Exemplo n.º 1
0
def finish_game_window():
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                aux.quit_game()

        aux.game_finish_text(screen)
        aux.button(screen, 'QUIT', 630, 450, 100, 50, colors.RED,
                   aux.quit_game)

        pygame.display.update()
        clock.tick(15)
Exemplo n.º 2
0
def menu_window():
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                aux.quit_game()

        screen.fill(colors.WHITE)
        screen.blit(menu, (0, 0))

        aux.button(screen, 'START', 550, 55, 240, 100, colors.START, game_loop)
        pygame.display.update()
        clock.tick(15)
Exemplo n.º 3
0
def game_loop():
    elapsed = time.perf_counter()
    player = Player()
    out = Exit()
    screen.fill(colors.WHITE)
    loop_counter = 0
    ships = []
    levels = {1: 100, 2: 50, 3: 25, 4: 13, 5: 7, 6: finish_game_window}

    while True:
        update(player, out, ships)
        if loop_counter == levels[level]:
            ships.append(Ship())
            loop_counter = 0
        else:
            ordered_array = mg.merge_sort(get_x_coordinates(ships, player))
            collision(ships, ordered_array, player, elapsed)

        if math.sqrt((player.rect[0] - out.rect[0])**2 +
                     (player.rect[1] - out.rect[1])**2) < 30:
            restart_game_window(True)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                aux.quit_game()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    player.movement[0] = 1
                if event.key == pygame.K_DOWN:
                    player.movement[1] = 1
                if event.key == pygame.K_LEFT:
                    player.movement[2] = 1
                if event.key == pygame.K_RIGHT:
                    player.movement[3] = 1
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_UP:
                    player.movement[0] = 0
                if event.key == pygame.K_DOWN:
                    player.movement[1] = 0
                if event.key == pygame.K_LEFT:
                    player.movement[2] = 0
                if event.key == pygame.K_RIGHT:
                    player.movement[3] = 0

        pygame.display.update()
        clock.tick(240)
        loop_counter += 1
Exemplo n.º 4
0
def restart_game_window(win):
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                aux.quit_game()

        if win and level == 5:
            finish_game_window()

        aux.button(screen, 'RESTART', 510, 450, 100, 50, colors.GREEN,
                   game_loop)
        if win:
            aux.game_win_text(screen)
            aux.button(screen, 'NEXT', 630, 450, 100, 50, colors.BLUE,
                       next_level)
        else:
            aux.game_lose_text(screen)
        aux.button(screen, 'QUIT', 750, 450, 100, 50, colors.RED,
                   aux.quit_game)

        pygame.display.update()
        clock.tick(15)
Exemplo n.º 5
0
def game_loop():
    global level
    # defines max_load and required quota in each level
    levels = {1: [50, 60], 2: [48, 65], 3: [45, 70], 4: [43, 75], 5: [40, 80]}
    level_timer = time.perf_counter()
    show_timer = 80
    elapsed = time.perf_counter()
    player = Player()
    out = Exit(levels[level])
    shoals = []
    wt = []
    vl = []

    while True:
        update(player, out, shoals)

        # time related variables
        aux.timer_text(screen, show_timer)
        show_timer -= (time.perf_counter() - level_timer)
        level_timer = time.perf_counter()
        if show_timer < 0:
            restart_game_window(False)
        if time.perf_counter() - elapsed > random.uniform(1.0, 2.0):
            shoals.append(Shoal())
            elapsed = time.perf_counter()

        ordered_array = mg.merge_sort(get_x_coordinates(shoals, player))
        collision(shoals, ordered_array, player)

        # calls knapsack and sets required variables
        if math.sqrt((player.rect[0] - out.rect[0])**2 +
                     (player.rect[1] - out.rect[1])**2) < 30:
            out.load = 0
            out.current_value = 0

            for shoal in player.shoals:
                wt.append(shoal.weight)
                vl.append(shoal.value)

            for shoal in out.shoals:
                wt.append(shoal[0])
                vl.append(shoal[1])

            out.shoals = knapsack(out.max_load, wt, vl, len(wt))
            player.shoals.clear()
            player.current_load = 0
            player.total_value = 0

            for shoal in out.shoals:
                out.load += shoal[0]
                out.current_value += shoal[1]

            if out.current_value >= out.quota:
                next_level()
                restart_game_window(True)

            wt.clear()
            vl.clear()

        # detects key presses
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                aux.quit_game()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    if player.shoals:
                        temp = player.shoals.pop()
                        player.current_load -= temp.weight
                        player.total_value -= temp.value
                if event.key == pygame.K_UP:
                    player.movement[0] = 2
                if event.key == pygame.K_DOWN:
                    player.movement[1] = 2
                if event.key == pygame.K_LEFT:
                    player.movement[2] = 2
                if event.key == pygame.K_RIGHT:
                    player.movement[3] = 2
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_UP:
                    player.movement[0] = 0
                if event.key == pygame.K_DOWN:
                    player.movement[1] = 0
                if event.key == pygame.K_LEFT:
                    player.movement[2] = 0
                if event.key == pygame.K_RIGHT:
                    player.movement[3] = 0

        pygame.display.update()
        clock.tick(240)