コード例 #1
0
            bullets.x += bullets.vel
        for enemy in enemy_list:
            if bullets.x + 10 >= enemy.x and bullets.x + 10 <= enemy.x + 30:
                if bullets.y + 10 >= enemy.y and bullets.y <= enemy.y + 50:
                    if bullets in bullet:
                        enemy.hit()
                        bullet.pop(bullet.index(bullets))
    for enemy in enemy_list:
        if enemy.bullet_hit >= 3:  # enemy life
            enemy.dead(display)
            enemy_list.pop(enemy_list.index(enemy))

    for enemy in enemy_list:
        if enemy.y + 25 > yin and enemy.y < yin + 50:
            if xin > enemy.x and enemy.vel > 0:
                enemy.shoot()
                bullet2.play()
            elif xin < enemy.x and enemy.vel < 0:
                enemy.shoot()
                bullet2.play()
        else:
            enemy.shooting = False
    for enemy in enemy_list:
        health_list.append(enemy.h)
    if len(health_list) > len(enemy_list):
        health_list.pop(0)
    health -= int(sum(health_list))
    health_list.clear()
    for event in pg.event.get():
        if event.type == pg.QUIT:
            pg.quit()
コード例 #2
0
def Game(display, enemy_list, block_list, key_x, key_y, score, bg):

    # Initial variables
    #-----------------------------------------------------------------------

    music = pg.mixer.music.load('audio/dvs.mp3')
    key = False
    key_appear = True
    pg.mixer.music.play(-1)

    xin = 50  #---------Initial X-Position

    yin = 585  #---------Initial Y-Position

    change = 8  #----------Motion

    lm = False  #----------Left Motion

    rm = False  #----------Right Motion

    ls = False  #----------Left Stand

    rs = True  #----------Right Stand

    jump = False

    jump_h = 10  #--------Jump Height
    neg = 1
    bullet = []
    fall = 1
    fall_state = True
    health = 10
    health_list = []
    block_rect = []
    for block in block_list:
        block_rect.append(
            pg.Rect(int(block[0]), int(block[2]), int(block[1] - block[0]),
                    25))
    gameExit = False

    # Main Game Loop
    #------------------------------------------------------------------------------

    while not gameExit:

        clock.tick(24)

        # Player Bullets
        #------------------------------------------------------------------------------

        for bullets in bullet:
            if bullets.x > xin + 200 or bullets.x < xin - 200:  # player bullets max range
                if bullets in bullet:
                    bullet.pop(bullet.index(bullets))

            else:
                bullets.x += bullets.vel

            for enemy in enemy_list:
                if bullets.x + 10 >= enemy.x and bullets.x + 10 <= enemy.x + 30:
                    if bullets.y + 10 >= enemy.y and bullets.y <= enemy.y + 50:
                        if bullets in bullet:
                            enemy.hit()
                            damage2.play()
                            bullet.pop(bullet.index(bullets))

            # Enemy Damage
#-----------------------------------------------------------------------------

        for enemy in enemy_list:
            if enemy.bullet_hit >= 3:  # enemy life
                enemy.dead(display)
                enemy_list.pop(enemy_list.index(enemy))
                score += 50

            # Enemy Shooting
#-----------------------------------------------------------------------------

        for enemy in enemy_list:
            if enemy.y + 25 > yin and enemy.y < yin + 50:
                if xin > enemy.x and enemy.vel > 0:
                    enemy.shoot()
                    bullet2.play()
                elif xin < enemy.x and enemy.vel < 0:
                    enemy.shoot()
                    bullet2.play()
            else:
                enemy.shooting = False

            # Player health
#------------------------------------------------------------------------------

        for enemy in enemy_list:
            health_list.append(enemy.h)
        if len(health_list) > len(enemy_list):
            health_list.pop(0)
        if sum(health_list) > 0:
            health -= int(sum(health_list))
            damage1.play()
        health_list.clear()

        # Event Handeling
        #-----------------------------------------------------------------------------

        for event in pg.event.get():
            if event.type == pg.QUIT:
                pg.quit()
                exit()
                # Key Pressed:
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_p:
                    pause_screen()

                if event.key == pg.K_SPACE:
                    bullet1.play()
                    if lm or ls:
                        facing = -1
                    elif rm or rs:
                        facing = 1
                    if len(bullet
                           ) < 4:  # max number of bullets of player at a time
                        if rs or rm:
                            bullet.append(fire(xin + 35, yin + 16, facing))
                        elif ls or lm:
                            bullet.append(fire(xin - 5, yin + 16, facing))

                if event.key == pg.K_LEFT:
                    lm = True
                    ls = False
                    rs = False
                    if not jump:
                        ls = True

                if event.key == pg.K_RIGHT:
                    rm = True
                    ls = False
                    rs = False
                    if not jump:
                        rs = True
                if event.key == pg.K_UP:
                    jump = True

                # Key Released

            if event.type == pg.KEYUP:
                if event.key == pg.K_c:
                    if rm:
                        rs = True
                        rm = False
                        ls = False
                    elif lm:
                        ls = True
                        lm = False
                        rs = False
                if event.key == pg.K_RIGHT:
                    rs = True
                    rm = False
                    ls = False
                elif event.key == pg.K_LEFT:
                    ls = True
                    lm = False
                    rs = False

                    # Animations Background and stuff
#------------------------------------------------------------------------------------------------------------------

        stage.bg(display, bg)  #background
        stage.bottom(display, 900, 600, 250, 400)
        stage.border(display, 900, 600)
        for block in block_list:
            stage.tile1(display, block[0], block[1], block[2])
        for enemy in enemy_list:
            enemy.draw(display, xin, yin)
        xin, yin, jump_h, neg, jump = player.player(display, xin, yin, change,
                                                    lm, rm, rs, ls, jump,
                                                    jump_h, neg, bullet,
                                                    health)
        player_block = pg.Rect(xin + 15, yin + 4, 20, 46)

        # Player motion restrictions
        #-----------------------------------------------------------------------------------------------------------------------

        for block in block_rect:
            if player_block.colliderect(block):
                if player_block.right >= block.left and player_block.left < block.left:
                    player_block.right = block.left
                if player_block.left <= block.right:
                    player_block.left = block.right
                if player_block.bottom >= block.top and player_block.top < block.top:
                    player_block.bottom = block.top
                    jump = False
                    jump_h = 10
                    fall_state = False
                if player_block.top <= block.bottom:
                    player_block.top = block.bottom
                    jump = False
                    jump_h = 10
                    player_block.top = block.bottom

##        if fall_state:
##            jump = False
        if fall_state and not jump:
            yin += (fall**2) * 0.30
            fall += 1
        if yin + 50 >= 580:
            fall = 1
            jump = False
            jump_h = 10
            yin = 535
        fall_state = True
        if xin <= 15:
            xin = 15
        elif xin >= 835:
            xin = 835
        if yin <= 15:
            yin = 15

        #  Key and score
#----------------------------------------------------------------------------------------------------------------------------

        if not (key_x <= xin + 25 <= key_x + 35
                and yin <= key_y + 12 <= yin + 50):
            if key_appear:
                stage.key(display, key_x, key_y)
        else:
            if key_appear:
                k.play()
            key_appear = False
            key = True
        message_to_screen1("Score: " + str(score), white, -250, 'small', 350)
        pg.display.update()

        # Stage Ending
        #----------------------------------------------------------------------------------------------------------------------------

        if len(enemy_list) == 0 and key:
            time.sleep(0.5)
            gameExit = True
            state = 'next'
        if health < 1:
            time.sleep(0.5)
            gameExit = True
            state = 'retry'
    return score, state