Esempio n. 1
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    def allocate_platform(self, x, y, p_type):
        # get new platform from unused list if there is one
        if len(self.platformsNotInUse) > 0:
            newPlatform = self.platformsNotInUse.pop()
            newPlatform.init(x, y, p_type)
            self.platformsInUse.append(newPlatform)

        # create new platform and add it to the used list if there is no unused platforms.
        elif len(self.platformsInUse) < self.POOL_SIZE:
            newPlatform = Platform(self.game)
            newPlatform.init(x, y, p_type)
            self.platformsInUse.append(newPlatform)

        # pool is full so no platforms to allocate
        else:
            return None
Esempio n. 2
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    def randomPlatform(self, top=True):
        x = randint(0, screen_width - platform_width)
        bad_y = []
        for spr in self.allsprites:
            bad_y.append((spr.y - platform_y_padding,
                          spr.y + platform_y_padding + spr.rect.height))

        good = 0
        while not good:
            if top:
                y = randint(-100, 50)
            else:
                y = randint(0, screen_height)
            good = 1
            for bad_y_item in bad_y:
                if bad_y_item[0] <= y <= bad_y_item[1]:
                    good = 0
                    break

        dig = randint(0, 100)
        if dig < 35:
            return MovingPlatform(x, y)
        elif dig >= 35 and dig < 50:
            return CrashingPlatform(x, y)
        else:
            return Platform(x, y)
Esempio n. 3
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 def test_player_lands_on_platform_in_reverse(self):
     self.game.stage.player.movement.reverse = True
     plat = Platform(400, 380, 600, 15)
     self.game.stage.platforms.add(plat)
     self.game.stage.all_sprites.add(plat)
     self.game.run(15)
     self.assertTrue(self.game.stage.player.movement.ability)
Esempio n. 4
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    def new(self):
        """Start a new game.
        """

        # keeping track of missions
        self.vaccines_collected = 0
        self.enemies_killed = 0
        self.n_bullets = 20  # initial number of bullets for the player

        self.failed = False

        # used for checking if player completed game
        self.platforms_crossed = 0

        # initialize sprite groups
        self.all_sprites = pygame.sprite.LayeredUpdates()
        self.platforms = pygame.sprite.Group()
        self.powerups = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.viruses = pygame.sprite.Group()
        self.bullets = pygame.sprite.Group()
        self.clouds = pygame.sprite.Group()

        # load bg image
        self.bg_image = BackGround(self)

        if self.level > 1:  # needed for scrolling background
            self.bg_image_2 = BackGround(self)
            self.bg_image_2.rect.left = self.bg_image.rect.right

        # create new instance of player
        self.player = Player(self)

        # timer for spawning enemies
        self.slime_timer = 0
        self.bat_timer = 0

        # creating base
        self.bases = []
        base = Base(self, 0)
        self.bases.append(base)
        while base.rect.right < s.WIDTH:
            base = Base(self, base.rect.right)
            self.bases.append(base)

        # creating starting platforms
        for plat in s.PLATFORM_START_LIST:
            Platform(self, *plat)

        # create clouds/other images
        if self.level == 1:
            for i in range(5):
                c = Cloud(self)
                c.rect.x -= random.randrange(200, 400, 50)

        # load music
        pygame.mixer.music.load(os.path.join(self.sound_dir, "background.ogg"))

        self.run()
Esempio n. 5
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 def test_scrolling_moves_platforms(self):
     self.game.scrolling = True
     self.game.set_stage(FIRST, BUTTS)
     plat = Platform(100, 100, 100, 100)
     self.game.stage.platforms.add(plat)
     pos_x = plat.pos.x
     self.game.run(5)
     self.assertTrue(pos_x > plat.pos.x)
Esempio n. 6
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 def add_new_platform(self, y):
     if len(self.platforms) < 6:
         w = random.choice([60, 80, 100])
         h = 20
         x = random.randrange(20, WIDTH - w - 20)
         y = y
         color = random.choice([BLUE, RED, GREEN])
         Platform(self, color, x, y, w, h)
Esempio n. 7
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 def test_left_movement_platform_collision(self):
     self.game.add_event(
         pygame.event.Event(pygame.KEYDOWN, key=pygame.K_LEFT))
     plat = Platform(300, 400, 100, 100)
     self.game.stage.platforms.add(plat)
     self.game.stage.all_sprites.add(plat)
     self.game.run(20)
     self.assertTrue(self.game.stage.player.pos.x == plat.rect.right +
                     PLAYER_WIDTH / 2)
Esempio n. 8
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    def new(self, level):
        # start a new game
        if level == 5:
            self.playing = False
            g.show_go_screen()

        self.score = 0
        self.all_sprites = pg.sprite.LayeredUpdates()
        self.platforms = pg.sprite.Group()
        self.powerups = pg.sprite.Group()
        self.mobs = pg.sprite.Group()
        self.clouds = pg.sprite.Group()
        self.portal = pg.sprite.Group()
        self.shortcut = pg.sprite.Group()
        self.player = Player(self)

        pg.mixer.music.load(path.join(self.snd_dir, 'gameplay.mp3'))
        pg.mixer.music.set_volume(.3)
        pg.mixer.music.play(loops=-1)

        if level == 1:
            for plat in PLATFORM_LIST_1:
                Platform(self, *plat)
        if level == 2:
            for plat in PLATFORM_LIST_2:
                Platform(self, *plat)
        if level == 3:
            for plat in PLATFORM_LIST_3:
                Platform(self, *plat)

        Portal(self)
        Shortcut(self)

        self.mob_timer = 0

        for i in range(8):
            c = Cloud(self)
            c.rect.y += 500
        self.run(level)
Esempio n. 9
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 def __init__(self, level, character):
     self.effects = Effects()
     self.score = 1
     self.all_sprites = pygame.sprite.Group()
     self.platforms = pygame.sprite.Group()
     self.baddies = pygame.sprite.Group()
     self.powerups = pygame.sprite.Group()
     self.player = Player(character)
     self.all_sprites.add(self.player)
     for platform in level:
         plat = Platform(platform[0], platform[1], platform[2], platform[3])
         self.all_sprites.add(plat)
         self.platforms.add(plat)
Esempio n. 10
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    def update(self):
        #check platform collsion
        hits = pygame.sprite.spritecollide(self, self.game.platforms, False)

        if self.animation:
            self._animate()

        if self.spike and not self.animation:
            #Display the platform beneath the spike
            if self.run_once:
                Platform(self.starting_x_position,
                         self.starting_y_position + SPIKE_HEIGHT,
                         self.game)  #grass platform change x, y
                self.run_once = False

        if self.stone:
            self.rect.y += 2
            if hits:
                if self.run_once:
                    self.game.boulder_roll_sound.play()
                    self.run_once = False
                self.rect.y -= 2  #stop the ball's y position
            else:
                self.game.boulder_roll_sound.stop()

            if self.rect.x + 100 <= 0:
                self.kill()

        if self.axe:
            self.rect.y += 3

            if hits:
                self.rect.y -= 3
                self.rect.x += 3
                if hits[0].snow:
                    if self.run_once:
                        self.rect.y += hits[0].get_size(False) // 2
                        self.game.axe_hit_sound.play()
                        self.run_once = False
                else:
                    if self.run_once:
                        self.game.axe_hit_sound.play()
                        self.run_once = False

                self.image = self.stop_axe_image_list[self.random_num]
Esempio n. 11
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 def generate(self):
     """Generates new platforms, baddies and powerups"""
     while len(self.platforms) < 7:
         _pos_x = randint(WIDTH + 50, WIDTH + 300)
         _pos_y = randint(50, 450)
         _width = randint(80, 130)
         _height = randint(20, 45)
         _new_plat = Platform(_pos_x, _pos_y, _width, _height)
         self.check_overlap(_new_plat, self.platforms, 150, 100)
     while len(self.baddies) < int((self.score + 2200) / 3000):
         _pos_x = randint(WIDTH + 50, WIDTH + 500)
         _pos_y = randint(-30, HEIGHT + 30)
         _new_baddie = Baddie(_pos_x, _pos_y)
         self.check_overlap(_new_baddie, self.baddies, 50, 50)
     if int(self.score % 3000) == 0:
         _pos_x = randint(WIDTH + 50, WIDTH + 200)
         _pos_y = randint(30, HEIGHT - 30)
         _powerup = Powerup(_pos_x, _pos_y)
         self.all_sprites.add(_powerup)
         self.powerups.add(_powerup)
Esempio n. 12
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    def _animate(self):
        time_now = pygame.time.get_ticks()
        time_now_2 = pygame.time.get_ticks()

        if self.spike:
            #Spawn once a platform underneath the spike
            if self.run_once:
                Platform(self.starting_x_position, self.starting_y_position,
                         self.game)  #grass platform
                self.run_once = False

            #Make the spikes go up and down 300, 200, 400, 100 ms per frame
            if time_now - self.last_update_time > random.choice(
                [300, 200, 400, 100]):
                self.last_update_time = time_now
                if self.spike_go_up:
                    self.rect.y -= 5
                if self.spike_go_down:
                    self.rect.y += 5
                if self.rect.y <= self.starting_y_position - SPIKE_HEIGHT:
                    self.spike_go_up = False
                    self.spike_go_down = True
                elif self.rect.y >= self.starting_y_position + 1:  #when the spikes go behind the platform, hide the spikes behind the platform in 6 sec
                    self.rect.y -= 5
                    if time_now_2 - self.spike_update_time_2 > random.choice([
                            4000, 3000, 5000
                    ]):  #Hide behind the platform for 4, 3 or 5 sec
                        self.spike_update_time_2 = time_now_2
                        self.spike_go_up = True
                        self.spike_go_down = False

        if self.stone or self.axe:
            #Rotate the stone or axe image 90 degrees every 150 ms
            millisecs = 150 if self.stone else 70
            if time_now - self.last_update_time > millisecs:
                self.last_update_time = time_now
                self.update_frame_index = (self.update_frame_index + 1) % len(
                    self.image_rotation_list)
                self.image = self.image_rotation_list[self.update_frame_index]

            self.rect.x -= 3
Esempio n. 13
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    def new_game(self):
        # Начать новую игру
        self.score = 0
        self.death = False
        self.bg_count = 0
        self.gravity = PLAYER_GRAVITY
        self.gravity_on_off = True
        self.gravity_count = 0
        self.enemy_count = 0
        self.all_sprites = pg.sprite.Group()
        self.platforms = pg.sprite.Group()
        self.powerups = pg.sprite.Group()
        self.enemies = pg.sprite.Group()

        self.background1 = Background(self, 0, -HEIGHT)
        self.background2 = Background(self, 0, 0)
        self.player = Player(self)

        for i in START_MAP:
            Platform(self, *i)

        self.run()
Esempio n. 14
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    def update(self):
        """Updates attributes of objects.

        Main logic of the game.
        """

        # update all sprites
        self.all_sprites.update()

        now = pygame.time.get_ticks()

        # prevent the player from going towards the left
        if self.player.rect.left <= 0:
            self.player.rect.right = self.player.rect.width + 10

        # spawn Slime at level 1, 2, and 3 every 5 secs.
        if now - self.slime_timer > 5000 + random.choice(
            [-1000, -500, 0, 500, 1000]):
            if not self.paused:
                self.slime_timer = now
                Slime(self, self.level >= 3)

        # spawn bat at level 2 and above every 30 secs.
        if self.level == 2:
            bat_freq = 30000
        elif self.level >= 3:
            bat_freq = 10000

        # spawn bats only after level 1
        if self.level > 1:
            if now - self.bat_timer > bat_freq + random.choice(
                [-1000, -500, 0, 500, 1000]):
                if not self.paused:
                    self.bat_timer = now
                    Bat(self, self.level == 4)

        # create new bases as player moves
        last_base = self.bases[-1]
        if last_base.rect.right <= s.WIDTH:
            new_base = Base(self, last_base.rect.right,
                            s.HEIGHT - s.BASE_HEIGHT)
            self.bases.append(new_base)
            self.bases.pop(0)

        # player - enemy collision check
        temp_enemy_hits = pygame.sprite.spritecollide(self.player,
                                                      self.enemies, False)
        if temp_enemy_hits:
            enemy_hits = pygame.sprite.spritecollide(
                self.player, self.enemies, True, pygame.sprite.collide_mask)

        try:
            if enemy_hits:
                self.dead_sound.play()
                # reduce player lives
                self.player.lives -= 1
                # is player dead?
                if self.player.lives == 0:
                    self.failed = True
                    self.show_failed_screen()
        except Exception:
            pass

        # player - virus collision check
        temp_virus_hits = pygame.sprite.spritecollide(self.player,
                                                      self.viruses, False)
        if temp_virus_hits:
            virus_hits = pygame.sprite.spritecollide(
                self.player, self.viruses, True, pygame.sprite.collide_mask)

        try:
            if virus_hits:
                self.dead_sound.play()
                self.failed = True
                self.show_failed_screen()
        except Exception:
            pass

        # bullet - virus collision check
        if self.level == 4:
            bv_hits = pygame.sprite.groupcollide(self.bullets, self.viruses,
                                                 True, True)
            if bv_hits:
                self.dead_sound.play()
                self.score += 20

        # bullet - enemy collision check
        be_hits = pygame.sprite.groupcollide(self.enemies, self.bullets, True,
                                             True)
        if be_hits:
            self.dead_sound.play()
            self.score += 20
            self.enemies_killed += 1

        # bullet - platform collision check, if so, bullet sprite will be killed
        pygame.sprite.groupcollide(self.bullets, self.platforms, True, False)

        # player - base collision check
        base_hits = pygame.sprite.spritecollide(self.player, self.bases, False)
        if base_hits:
            lowest = base_hits[0]
            # if player below base, make him rest on base
            if self.player.pos.y > lowest.rect.top:
                self.player.pos.y = lowest.rect.top + 5
                self.player.vel.y = 0
                self.player.jumping = False

        # player - powerup collision check
        pow_hits = pygame.sprite.spritecollide(self.player, self.powerups,
                                               True)
        for powerUp in pow_hits:
            self.powerup_sound.play()
            # add points to score
            self.score += 10
            if powerUp.type == 'vaccine':
                self.vaccines_collected += 1
            elif powerUp.type == 'health':
                self.player.lives += 1
            elif powerUp.type == 'ammo':
                self.n_bullets += 1

        # player - platform collision check
        temp_plat_hits = pygame.sprite.spritecollide(self.player,
                                                     self.platforms,
                                                     False)  # BB check
        if temp_plat_hits:  # mask check
            plat_hits = pygame.sprite.spritecollide(self.player,
                                                    self.platforms, False,
                                                    pygame.sprite.collide_mask)

        try:
            if plat_hits:
                plat = plat_hits[0]
                for hit in plat_hits:
                    if hit.rect.left > plat.rect.left:
                        plat = hit

                # if player is within the platforms's width
                if self.player.pos.x - self.player.rect.width / 2 < plat.rect.right and \
                        self.player.pos.x + self.player.rect.width / 2 > plat.rect.left:
                    # if player is above platform, make him rest on platform
                    if self.player.pos.y < plat.rect.centery:
                        self.player.pos.y = plat.rect.top + 5  # to compensate for extra space below in image
                        self.player.vel.y = 0
                        self.player.jumping = False
                    # if player is below the platform, and was going/jumping up, restrict his jump
                    if self.player.pos.y > plat.rect.bottom and self.player.vel.y < 0:
                        self.player.pos.y = plat.rect.bottom + self.player.rect.height
                        self.player.vel.y = 0
                        self.player.jumping = False
        except Exception:
            pass

        # moving screen towards right
        if self.player.rect.right >= s.WIDTH * 0.45:
            # creating new clouds
            if self.level == 1:
                if random.randrange(100) < s.CLOUD_FREQ:
                    Cloud(self)
            if self.player.vel.x > 0:
                # updating player
                self.player.pos.x -= max(self.player.vel.x, 3)
                # updating previous clouds
                for cloud in self.clouds:
                    cloud.rect.x -= max(self.player.vel.x / 6, 1)
                # updating platforms
                for plat in self.platforms:
                    plat.rect.x -= max(self.player.vel.x, 3)
                    if plat.rect.right <= 0:
                        plat.kill()
                        self.score += 1
                        self.platforms_crossed += 1
                # updating enemies
                for enemy in self.enemies:
                    enemy.rect.x -= max(self.player.vel.x, 3)
                # updating viruses
                for virus in self.viruses:
                    virus.rect.x -= max(self.player.vel.x, 3)
                # background
                if self.level >= 2:
                    self.bg_image.rect.x -= max(self.player.vel.x / 6, 1)

        # scrolling background
        if self.level >= 2:
            self.bg_image_2.rect.left = self.bg_image.rect.right
            if self.bg_image.rect.right < 0:
                self.bg_image.rect.left = 0

        # spawn new platforms
        # calculate the right pos of previous platform
        max_right = 0
        for plat in self.platforms:
            if plat.rect.right > max_right:
                max_right = plat.rect.right

        # create new platforms, max of 3 platforms available at a time.
        while len(self.platforms) < 3:
            rand_x = max_right + random.randrange(200, 400)
            rand_y = s.HEIGHT - 150 - s.BASE_HEIGHT - random.randrange(
                0, 100, 20)
            Platform(self, rand_x, rand_y)

        # check if gameover
        if self.platforms_crossed >= s.PLAT_CROSS:
            if self.enemies_killed >= s.ENEMY_KILLS and self.vaccines_collected >= s.VAC_COLLECT:
                self.playing = False
            else:
                self.failed = True
                self.show_failed_screen()
Esempio n. 15
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 def test_screen_edge_kills_platforms(self):
     plat = Platform(-100, -100, 10, 10)
     self.game.stage.all_sprites.add(plat)
     self.game.run(5)
     self.assertTrue(len(self.game.stage.all_sprites) == 6)
Esempio n. 16
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def game():
    EXPLODING = 2
    RUNNING   = 1
    QUIT      = 0
    
    state = RUNNING
    side  = STILL

    assets = load_assets()

    all_sprites   = pygame.sprite.Group()
    all_enemies   = pygame.sprite.Group()
    all_bullets   = pygame.sprite.Group()
    all_platforms = pygame.sprite.Group()

    groups = {}

    groups['all_sprites']   = all_sprites
    groups['all_meteors']   = all_enemies
    groups['all_bullets']   = all_bullets
    groups['all_platforms'] = all_platforms

    camera    = Camera(assets)
    player    = Hero(groups, assets, side)
    enemy     = Enemy(assets)
    platform1 = Platform(assets, 700, 650)
    
    all_sprites.add(camera)
    all_sprites.add(player)
    all_sprites.add(platform1)

    score             = 0
    lives             = 15
    number_of_enemies = 2
    keys_down         = {}

    for i in range(number_of_enemies):
        enemy = Enemy(assets)
        all_sprites.add(enemy)
        all_enemies.add(enemy)
    
    while state != QUIT:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                state = QUIT

            if event.type == pygame.KEYDOWN:
                keys_down[event.key] = True
                
                if event.key == pygame.K_ESCAPE:
                    pause()

                if event.key == pygame.K_UP or event.key == pygame.K_w:
                    player.jump()

                if event.key == pygame.K_LEFT or event.key == pygame.K_a:
                    camera.speedx    += 2
                    enemy.speedx     += 2
                    if camera.rect.left <= 0 or camera.rect.right >= window_width:
                        platform1.speedx += 2
                    else:
                        platform1.speed = 0
                    player.side = Bullet.side = LEFT

                if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                    camera.speedx    -= 2
                    enemy.speedx     -= 2
                    if camera.rect.left <= 0 or camera.rect.right >= window_width:
                        platform1.speedx -= 2
                    else:
                        platform1.speed = 0
                    player.side = Bullet.side = RIGHT
                    
                if event.key == pygame.K_SPACE:
                    player.shoot()

            if event.type == pygame.KEYUP:
                if event.key in keys_down and keys_down[event.key]:
                    if event.key == pygame.K_LEFT or event.key == pygame.K_a:
                        camera.speedx    -= 2
                        enemy.speedx     -= 2
                        if camera.rect.left <= 0 or camera.rect.right >= window_width:
                            platform1.speedx -= 2
                        else:
                            platform1.speed = 0
                        player.side = Bullet.side = LEFT

                    if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                        camera.speedx    += 2
                        enemy.speedx     += 2
                        if camera.rect.left <= 0 or camera.rect.right >= window_width:
                            platform1.speedx += 2
                        else:
                            platform1.speed = 0
                        player.side = Bullet.side = RIGHT

        all_sprites.update()

        if state == RUNNING:
            hits = pygame.sprite.groupcollide(all_enemies, all_bullets, True, True, pygame.sprite.collide_mask)
            for enemy in hits:
                assets['destroy_sound'].play()
                e = Enemy(assets)
                all_sprites.add(e)
                all_enemies.add(e)

                explosion = Explosion(enemy.rect.center, assets)
                all_sprites.add(explosion)

                score += 100
                if score % 1000 == 0:
                    lives += 1

            hits = pygame.sprite.spritecollide(player, all_enemies, True, pygame.sprite.collide_mask)
            if len(hits) > 0:
                assets['boom_sound'].play()
                player.kill()
                lives    -= 1
                explosion = Explosion(player.rect.center, assets)
                all_sprites.add(explosion)
                state     = EXPLODING
                keys_down = {}
                explosion_tick     = pygame.time.get_ticks()
                explosion_duration = explosion.frame_ticks * len(explosion.explosion_anim) + 50

            hits = pygame.sprite.spritecollide(player, all_platforms, False, pygame.sprite.collide_mask)
            if hits:
                player.speedy = 0
                player.rect.pos.y = hits[0].rect.top
                keys_down = {}

        elif state == EXPLODING:
            now           = pygame.time.get_ticks()
            camera.speedx = 0
            platform1.speedx = 0
            keys_down     = {}
            if now - explosion_tick > explosion_duration:
                if lives == 0:
                    game_over()
                else:
                    state  = RUNNING
                    player = Hero(groups, assets, side)
                    enemy  = Enemy(assets)
                    all_sprites.add(player)
                    all_sprites.add(enemy)
                    all_enemies.add(enemy)

        all_sprites.draw(window)

        text_surface     = assets['score_font'].render('{:08d}'.format(score), True, WHITE)
        text_rect        = text_surface.get_rect()
        text_rect.midtop = (window_width / 2, 10)
        window.blit(text_surface, text_rect)

        text_surface      = assets['score_font'].render(chr(9829) * lives, True, INSPER_RED)
        text_rect         = text_surface.get_rect()
        text_rect.topleft = (10, 10)
        window.blit(text_surface, text_rect)

        pygame.display.update()
        clock.tick(FPS)

    pygame.quit()
    pygame.mixer.quit()