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shooting.py
195 lines (169 loc) · 6.91 KB
/
shooting.py
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#!/usr/bin/env python
# coding:utf-8
import pygame
from pygame.locals import *
import sys
import os
from stage import Stage
from initial_screen import Initial_Screen
from menu import Menu
import pygame.mixer
import database as db
from define import *
from help_explain import Help_a, Help_print
from shop import *
import json
import argparse
parser = argparse.ArgumentParser(description='ReK')
parser.add_argument('-c', '--cheat', action='store_true', help="チート")
args = parser.parse_args()
class Main(pygame.sprite.Sprite):
def __init__(self, cheat):
"""pygame、ウィンドウなどの初期化処理"""
pygame.init() # pygameの初期化
self.data = db.load(cheat)
self.cheat = cheat
self.data_check()
print(self.data)
if os.name == 'posix':
# Linux系OSの場合
self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags=pygame.RESIZABLE) # ウィンドウをWIDTH×HEIGHTで作成する
if os.name == 'nt':
# Windows
self.screen = pygame.display.set_mode((WIDTH, HEIGHT)) # ウィンドウをWIDTH×HEIGHTで作成する
self.shop = Shop(self.screen, self.data)
def do(self):
while True:
init_screen = Initial_Screen() #初期画面の描画
init_num = init_screen.draw(self.screen)
if init_num == EXIT:
self.exit()
if init_num == START_GAME: #選択したモードがSTART GAMEならメニュー画面に移動
while True:
menu = Menu(self.screen, self.data) #メニュー画面の描画
stage_id, stageTxt = menu.draw()
if stage_id == EXIT:
self.exit()
if stageTxt == "0":
break
else:
self.Stage_draw(stage_id, stageTxt)
elif init_num == Help: #選択したモードがHelpならHelp画面に移動
help_c = Help_a(self.screen)
help_b = help_c.draw()
if help_b == EXIT:
self.exit()
elif init_num == End:
self.exit()
def Stage_draw(self, stage_id, stageTxt):
stage_file = stageTxt
stage = Stage(self.screen, stage_file, self.data)
pygame.mixer.music.load('sound/space.mp3') # 音楽ファイルの読み込み
pygame.mixer.music.play(-1) # 音楽の再生回数(ループ再生)
result = stage.loop()
if result[0] == EXIT:
self.exit()
elif result[0] == RETIRE:
return
self.StageResult_draw(stage_id, result)
def StageResult_draw(self, stage_id, result):
"""ステージ結果画面を描画する"""
self.screen.fill((0,0,0))
Enter_font = pygame.font.Font("font/freesansbold.ttf", 20)
#Score_text = Score_font.render("SCORE: " + str(result[1]), True, (255,255,255))
Enter_text = Enter_font.render("ENTER:RETURN", True, (255,255,255))
#self.screen.blit(Score_text, [460, 500])
self.screen.blit(Enter_text, [5, 5])
result, score, money = result
if result == GAMECLEAR:
if self.data["stage_progress"] < stage_id:
self.data["stage_progress"] = stage_id
image = pygame.image.load("img/gameclear.jpg").convert_alpha()
self.screen.blit(image, [255, 50])
self.data["money"] += money
self.data["sum_money"] += money
db.insert_score(stage_id, score, self.cheat)
self.draw_ranking(db.load_ranking(stage_id, self.cheat))
elif result == GAMEOVER:
image = pygame.image.load("img/gameover.jpg").convert_alpha()
self.screen.blit(image, [270, 10])
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_RETURN:
return
if event.type == QUIT:
self.exit()
def draw_ranking(self, ranking):
# 新しいデータ順にソート
ranking = sorted(ranking, key=lambda x:x[0], reverse=True)
# スコアの高い順にソート
ranking = sorted(ranking, key=lambda x:x[1], reverse=True)
# 今回の結果データを抽出
this_score = max(ranking, key=lambda x:x[0])
pre_score = -1
rank = 0
pos = 0
for i, data in enumerate(ranking):
if pre_score != data[1]:
pre_score = data[1]
rank = i+1
color = (255,255,255)
if this_score[0] == data[0]:
color = (255,0,0)
if i < 5 or this_score[0]==data[0]:
score = pygame.font.Font("font/freesansbold.ttf", 50).render(str(rank) + " : " + str(data[1]), True, color)
self.screen.blit(score, [550, 180+50*(pos+1)])
pos += 1
def _check_gun(self):
dic = json.load(open("data/gun.json", "r", encoding='utf-8'))
i = 0
for name, data in dic.items():
if i in self.data['gun_data']:
if self.data['version'] == '1.0.0' and i == 0:
data = self.data['gun_data']
data[0]['own'] = 1
i += 1
continue
data['name'] = name
data['own'] = int(self.cheat or i==0)
self.data['gun_data'][i] = data
i += 1
def _check_equip(self):
# 何も装備されていないとき、Gunを装備する
if self.data['equip'] == []:
self.data['equip'] = [0, -1, -1]
def _check_chip(self):
if self.data['chip'] == []:
self.data['chip'] = [-1 for _ in range(6)]
dic = json.load(open('data/chip.json', 'r', encoding='utf-8'))
chip_data = self.data['chip_data']
for str_id, value in dic.items():
i = int(str_id)
if i in chip_data:
chip_data[i].update(value)
continue
chip_data[i] = value
chip_data[i]['num'] = self.cheat * value['own_max']
def data_check(self):
for key, cast in data_key.items():
if key in self.data:
self.data[key] = cast(self.data[key])
else:
self.data[key] = cast()
self._check_gun()
self._check_equip()
self._check_chip()
# versionを最新に更新する
self.data['version'] = version
def exit(self):
self.data["play_time"] += pygame.time.get_ticks()
print('-'*50)
print(self.data)
db.save(self.data, self.cheat)
pygame.quit()
sys.exit()
if __name__=='__main__':
game = Main(args.cheat)
game.do()