level
            current_level.update()

            # If the player1 gets near the right side, shift the world left (-x)
            if player1.rect.x >= 500:
                diff = player1.rect.x - 500
                player1.rect.x = 500
                current_level.shift_world(-diff)
                current_level.draw(screen)

            # If the player1 gets near the left side, shift the world right (+x)
            if player1.rect.x <= 120:
                diff = 120 - player1.rect.x
                player1.rect.x = 120
                current_level.shift_world(diff)
                current_level.draw(screen)

            if multiplayer == True:
                if player2.rect.x >= 500:
                    diff = player2.rect.x - 500
                    player2.rect.x = 500
                    current_level.shift_world(-diff)
                    current_level.draw(screen)

                if player2.rect.x <= 120:
                    diff = 120 - player2.rect.x
                    player2.rect.x = 120
                    current_level.shift_world(diff)
                    current_level.draw(screen)

            # If the player1 gets to the end of the level, go to the next level
            current_position = player1.rect.x + current_level.world_shift
            if current_position < current_level.level_limit:
                player1.rect.x = 120
                if current_level_no < len(level_list) - 1:
                    current_level_no += 1
                    current_level = level_list[current_level_no]
                    player1.level = current_level

            if multiplayer == True:
                current_position = player2.rect.x + current_level.world_shift
                if current_position < current_level.level_limit:
                    player2.rect.x = 120
                    if current_level_no < len(level_list) - 1:
                        current_level_no += 1
                        current_level = level_list[current_level_no]
                        player2.level = current_level

            # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
            current_level.draw(screen)
            active_sprite_list.draw(screen)
            enemy_sprite_list.draw(screen)
            powerup_sprite_list.draw(screen)
            for x in enemy_sprite_list:
                if x.bullet_list != None:
                    x.bullet_list.draw(screen)
            if multiplayer == True:
                if player1.dead == False and player2.dead == False:
                    if player1.bullet_list != None:
                        player1.bullet_list.draw(screen)
                    if player2.bullet_list != None:
                        player2.bullet_list.draw(screen)
            else:
                if player1.dead == False:
                    if player1.bullet_list != None:
                        player1.bullet_list.draw(screen)
            text = font.render("P1 Score = " + str(player1.score), 1,
                               (constants.WHITE))
            screen.blit(text, (0, 0))
            if multiplayer == True:
                text = font.render("P2 Score = " + str(player2.score), 1,
                                   (constants.WHITE))
                screen.blit(text, (0, 40))
            text = font.render("Quit to Main Menu (Esc)", 1, constants.WHITE)
            screen.blit(text, (constants.SCREEN_WIDTH / 2 - 120, 0))
            text = font.render("P1 Lives = " + str(player1.lives), 1,
                               (constants.WHITE))
            screen.blit(text, (constants.SCREEN_WIDTH - 115, 0))
            if multiplayer == True:
                text = font.render("P2 Lives = " + str(player2.lives), 1,
                                   (constants.WHITE))
                screen.blit(text, (constants.SCREEN_WIDTH - 115, 40))
            # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT

            # Limit to 60 frames per second
            clock.tick(60)

            # Go ahead and update the screen with what we've drawn.
            pygame.display.flip()

    # Be IDLE friendly. If you forget this line, the program will 'hang'
    # on exit.
    pygame.quit()
Esempio n. 8
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bg_obj.display_ceil(board_obj.grid)
bg_obj.display_left_wall(board_obj.grid)
bg_obj.display_right_wall(board_obj.grid)

# The paddle
paddle_obj = Paddle(0, 0)
paddle_obj.show(board_obj.grid, int(WIDTH / 2), int(WIDTH / 2) + PADDLE_LEN)

# The enemy
enemy_obj = Enemy(0, 30)

# Moving balls
ball_obj_array = [Ball(0, 0)]

# Powerups
powerup_obj_array = [PowerUp(0, 0) for i in range(40)]

SHOOT_TIME = [0]

BOMB_TIME = [0]
START_BOMB_FLAG = [0]


def bricks_fallen():
    os.system('clear')
    game_over()
    print()
    print(Fore.MAGENTA + Style.BRIGHT +
          "Better Luck next time!".center(SCREEN) + Style.RESET_ALL)
    print(Fore.MAGENTA + Style.BRIGHT +
          str("SCORE: " + str(SCORE[0])).center(SCREEN) + Style.RESET_ALL)