def run_game(): # Initialize game and create a screen object. pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Zombie Tower Ultimate Sonic The Next Generation Super EX") play_button = Button(ai_settings, screen, "Play") # Set the background color ship = Ship(screen, ai_settings) bullets = Group() bomb = Group() lasercheat = Group() nuke = Nuke(ai_settings, screen, ship) block = Block(ai_settings, screen, nuke) wall = Wall(ai_settings, screen, ship) lift = Lift(ai_settings, screen, nuke) aliens = Group() alien = Alien(ai_settings, screen) # Start the main loop for the game. stats = GameStats(ai_settings, bomb, aliens, bullets) sb = Scoreboard(ai_settings, screen, stats) gf.create_fleet(ai_settings, screen, ship, aliens) while True: # Watch for keyboard and mouse events. gf.check_events(ai_settings, screen, stats, ship, bullets, lasercheat, aliens, nuke, play_button, bomb, wall, lift) if stats.game_active: ship.update() gf.update_aliens(ai_settings, stats, screen, ship, aliens, bomb, wall) ai_settings.counterpnts -= 1 if ai_settings.counterpnts <=0: ai_settings.counterpnts = 60 stats.score += 1 sb.prep_score() bullets.update() bomb.update(aliens, ai_settings, screen) gf.update_screen(ai_settings, screen, stats, sb, ship, bullets, lasercheat, aliens, nuke, play_button, wall, bomb, lift, block) # Get rid of bullets that have disappeared. for bullet in bullets.copy(): if bullet.rect.right >= 1200: bullets.remove(bullet) print(len(bullets))
def __init__(self, width=640, height=480, title="Prog Workshop - Pong!"): pygame.init() # Sets key repeat to a max of once every 5 ms #pygame.key.set_repeat(5, 5) self.screen = pygame.display.set_mode((width, height)) pygame.display.set_caption(title) self.clock = pygame.time.Clock() self.screen = pygame.display.get_surface() self._running = True self.player1 = Paddle(0,0,20,100,self) self.player2 = Paddle(width-20,0,20,100,self) self.ball = Ball(width/2,height/2,20,20,self) self.ball.setSpeed(random.random()*14-7, random.random()*14-7) self.balls = [] self.score = Scoreboard(self, 36)
def __init__(self, x, y, game): Window.__init__( self, x, y, 200, 2) Visettings.Speed = -1 if Visettings.AutoEnd : Visettings.CurrentMode = VISMODE.PLAY else: Visettings.CurrentMode = VISMODE.PAUSE Visettings.MaxX = game.states[0].boardX-1 Visettings.MaxY = game.states[0].boardY-1 Visettings.Player1Name = game.getName(0) Visettings.Player2Name = game.getName(0) Visettings.Game = game self.Window.erase() self.Window.refresh() self.moveWindow( x, Visettings.MaxY*2+4 ) self.score = Scoreboard( x+Visettings.MaxX*2+5, y, 31, Visettings.MaxY*2+4 ) self.gameboard = Gameboard( x, y, Visettings.MaxX*2+4, Visettings.MaxY*2+4 ) self.plantInfo = Plantinfo( x+Visettings.MaxX*2+5+31, y, 32, Visettings.MaxY+1 ) self.minimap = Minimap( \ x+Visettings.MaxX*2+5+31+30/2 - Visettings.MaxX/2, \ Visettings.MaxY+1, \ Visettings.MaxX+3, \ Visettings.MaxY+3 ) Visettings.CurX = 0 Visettings.CurY = 0 self.Window.erase()
from turtle import Screen from snake import * import time from food import Food from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.bgcolor("black") screen.title("Snake Game") screen.tracer(0) snake = Snake() food = Food() scoreboard = Scoreboard() screen.listen() screen.onkey(snake.up, "Up") screen.onkey(snake.down, "Down") screen.onkey(snake.left, "Left") screen.onkey(snake.right, "Right") game_is_on = True while game_is_on: screen.update() time.sleep(0.1) snake.move() #detect collision with food if snake.head.distance(food) < 15: food.refresh()
from turtle import Turtle, Screen from paddle import Paddle from ball import Ball from scoreboard import Scoreboard import random import time screen = Screen() paddle = Paddle() ball = Ball() scoreboard = Scoreboard() # index 0 paddle on the right paddle.create_paddle(-350) paddle.create_paddle(350) ball.create_ball() screen.setup(width=800, height=600) screen.bgcolor("black") screen.title("My PingPong Game") screen.listen() screen.onkey(paddle.go_up1, "w") screen.onkey(paddle.go_down1, "s") screen.onkey(paddle.go_up2, "p") screen.onkey(paddle.go_down2, ";") screen.tracer(0) Game_On = True
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() scoreboard = Scoreboard() car_manager = CarManager() screen.listen() screen.onkey(player.move, "Up") game_is_on = True while game_is_on: time.sleep(0.1) screen.update() car_manager.create_car() car_manager.move_cars(scoreboard.get_level()) if car_manager.detect_collision(player): scoreboard.game_over() game_is_on = False if player.has_cleared_level(): scoreboard.increase_level()
from paddle import Paddle from ball import Ball import time from scoreboard import Scoreboard screen = Screen() screen.setup(800, 600) screen.bgcolor("Black") screen.title("Pong") screen.tracer( 0) # turn off the animation , now we have to update our screen manually r_paddle = Paddle((350, 0)) l_paddle = Paddle((-350, 0)) ball = Ball() scoreboard = Scoreboard() screen.listen() screen.onkey(r_paddle.go_up, "Up") screen.onkey(r_paddle.go_down, "Down") screen.onkey(l_paddle.go_up, "w") screen.onkey(l_paddle.go_down, "s") game_is_on = True while game_is_on: time.sleep(ball.move_speed) screen.update() ball.move() # detect the collision with wall if ball.ycor() > 280 or ball.ycor() < -280:
class AlienInvasion: """Common class to manage game assets and behavior""" def __init__(self): """Initialize game and create game resources.""" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height # self.screen = pygame.display.set_mode( # (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("Вторжение инопланетян") # Create an instance to store game statistics, # and create a scoreboard. self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() # Play Button self.play_button = Button(self, "Играть") def run_game(self): """Start main loop for the game""" while True: self._check_events() if self.stats.game_active: self.ship.update_status() self.bullets.update() self._update_bullets() self._update_aliens() self._update_screen() def _check_events(self): """Respond to keypress and mouse movements""" # Watch for keyboard and mouse movements for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) def _check_play_button(self, mouse_pos): button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self._start_game() def _start_game(self): # Reset stats self.settings.difficulty(1) # available diff levels : 3 self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() # Hide mouse pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """Respond to keypress""" # If the player presses both keys at once, two separate events will be detected. # We can use elif blocks here because each event is connected to only one key. if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() # Enable and disable fullscreen mode elif event.key == pygame.K_p: self._start_game() elif event.key == pygame.K_f: if self.screen.get_flags() and pygame.FULLSCREEN: self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) else: self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height def _check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _fire_bullet(self): """Create new bullet and add it to the bullets group""" if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): # Upd bullet positions self.bullets.update() # Remove bullets that have disappeared for bullet in self.bullets.copy(): if bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() def _check_bullet_alien_collisions(self): # Check for any bullets that have hit aliens. # If so, get rid of the bullet and the alien collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() if not self.aliens: self.bullets.empty() self._create_fleet() self.settings.increase_speed() # Increase level self.stats.level += 1 self.sb.prep_level() def _update_aliens(self): self._check_fleet_edges() self.aliens.update() if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() self._check_aliens_bottom() def _ship_hit(self): if self.stats.ships_left > 0: self.stats.ships_left -= 1 self.sb.prep_ships() self.aliens.empty() self.bullets.empty() # Create new fleet and center the ship self._create_fleet() self.ship.center_ship() # Pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _create_fleet(self): alien = Alien(self) alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number self.aliens.add(alien) def _check_aliens_bottom(self): screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _check_fleet_edges(self): for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _update_screen(self): """Upd images on the screen, and flip to the new screen""" # Redraw the screen during each pass through the loop. self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() # Make the most recently drawn screen visible. This will update the contents of the entire display. pygame.display.flip()
class AlienInvasion: #init game resources def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("Alien Invasion") #create an instance to store game stats and scoreboard self.stats = GameStats(self) self.scoreboard = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() #Make play button self.play_button = Button(self, "Play") #game loop def run_game(self): while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() #update bullets helper def _update_bullets(self): self.bullets.update() #Eradicate bulets after they've left the screen for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() #Respond to collisions between aliens and bullets def _check_bullet_alien_collisions(self): #If a bullet hits an alien remove the alien and the bullet collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points self.scoreboard.prep_score() self.scoreboard.check_high_score() #when the fleet is dead get rid of bullets and regenerate fleet if not self.aliens: self.bullets.empty() self._create_fleet() self.settings.increase_speed() #increase level self.stats.level += 1 self.scoreboard.prep_level() #update aliens helper def _update_aliens(self): self._check_fleet_edges() self.aliens.update() #handle alien and ship collision if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() self._check_aliens_bottom() #Respond if ship is hit by alien def _ship_hit(self): if self.stats.ships_left > 0: #decrement ships_left self.stats.ships_left -= 1 self.scoreboard.prep_ships() #get rid of any remaining aliens and bullets self.aliens.empty() self.bullets.empty() #create a new fleet and center the ship self._create_fleet() self.ship.center_ship() #Pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) #handle event input def _check_events(self): #user input for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_event(event) elif event.type == pygame.KEYUP: self._check_keyup_event(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) #handle keydown events def _check_keydown_event(self, event): if event.key == pygame.K_RIGHT or event.key == pygame.K_d: self.ship.moving_right = True elif event.key == pygame.K_LEFT or event.key == pygame.K_a: self.ship.moving_left = True elif event.key == pygame.K_SPACE: self._fire_bullet() elif event.key == pygame.K_q: sys.exit() #handle keyup events def _check_keyup_event(self, event): if event.key == pygame.K_RIGHT or event.key == pygame.K_d: self.ship.moving_right = False elif event.key == pygame.K_LEFT or event.key == pygame.K_a: self.ship.moving_left = False #Start new game when player presses play def _check_play_button(self, mouse_pos): button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: #reset game settings self.settings.init_dynamic_settings() #reset game stats self.stats.reset_stats() self.stats.game_active = True self.scoreboard.prep_score() self.scoreboard.prep_level() self.scoreboard.prep_ships() #get rid of remaining aliens and bullets self.aliens.empty() self.bullets.empty() #create new fleet and center the ship self._create_fleet() self.ship.center_ship() #hide mouse pygame.mouse.set_visible(False) #create new bullet and add it to group def _fire_bullet(self): if len(self.bullets) < self.settings.bullet_capactiy: new_bullet = Bullet(self) self.bullets.add(new_bullet) #create fleet of aliens def _create_fleet(self): #create an alien and find the number of aliens in a row #spacing between each alien is equal to one alien width alien = Alien(self) alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) #determine number of rows of aliens that fit on screen ship_height = self.ship.rect.height available_space_y = self.settings.screen_height - ( 3 * alien_height) - ship_height number_rows = available_space_y // (2 * alien_height) #create fleets of aliens for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) #create a single alien and place it accordingly def _create_alien(self, alien_number, row_number): #Create alien and place it the row alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number self.aliens.add(alien) #Check if aliens have reached bottom of the screen def _check_aliens_bottom(self): screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break #change direction if aliens have reached edge def _check_fleet_edges(self): for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break #change fleet direction and drop them down def _change_fleet_direction(self): for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _update_screen(self): #redraw screen self.screen.fill(self.settings.bg_color) self.ship.blitme() #draw bullets for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) #draw score inforation self.scoreboard.show_score() #draw play button when game is inactive if not self.stats.game_active: self.play_button.draw_button() #draw new screen pygame.display.flip()
from turtle import Screen from snake import Snake from food import Food from scoreboard import Scoreboard import time screen = Screen() screen.setup(height=600, width=600) screen.bgcolor("black") screen.title("Snake Game") screen.tracer(0) snake = Snake() food = Food() score = Scoreboard() screen.listen() screen.onkey(snake.up, "Up") screen.onkey(snake.down, "Down") screen.onkey(snake.left, "Left") screen.onkey(snake.right, "Right") game_is_on = True while game_is_on: screen.update() time.sleep(0.1) snake.move() # Detect collision with food. if snake.head.distance(food) < 15:
def runGame(): #Initialize game and create a window pg.init() #create a new object using the settings class setting = Settings() #creaete a new object from pygame display screen = pg.display.set_mode((setting.screenWidth, setting.screenHeight)) #set window caption using settings obj pg.display.set_caption(setting.windowCaption) playBtn = Button(setting, screen, "PLAY", 200) menuBtn = Button(setting, screen, "MENU", 250) twoPlayBtn = Button(setting, screen, "2PVS", 250) setBtnbtn = Button(setting, screen, "SETTING", 400) aboutBtn = Button(setting, screen, "ABOUT", 300) quitBtn = Button(setting, screen, "QUIT", 350) #make slector for buttons sel = Selector(setting, screen) sel.rect.x = playBtn.rect.x + playBtn.width + 10 sel.rect.centery = playBtn.rect.centery #Create an instance to stor game stats stats = GameStats(setting) sb = Scoreboard(setting, screen, stats) #Make a ship ship = Ship(setting, screen) #Ships for two player ship1 = Ship(setting, screen) ship2 = Ship(setting, screen) #make a group of bullets to store bullets = Group() eBullets = Group() #Make an alien aliens = Group() gf.createFleet(setting, screen, ship, aliens) pg.display.set_icon(pg.transform.scale(ship.image, (32, 32))) runGame = True #Set the two while loops to start mainMenu first while runGame: #Set to true to run main game loop while stats.mainMenu: mm.checkEvents(setting, screen, stats, sb, playBtn, twoPlayBtn, aboutBtn, quitBtn, menuBtn, sel, ship, aliens, bullets, eBullets) mm.drawMenu(setting, screen, sb, playBtn, menuBtn, twoPlayBtn, aboutBtn, quitBtn, sel) while stats.mainGame: #Game functions gf.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, sel, ship, aliens, bullets, eBullets) #Check for events if stats.gameActive: gf.updateAliens(setting, stats, sb, screen, ship, aliens, bullets, eBullets) #Update aliens gf.updateBullets(setting, screen, stats, sb, ship, aliens, bullets, eBullets) #Update collisions ship.update() #update the ship gf.updateScreen(setting, screen, stats, sb, ship, aliens, bullets, eBullets, playBtn, menuBtn, quitBtn, sel) #Update the screen while stats.mainAbout: About.checkEvents(setting, screen, stats, sb, playBtn, quitBtn, menuBtn, sel, ship, aliens, bullets, eBullets) About.drawMenu(setting, screen, sb, menuBtn, quitBtn, sel) while stats.twoPlayer: """ tp.checkEvents(setting, screen, stats, playBtn, quitBtn, sel, bullets, eBullets, ship1, ship2) if stats.gameActive: ship1.update() tp.updateBullets(setting, screen, stats, ship1, ship2, bullets, eBullets) tp.updateScreen(setting, screen, stats, bullets, eBullets, playBtn, menuBtn, quitBtn, sel, ship1, ship2) """ while stats.mainGame: if runGame == True: print("test")
from paddle import Paddle from ball import Ball from scoreboard import Scoreboard import time screen = Screen() screen.setup(width=800, height=600) screen.bgcolor("black") screen.title("Pong") screen.tracer(0) user_paddle = Paddle((350, 0)) comp_paddle = Paddle((-350, 0)) # TODO: Add comp_paddle automation ball = Ball() scoreboard = Scoreboard() screen.listen() screen.onkey(user_paddle.up, "Up") screen.onkey(user_paddle.down, "Down") game_is_on = True while game_is_on: time.sleep(ball.move_speed) screen.update() ball.movement() # Detect collision with top and bottom wall if ball.ycor() > 280 or ball.ycor() < -280: ball.bounce_y()
class AlienInvasion: '''Overall class to manage game assets and behavior''' def __init__(self): '''Initialize the game, and create game resources''' pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height)) pygame.display.set_caption("Alien Invasion") #create an instance to store game statistics # and create a scoreboard self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() self.play_button = Button(self,"Play") def run_game(self): '''Start the main loop for the game''' while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() def _check_events(self): """Respond to keypresses and mouse events""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) def _check_play_button(self, mouse_pos): """start a new game when the player clicks play""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: #reset the game settings self.settings.initialize_dynamic_settings() # reset the game statistics self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() #get rid of any remaining aliens and bullets self.aliens.empty() self.bullets.empty() #create a new fleet and center the ship self._create_fleet() self.ship.center_ship() #hide the mouse cursor pygame.mouse.set_visible(False) def _check_keydown_events(self,event): """Respond to keypresses""" if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self,event): """Respond to key releases""" if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _create_fleet(self): """Create the fleet of aliens""" # make an alien alien = Alien(self) alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) # create the first row of aliens for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): """Create an alien and place it in the row""" alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number self.aliens.add(alien) def _check_fleet_edges(self): """respond appropriately if any aliens have reached an edge""" for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): """drop the entire fleet and change the fleet's direction""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _ship_hit(self): """respond to the ship being hit by an alien""" if self.stats.ships_left > 0: #decrement ships left and update scoreboard self.stats.ships_left -= 1 self.sb.prep_ships() #get rid of any remaining aliens and bullets self.aliens.empty() self.bullets.empty() #create a new fleet and center the ship self._create_fleet() self.ship.center_ship() #pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _update_aliens(self): """update the positions of all aliens in the fleet""" self._check_fleet_edges() self.aliens.update() # look for alien - ship collisions if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() # look for aliens hitting the bottom of the screen self._check_aliens_bottom() def _fire_bullet(self): """Create new bullet and add it to the bullets group""" if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): """Update the positions of bullets and get rid of old bullets""" #Update bullet positions self.bullets.update() #Get rid of bullets that have dissapeared for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() def _check_bullet_alien_collisions(self): """Respond to bullet alien collisions""" #check for bullets that have hit aliens collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score if not self.aliens: #destroy existing bullets and create new fleet self.bullets.empty() self._create_fleet() self.settings.increase_speed() # increase level self.stats.level += 1 self.sb.prep_level() def _check_aliens_bottom(self): """check if any aliens have reached the bottom of the screen""" screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #treat this the same as if the ship was hit self._ship_hit() break def _update_screen(self): """Update on images on the screen, and flip to next screen""" self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) #draw the score information self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() # make the most recently drawn screen visible pygame.display.flip()
class SpacePew: """Overall class to manage game assets and behavior.""" def __init__(self): """Initialize the game, and game resources.""" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height) ) pygame.display.set_caption("Space Pew") # Create an instance to store game stats and create a scoreboard self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self.wind = pygame.sprite.Group() self.drops = pygame.sprite.Group() self.projectiles = pygame.sprite.Group() self.clock = self.settings.clock # Make the Play button. self.play_button = Button(self, "Play") # Make the Normal and Hard Difficulty buttons. self.normal_button = Button(self, "Peewee") self.hard_button = Button(self, "REAL PP") def run_game(self): """Start the main loop for the game.""" while True: self.clock.tick(self.settings.fps) self._check_events() if self.stats.game_active: self.ship.update() self._fire_bullet() if self.bullets: self._update_bullets() if self.drops: self._update_drops() if self.projectiles: self._update_projectiles() self._update_aliens() if self.settings.spawn_ship: self.ship.ship_spawn() self.settings.spawn_ship = False self._blow_wind() self._update_wind() self._update_screen() def _check_events(self): """Responds to keypresses and mouse events""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() if not self.stats.game_active \ and not self.stats.difficulty_menu: self._check_play_button(mouse_pos) elif self.stats.difficulty_menu: self._check_difficulty_menu(mouse_pos) def _check_play_button(self, mouse_pos): """Start a new game when a player clicks Play.""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked: # Shows the difficulty buttons self.stats.difficulty_menu = True def _check_difficulty_menu(self, mouse_pos): if self.normal_button.rect.collidepoint(mouse_pos): # Reset the game settings. self.settings.initialize_dynamic_settings() self._start_game() self.stats.difficulty_menu = False elif self.hard_button.rect.collidepoint(mouse_pos): # Starts game in HARD MODE self.settings.initialize_dynamic_settings() self.settings.hard_mode_settings() self._start_game() self.stats.difficulty_menu = False def _start_game(self): # Reset the game statistics. self.stats.reset_stats() self.stats.game_active = True self._clean_slate() self.ship.ship_spawn() self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() # Hide the mouse cursor. pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """Responds to keypresses""" if event.key == pygame.K_d: self.ship.moving_right = True elif event.key == pygame.K_a: self.ship.moving_left = True elif event.key == pygame.K_w: self.ship.moving_up = True elif event.key == pygame.K_s: self.ship.moving_down = True elif event.key == pygame.K_ESCAPE: sys.exit() elif event.key == pygame.K_k: self._continue_shooting() elif event.key == pygame.K_EQUALS: self.settings.switch_god_bullet() elif event.key == pygame.K_p: if not self.stats.game_active: self._start_game() def _continue_shooting(self): if not self.ship.is_shooting: self.ship.is_shooting = True else: self.ship.is_shooting = False def _fire_bullet(self): """Create a new bullet and add it to the bullets group.""" if len(self.bullets) < self.settings.bullets_allowed and \ self.ship.is_shooting and self.settings.bullet_counter % 5 == 0: new_bullet = Bullet(self) self.bullets.add(new_bullet) self.settings.bullet_counter += 1 def _blow_wind(self): if len(self.wind) < self.settings.wind_limit and \ self.settings.wind_counter % 200 == 0: new_wind = Wind(self) self.wind.add(new_wind) self.settings.wind_counter += 1 def _check_keyup_events(self, event): """Responds to Key releasing""" if event.key == pygame.K_d: self.ship.moving_right = False elif event.key == pygame.K_a: self.ship.moving_left = False elif event.key == pygame.K_w: self.ship.moving_up = False elif event.key == pygame.K_s: self.ship.moving_down = False def _update_bullets(self): """Update position of bullets and get rid of old bullets.""" # Update bullet positions. self.bullets.update() # Get rid of bullets that have disappeared. for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() def _update_drops(self): """Update the position of the drops and get rid of old drops""" # update drop position self.drops.update() collided_drops = pygame.sprite.spritecollide(self.ship, self.drops, False ) for drop in collided_drops: self._check_drop(drop) # Get rid of drops that are gone for drop in self.drops.copy(): if drop.rect.top >= self.settings.screen_height: self.drops.remove(drop) def _check_drop(self, drop): if drop.type == 'upgrade': self.ship.upgrade_bullet() elif drop.type == 'pierce': self.ship.upgrade_pierce() elif drop.type == 'bigger': self.ship.upgrade_bigger() elif drop.type == 'smaller': self.ship.upgrade_smaller() elif drop.type == 'more': self.ship.upgrade_amount() self.drops.remove(drop) def _update_projectiles(self): """Moves the bullets down and deletes any that fall out""" self.projectiles.update() # Deletes the projectiles that fall out of screen for projectile in self.projectiles.copy(): if projectile.rect.top >= self.settings.screen_height: self.projectiles.remove(projectile) if pygame.sprite.spritecollideany(self.ship, self.projectiles): self._ship_hit() def _check_bullet_alien_collisions(self): # Check for any bullets that have hit aliens. # If so, get rid of the bullet and the alien. collisions = pygame.sprite.groupcollide( self.bullets, self.aliens, False, False) drop_determine = -1 if collisions: for bullets, aliens in collisions.items(): self._health_deplete(aliens, bullets, drop_determine) self.sb.prep_score() self.sb.check_high_score() # Checks if aliens are all dead if not self.aliens and self.ship.rect.y >= 600: self._respawn_aliens() def _health_deplete(self, aliens, bullets, drop_determine): """ Checks if the alien health is depleted and deletes if health reaches 0 """ for alien in aliens: # Checks if the bullet has hit this alien before. if bullets.prev_alien != alien: if alien.health - \ bullets.settings.bullet_damage <= 0: self.aliens.remove(alien) self.stats.score += self.settings.alien_points \ * len(aliens) drop_determine = randint(1, 100) else: # Lowers the health if not quite at 0 alien.health -= \ bullets.settings.bullet_damage # Checks if bullets have pierce # and how many times it can pierce if bullets.pierce > 0: bullets.pierce -= 1 bullets.set_pierced_alien(alien) else: # Deletes the bullet if it hits an alien with no pierce self.bullets.remove(bullets) if drop_determine > 0: self._determine_drop(alien, drop_determine) def _determine_drop(self, alien, drop_determine): # Determines the drop rate for each item. if drop_determine <= 15: new_drop = Drops(self, alien) if drop_determine <= 4: # Drops the damage increase drop new_drop.upgrade_drop() elif drop_determine <= 6: # Drops the pierce increase drop new_drop.pierce_drop() elif drop_determine <= 9: # Drops the increasing size drop new_drop.bigger_drop() elif drop_determine <= 12: # Drops the decreasing size drop new_drop.smaller_drop() elif drop_determine <= 15: # Drop the increasing amount drop"" new_drop.more_drop() self.drops.add(new_drop) def _respawn_aliens(self): """Destroy existing bul/proj/drops and create a new fleet.""" self._clean_slate() # Increase level and difficulty self.stats.level += 1 self.settings.increase_difficulty(self.stats.level) self.sb.prep_level() def _update_aliens(self): """Check if the fleet is at the edge, then Update the position of the aliens in the fleet""" self._check_fleet_edges() self.aliens.update() # Look for alien-ship collisions. if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() # Random variable shooter for alien in self.aliens: if len(self.projectiles) < self.settings.alien_projectile_limit: determine_num = randint(1, 100) if determine_num < 10 and\ self.settings.alien_projectile_counter %\ self.settings.alien_projectile_shoot == 0: new_projectile = AlienProjectile(self, alien) self.projectiles.add(new_projectile) self.settings.alien_projectile_counter += 1 # Look for aliens hitting the bottom of the screen. self._check_alien_bottom() def _update_wind(self): """Update the position of the wind particles and gets rid of them""" self.wind.update() # Get rid of the wind that disappear for air in self.wind.copy(): if air.rect.top > self.settings.screen_height: self.wind.remove(air) def _ship_hit(self): """Respond to the ship being hit by an alien.""" if self.stats.ships_left > 0: # Decrement ships_left self.stats.ships_left -= 1 self.sb.prep_ships() self._clean_slate() # Pause. sleep(0.5) self.settings.spawn_ship = True else: self.stats.game_active = False pygame.mouse.set_visible(True) def _create_fleet(self): """Create a fleet of aliens""" # Make an Alien. # Spacing between each alien is equal to one alien width. alien = Alien(self) alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - \ (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) # Determine the number of rows of aliens that fit on the screen. ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) number_rows = available_space_y // (3 * alien_height) # Create the full fleet of aliens. for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): """Create an alien and place it in the row.""" alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height \ * row_number self.aliens.add(alien) def _check_fleet_edges(self): """Respond appropriately if any aliens have reached an edge.""" for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _check_alien_bottom(self): """Check if any aliens have reached the bottom of the screen.""" screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom > screen_rect.bottom: # Treat this the same as if the ship got hit. self._ship_hit() break def _change_fleet_direction(self): """Drop the entire fleet and change the fleet's direction.""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _clean_slate(self): """Resets all aspects to reset positioning""" # Get rid of any remaining aliens, bullets, projectiles, and drops self.aliens.empty() self.bullets.empty() self.projectiles.empty() self.drops.empty() # Create a new fleet and center the ship. self._create_fleet() def _update_screen(self): """Update images on screen and flips to new screen""" self.screen.fill(self.settings.bg_color) for air in self.wind.sprites(): air.draw_wind() self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() for drop in self.drops.sprites(): drop.draw_drop() for projectile in self.projectiles.sprites(): projectile.draw_projectile() self.aliens.draw(self.screen) # Draw the score information. self.sb.show_score() # Draw the play button if the game is inactive. if not self.stats.game_active and not self.stats.difficulty_menu: self.play_button.draw_play_button() elif self.stats.difficulty_menu and not self.stats.game_active: # Draws the difficulty buttons self.normal_button.draw_button(0, -60) self.hard_button.draw_button(0, 60) pygame.display.flip()
from paddle import Paddle from ball import Ball from brick_manager import BrickManager from scoreboard import Scoreboard import time screen = Screen() screen.bgcolor("black") screen.setup(width=800, height=800) screen.title("Breakout") screen.tracer(0) bricks = BrickManager() paddle = Paddle() ball = Ball() scoreboard = Scoreboard() screen.listen() screen.onkey(paddle.move_left, "Left") screen.onkey(paddle.move_right, "Right") game_over = False while not game_over: screen.update() time.sleep(ball.move_speed) ball.move() # Detect collision with walls: if ball.xcor() >= 380 or ball.xcor() <= -380: ball.bounce_x()
class AlienInvasion: """ Overall class to manage game assets and behavior. """ def __init__(self): """ Initialize the game, and create class variables. :type self: class function accessable across class :param self: class namespace """ pygame.init() """ Class dependancy = pygame """ self.settings = Settings() # self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) # self.screen = pygame.display.set_mode((self.settings.screen_width, # self.settings.screen_height)) self.screen = pygame.display.set_mode((1200, 800)) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Alien Invasion") """ Create an instance to store game statistics, and create a scoreboard. """ self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() """ Make the Play button. """ self.play_button = Button(self, "Play") """ Set the background color. """ self.bg_color = (230, 230, 230) self.ship.blitme() def run_game(self): """ Start the main loop for the game. """ while True: self._check_events() # print(f"self._check_events() = {self._check_events()}") if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() else: self._check_events() # pass # print("Ships Depleted ---- End Game") # sys.exit() self._update_screen() def _check_events(self): """ EVENT LOOP: Watch for keypresses and mouse events. :meta public: """ for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) def _check_play_button(self, mouse_pos): """ Start a new game when the player clicks Play. :type mouse_pos: 'int' :param mouse_pos: the position of the mouse :meta public: """ # 3456789012345678901234567890123456789012345678901234567890123456789012345678 # -------v---------v---------v---------v---------v---------v---------v-------| if self.play_button.rect.collidepoint(mouse_pos): # self.stats.game_active = True button_clicked = self.play_button.rect.collidepoint(mouse_pos) print(f"Button Clicked: {button_clicked}") print(f"In condition: if self.play_button.rect.collidepoint \ (mouse_pos)") print(f"Check Play Button State: {self.stats.game_active}") if button_clicked and not self.stats.game_active: # Reset the game settings. self.settings.initialize_dynamic_settings() print(f"In condition: if button_clicked and not \ self.stats.game_active") print(f"Check Play Button State: {self.stats.game_active}") """ Reset the game statistics. """ self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() """ Get rid of any remaining aliens and bullets. """ self.bullets.empty() """ Create a new fleet and center the ship. """ self._create_fleet() self.ship.center_ship() """ Hide the mouse cursor. """ pygame.mouse.set_visible(False) def _check_keydown_events(self, event): # print("Entered _check_keydown_events") """ Respond to keypresses. :meta public: """ if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: print("User quit game!!") sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): # print("Entered _check_keyup_events") """ Respond to key releases. :meta public: """ if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _fire_bullet(self): # print("Entered _fire_bullet") """ Create a new bullet and add it to the bullets group. :meta public: """ if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): # print("Entered _update_bullets") """ Update position of bullets and get rid of old bullets. :meta public: Update bullet positions. """ self.bullets.update() """ Get rid of bullets that have disappeared. """ for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() # print(len(self.bullets)) # REVIEW CHECK BULLET REMOVAL AT TOP def _check_bullet_alien_collisions(self): # print("Entered _check_bullet_alien_collisions") """ Respond to bullet-alien collisions. :meta public: Remove any bullets and aliens that have collided. Check for any bullets that have hit aliens. If so, get rid of the bullet and the alien. """ collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() if not self.aliens: """ Destroy existing bullets and create new fleet. """ self.bullets.empty() self._create_fleet() self.settings.increase_speed() """ Increase level """ self.stats.level += 1 self.sb.prep_level() def _update_aliens(self): """ Check if the fleet is at an edge, then update the positions of all aliens in the fleet. :meta public: """ self._check_fleet_edges() self.aliens.update() """ Look for alien-ship collisions. """ if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() # print("Ship Hit") """ Look for aliens hitting the bottom of the screen. """ self._check_aliens_bottom() def _create_fleet(self): # print("Entered _create_fleet") """ Create the fleet of aliens. :meta public: Create an alien and find the number of aliens in a row. Spacing between each alien is equal to one alien width. Make an alien. """ alien = Alien(self) self.aliens.add(alien) #REVIEW alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) """ Determine the number of rows of aliens that fit on the screen. """ ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - \ (3 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) """ Create the full fleet of aliens. """ for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): # print("Entered _create_alien") """ Create an alien and place it in the row. :meta public: """ alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number self.aliens.add(alien) def _check_fleet_edges(self): # print("Entered _check_fleet_edges") """ Respond appropriately if any aliens have reached an edge. :meta public: """ for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): # print("Entered _change_fleet_direction") """ Drop the entire fleet and change the fleet's direction. :meta public: """ for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _ship_hit(self): # print("Entered _ship_hit") """ Respond to the ship being hit by an alien. :meta public: """ if self.stats.ships_left > 0: """ Decrement ships_left and update scoreboard. """ self.stats.ships_left -= 1 self.sb.prep_ships() """ Get rid of any remaining aliens and bullets. """ self.aliens.empty() self.bullets.empty() """ Create a new fleet and center the ship. """ self._create_fleet() self.ship.center_ship() """ Pause. """ sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) self.settings.increase_speed() def _check_aliens_bottom(self): # print("Entered _check_aliens_bottom") """ Check if any aliens have reached the bottom of the screen. :meta public: """ screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: """ Treat this the same as if the ship got hit. """ self._ship_hit() break def _update_screen(self): # print("Entered _update_screen") """ Update images on the screen, and flip to the new screen. :meta public: Redraw the screen during each pass through the loop. """ self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) """ Draw the score information. """ self.sb.show_score() """ Draw the play button if the game is inactive. """ # print(f"Game State: {self.stats.game_active}") if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()
from turtle import Screen import time from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() car_manager = CarManager() scoreboard = Scoreboard() car_manager.generate_car() screen.listen() screen.onkey(key="Up", fun=player.move_forward) screen.onkey(key="Down", fun=player.move_backward) while player.alive: time.sleep(0.1) screen.update() car_manager.generate_car() car_manager.move_cars(player) if player.is_at_finish_line(): player.go_to_start() scoreboard.update_level() car_manager.go_faster()
def run_game(): #Initialize game and create a screen object pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") #Turn on music pygame.mixer.music.load('sound/Savannah.wav') pygame.mixer.music.play(-1) #Make the play button play_button = Button(ai_settings, screen, "Play") #Create an instance to store game statistics and create a scoreboard stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #Make a ship,a group of bullets and a group of aliens ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() #Make a group to store bullets in. #bullets=Group() #Make an alien #alien=Alien(ai_settings,screen) #Create the fleet of aliens gf.create_fleet(ai_settings, screen, ship, aliens) #set the background color. #bg_color=(230,230,230) #Start the main loop for the game. while True: #Watch for keyboard and mouse events. #for event in pygame.event.get(): # if event.type==pygame.QUIT: # sys.exit() gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) #Redraw the screen during each pass through the loop. #screen.fill(ai_settings.bg_color) #ship.blitme() #make the most recently drawn screen visible. #pygame.display.flip() if stats.game_active: ship.update() #bullets.update() #Deleting old bullets #for bullet in bullets.copy(): # if bullet.rect.bottom <= 0: # bullets.remove(bullet) gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
class Pong: def __init__(self, width=640, height=480, title="Prog Workshop - Pong!"): pygame.init() # Sets key repeat to a max of once every 5 ms #pygame.key.set_repeat(5, 5) self.screen = pygame.display.set_mode((width, height)) pygame.display.set_caption(title) self.clock = pygame.time.Clock() self.screen = pygame.display.get_surface() self._running = True self.player1 = Paddle(0,0,20,100,self) self.player2 = Paddle(width-20,0,20,100,self) self.ball = Ball(width/2,height/2,20,20,self) self.ball.setSpeed(random.random()*14-7, random.random()*14-7) self.balls = [] self.score = Scoreboard(self, 36) def handle_event(self, event): if event.type == pygame.QUIT: self._running = False if event.type == pygame.MOUSEBUTTONDOWN: ball = Ball(self.screen.get_width()/2,self.screen.get_height()/2,20,20,self) ball.setSpeed(random.random()*14-7, random.random()*14-7) self.balls.append(ball) def update_game(self): keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.K_UP]: self.player2.moveUp() if keys_pressed[pygame.K_DOWN]: self.player2.moveDown() if keys_pressed[pygame.K_w]: self.player1.moveUp() if keys_pressed[pygame.K_s]: self.player1.moveDown() self.ball.update() for ball in self.balls: ball.update() def render(self): background = pygame.Surface(self.screen.get_size()).convert() background.fill((250, 250, 250)) self.screen.blit(background, (0,0)) self.player1.render() self.player2.render() self.ball.render() for ball in self.balls: ball.render() self.score.renderScore() pygame.display.flip() def start(self): while self._running: self.clock.tick(60) # Limit to 60 fps # Handle events for event in pygame.event.get(): self.handle_event(event) # Handle game logic self.update_game() # Handle rendering self.render() pygame.quit()
from turtle import Screen from Paddle import Paddle from ball import Ball import time from scoreboard import Scoreboard screen = Screen() screen.bgcolor("black") screen.setup(width=800, height=600) screen.title("Pong") screen.tracer(0) paddle_right = Paddle((350, 0)) paddle_left = Paddle((-350, 0)) ball = Ball() scoreboard = Scoreboard() screen.listen() screen.onkeypress(paddle_right.go_up, "Up") screen.onkeypress(paddle_right.go_down, "Down") screen.onkeypress(paddle_left.go_up, "w") screen.onkeypress(paddle_left.go_down, "s") game_is_on = True while game_is_on: time.sleep(ball.move_speed) screen.update() ball.move()
import time from snake import Snake from food import Food from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.bgcolor("black") screen.title("Snake Game") game_on = True screen.tracer(0) snake = Snake(move_speed=20) food = Food() scoreboard = Scoreboard() screen.listen() screen.update() screen.onkey(snake.up, "Up") screen.onkey(snake.down, "Down") screen.onkey(snake.left, "Left") screen.onkey(snake.right, "Right") while game_on: screen.update() time.sleep(0.1) snake.move() # Detect collision with food if snake.head.distance(food) < 15:
import time from snake import Snake from food import Food from scoreboard import Scoreboard # screen setup screen = t.Screen() screen.setup(width=600, height=600) screen.bgcolor("black") screen.title("Welcome to Snake Game") screen.tracer(0) # snake and Food snake = Snake() food = Food() scoreboard = Scoreboard() # arrow keys listener screen.listen() screen.onkey(fun=snake.turn_west, key="Left") screen.onkey(fun=snake.turn_north, key="Up") screen.onkey(fun=snake.turn_east, key="Right") screen.onkey(fun=snake.turn_south, key="Down") # moving the snake game_is_on = True # todo: make difficulty levels => user enters any number from 1 to 10, and according to this it will give a difficulty # difficulty_level = screen.numinput(title="Difficulty Levels", prompt="Choose level of difficulties from 1 to 10: ")
class AlienInvasion: """ Overall class to manage game assets and behavior.""" def __init__(self): """Initialize the game, and create game resources.""" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Alien Invasion") # Create an instance to store game statictics # and create a scoreboard self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() # Make the Play Button self.play_button = Button(self, "Play") def run_game(self): """Start the main loop for the game.""" while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() def _create_fleet(self): """ Create the fleet of aliens.""" # Create an alien and find the number of aliens in a row # Spacing between each alien is equal to one alien width alien = Alien(self) alien_width, alien_height = alien.rect.size avilable_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = avilable_space_x // (2 * alien_width) # Determine the number of rows of aliens that fit on the screen. ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) # Create the full fleet of aliens. for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): # Create an alien and place it in the row alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number self.aliens.add(alien) def _check_fleet_edges(self): """ Respond appropriately if any aliens have reached an edge.""" for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): """ Drop the entire fleet and change the fleet's direction.""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _update_aliens(self): """ Check if the fleet is at an edge, then update the positions of all aliens in the fleet. """ self._check_fleet_edges() self.aliens.update() # Look for alien-ship collisions. if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() # Look for aliens hitting the bottom of the screen. self._check_aliens_bottom() def _check_aliens_bottom(self): """ Check if any aliens have reached the bottom of the screen.""" screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # Treat this the same as if the ship got hit. self._ship_hit() break def _update_screen(self): """ Update images on the screen, and flip to the new screen.""" self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) # Draw the score information self.sb.show_score() # Draw the play button if the game is inactive if not self.stats.game_active: self.play_button.draw_button() # Make the most recently drawn screen visible. pygame.display.flip() def _update_bullets(self): """ Update position of bullets and get rids of old bullets""" # Update bullet positions. self.bullets.update() # Get rid of bullets that have dissapeared. for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() def _ship_hit(self): """Respond to the ship being hit by an alien.""" if self.stats.ships_left > 0: # Decrement ships_left and update scoreboard. self.stats.ships_left -= 1 self.sb.prep_ships() # Get rid of any remaining aliens and bullets. self.aliens.empty() self.bullets.empty() # Create a new fleet and center the ship self._create_fleet() self.ship.center_ship() # Pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_bullet_alien_collisions(self): """ Respond to bullet-alien collisions.""" # Remove any bullet and aliens that have collided. collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() if not self.aliens: # Destroy existing bullets and create new fleet. self.bullets.empty() self._create_fleet() self.settings.increase_speed() # Increase level self.stats.level += 1 self.sb.prep_level() def _check_events(self): """Respond to keypresses and mouse events.""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) def _check_play_button(self, mouse_pos): """ Start a new game when the player clicks Play.""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: # Reset the game statistics. self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() # Get rid of any remaining aliens and bullets. self.aliens.empty() self.bullets.empty() # Create a new fleet and center the ship self._create_fleet() self.ship.center_ship() # Reset the game settings self.settings.initialize_dynamic_settings() pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """Responds to keypresses.""" if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): """ Responds to key releases.""" if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _fire_bullet(self): """ Create a new bullet and add it to the bullets group.""" if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet)
def runGame(): # Initialize game and create a window pg.init() # create a new object using the settings class setting = Settings() # creaete a new object from pygame display screen = pg.display.set_mode((setting.screenWidth, setting.screenHeight)) # intro intro.introimages() # set window caption using settings obj pg.display.set_caption(setting.windowCaption) bMenu = ButtonMenu(screen) bMenu.addButton("play", "PLAY") bMenu.addButton("menu", "MENU") bMenu.addButton("twoPlay", "2PVS") bMenu.addButton("settings", "SETTINGS") bMenu.addButton("invert", "INVERT") bMenu.addButton("about", "ABOUT") bMenu.addButton("quit", "QUIT") bMenu.addButton("grey", "GREY") bMenu.addButton("red", "RED") bMenu.addButton("blue", "BLUE") bMenu.addButton("retry", "RETRY") bMenu.addButton("hard", "HARD") bMenu.addButton("normal", "NORMAL") mainMenuButtons = ["play", "about", "settings", "quit"] # delete "twoPlay" playMenuButtons = ["grey", "red", "blue", "menu", "quit"] levelMenuButtons = ["hard", "normal", "quit"] mainGameButtons = ["play", "menu", "quit"] aboutButtons = ["menu", "quit"] settingsMenuButtons = ["menu", "invert", "quit"] bgManager = BackgroundManager(screen) bgManager.setFillColor((0, 0, 0)) bgManager.addBackground("universe_1", "gfx/backgrounds/stars_back.png", 0, 1) bgManager.addBackground("universe_1", "gfx/backgrounds/stars_front.png", 0, 1.5) bgManager.selectBackground("universe_1") # Create an instance to stor game stats stats = GameStats(setting) sb = Scoreboard(setting, screen, stats) # Make a ship ship = Ship(setting, screen) # Ships for two player ship1 = Ship(setting, screen) ship2 = Ship(setting, screen) #make a group of items to store items = Group() # make a group of bullets to store bullets = Group() charged_bullets = Group() eBullets = Group() setting.explosions = Explosions() # Make an alien aliens = Group() gf.createFleet(setting, stats, screen, ship, aliens) pg.display.set_icon(pg.transform.scale(ship.image, (32, 32))) bgImage = pg.image.load('gfx/title_c.png') bgImage = pg.transform.scale(bgImage, (setting.screenWidth, setting.screenHeight)) bgImageRect = bgImage.get_rect() aboutImage = pg.image.load('gfx/About_modify2.png') aboutImage = pg.transform.scale( aboutImage, (setting.screenWidth, setting.screenHeight)) aboutImageRect = aboutImage.get_rect() # plays bgm pg.mixer.music.load("sound_bgms/galtron.mp3") pg.mixer.music.set_volume(0.25) pg.mixer.music.play(-1) rungame = True # Set the two while loops to start mainMenu first while rungame: # Set to true to run main game loop bMenu.setMenuButtons(mainMenuButtons) while stats.mainMenu: mm.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets) mm.drawMenu(setting, screen, sb, bMenu, bgImage, bgImageRect) bMenu.setMenuButtons(levelMenuButtons) while stats.levelMenu: lm.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets) lm.drawMenu(setting, screen, sb, bMenu, bgImage, bgImageRect) bMenu.setMenuButtons(playMenuButtons) while stats.playMenu: pm.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets) pm.drawMenu(setting, screen, sb, bMenu) bMenu.setMenuButtons(mainGameButtons) while stats.mainGame: # Game functions gf.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets, charged_bullets) # Check for events # Reset Game if gf.reset == 1: gf.reset = 0 pg.register_quit(runGame()) if stats.gameActive: gf.updateAliens(setting, stats, sb, screen, ship, aliens, bullets, eBullets) # Update aliens gf.updateBullets(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, items) # Update collisions gf.updateItems(setting, screen, stats, sb, ship, aliens, bullets, eBullets, items) ship.update(bullets, aliens) # update the ship # Update the screen gf.updateScreen(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, bMenu, bgManager, items) bMenu.setMenuButtons(aboutButtons) bMenu.setPos(None, 500) while stats.mainAbout: About.checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets) About.drawMenu(setting, screen, sb, bMenu, aboutImage, aboutImageRect) while stats.twoPlayer: tp.checkEvents(setting, screen, stats, sb, bMenu, bullets, aliens, eBullets, ship1, ship2) if stats.gameActive: ship1.update(bullets, aliens) ship2.update(bullets, aliens) tp.updateBullets(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets, items) tp.updateScreen(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets, bMenu, items) bMenu.setMenuButtons(settingsMenuButtons) while stats.settingsMenu: sm.checkEvents1(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets) sm.drawMenu(setting, screen, sb, bMenu) while stats.mainGame: if rungame == True: print("test")
from turtle import Screen from snake import Snake from food import Food from scoreboard import Scoreboard import time screen = Screen() screen.setup(width=600, height=600) screen.bgcolor("black") screen.title("Snakes on a Flat, Black Plane") screen.tracer(0) scoreboard = Scoreboard() eating = True snake = Snake() food = Food() screen.listen() screen.onkey(snake.up, "Up") screen.onkey(snake.down, "Down") screen.onkey(snake.right, "Right") screen.onkey(snake.left, "Left") while eating: screen.update() time.sleep(0.1) snake.move() # Detect food collision if snake.head.distance(food) < 15:
class AlienInvasion: def __init__(self): """Initialize game & resources""" pygame.init() # intializes background settings self.settings = Settings() # the self.screen obj creates a `surface` that represents game screen where elements can be drawn ### run in 1200 x 800 mode self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) ### run in fullscreen mode # self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) # self.settings.screen_width = self.screen.get_rect().width # self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Alien_Invasion") # Create instance of game statistics & scoreboard self.stats = GameStats(self) self.sb = Scoreboard(self) # the self.ship instance is assigned to give Ship access to all game resourses via self parameter self.ship = Ship(self) self.bullets = pygame.sprite.Group( ) # similar to a list with extra features # create instance of alien self.aliens = pygame.sprite.Group() self._create_fleet() # Create a Play button self.play_button = Button(self, "Play !") # # create instance of laser_blast # self.laser = pygame.sprite.Group() def run_game(self): """Start main loop in game""" while True: self._check_events() # check event listener if self.stats.game_active: self.ship.update() # update position # self.bullets.update() # will update each sprite in the group self._update_bullets() self._update_aliens() # self.laser.update() self._update_screen() # refresh screen def _check_events(self): # create event listener to watch keyboard or mouse events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) def _check_play_button(self, mouse_pos): """ Start a new game when player clicks Play """ button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: # Reset game settings self.settings.initialize_dynamic_settings() # Reset game stats self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() # Remove any remaining aliends and bullets self.aliens.empty() self.bullets.empty() # Create new fleet and center the ship self._create_fleet() self.ship.center_ship() # Hide the mouse cursor when inside of game window pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """ Set directions for current movements """ # print('key pressed was ', (event)) if event.key == pygame.K_RIGHT: self.ship.moving_right = True # move ship to the right elif event.key == pygame.K_LEFT: self.ship.moving_left = True # move ship to the left elif event.key == pygame.K_q: # quit is Q is pressed sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() # elif event.key == pygame.K_l: # self._fire_laser() def _check_keyup_events(self, event): """ respond to changes in direction """ if event.key == pygame.K_RIGHT: self.ship.moving_right = False # moving right key released, stop moving elif event.key == pygame.K_LEFT: self.ship.moving_left = False # moving left key released, stop moving def _fire_bullet(self): """ Create a new bullet and add it to the bullets group """ if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _fire_laser(self): print("LASER FIRED") # print(self.settings.laser_fire_allowed) # if self.settings.laser_fire_allowed: # #laser_blast = LaserBlast(self) # laser_blast = Bullet(self) # laser_blast.color = self.settings.laser_color # self.bullets.add(laser_blast) def _update_bullets(self): """ Update position of bullets to get rid of bullets that have exited screen """ # Remove bullets that have reached top of screen self.bullets.update() ## MOVED HERE !!!!!! for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) # print(len(self.bullets)) self._check_bullet_alien_collisions() def _check_bullet_alien_collisions(self): """ Handles hits to fleet """ collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): # print(f' Collision values() is {aliens}') self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() # print out collisions dictionary for key, value in collisions.items(): print(f' key: {key} value: {value}') if not self.aliens: # Destroy bullets and create new fleet self.bullets.empty() self._create_fleet() self.settings.increase_speed() # Increase level self.stats.level += 1 self.sb.prep_level() def _update_aliens(self): """ Verify if fleet at edges. if so, change position of fleet """ self._check_fleet_edges() self.aliens.update() if pygame.sprite.spritecollideany(self.ship, self.aliens) != None: print("SHIP Hit !") self._ship_hit() # Verify if aliens reach the bottom of the screen self._check_aliens_bottom() def _ship_hit(self): """ Respond to ship being hit by alien """ if self.stats.ships_left > 0: # Decrement ships_left self.stats.ships_left -= 1 self.sb.prep_ships() # Remove remianing aliens & bullets self.aliens.empty() self.bullets.empty() # Create new fleet and ship at start location self._create_fleet() self.ship.center_ship() # pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _create_fleet(self): """ Create a fleet of aliens """ alien = Alien(self) # used for calculations, NOT part of fleet # <Alien sprite(in 0 groups)> # Get dimensions for ship & alien ship_height = self.ship.rect.height alien_width, alien_height = alien.rect.size # (60, 58) # find available space for aliens to fit on screen available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) available_space_x = self.settings.screen_width - (2 * alien_width) # available_space_y = (800) - (3 * 58) - 48 = 578 # available_space_x = 1200 - (2 * 60) = 1080 # determine total number of aliens per row & total number of rows number_aliens_x = available_space_x // (2 * alien_width) number_rows = available_space_y // (2 * alien_height) # number_aliens_x = 1080 // (2 * 60) = 9 # number_rows = 578 // (2 * 58) = 4 # Create rows of aliens for row_number in range(number_rows): for alien_number in range(number_aliens_x): # Fill row with aliens self._create_alien(alien_number, row_number) # rect = <rect(x, y, width, height)> <rect(180, 58, 60, 58)> def _create_alien(self, alien_number, row_number): alien = Alien(self) alien_width, height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number # alien.x = 60 + (2 * 60 * 0..9) alien.x = 60.0, 180.0, 300.0, 420.0, ... alien.rect.x = alien.x # Each alien row starts below at twice the height of an alien ship alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number # alien.rect.y = 58 + (2 * 58 * 0..4) 58, 174, 290 self.aliens.add(alien) def _check_fleet_edges(self): """ Determine if fleet hits edge of screen and respond """ for alien in self.aliens.sprites(): # if self.rect.right >= screen_rect.right or self.rect.left <= 0: if alien.check_edges(): print("alien.rect BEFORE", alien.rect) # rect = <rect(x, y, width, height)> print("direction BEFORE ", self.settings.fleet_direction) self._change_fleet_direction() print("direction AFTER ", self.settings.fleet_direction) print("Change in y is ", alien.rect.y) break def _change_fleet_direction(self): """ Drop the entire fleet and change direction """ for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _check_aliens_bottom(self): """ Verify if aliends reach bottom od screen """ screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _update_screen(self): """ Update images """ # Redraw screen during each pass through the loop # a surface obj is created via self.screen self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() # call draw method to render alien self.aliens.draw(self.screen) # Draw scoreboard info self.sb.show_score() # Draw the play button if the game is inactive if not self.stats.game_active: self.play_button.draw_button() # for blast in self.laser.sprites(): # blast.draw_laser() # make most recent screen drawn visible # updates entire display pygame.display.flip()
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() car_manager = CarManager() scoreboard = Scoreboard() screen.listen() screen.onkey(player.move_up, "Up") screen.onkey(player.move_down, "Down") game_is_on = True while game_is_on: car_manager.move_cars() if player.border_check(): player.staring_position() car_manager.speed_up() scoreboard.increase_score() for car in car_manager.cars: if car.distance(player) < 20: scoreboard.game_over() game_is_on = False time.sleep(0.1)
import time from turtle import Screen from player import Player import random from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() car_manager = CarManager() scoreboard = Scoreboard(winning_score=5, player_lives=3) screen.onkey(player.up, "Up") screen.listen() game_is_on = True starting_cars_list = [] cars_till_finish_list = [] starting_speed = 5 while game_is_on: if len(starting_cars_list) < 1: car = car_manager.initiate_car() starting_cars_list.append(car)
from turtle import Screen, Turtle from scoreboard import Scoreboard from paddle import Paddle from ball import Ball import time line = Turtle() screen = Screen() scoreboard = Scoreboard() ball = Ball() screen.setup(width=1200, height=600) screen.bgcolor("black") screen.title("Pong") screen.tracer(0) right_paddle = Paddle((560, 0)) left_paddle = Paddle((-560, 0)) screen.listen() screen.onkey(right_paddle.go_up, "Up") screen.onkey(right_paddle.go_down, "Down") screen.onkey(left_paddle.go_up, "w") screen.onkey(left_paddle.go_down, "s") line.hideturtle() line.pensize(5) line.pencolor("white") line.penup() line.goto(0, 285) line.setheading(270)
class AlienInvasion: def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("NEVER LET THEM LIVE") self.ship = Ships(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self.stats = GameStats(self) self._create_fleet() self.play_button = Button(self, "Play") self.sb = Scoreboard(self) def run_game(self): while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() def _create_fleet(self): alien = Alien(self) alien_width, alien_height = alien.rect.size ship_height = self.ship.rect.height available_space = self.settings.screen_width - 2 * alien_width number_of_aliens = available_space // (2 * alien_width) available_space_y = self.settings.screen_height - ( 3 * alien_height) - (2 * ship_height) number_of_rows = available_space_y // (2 * alien_height) for number_row in range(number_of_rows): for number_alien in range(number_of_aliens): self._create_aliens(number_row, number_alien) def _create_aliens(self, number_row, number_alien): alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + (2 * alien_width * number_alien) alien.rect.x = alien.x alien.y = alien_height + (2 * alien_height * number_row) alien.rect.y = alien.y self.aliens.add(alien) def _check_events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) def _check_keydown_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullets() def _fire_bullets(self): if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _check_play_button(self, mouse_pos): button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() self.bullets.empty() self.aliens.empty() self._create_fleet() self.ship.centre_ship() pygame.mouse.set_visible(False) def _update_bullets(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collision() def _check_bullet_alien_collision(self): collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() if not self.aliens: self.bullets.empty() self._create_fleet() self.stats.level += 1 self.sb.prep_level() self.settings.increase_speed() def _update_aliens(self): self._check_fleet_edges() self.aliens.update() if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() self._check_aliens_bottom() def _check_fleet_edges(self): for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_directions() break def _change_fleet_directions(self): for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _ship_hit(self): if self.stats.ships_left > 1: self.stats.ships_left -= 1 self.sb.prep_ships() self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.centre_ship() sleep(2) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_aliens_bottom(self): screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _update_screen(self): self.screen.fill(self.settings.bgcolor) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip()
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() car_manager = CarManager() scoreboard = Scoreboard() # instantiate screen event listeners screen.listen() screen.onkey(player.go_up, "Up") game_is_on = True while game_is_on: time.sleep(0.1) screen.update() car_manager.create_car() car_manager.move_cars() # detect collision with car for car in car_manager.all_cars: if car.distance(player) < 20: game_is_on = False scoreboard.game_over()
def main(): """ the main function. The game logic begins here. """ players = [] num_players = get_int("Input the number of players or 0 to load a game: ") for i in range(num_players): player_name = get_string("Input player {}'s name: ".format(i+1), 10) players.append(Player(player_name)) board = Scoreboard(players) if num_players == 0: succeeded = board.load_game() if not succeeded: print("There is no savegame. The game will now quit") exit() last_roll = [] num_rolls = 0 board.begin_turn() while True: params = get_command(': ', last_roll, num_rolls, board) command = params[0] args = params[1:] if command == 'keep': last_roll = roll_dice(args) print_dice(last_roll) num_rolls += 1 elif command == 'roll': last_roll = roll_dice([]) print_dice(last_roll) num_rolls += 1 elif command in templates.COMBO_COMMANDS: score = get_combo_score(command, last_roll) board.set(command, score) num_rolls = 0 last_roll = [] board.next_turn() elif command == 'block': combo = args[0] board.set(combo, "Blocked") num_rolls = 0 last_roll = [] board.next_turn() elif command == 'print': board.display() elif command == 'save': board.save_game() print("Saved the game.") elif command == 'load': board.load_game() print("Loaded a game save.") elif command == 'help': parameter = args[0] print(templates.HELP_PARAMETERS[parameter]) elif command == 'exit': y_or_n = input("Save game? (y/n): ") while not y_or_n in 'yn': y_or_n = input("Save game? (y/n): ") if y_or_n == 'y': board.save_game() exit() elif command == 'finish': for player in board.players: player.sum_sections() board.display() exit()
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) screen.title("Turtle Crosser") player = Player() car_manager = CarManager() score_board = Scoreboard() screen.listen() screen.onkey(player.go_up, "Up") game_is_on = True while game_is_on: time.sleep(0.1) screen.update() car_manager.create_car() car_manager.move_cars() for car in car_manager.all_cars: if car.distance(player) < 20: game_is_on = False score_board.game_over() # Detect successfull crossing if player.is_at_finish_line(): player.go_to_start() car_manager.level_up() score_board.level_up()
#rps #ask person choose: rock, paper or scissors #computer randomly picks something #print what computer chooses and what person chooses #then say winner #in terminals: cd is choose directory (folder) ls list stuff import random from time import sleep from scoreboard import Scoreboard #this is making a new scoreboard my_score = Scoreboard() computer_score = Scoreboard() print "lets play rock, paper, scissors" sleep(0.2) for counter in range(5): my_list = ["rock", "paper", "scissors"] good_choice = False while not good_choice: #ask player for their choice print "choose rock, paper or scissors:" player = raw_input() if player in my_list: good_choice = True
class Viscontrol( Window ): score = 0 gameboard = 0 plantInfo = 0 minimap = 0 def __init__(self, x, y, game): Window.__init__( self, x, y, 200, 2) Visettings.Speed = -1 if Visettings.AutoEnd : Visettings.CurrentMode = VISMODE.PLAY else: Visettings.CurrentMode = VISMODE.PAUSE Visettings.MaxX = game.states[0].boardX-1 Visettings.MaxY = game.states[0].boardY-1 Visettings.Player1Name = game.getName(0) Visettings.Player2Name = game.getName(0) Visettings.Game = game self.Window.erase() self.Window.refresh() self.moveWindow( x, Visettings.MaxY*2+4 ) self.score = Scoreboard( x+Visettings.MaxX*2+5, y, 31, Visettings.MaxY*2+4 ) self.gameboard = Gameboard( x, y, Visettings.MaxX*2+4, Visettings.MaxY*2+4 ) self.plantInfo = Plantinfo( x+Visettings.MaxX*2+5+31, y, 32, Visettings.MaxY+1 ) self.minimap = Minimap( \ x+Visettings.MaxX*2+5+31+30/2 - Visettings.MaxX/2, \ Visettings.MaxY+1, \ Visettings.MaxX+3, \ Visettings.MaxY+3 ) Visettings.CurX = 0 Visettings.CurY = 0 self.Window.erase() def updateMode(self, mode): Visettings.CurrentMode = mode if mode == VISMODE.PLAY or mode == VISMODE.REWIND: Visettings.Speed = Visettings.PlaySpeed elif mode == VISMODE.PAUSE: Visettings.Speed = -1 def run( self ): if Visettings.AutoEnd and Visettings.Done: return 0 if Visettings.FirstRun: self.update() Visettings.FirstRun = 0 Visettings.Screen.timeout( Visettings.Speed ) c = Visettings.Screen.getch() try: ch = curses.keyname( c ) except: ch = c if ch == 'q': return 0 elif ch == ' ' or ch == 'p': if Visettings.CurrentMode == VISMODE.PAUSE: self.updateMode( VISMODE.PLAY ) else: self.updateMode( VISMODE.PAUSE ) elif ch == 'r': self.updateMode( VISMODE.REWIND ) elif ch == '.': self.updateMode( VISMODE.PAUSE ) self.nextFrame() elif ch == ',': self.updateMode( VISMODE.PAUSE ) self.prevFrame() elif ch == '=': Visettings.PlaySpeed -= 5 if Visettings.PlaySpeed < 0: Visettings.PlaySpeed = 1 self.updateMode( Visettings.CurrentMode ) elif ch == '-': Visettings.PlaySpeed += 5 self.updateMode( Visettings.CurrentMode ) elif ch == 's': Visettings.FrameNumber = 0 elif ch == 'e': Visettings.FrameNumber = len(Visettings.Game.states)-1 elif c == curses.KEY_LEFT: Visettings.CurX -= 1 elif c == curses.KEY_RIGHT: Visettings.CurX += 1 elif c == curses.KEY_UP: Visettings.CurY -= 1 elif c == curses.KEY_DOWN: Visettings.CurY += 1 elif c == curses.KEY_MOUSE: k = 0 if Visettings.CurrentMode == VISMODE.PLAY: self.nextFrame() elif Visettings.CurrentMode == VISMODE.REWIND: self.prevFrame() self.update() return 1 def nextFrame( self ): Visettings.FrameNumber += 1 if Visettings.FrameNumber >= len(Visettings.Game.states): Visettings.FrameNumber = len(Visettings.Game.states)-1 def prevFrame( self ): Visettings.FrameNumber -= 1 if Visettings.FrameNumber < 0: Visettings.FrameNumber = 0 def update( self ): Window.update(self) self.Window.attrset( curses.color_pair( Legend.DEFAULT_COLOR ) ) Visettings.Screen.refresh() # TODO: A bunch of attribute stuff is missing. Visettings.State = Visettings.Game.states[Visettings.FrameNumber]; Visettings.Player1Score = Visettings.Game.states[Visettings.FrameNumber].player0Score Visettings.Player2Score = Visettings.Game.states[Visettings.FrameNumber].player1Score Visettings.Player1Light = Visettings.Game.states[Visettings.FrameNumber].player0Light Visettings.Player2Light = Visettings.Game.states[Visettings.FrameNumber].player1Light self.score.update() self.gameboard.newState() self.minimap.newState() self.plantInfo.update() offset = 50 percent = float(Visettings.FrameNumber+1)/len(Visettings.Game.states) if percent > 1: percent = 1 blocks = int((Visettings.MaxX*2+offset-10)*percent) for i in range(1, blocks+1): self.Window.addch( 0, i, curses.ACS_HLINE ) for i in range( blocks+1, Visettings.MaxX*2+offset-9 ): self.Window.addch( 0, i, ' ' ) self.Window.addch( 0, 0, curses.ACS_LLCORNER ) self.Window.addch( 0, Visettings.MaxX*2+offset-9, curses.ACS_LRCORNER ) if Visettings.CurrentMode == VISMODE.PAUSE: self.Window.addstr( 0, Visettings.MaxX*2+offset-7, "PAUSED " ) elif Visettings.CurrentMode == VISMODE.PLAY: self.Window.addstr( 0, Visettings.MaxX*2+offset-7, "PLAYING " ) elif Visettings.CurrentMode == VISMODE.REWIND: self.Window.addstr( 0, Visettings.MaxX*2+offset-7, "REWINDING " ) blue = 0 red = 0 width = 93 red = Visettings.Player1Plants blue = Visettings.Player2Plants size = Visettings.MaxX * Visettings.MaxY rPercent = float(red)/size bPercent = float(blue)/size gPercent = float(1 - rPercent - bPercent) line = 2 self.Window.attrset( curses.color_pair( Legend.PLAYER_1_PIECE_COLOR ) ) self.Window.attron( curses.A_BOLD ) self.Window.addch( 1, 1, curses.ACS_LLCORNER ) self.Window.attrset( curses.color_pair( Legend.PLAYER_2_PIECE_COLOR ) ) self.Window.attron( curses.A_BOLD ) self.Window.addch( 1, 95, curses.ACS_LRCORNER ) for i in range(0, width): if i+1 < rPercent*width: self.Window.attrset( curses.color_pair( Legend.PLAYER_1_PIECE_COLOR ) ) elif i < (rPercent+gPercent)*width: self.Window.attrset( curses.color_pair( Legend.BACKGROUND_COLOR ) ) else: self.Window.attrset( curses.color_pair( Legend.PLAYER_2_PIECE_COLOR ) ) self.Window.attron( curses.A_BOLD ) if i == width/2: self.Window.addch( 1, 2+i, '|' ) else: self.Window.addch( 1, 2+i, curses.ACS_HLINE ) self.Window.attroff( curses.A_BOLD ) self.Window.refresh() Visettings.Screen.refresh()
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() cars = CarManager() score = Scoreboard() screen.listen() screen.onkey(player.move_up, "Up") game_is_on = True while game_is_on: time.sleep(0.1) screen.update() # Creating a random car every after .5 second cars.create_car() cars.move_cars() # Detecting collision with the car for car in cars.all_cars: if car.distance(player) < 20: game_is_on = False score.game_over() # if player.ycor() >= 290:
if len(sys.argv) == 2: filename = sys.argv[1] (scoreboard, game_board) = pickle.load(open(filename, "rb")) print "Game recovered from file" voice.say("Resuming game!") else: # Find out our players player_count = int(ask("How many players?")) player_list = [] for i in range(1, player_count + 1): x = ask("What is Player %d's name?" % i) player_list.append(x.strip()) game_board = board.Board() scoreboard = Scoreboard(player_list) voice.say("Starting game!") # Create scorebox sbox = scorebox.ScoreBox(scoreboard.player_list) sbox.start() sbox.set_letters(scoreboard.get_tiles_in_bag()) sbox.set_rnd(scoreboard.turn_round) sbox.update_scores(scoreboard.points) # Game clock clock = gameclock.GameClock(sbox) clock.start()
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) tim = Player() scoreb = Scoreboard() screen.listen() cars = CarManager() game_is_on = True while game_is_on: time.sleep(0.1) screen.onkeypress(fun=tim.move, key="Up") cars.newCar() if tim.ycor() >= 250: tim.reset() scoreb.increaseLevel() cars.increaseSpeed() cars.moveCars() game_is_on = cars.isSafe(tim) screen.update()