Exemplo n.º 1
0
 def main_menu():
     title_font = pygame.font.SysFont('comicsans', 70)
     run = True
     while run:
         WIN.blit(BG, (0, 0))
         title_label = title_font.render('Press the mouse to begin...', 1, (255, 255, 255))
         WIN.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, 350))
         pygame.display.update()
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 run = False
                 import gameStart
                 gameStart.run()
             if event.type == pygame.MOUSEBUTTONDOWN:
                 main()
     import gameStart
     gameStart.run()
Exemplo n.º 2
0
    def introscreen():
        temp_rabbit = Rabbit(44, 47)
        temp_rabbit.isBlinking = True
        gameStart = False

        temp_ground, temp_ground_rect = load_sprite_sheet(
            'runningGround.png', 15, 1, -1, -1, -1)
        temp_ground_rect.left = width / 20
        temp_ground_rect.bottom = height

        logo, logo_rect = load_image('rabbitBack.png', 300, 140, -1)
        logo_rect.centerx = width * 0.6
        logo_rect.centery = height * 0.6
        while not gameStart:
            if pygame.display.get_surface() is None:
                print("Couldn't load display surface")
                return True
            else:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        import gameStart
                        gameStart.run()
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
                            temp_rabbit.isJumping = True
                            temp_rabbit.isBlinking = False
                            temp_rabbit.movement[
                                1] = -1 * temp_rabbit.jumpSpeed

            temp_rabbit.update()

            if pygame.display.get_surface() is not None:
                screen.fill(background_col)
                screen.blit(temp_ground[0], temp_ground_rect)
                if temp_rabbit.isBlinking:
                    screen.blit(logo, logo_rect)
                temp_rabbit.draw()

                pygame.display.update()

            clock.tick(FPS)
            if temp_rabbit.isJumping == False and temp_rabbit.isBlinking == False:
                gameStart = True
Exemplo n.º 3
0
def run():
    pygame.init()
    screen = pygame.display.set_mode((576, 760))
    clock = pygame.time.Clock()
    game_font = pygame.font.Font('assets/font/04B_19.ttf', 40)
    image_path = 'assets/image/flappy/'
    sound_path = 'assets/sound/'

    # Game Variables
    gravity = 0.25
    bird_movement = 0
    game_active = True
    score = 0
    high_score = 0

    bg_surface = pygame.image.load(image_path + 'background.png').convert()
    bg_surface = pygame.transform.scale2x(bg_surface)

    floor_surface = pygame.image.load(image_path + 'floor.png').convert()
    floor_surface = pygame.transform.scale2x(floor_surface)
    floor_x_pos = 0

    bird_surface = pygame.transform.scale2x(pygame.image.load(image_path + 'bird.png').convert_alpha())
    bird_rect = bird_surface.get_rect(center=(100, 350))

    BIRDFLAP = pygame.USEREVENT + 1
    pygame.time.set_timer(BIRDFLAP, 200)

    pipe_surface = pygame.image.load(image_path + 'pipe.png')
    pipe_surface = pygame.transform.scale2x(pipe_surface)
    pipe_list = []
    SPAWNPIPE = pygame.USEREVENT
    pygame.time.set_timer(SPAWNPIPE, 1200)
    pipe_height = [400, 480, 550]

    flap_sound = pygame.mixer.Sound(sound_path + 'sfx_wing.wav')
    death_sound = pygame.mixer.Sound(sound_path + 'sfx_hit.wav')
    score_sound = pygame.mixer.Sound(sound_path + 'sfx_point.wav')
    score_sound_countdown = 100

    def draw_floor():
        screen.blit(floor_surface, (floor_x_pos, 650))
        screen.blit(floor_surface, (floor_x_pos + 576, 650))

    def create_pipe():
        random_pipe_pos = random.choice(pipe_height)
        bottom_pipe = pipe_surface.get_rect(midtop=(700, random_pipe_pos))
        top_pipe = pipe_surface.get_rect(midbottom=(700, random_pipe_pos - 300))
        return bottom_pipe, top_pipe

    def move_pipes(pipes):
        for pipe in pipes:
            pipe.centerx -= 5
        return pipes

    def draw_pipes(pipes):
        for pipe in pipes:
            if pipe.bottom >= 1024:
                screen.blit(pipe_surface, pipe)
            else:
                flip_pipe = pygame.transform.flip(pipe_surface, False, True)
                screen.blit(flip_pipe, pipe)

    def remove_pipes(pipes):
        for pipe in pipes:
            if pipe.centerx == -600:
                pipes.remove(pipe)
        return pipes

    def check_collision(pipes):
        for pipe in pipes:
            if bird_rect.colliderect(pipe):
                death_sound.play()
                return False

        if bird_rect.top <= -100 or bird_rect.bottom >= 700:
            return False

        return True

    def rotate_bird(bird):
        new_bird = pygame.transform.rotozoom(bird, -bird_movement * 3, 1)
        return new_bird

    def score_display(game_state):
        if game_state == 'main_game':
            score_surface = game_font.render(str(int(score)), True, (255, 255, 255))
            score_rect = score_surface.get_rect(center=(288, 100))
            screen.blit(score_surface, score_rect)
        if game_state == 'game_over':
            score_surface = game_font.render(f'Score: {int(score)}', True, (255, 255, 255))
            score_rect = score_surface.get_rect(center=(288, 100))
            screen.blit(score_surface, score_rect)

            high_score_surface = game_font.render(f'High score: {int(high_score)}', True, (255, 255, 255))
            high_score_rect = high_score_surface.get_rect(center=(288, 850))
            screen.blit(high_score_surface, high_score_rect)

    def update_score(score, high_score):
        if score > high_score:
            high_score = score
        return high_score

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                import gameStart
                gameStart.run()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE and game_active:
                    bird_movement = 0
                    bird_movement -= 9
                    flap_sound.play()
                if event.key == pygame.K_SPACE and game_active == False:
                    game_active = True
                    pipe_list.clear()
                    bird_rect.center = (100, 350)
                    bird_movement = 0
                    score = 0

            if event.type == SPAWNPIPE:
                pipe_list.extend(create_pipe())

        screen.blit(bg_surface, (0, 0))

        if game_active:
            # Bird
            bird_movement += gravity
            rotated_bird = rotate_bird(bird_surface)
            bird_rect.centery += bird_movement
            screen.blit(rotated_bird, bird_rect)
            game_active = check_collision(pipe_list)

            # Pipes
            pipe_list = move_pipes(pipe_list)
            pipe_list = remove_pipes(pipe_list)
            draw_pipes(pipe_list)

            score += 0.01
            score_display('main_game')
            score_sound_countdown -= 1
            if score_sound_countdown <= 0:
                score_sound.play()
                score_sound_countdown = 100
        else:
            high_score = update_score(score, high_score)
            score_display('game_over')

        # Floor
        floor_x_pos -= 1
        draw_floor()
        if floor_x_pos <= -576:
            floor_x_pos = 0

        pygame.display.update()
        clock.tick(120)
Exemplo n.º 4
0
 def quit(self):
     "Quite pygame and the python interpreter"
     import gameStart
     gameStart.run()
     sys.exit()
Exemplo n.º 5
0
    def gameplay():
        gamespeed = 4
        startMenu = False
        gameOver = False
        gameQuit = False
        playerRabbit = Rabbit(44, 47)
        new_ground = Ground(-1 * gamespeed)
        scb = Scoreboard()
        counter = 0

        tree = pygame.sprite.Group()
        eagles = pygame.sprite.Group()
        clouds = pygame.sprite.Group()
        last_obstacle = pygame.sprite.Group()

        Tree.containers = tree
        Ptera.containers = eagles
        Cloud.containers = clouds

        retbutton_image, retbutton_rect = load_image('replay_button.png', 35,
                                                     31, -1)
        gameover_image, gameover_rect = load_image('game_over.png', 190, 11,
                                                   -1)

        temp_images, temp_rect = load_sprite_sheet('numbers.png', 12, 1, 11,
                                                   int(11 * 6 / 5), -1)

        temp_rect.left += temp_rect.width

        while not gameQuit:
            while startMenu:
                pass
            while not gameOver:
                if pygame.display.get_surface() is None:
                    print("Couldn't load display surface")
                    gameQuit = True
                    gameOver = True
                else:
                    for event in pygame.event.get():
                        if event.type == pygame.QUIT:
                            gameQuit = True
                            gameOver = True
                        if event.type == pygame.KEYDOWN:
                            if event.key == pygame.K_SPACE:
                                if playerRabbit.rect.bottom == int(0.98 *
                                                                   height):
                                    playerRabbit.isJumping = True
                                    if pygame.mixer.get_init() is not None:
                                        jump_sound.play()
                                    playerRabbit.movement[1] = - \
                                                                   1 * playerRabbit.jumpSpeed

                            if event.key == pygame.K_DOWN:
                                if not (playerRabbit.isJumping
                                        and playerRabbit.isDead):
                                    playerRabbit.isDucking = True

                        if event.type == pygame.KEYUP:
                            if event.key == pygame.K_DOWN:
                                playerRabbit.isDucking = False
                for c in tree:
                    c.movement[0] = -1 * gamespeed
                    if pygame.sprite.collide_mask(playerRabbit, c):
                        playerRabbit.isDead = True
                        if pygame.mixer.get_init() is not None:
                            die_sound.play()

                for p in eagles:
                    p.movement[0] = -1 * gamespeed
                    if pygame.sprite.collide_mask(playerRabbit, p):
                        playerRabbit.isDead = True
                        if pygame.mixer.get_init() is not None:
                            die_sound.play()

                if len(tree) < 2:
                    if len(tree) == 0:
                        last_obstacle.empty()
                        last_obstacle.add(Tree(gamespeed, 40, 40))
                    else:
                        for l in last_obstacle:
                            if l.rect.right < width * 0.7 and random.randrange(
                                    0, 50) == 10:
                                last_obstacle.empty()
                                last_obstacle.add(Tree(gamespeed, 40, 40))

                if len(eagles) == 0 and random.randrange(
                        0, 200) == 10 and counter > 500:
                    for l in last_obstacle:
                        if l.rect.right < width * 0.8:
                            last_obstacle.empty()
                            last_obstacle.add(Ptera(gamespeed, 46, 40))

                if len(clouds) < 5 and random.randrange(0, 300) == 10:
                    Cloud(width, random.randrange(height / 5, height / 2))

                playerRabbit.update()
                tree.update()
                eagles.update()
                clouds.update()
                new_ground.update()
                scb.update(playerRabbit.score)

                if pygame.display.get_surface() is not None:
                    screen.fill(background_col)
                    new_ground.draw()
                    clouds.draw(screen)
                    scb.draw()
                    tree.draw(screen)
                    eagles.draw(screen)
                    playerRabbit.draw()

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

                if playerRabbit.isDead:
                    gameOver = True

                if counter % 700 == 699:
                    new_ground.speed -= 1
                    gamespeed += 1

                counter = (counter + 1)

            if gameQuit:
                break

            while gameOver:
                if pygame.display.get_surface() is None:
                    print("Couldn't load display surface")
                    gameQuit = True
                    gameOver = False
                else:
                    for event in pygame.event.get():
                        if event.type == pygame.QUIT:
                            gameQuit = True
                            gameOver = False
                        if event.type == pygame.KEYDOWN:
                            if event.key == pygame.K_ESCAPE:
                                gameQuit = True
                                gameOver = False

                            if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:
                                gameOver = False
                                gameplay()

                if pygame.display.get_surface() is not None:
                    disp_gameOver_msg(retbutton_image, gameover_image)
                    pygame.display.update()
                clock.tick(FPS)

        import gameStart
        gameStart.run()
Exemplo n.º 6
0
    def gameLoop():
        game_over = False
        game_close = False

        x1 = dis_width / 2
        y1 = dis_height / 2

        x1_change = 0
        y1_change = 0

        snake_List = []
        Length_of_snake = 1

        foodx = round(
            random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
        foody = round(
            random.randrange(0, dis_height - snake_block) / 10.0) * 10.0

        while not game_over:
            # 뱀이 벽에 닿았을 때
            while game_close == True:
                dis.fill(white)
                message("Game Over! Play Again: Press C Quit: Press Q", red)

                Your_score(Length_of_snake - 1)
                pygame.display.update()

                # 게임 start or 게임 종료
                for event in pygame.event.get():
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_q:
                            game_over = True
                            game_close = False
                        if event.key == pygame.K_c:
                            gameLoop()
            # 방향키로 움직이기
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    game_over = True
                    import gameStart
                    gameStart.run()
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        x1_change = -snake_block
                        y1_change = 0
                    elif event.key == pygame.K_RIGHT:
                        x1_change = snake_block
                        y1_change = 0
                    elif event.key == pygame.K_UP:
                        y1_change = -snake_block
                        x1_change = 0
                    elif event.key == pygame.K_DOWN:
                        y1_change = snake_block
                        x1_change = 0

            if x1 >= dis_width or x1 < 0 or y1 >= dis_height or y1 < 0:
                game_close = True
            x1 += x1_change
            y1 += y1_change
            dis.fill(white)
            pygame.draw.rect(dis, blue,
                             [foodx, foody, snake_block, snake_block])
            snake_Head = []
            snake_Head.append(x1)
            snake_Head.append(y1)
            snake_List.append(snake_Head)
            if len(snake_List) > Length_of_snake:
                del snake_List[0]

            for x in snake_List[:-1]:
                if x == snake_Head:
                    game_close = True

            our_snake(snake_block, snake_List)
            Your_score(Length_of_snake - 1)

            pygame.display.update()

            if x1 == foodx and y1 == foody:
                foodx = round(
                    random.randrange(0, dis_width - snake_block) / 10.0) * 10.0
                foody = round(
                    random.randrange(0, dis_height - snake_block) /
                    10.0) * 10.0
                Length_of_snake += 1

            clock.tick(snake_speed)

        import gameStart
        gameStart.run()
Exemplo n.º 7
0
def quit_game():
    pygame.quit()
    import gameStart
    gameStart.run()
    sys.exit()
Exemplo n.º 8
0
def run():
    pygame.font.init()
    pygame.mixer.init()
    image_path = 'assets/image/carGame/'
    sound_path = 'assets/sound/'

    def player():
        screen.blit(cars_img[0],
                    (player_x - int(car_x / 2), player_y - int(car_y / 2)))

    def enemies():
        screen.blit(cars_img[1], (enemies_x - 115, enemy1_y))
        screen.blit(cars_img[2], (enemies_x - int(car_x / 2), enemy2_y))
        screen.blit(cars_img[3], (enemies_x + 60, enemy3_y))

    def text(txt_msg, txt_color, txt_size, txt_x, txt_y):
        font = pygame.font.SysFont('arial', txt_size, True)
        txt = font.render(txt_msg, True, txt_color)
        screen.blit(txt, (txt_x, txt_y))

    'COLORS (RGB)'
    white = (255, 255, 255)
    black = (0, 0, 0)

    'WINDOW'
    wid, hei = 400, 500
    screen = pygame.display.set_mode((wid, hei))

    'SPRITE SIZE'
    car_x, car_y = 54, 94

    'PLAYER'
    player_x, player_y = int(wid / 2), int(hei - 50)
    player_spd = 5

    'ENEMIES'
    enemies_x = int(wid / 2)
    enemy1_y = randint(-hei, -car_y)
    enemy2_y = randint(-hei, -car_y)
    enemy3_y = randint(-hei, -car_y)
    enemies_spd = 0

    'IMAGES'
    bg = pygame.image.load(image_path + 'Road.png').convert()
    bg = pygame.transform.scale(bg, (wid, hei))
    bg_y = 0
    cars_img = [
        pygame.image.load(image_path + 'Player_Car.png'),
        pygame.image.load(image_path + 'Enemy1_Car.png'),
        pygame.image.load(image_path + 'Enemy2_Car.png'),
        pygame.image.load(image_path + 'Enemy3_Car.png')
    ]

    'MUSIC'
    pygame.mixer_music.load(sound_path + 'Chillwave_Nightdrive.mp3')
    pygame.mixer_music.play(-1)

    'SOUND EFFECT'
    car_collision = pygame.mixer.Sound(sound_path + 'Car_Collision.wav')

    clock = pygame.time.Clock()
    score = 1
    score_spd = 0
    main = True

    while main:
        clock.tick(60)
        bg_y1 = bg_y % bg.get_height()
        bg_y += 3
        screen.blit(bg, (0, bg_y1 - bg.get_height()))
        if bg_y1 < hei:
            screen.blit(bg, (0, bg_y1))

        player()
        enemies()

        pygame.draw.rect(screen, white, (0, 0, 54, 20))
        text('S: ' + str(score), black, 15, 0, 0)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                main = False

        'CONTROLS'
        arrows = pygame.key.get_pressed()
        if arrows[pygame.K_RIGHT] and player_x <= 290:
            player_x += player_spd
        if arrows[pygame.K_LEFT] and player_x >= 110:
            player_x -= player_spd
        if arrows[pygame.K_UP] and player_y >= 40:
            player_y -= player_spd
        if arrows[pygame.K_DOWN] and player_y <= 440:
            player_y += player_spd

        'ENEMIES SPEED'
        enemy1_y += enemies_spd + 5
        enemy2_y += enemies_spd + 2
        enemy3_y += enemies_spd + 4

        if enemy1_y > hei:
            enemy1_y = randint(-2500, -2000)
        if enemy2_y > hei:
            enemy2_y = randint(-1000, -750)
        if enemy3_y > hei:
            enemy3_y = randint(-1750, -1250)

        'SCORE'
        if score_spd <= 60:
            score_spd += 1
        else:
            score += 1
            score_spd = 0

        'COLLISION'
        if player_x - 40 > enemies_x and player_y - 140 < enemy3_y:
            if player_x - 40 > enemies_x and player_y > enemy3_y:
                car_collision.play()
                score -= 10
                enemy3_y = randint(-1750, -1250)
        if player_x + 40 < enemies_x and player_y - 140 < enemy1_y:
            if player_x + 40 < enemies_x and player_y > enemy1_y:
                car_collision.play()
                score -= 10
                enemy1_y = randint(-2500, -2000)
        if player_x - 40 < enemies_x + 10 and player_y - 140 < enemy2_y:
            if player_x + 40 > enemies_x - 10 and player_y - 140 < enemy2_y:
                if player_x + 40 > enemies_x - 10 and player_y > enemy2_y:
                    if player_x - 40 < enemies_x - 10 and player_y > enemy2_y:
                        car_collision.play()
                        score -= 10
                        enemy2_y = randint(-1000, -750)

        if score <= 0:
            break

        pygame.display.update()

    pygame.quit()
    import gameStart
    gameStart.run()
Exemplo n.º 9
0
    def window():
        pygame.init()

        # - Using the cl_vars for the window
        screen = pygame.display.set_mode([MAP_SIZE[0], MAP_SIZE[1] + 70])
        # - Creating the player class
        player = Player(WALL_SIZE + 8 * PLAYER_SIZE,
                        WALL_SIZE + 14 * PLAYER_SIZE, PLAYER_SIZE)
        entities = pygame.sprite.Group()
        entities.add(player)
        clock = pygame.time.Clock()
        score_count = Text(210, 410, 35)
        score_label = Text(70, 410, 35)
        level_map = Map()
        score_value = 0
        enemy_value = 200
        for i in range(3):
            # - Pretty much the main game loop
            # This is a lot simpler than the other game cause its pacman
            done = False
            edible = False
            count = 0
            # - Calculating FPS
            while not done:
                count += 1
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        import gameStart
                        gameStart.run()
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_LEFT:
                            player.change_direction(-4, 0)
                        elif event.key == pygame.K_RIGHT:
                            player.change_direction(4, 0)
                        elif event.key == pygame.K_DOWN:
                            player.change_direction(0, 4)
                        elif event.key == pygame.K_UP:
                            player.change_direction(0, -4)
                        elif event.key == pygame.K_SPACE:
                            unpause = False
                            while not unpause:
                                for event in pygame.event.get():
                                    if event.type == pygame.KEYDOWN:
                                        if event.key == pygame.K_SPACE:
                                            unpause = True
                for i in level_map.enemy_list:
                    i.move(level_map)
                # - Drawing, THIS SHOULD BE MOVED TO SEPERATE FUNCTION
                player.move(level_map)
                screen.fill([0, 0, 30])
                score_label.update(screen, 'Score: ')
                score_count.update(screen, str(score_value))
                level_map.button_list.draw(screen)
                level_map.wall_list.draw(screen)
                level_map.food_list.draw(screen)
                level_map.enemy_list.draw(screen)
                entities.draw(screen)
                foodlist = pygame.sprite.spritecollide(player,
                                                       level_map.food_list,
                                                       False)
                if edible:
                    if count == 30 * 6:
                        enemy_value = 200
                        edible = False
                        for i in level_map.enemy_list:
                            i.change_color(i.color)
                            i.edible = False
                    elif count > 30 * 3:
                        for i in level_map.enemy_list:
                            if i.edible:
                                if count % 15 == 0 or count % 15 == 1:
                                    i.change_color([150, 255, 150])
                                elif count % 15 == 2:
                                    i.change_color([60, 60, 225])
                for i in foodlist:
                    score_value += 10
                    level_map.food_list.remove(i)
                buttonlist = pygame.sprite.spritecollide(
                    player, level_map.button_list, False)
                if buttonlist:
                    edible = True
                    count = 0
                    for i in buttonlist:
                        level_map.button_list.remove(i)
                    for i in level_map.enemy_list:
                        i.change_color([60, 60, 255])
                        i.edible = True
                enemylist = pygame.sprite.spritecollide(
                    player, level_map.enemy_list, False)
                if enemylist:
                    if enemylist[0].edible:
                        score_value += enemy_value
                        enemy_value *= 2
                        enemylist[0].waitcount = 0
                        enemylist[0].wait = True
                        enemylist[0].rect.y = WALL_SIZE + 8 * PLAYER_SIZE
                        enemylist[0].rect.x = WALL_SIZE + 8 * PLAYER_SIZE
                        enemylist[0].change_color(enemylist[0].color)
                        enemylist[0].edible = False
                    else:
                        done = True
                pygame.display.flip()
                clock.tick(30)
            player.rect.x = WALL_SIZE + 8 * PLAYER_SIZE
            player.rect.y = WALL_SIZE + 14 * PLAYER_SIZE
            for i in level_map.enemy_list:
                i.change_color(i.color)
                i.rect.x = WALL_SIZE + 8 * PLAYER_SIZE
                i.rect.y = WALL_SIZE + 6 * PLAYER_SIZE
            enemy_value = 200
            clock.tick(2 / 3)
        import gameStart
        gameStart.run()
Exemplo n.º 10
0
    def main():
        run = True
        FPS = 60
        level = 0
        main_font = pygame.font.SysFont("comicsans", 50)
        lost_font = pygame.font.SysFont("comicsans", 60)

        enemies = []
        wave_length = 5
        enemy_vel = 1

        player_vel = 5
        laser_vel = 5

        player = Player(300, 630)

        clock = pygame.time.Clock()

        lost = False
        lost_count = 0

        def redraw_window():
            WIN.blit(BG, (0, 0))
            # draw text
            level_label = main_font.render(f"Level: {level}", 1, (255, 255, 255))

            WIN.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))

            for enemy in enemies:
                enemy.draw(WIN)

            player.draw(WIN)

            if lost:
                lost_label = lost_font.render('You Lost!!', 1, (255, 255, 255))
                WIN.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))

            pygame.display.update()

        while run:
            clock.tick(FPS)
            redraw_window()

            if player.health <= 0:
                lost = True
                lost_count += 1

            if lost:
                if lost_count > FPS * 3:
                    run = False
                else:
                    continue

            if len(enemies) == 0:
                level += 1
                wave_length += 5
                for i in range(wave_length):
                    enemy = Enemy(random.randrange(50, WIDTH - 100), random.randrange(-1500, -100),
                                  random.choice(["red", "blue", "green"]))
                    enemies.append(enemy)

            for event in pygame.event.get():  ### Event Check
                if event.type == pygame.QUIT:  # exit
                    import gameStart
                    gameStart.run()

            keys = pygame.key.get_pressed()
            if keys[pygame.K_LEFT] and player.x - player_vel > 0:
                player.x -= player_vel
            if keys[pygame.K_RIGHT] and player.x + player_vel + player.get_width() < WIDTH:
                player.x += player_vel
            if keys[pygame.K_UP] and player.y - player_vel > 0:
                player.y -= player_vel
            if keys[pygame.K_DOWN] and player.y + player_vel + player.get_height() + 15 < HEIGHT:
                player.y += player_vel
            if keys[pygame.K_SPACE]:
                player.shoot()

            for enemy in enemies[:]:
                enemy.move(enemy_vel)
                enemy.move_lasers(laser_vel, player)

                if random.randrange(0, 2 * 60) == 1:
                    enemy.shoot()

                if collide(enemy, player):
                    player.health -= 10
                    enemies.remove(enemy)
                elif enemy.y + enemy.get_height() > HEIGHT:
                    enemies.remove(enemy)

            player.move_lasers(-laser_vel, enemies)
Exemplo n.º 11
0
def run():
    imagePath = "assets/image/rhythm"
    WIDTH = 640
    HEIGHT = 480
    FPS = 60
    DEFAULT_FONT = "NotoSansCJKkr-Regular.otf"

    WHITE = (238, 238, 238)  ### color setting
    BLACK = (32, 36, 32)
    RED = (246, 36, 74)
    BLUE = (32, 105, 246)
    ALPHA_MAX = 255

    class Game:
        def __init__(self):  ########################## Game Start
            pygame.init()
            pygame.mixer.init()  # sound mixer
            self.screen = pygame.display.set_mode((WIDTH, HEIGHT))  # screen size
            self.screen_mode = 2  # screen mode (0: logo, 1: logo2, 2: main, 3: stage select, 4: play, 5: score)
            self.screen_value = [-ALPHA_MAX, 0, 0, 0]  # screen management value
            self.clock = pygame.time.Clock()  # FPS timer
            self.start_tick = 0  # game timer
            self.running = True  # game initialize Boolean value
            self.language_mode = 0  # 0: english, 1: korean, 2~: custom
            self.song_select = 1  # select song
            self.load_date()  # data loading
            self.new()
            pygame.mixer.music.load(self.bg_main)  # bgm

        def load_date(self):  ########################## Data Loading
            self.dir = os.path.dirname(__file__)

            ### font
            self.fnt_dir = os.path.join(self.dir, '../assets/font')
            self.gameFont = os.path.join(self.fnt_dir, DEFAULT_FONT)

            with open(os.path.join(self.fnt_dir, 'language.ini'), "r", encoding='UTF-8') as language_file:
                language_lists = language_file.read().split('\n')

            self.language_list = [n.split("_") for n in language_lists]

            ### image
            self.spr_logoback = pygame.image.load(os.path.join(imagePath, 'logoback.png'))
            self.spr_circle = pygame.image.load(os.path.join(imagePath, 'circle.png'))
            self.spr_shot = Spritesheet(os.path.join(imagePath, 'shot.png'))

            ### sound
            self.snd_dir = os.path.join(self.dir, '../assets/sound')
            self.bg_main = os.path.join(self.snd_dir, 'bg_main.ogg')
            self.sound_click = pygame.mixer.Sound(os.path.join(self.snd_dir, 'click.ogg'))
            self.sound_drum1 = pygame.mixer.Sound(os.path.join(self.snd_dir, 'drum1.ogg'))
            self.sound_drum2 = pygame.mixer.Sound(os.path.join(self.snd_dir, 'drum2.ogg'))
            self.sound_drum3 = pygame.mixer.Sound(os.path.join(self.snd_dir, 'drum3.ogg'))
            self.sound_drum4 = pygame.mixer.Sound(os.path.join(self.snd_dir, 'drum4.ogg'))

            ### song
            self.sng_dir = os.path.join(self.dir, '../assets/song')
            music_type = ["ogg", "mp3", "wav"]
            song_lists = [i for i in os.listdir(self.sng_dir) if i.split('.')[-1] in music_type]
            self.song_list = list()  # song name list
            self.song_path = list()  # song path list

            for song in song_lists:
                try:
                    pygame.mixer.music.load(os.path.join(self.sng_dir, song))
                    self.song_list.append(song.split('.')[0])
                    self.song_path.append(os.path.join(self.sng_dir, song))
                except:
                    print("error: " + str(song) + "is unsupported format music file.")

            self.song_num = len(self.song_list)  # available song number
            self.song_dataPath = list()  # song data file path list
            self.song_highScore = list()  # song highscore list
            self.song_perfectScore = list()  # song maxscore list

            for song in self.song_list:
                song_dataCoord = os.path.join(self.sng_dir, song + ".ini")

                try:
                    with open(song_dataCoord, "r", encoding='UTF-8') as song_file:
                        song_scoreList = song_file.read().split('\n')[0]

                    self.song_highScore.append(int(song_scoreList.split(':')[1]))
                    self.song_perfectScore.append(int(song_scoreList.split(':')[2]))
                    self.song_dataPath.append(song_dataCoord)
                except:
                    self.song_highScore.append(-1)
                    self.song_perfectScore.append(-1)
                    self.song_dataPath.append(-1)

        def new(self):  ########################## Game Initialize
            self.song_data = list()  # song data list
            self.song_dataLen = 0  # song data len
            self.song_dataIndex = 0  # song data index
            self.circle_dir = 1  # circle direction value (benchmark: white / down, right, up, left  == 1, 2, 3, 4)
            self.circle_rot = 0  # circle rotation value
            self.score = 0  # current game score
            self.all_sprites = pygame.sprite.Group()  # sprite group
            self.shots = pygame.sprite.Group()

        def run(self):  ########################## Game Loop
            self.playing = True

            while self.playing:
                self.clock.tick(FPS)
                self.events()
                self.update()
                self.draw()
                pygame.display.flip()

            pygame.mixer.music.fadeout(600)

        def update(self):  ########################## Game Loop - Update
            self.all_sprites.update()  # screen update
            self.game_tick = pygame.time.get_ticks() - self.start_tick  # play time calculation

        def events(self):  ########################## Game Loop - Events
            mouse_coord = pygame.mouse.get_pos()  # mouse coord value
            mouse_move = False  # mouse move Boolean value
            mouse_click = 0  # mouse click value (1: left, 2: scroll, 3: right, 4: scroll up, 5: scroll down)
            key_click = 0  # key value (275: right, 276: left, 273: up, 274: down, 13: enter)

            for event in pygame.event.get():  ### Event Check
                if event.type == pygame.QUIT:  # exit
                    if self.playing:
                        self.playing, self.running = False, False
                    pygame.quit()
                    import gameStart
                    gameStart.run()

                elif event.type == pygame.KEYDOWN:  # keyboard check
                    key_click = event.key
                    if self.screen_mode < 4:
                        self.sound_click.play()
                elif event.type == pygame.MOUSEMOTION:
                    if event.rel[0] != 0 or event.rel[1] != 0:  # mousemove
                        mouse_move = True
                elif event.type == pygame.MOUSEBUTTONDOWN:  # mouse click
                    mouse_click = event.button

                    if self.screen_mode < 4:
                        self.sound_click.play()

            if self.screen_mode == 0:  ### Logo Screen1
                pass
            elif self.screen_mode == 1:  ### Logo Screen2
                pass
            elif self.screen_mode == 2:  ### Main Screen
                if self.screen_value[2] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                        if self.screen_value[3] > 0:
                            self.screen_value[3] -= ALPHA_MAX / 15
                    else:
                        for i in range(4):
                            if mouse_move and 400 < mouse_coord[0] < 560 and 105 + i * 70 < mouse_coord[
                                1] < 155 + i * 70:  # mouse cursor check
                                self.screen_value[1] = i + 1

                        if (key_click == 273 or mouse_click == 4) and self.screen_value[1] > 1:  # key up check
                            self.screen_value[1] -= 1
                        elif (key_click == 274 or mouse_click == 5) and self.screen_value[1] < 4:  # key down check
                            self.screen_value[1] += 1

                        if (
                                mouse_click == 1 or key_click == 13 or key_click == 275):  # click or key enter, key right check
                            if self.screen_value[1] == 1:  # START
                                self.screen_value[2] = 1
                            elif self.screen_value[1] == 2:  # HELP
                                self.screen_value[0] = ALPHA_MAX / 3
                                self.screen_value[2] = 2
                            elif self.screen_value[1] == 3:  # EXIT
                                self.screen_value[2] = 3
                            else:  # Languague
                                self.language_mode = self.language_mode + 1 if self.language_mode < len(
                                    self.language_list) - 1 else 0
                                self.gameFont = os.path.join(self.fnt_dir, self.load_language(1))
                elif self.screen_value[2] == 1:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        self.screen_mode = 3
                        self.screen_value[1] = 0
                        self.screen_value[2] = 0

                        if self.song_highScore[self.song_select - 1] == -1:
                            pygame.mixer.music.fadeout(600)
                        else:
                            pygame.mixer.music.load(self.song_path[self.song_select - 1])
                            pygame.mixer.music.play(loops=-1)
                elif self.screen_value[2] == 2:
                    if mouse_click == 1 or key_click != 0:
                        self.screen_value[2] = 0
                elif self.screen_value[2] == 3:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        self.playing, self.running = False, False
            elif self.screen_mode == 3:  ### Song Select Screen
                if self.screen_value[2] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                    self.screen_value[1] = 0
                    songChange = False

                    if round(0.31 * WIDTH - 75) < mouse_coord[0] < round(0.31 * WIDTH + 75):  # mouse coord check
                        if round(0.125 * HEIGHT + 30) > mouse_coord[1]:
                            self.screen_value[1] = 1
                        elif round(0.875 * HEIGHT - 30) < mouse_coord[1]:
                            self.screen_value[1] = 2
                    elif round(0.69 * WIDTH - 75) < mouse_coord[0] < round(0.69 * WIDTH + 75) and round(
                            HEIGHT / 2 + 25) < mouse_coord[1] < round(HEIGHT / 2 + 65):
                        self.screen_value[1] = 3
                    elif round(0.73 * WIDTH - 75) < mouse_coord[0] < round(0.73 * WIDTH + 75) and round(
                            HEIGHT / 2 + 85) < mouse_coord[1] < round(HEIGHT / 2 + 125):
                        self.screen_value[1] = 4

                    if (mouse_click == 1):  # mouse clickcheck
                        if self.screen_value[1] == 1:
                            if self.song_select > 1:
                                self.song_select -= 1
                                songChange = True
                        elif self.screen_value[1] == 2:
                            if self.song_select < self.song_num:
                                self.song_select += 1
                                songChange = True
                        elif self.screen_value[1] == 3:
                            if self.song_highScore[self.song_select - 1] != -1:
                                self.screen_value[2] = 1
                        elif self.screen_value[1] == 4:
                            self.screen_value[2] = 2
                    elif key_click == 273 or mouse_click == 4:  # key check
                        if self.song_select > 1:
                            self.song_select -= 1
                            songChange = True
                    elif key_click == 274 or mouse_click == 5:
                        if self.song_select < self.song_num:
                            self.song_select += 1
                            songChange = True
                    elif key_click == 275 or key_click == 13:
                        if self.song_highScore[self.song_select - 1] != -1:
                            self.screen_value[2] = 1
                    elif key_click == 276:
                        self.screen_value[2] = 2

                    if songChange:
                        if self.song_highScore[self.song_select - 1] == -1:
                            pygame.mixer.music.fadeout(600)
                        else:
                            pygame.mixer.music.load(self.song_path[self.song_select - 1])
                            pygame.mixer.music.play(loops=-1)
                else:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        if self.screen_value[2] == 1:
                            self.screen_mode = 4
                            self.screen_value[1] = 0
                            self.screen_value[2] = 0
                            self.start_tick = pygame.time.get_ticks()
                            self.load_songData()
                        else:
                            self.screen_mode = 2
                            self.screen_value[1] = 0
                            self.screen_value[2] = 0
                            self.screen_value[3] = ALPHA_MAX
                            pygame.mixer.music.load(self.bg_main)
                            pygame.mixer.music.play(loops=-1)
            elif self.screen_mode == 4:  ### Play Screen
                if self.screen_value[1] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                    if (mouse_click == 1):  # mouse clickcheck
                        if mouse_coord[0] < WIDTH / 2:
                            self.circle_dir += 1
                        else:
                            self.circle_dir -= 1
                    elif key_click == 276:  # key check
                        self.circle_dir += 1
                    elif key_click == 275:
                        self.circle_dir -= 1

                    if self.circle_dir > 4:  # circle direction management
                        self.circle_dir = 1
                    elif self.circle_dir < 1:
                        self.circle_dir = 4

                    rotToDir = (self.circle_dir - 1) * 90  # circle rotation management

                    if self.circle_rot != rotToDir:
                        if self.circle_rot >= rotToDir:
                            if self.circle_rot >= 270 and rotToDir == 0:
                                self.circle_rot += 15
                            else:
                                self.circle_rot -= 15
                        else:
                            if self.circle_rot == 0 and rotToDir == 270:
                                self.circle_rot = 345
                            else:
                                self.circle_rot += 15

                    if self.circle_rot < 0:
                        self.circle_rot = 345
                    elif self.circle_rot > 345:
                        self.circle_rot = 0

                    self.create_shot()  # create shot
                else:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 85
                    else:
                        self.screen_mode = 5
                        self.screen_value[1] = 0
            else:  ### Score Screen
                if self.screen_value[1] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                    if mouse_move:
                        if round(WIDTH / 2 - 160) < mouse_coord[0] < round(WIDTH / 2 - 40) and round(HEIGHT / 2 + 110) < \
                                mouse_coord[1] < round(HEIGHT / 2 + 170):
                            self.screen_value[2] = 1
                        elif round(WIDTH / 2 + 40) < mouse_coord[0] < round(WIDTH / 2 + 160) and round(
                                HEIGHT / 2 + 110) < mouse_coord[1] < round(HEIGHT / 2 + 170):
                            self.screen_value[2] = 2

                    if (mouse_click == 1):  # mouse clickcheck
                        self.screen_value[1] = self.screen_value[2]
                    elif key_click == 276 or mouse_click == 4:  # key check
                        self.screen_value[2] = 1
                    elif key_click == 275 or mouse_click == 5:
                        self.screen_value[2] = 2
                    elif key_click == 13:
                        self.screen_value[1] = self.screen_value[2]
                else:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        self.new()

                        if self.screen_value[1] == 1:
                            self.screen_mode = 3
                        else:
                            self.screen_mode = 4
                            self.start_tick = pygame.time.get_ticks()
                            self.load_songData()

                        self.screen_value[1] = 0
                        self.screen_value[2] = 0

        def draw(self):  ########################## Game Loop - Draw
            self.background = pygame.Surface((WIDTH, HEIGHT))  # white background
            self.background = self.background.convert()
            self.background.fill(WHITE)
            self.screen.blit(self.background, (0, 0))
            self.draw_screen()  # draw screen
            self.all_sprites.draw(self.screen)
            pygame.display.update()

        def draw_screen(self):  # Draw Screen
            screen_alpha = self.screen_value[0]

            if self.screen_mode == 0:  # logo screen1
                pass
            elif self.screen_mode == 1:  # logo screen2
                pass
            elif self.screen_mode == 2:  # main screen
                select_index = [True if self.screen_value[1] == i + 1 else False for i in range(4)]

                if self.screen_value[2] == 0:
                    self.draw_sprite((0, 0), self.spr_logoback, ALPHA_MAX - self.screen_value[3])
                else:
                    self.spr_logoback.set_alpha(screen_alpha)
                    logoback_coord = 0 if self.screen_value[2] == 2 else round((screen_alpha - ALPHA_MAX) / 10)
                    self.screen.blit(self.spr_logoback, (logoback_coord, 0))

                if self.screen_value[2] == 2:
                    help_surface = pygame.Surface((WIDTH - 60, HEIGHT - 60))
                    help_surface.fill(WHITE)
                    help_surface.set_alpha(200)
                    self.screen.blit(help_surface, pygame.Rect(30, 30, 0, 0))
                    self.draw_text("- " + self.load_language(5) + " -", 36, BLACK, 320, 50, 255)
                    self.draw_text(self.load_language(9), 16, BLACK, 320, 150)
                    self.draw_text(self.load_language(10), 16, BLACK, 320, 220)
                    self.draw_text(self.load_language(11), 16, BLACK, 320, 290)
                else:
                    self.draw_text(self.load_language(2), 36, BLACK, 480, 105, screen_alpha, select_index[0])
                    self.draw_text(self.load_language(3), 36, BLACK, 480, 175, screen_alpha, select_index[1])
                    self.draw_text(self.load_language(4), 36, BLACK, 480, 245, screen_alpha, select_index[2])
                    self.draw_text(self.load_language(0), 24, BLACK, 480, 315, screen_alpha, select_index[3])
            elif self.screen_mode == 3:  # song select screen
                surface = pygame.Surface((WIDTH, HEIGHT))
                surface.fill(WHITE)
                surface.set_alpha(max(screen_alpha - 50, 0))
                circle_coord = (round(WIDTH * 1.2), round(HEIGHT / 2))
                pygame.draw.circle(surface, BLACK, circle_coord, round(0.78 * WIDTH + screen_alpha), 1)
                pygame.draw.circle(surface, BLACK, circle_coord, round(0.32 * WIDTH + screen_alpha), 1)
                pygame.draw.circle(surface, BLACK, circle_coord, max(round(-0.1 * WIDTH + screen_alpha), 1), 1)
                pygame.draw.circle(surface, RED, circle_coord, max(round(-0.12 * WIDTH + screen_alpha), 1), 1)
                pygame.draw.circle(surface, BLUE, circle_coord, max(round(-0.08 * WIDTH + screen_alpha), 1), 1)
                self.screen.blit(surface, (0, 0))

                if self.song_select > 2:
                    self.draw_text(self.song_list[self.song_select - 3], 16, BLACK, 0.29 * WIDTH, 0.25 * HEIGHT - 20,
                                   max(screen_alpha - 220, 0))

                if self.song_select > 1:
                    self.draw_text(self.song_list[self.song_select - 2], 18, BLACK, 0.27 * WIDTH, 0.375 * HEIGHT - 20,
                                   max(screen_alpha - 180, 0))

                self.draw_text(self.song_list[self.song_select - 1], 24, BLACK, 0.25 * WIDTH, 0.5 * HEIGHT - 20,
                               screen_alpha)

                if self.song_select < self.song_num:
                    self.draw_text(self.song_list[self.song_select], 18, BLACK, 0.27 * WIDTH, 0.625 * HEIGHT - 20,
                                   max(screen_alpha - 180, 0))

                if self.song_select < self.song_num - 1:
                    self.draw_text(self.song_list[self.song_select + 1], 16, BLACK, 0.29 * WIDTH, 0.75 * HEIGHT - 20,
                                   max(screen_alpha - 220, 0))

                button_songUp = '▲' if self.screen_value[1] == 1 else '△'
                button_songDown = '▼' if self.screen_value[1] == 2 else '▽'
                select_index = [True if self.screen_value[1] == i + 3 else False for i in range(2)]
                self.draw_text(button_songUp, 24, BLACK, 0.31 * WIDTH, 0.125 * HEIGHT - 20, screen_alpha)
                self.draw_text(button_songDown, 24, BLACK, 0.31 * WIDTH, 0.875 * HEIGHT - 30, screen_alpha)

                if self.song_highScore[self.song_select - 1] == -1:
                    self.draw_text(self.load_language(12), 32, RED, 0.71 * WIDTH, HEIGHT / 2 - 100, screen_alpha)
                else:
                    if self.song_highScore[self.song_select - 1] >= self.song_perfectScore[self.song_select - 1]:
                        try:
                            font = pygame.font.Font(self.gameFont, 36)
                        except:
                            font = pygame.font.Font(os.path.join(self.fnt_dir, DEFAULT_FONT), 36)

                        font.set_bold(True)
                        cleartext_surface = font.render(self.load_language(14), False, BLUE)
                        rotated_surface = pygame.transform.rotate(cleartext_surface, 25)
                        rotated_surface.set_alpha(max(screen_alpha - 180, 0))
                        cleartext_rect = rotated_surface.get_rect()
                        cleartext_rect.midtop = (round(0.71 * WIDTH), round(HEIGHT / 2 - 150))
                        self.screen.blit(rotated_surface, cleartext_rect)

                    self.draw_text(self.load_language(8), 28, BLACK, 0.69 * WIDTH, HEIGHT / 2 - 130, screen_alpha)
                    self.draw_text(str(self.song_highScore[self.song_select - 1]), 28, BLACK, 0.69 * WIDTH,
                                   HEIGHT / 2 - 70, screen_alpha)
                    self.draw_text(self.load_language(7), 32, BLACK, 0.69 * WIDTH, HEIGHT / 2 + 25, screen_alpha,
                                   select_index[0])

                self.draw_text(self.load_language(6), 32, BLACK, 0.73 * WIDTH, HEIGHT / 2 + 85, screen_alpha,
                               select_index[1])
            elif self.screen_mode == 4:  # play screenA
                surface = pygame.Surface((WIDTH, HEIGHT))
                surface.fill(WHITE)
                surface.set_alpha(max(screen_alpha - 240, 0))
                pygame.draw.circle(surface, BLACK, (round(WIDTH / 2), round(HEIGHT / 2)), 200, 1)
                self.screen.blit(surface, (0, 0))
                self.draw_sprite(((WIDTH - 99) / 2, (HEIGHT - 99) / 2), self.spr_circle, screen_alpha, self.circle_rot)
                time_m = self.game_tick // 60000
                time_s = str(round(self.game_tick / 1000) - time_m * 60)

                if (len(time_s) == 1):
                    time_s = "0" + time_s

                time_str = str(time_m) + " : " + time_s
                score_str = self.load_language(13) + " : " + str(self.score)
                self.draw_text(time_str, 24, BLACK, 10 + len(time_str) * 6, 15, screen_alpha)
                self.draw_text(score_str, 24, BLACK, WIDTH - 10 - len(score_str) * 6, 15, screen_alpha)
            else:
                print("other")
                surface = pygame.Surface((WIDTH, HEIGHT))
                surface.fill(WHITE)
                surface.set_alpha(max(screen_alpha - 50, 0))
                circle_coord = (round(WIDTH / 2), round(HEIGHT / 2))
                pygame.draw.circle(surface, BLUE, circle_coord, round(HEIGHT / 2 - 30), 1)
                pygame.draw.circle(surface, BLACK, circle_coord, round(HEIGHT / 2), 1)
                pygame.draw.circle(surface, RED, circle_coord, round(HEIGHT / 2 + 30), 1)
                self.screen.blit(surface, (0, 0))
                self.draw_text(self.load_language(15) + " : " + str(self.song_perfectScore[self.song_select - 1]), 32,
                               BLACK, WIDTH / 2, HEIGHT / 2 - 65, screen_alpha)
                self.draw_text(self.load_language(13) + " : " + str(self.score), 32, BLACK, WIDTH / 2, HEIGHT / 2 - 5,
                               screen_alpha)
                select_index = [True if self.screen_value[2] == i + 1 else False for i in range(2)]
                self.draw_text(self.load_language(17), 24, BLACK, WIDTH / 2 - 100, HEIGHT / 2 + 125, ALPHA_MAX,
                               select_index[0])
                self.draw_text(self.load_language(16), 24, BLACK, WIDTH / 2 + 100, HEIGHT / 2 + 125, ALPHA_MAX,
                               select_index[1])

        def load_language(self, index):
            try:
                return self.language_list[self.language_mode][index]
            except:
                return "Font Error"

        def load_songData(self):
            with open(self.song_dataPath[self.song_select - 1], "r", encoding='UTF-8') as data_file:
                data_fileLists = data_file.read().split('\n')

            for data_line in data_fileLists:
                if data_line != "" and data_line[0] != 's':
                    data_fileList = data_line.split(' - ')
                    time_list = data_fileList[0].split(':')
                    shot_list = data_fileList[1].split(', ')
                    current_songData = list()
                    current_songData.append(
                        int(time_list[0]) * 60000 + int(time_list[1]) * 1000 + int(time_list[2]) * 10)

                    for shot in shot_list:
                        if shot[0] == 'E':
                            shot_color = -1
                        elif shot[0] == 'W':
                            shot_color = 1
                        elif shot[0] == 'B':
                            shot_color = 2
                        elif shot[0] == 'D':
                            shot_color = 3
                        else:
                            shot_color = 4

                        if shot_color != -1:
                            if shot[1] == 'D':
                                shot_mode = 0
                            elif shot[1] == 'R':
                                shot_mode = 90
                            elif shot[1] == 'U':
                                shot_mode = 180
                            else:
                                shot_mode = 270

                            if shot[2] == 'D':
                                shot_dir = 0
                            elif shot[2] == 'R':
                                shot_dir = 90
                            elif shot[2] == 'U':
                                shot_dir = 180
                            else:
                                shot_dir = 270

                            shot_data = (shot_color, shot_mode, shot_dir, int(shot[3]))
                            current_songData.append(shot_data)
                        else:
                            shot_data = -1
                            current_songData.append(shot_data)

                    self.song_data.append(current_songData)

        def create_shot(self):
            if self.game_tick >= self.song_data[self.song_dataIndex][0]:
                if self.song_data[self.song_dataIndex][1] != -1:
                    shot_num = len(self.song_data[self.song_dataIndex]) - 1

                    for shot in range(shot_num):
                        shot_data = self.song_data[self.song_dataIndex][shot + 1]

                        obj_shot = Shot(self, shot_data[0], shot_data[1], shot_data[2], shot_data[3])
                        self.all_sprites.add(obj_shot)
                        self.shots.add(obj_shot)

                    self.song_dataIndex += 1
                else:
                    if self.score >= self.song_highScore[self.song_select - 1]:
                        with open(self.song_dataPath[self.song_select - 1], "r", encoding='UTF-8') as file:
                            file_lists = file.read().split('\n')

                        file_list = 'score:' + str(self.score) + ':' + str(
                            self.song_perfectScore[self.song_select - 1]) + '\n'

                        for shot_file in file_lists:
                            if shot_file != '' and shot_file[0] != 's':
                                file_list += '\n' + shot_file

                        with open(self.song_dataPath[self.song_select - 1], 'w+', encoding='UTF-8') as song_file:
                            song_file.write(file_list)

                        self.song_highScore[self.song_select - 1] = self.score

                    self.screen_value[1] = 1

        def draw_sprite(self, coord, spr, alpha=ALPHA_MAX, rot=0):
            if rot == 0:
                spr.set_alpha(alpha)
                self.screen.blit(spr, (round(coord[0]), round(coord[1])))
            else:
                rotated_spr = pygame.transform.rotate(spr, rot)
                rotated_spr.set_alpha(alpha)
                self.screen.blit(rotated_spr, (round(coord[0] + spr.get_width() / 2 - rotated_spr.get_width() / 2),
                                               round(coord[1] + spr.get_height() / 2 - rotated_spr.get_height() / 2)))

        def draw_text(self, text, size, color, x, y, alpha=ALPHA_MAX, boldunderline=False):
            try:
                font = pygame.font.Font(self.gameFont, size)
            except:
                font = pygame.font.Font(os.path.join(self.fnt_dir, DEFAULT_FONT), size)

            font.set_underline(boldunderline)
            font.set_bold(boldunderline)
            text_surface = font.render(text, True, color)
            text_rect = text_surface.get_rect()
            text_rect.midtop = (round(x), round(y))

            if (alpha == ALPHA_MAX):
                self.screen.blit(text_surface, text_rect)
            else:
                surface = pygame.Surface((len(text) * size, size + 20))
                surface.fill(WHITE)
                surface.blit(text_surface, pygame.Rect(0, 0, 10, 10))
                surface.set_alpha(alpha)
                self.screen.blit(surface, text_rect)

    class Spritesheet:
        def __init__(self, filename):
            self.spritesheet = pygame.image.load(filename).convert()

        def get_image(self, x, y, width, height):
            image = pygame.Surface((width, height))
            image.blit(self.spritesheet, (0, 0), (x, y, width, height))

            return image

    class Shot(pygame.sprite.Sprite):  ####################################### Shot Class
        def __init__(self, game, color, mode, direction, speed):  # color(WBDR) mode(DRUL) direction(DRUL)
            pygame.sprite.Sprite.__init__(self)
            self.game = game
            self.color = color
            self.mode = mode
            self.direction = direction
            self.speed = speed
            self.alpha = ALPHA_MAX
            self.correct_code = [1, 2, 3, 4]
            self.correct = 0
            image = self.game.spr_shot.get_image((color - 1) * 45, 0, 45, 61)

            if self.mode == 0:
                self.image = pygame.transform.rotate(image, 270)
                self.touch_coord = (round(- self.image.get_width() / 2), round(23 - self.image.get_height() / 2))
            elif self.mode == 90:
                self.image = image
                self.touch_coord = (round(23 - self.image.get_width() / 2), round(- self.image.get_height() / 2))
            elif self.mode == 180:
                self.image = pygame.transform.rotate(image, 90)
                self.touch_coord = (round(- self.image.get_width() / 2), round(-23 - self.image.get_height() / 2))
            else:
                self.image = pygame.transform.rotate(image, 180)
                self.touch_coord = (round(-23 - self.image.get_width() / 2), round(- self.image.get_height() / 2))

            self.image.set_colorkey((0, 0, 0))
            self.rect = self.image.get_rect()
            self.rect.x, self.rect.y = round(WIDTH / 2), round(HEIGHT / 2)

            if self.direction == 0:
                self.rect.y += round(WIDTH / 2 + 100)
            elif self.direction == 90:
                self.rect.x += round(WIDTH / 2 + 100)
            elif self.direction == 180:
                self.rect.y -= round(WIDTH / 2 + 100)
            else:
                self.rect.x -= round(WIDTH / 2 + 100)

            self.rect.x += self.touch_coord[0]
            self.rect.y += self.touch_coord[1]

        def update(self):
            self.image.set_alpha(self.alpha)

            if self.alpha > 0:
                if self.correct == 1:
                    self.alpha -= ALPHA_MAX / 5
                else:
                    if self.correct == -1:
                        self.alpha -= ALPHA_MAX / 85

                    if self.direction == 0:
                        self.rect.y -= self.speed
                    elif self.direction == 90:
                        self.rect.x -= self.speed
                    elif self.direction == 180:
                        self.rect.y += self.speed
                    else:
                        self.rect.x += self.speed

                if self.rect.x > WIDTH * 2 or self.rect.x < -WIDTH or self.rect.y > HEIGHT * 2 or self.rect.y < -HEIGHT:
                    self.kill()
            else:
                self.kill()

            if self.correct == 0 and self.rect.x == round(WIDTH / 2) + self.touch_coord[0] and self.rect.y == round(
                    HEIGHT / 2) + self.touch_coord[1]:
                if self.game.circle_dir == self.correct_code[round(self.mode / 90 - self.color + 1)]:
                    self.game.score += 100
                    self.correct = 1

                    if self.color == 1:
                        self.game.sound_drum1.play()
                    elif self.color == 2:
                        self.game.sound_drum2.play()
                    elif self.color == 3:
                        self.game.sound_drum3.play()
                    else:
                        self.game.sound_drum4.play()
                else:
                    self.correct = -1

    game = Game()

    while game.running:
        game.run()

    import gameStart
    gameStart.run()
Exemplo n.º 12
0
        def events(self):  ########################## Game Loop - Events
            mouse_coord = pygame.mouse.get_pos()  # mouse coord value
            mouse_move = False  # mouse move Boolean value
            mouse_click = 0  # mouse click value (1: left, 2: scroll, 3: right, 4: scroll up, 5: scroll down)
            key_click = 0  # key value (275: right, 276: left, 273: up, 274: down, 13: enter)

            for event in pygame.event.get():  ### Event Check
                if event.type == pygame.QUIT:  # exit
                    if self.playing:
                        self.playing, self.running = False, False
                    pygame.quit()
                    import gameStart
                    gameStart.run()

                elif event.type == pygame.KEYDOWN:  # keyboard check
                    key_click = event.key
                    if self.screen_mode < 4:
                        self.sound_click.play()
                elif event.type == pygame.MOUSEMOTION:
                    if event.rel[0] != 0 or event.rel[1] != 0:  # mousemove
                        mouse_move = True
                elif event.type == pygame.MOUSEBUTTONDOWN:  # mouse click
                    mouse_click = event.button

                    if self.screen_mode < 4:
                        self.sound_click.play()

            if self.screen_mode == 0:  ### Logo Screen1
                pass
            elif self.screen_mode == 1:  ### Logo Screen2
                pass
            elif self.screen_mode == 2:  ### Main Screen
                if self.screen_value[2] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                        if self.screen_value[3] > 0:
                            self.screen_value[3] -= ALPHA_MAX / 15
                    else:
                        for i in range(4):
                            if mouse_move and 400 < mouse_coord[0] < 560 and 105 + i * 70 < mouse_coord[
                                1] < 155 + i * 70:  # mouse cursor check
                                self.screen_value[1] = i + 1

                        if (key_click == 273 or mouse_click == 4) and self.screen_value[1] > 1:  # key up check
                            self.screen_value[1] -= 1
                        elif (key_click == 274 or mouse_click == 5) and self.screen_value[1] < 4:  # key down check
                            self.screen_value[1] += 1

                        if (
                                mouse_click == 1 or key_click == 13 or key_click == 275):  # click or key enter, key right check
                            if self.screen_value[1] == 1:  # START
                                self.screen_value[2] = 1
                            elif self.screen_value[1] == 2:  # HELP
                                self.screen_value[0] = ALPHA_MAX / 3
                                self.screen_value[2] = 2
                            elif self.screen_value[1] == 3:  # EXIT
                                self.screen_value[2] = 3
                            else:  # Languague
                                self.language_mode = self.language_mode + 1 if self.language_mode < len(
                                    self.language_list) - 1 else 0
                                self.gameFont = os.path.join(self.fnt_dir, self.load_language(1))
                elif self.screen_value[2] == 1:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        self.screen_mode = 3
                        self.screen_value[1] = 0
                        self.screen_value[2] = 0

                        if self.song_highScore[self.song_select - 1] == -1:
                            pygame.mixer.music.fadeout(600)
                        else:
                            pygame.mixer.music.load(self.song_path[self.song_select - 1])
                            pygame.mixer.music.play(loops=-1)
                elif self.screen_value[2] == 2:
                    if mouse_click == 1 or key_click != 0:
                        self.screen_value[2] = 0
                elif self.screen_value[2] == 3:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        self.playing, self.running = False, False
            elif self.screen_mode == 3:  ### Song Select Screen
                if self.screen_value[2] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                    self.screen_value[1] = 0
                    songChange = False

                    if round(0.31 * WIDTH - 75) < mouse_coord[0] < round(0.31 * WIDTH + 75):  # mouse coord check
                        if round(0.125 * HEIGHT + 30) > mouse_coord[1]:
                            self.screen_value[1] = 1
                        elif round(0.875 * HEIGHT - 30) < mouse_coord[1]:
                            self.screen_value[1] = 2
                    elif round(0.69 * WIDTH - 75) < mouse_coord[0] < round(0.69 * WIDTH + 75) and round(
                            HEIGHT / 2 + 25) < mouse_coord[1] < round(HEIGHT / 2 + 65):
                        self.screen_value[1] = 3
                    elif round(0.73 * WIDTH - 75) < mouse_coord[0] < round(0.73 * WIDTH + 75) and round(
                            HEIGHT / 2 + 85) < mouse_coord[1] < round(HEIGHT / 2 + 125):
                        self.screen_value[1] = 4

                    if (mouse_click == 1):  # mouse clickcheck
                        if self.screen_value[1] == 1:
                            if self.song_select > 1:
                                self.song_select -= 1
                                songChange = True
                        elif self.screen_value[1] == 2:
                            if self.song_select < self.song_num:
                                self.song_select += 1
                                songChange = True
                        elif self.screen_value[1] == 3:
                            if self.song_highScore[self.song_select - 1] != -1:
                                self.screen_value[2] = 1
                        elif self.screen_value[1] == 4:
                            self.screen_value[2] = 2
                    elif key_click == 273 or mouse_click == 4:  # key check
                        if self.song_select > 1:
                            self.song_select -= 1
                            songChange = True
                    elif key_click == 274 or mouse_click == 5:
                        if self.song_select < self.song_num:
                            self.song_select += 1
                            songChange = True
                    elif key_click == 275 or key_click == 13:
                        if self.song_highScore[self.song_select - 1] != -1:
                            self.screen_value[2] = 1
                    elif key_click == 276:
                        self.screen_value[2] = 2

                    if songChange:
                        if self.song_highScore[self.song_select - 1] == -1:
                            pygame.mixer.music.fadeout(600)
                        else:
                            pygame.mixer.music.load(self.song_path[self.song_select - 1])
                            pygame.mixer.music.play(loops=-1)
                else:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        if self.screen_value[2] == 1:
                            self.screen_mode = 4
                            self.screen_value[1] = 0
                            self.screen_value[2] = 0
                            self.start_tick = pygame.time.get_ticks()
                            self.load_songData()
                        else:
                            self.screen_mode = 2
                            self.screen_value[1] = 0
                            self.screen_value[2] = 0
                            self.screen_value[3] = ALPHA_MAX
                            pygame.mixer.music.load(self.bg_main)
                            pygame.mixer.music.play(loops=-1)
            elif self.screen_mode == 4:  ### Play Screen
                if self.screen_value[1] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                    if (mouse_click == 1):  # mouse clickcheck
                        if mouse_coord[0] < WIDTH / 2:
                            self.circle_dir += 1
                        else:
                            self.circle_dir -= 1
                    elif key_click == 276:  # key check
                        self.circle_dir += 1
                    elif key_click == 275:
                        self.circle_dir -= 1

                    if self.circle_dir > 4:  # circle direction management
                        self.circle_dir = 1
                    elif self.circle_dir < 1:
                        self.circle_dir = 4

                    rotToDir = (self.circle_dir - 1) * 90  # circle rotation management

                    if self.circle_rot != rotToDir:
                        if self.circle_rot >= rotToDir:
                            if self.circle_rot >= 270 and rotToDir == 0:
                                self.circle_rot += 15
                            else:
                                self.circle_rot -= 15
                        else:
                            if self.circle_rot == 0 and rotToDir == 270:
                                self.circle_rot = 345
                            else:
                                self.circle_rot += 15

                    if self.circle_rot < 0:
                        self.circle_rot = 345
                    elif self.circle_rot > 345:
                        self.circle_rot = 0

                    self.create_shot()  # create shot
                else:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 85
                    else:
                        self.screen_mode = 5
                        self.screen_value[1] = 0
            else:  ### Score Screen
                if self.screen_value[1] == 0:
                    if self.screen_value[0] < ALPHA_MAX:
                        self.screen_value[0] += ALPHA_MAX / 15

                    if mouse_move:
                        if round(WIDTH / 2 - 160) < mouse_coord[0] < round(WIDTH / 2 - 40) and round(HEIGHT / 2 + 110) < \
                                mouse_coord[1] < round(HEIGHT / 2 + 170):
                            self.screen_value[2] = 1
                        elif round(WIDTH / 2 + 40) < mouse_coord[0] < round(WIDTH / 2 + 160) and round(
                                HEIGHT / 2 + 110) < mouse_coord[1] < round(HEIGHT / 2 + 170):
                            self.screen_value[2] = 2

                    if (mouse_click == 1):  # mouse clickcheck
                        self.screen_value[1] = self.screen_value[2]
                    elif key_click == 276 or mouse_click == 4:  # key check
                        self.screen_value[2] = 1
                    elif key_click == 275 or mouse_click == 5:
                        self.screen_value[2] = 2
                    elif key_click == 13:
                        self.screen_value[1] = self.screen_value[2]
                else:
                    if self.screen_value[0] > 0:
                        self.screen_value[0] -= ALPHA_MAX / 15
                    else:
                        self.new()

                        if self.screen_value[1] == 1:
                            self.screen_mode = 3
                        else:
                            self.screen_mode = 4
                            self.start_tick = pygame.time.get_ticks()
                            self.load_songData()

                        self.screen_value[1] = 0
                        self.screen_value[2] = 0
Exemplo n.º 13
0
def run():
    WIDTH = 20
    HEIGHT = 15
    SIZE = 50
    NUM_OF_BOMBS = 20
    EMPTY = 0
    BOMB = 1
    OPENED = 2
    global OPEN_COUNT
    OPEN_COUNT = 0
    CHECKED = [[0 for _ in range(WIDTH)] for _ in range(HEIGHT)]

    pygame.init()
    SURFACE = pygame.display.set_mode([WIDTH * SIZE, HEIGHT * SIZE])
    FPSCLOCK = pygame.time.Clock()

    def num_of_bomb(field, x_pos, y_pos):
        """ 주위에 있는 폭탄 수를 반환한다 """
        count = 0
        for yoffset in range(-1, 2):
            for xoffset in range(-1, 2):
                xpos, ypos = (x_pos + xoffset, y_pos + yoffset)
                if 0 <= xpos < WIDTH and 0 <= ypos < HEIGHT and field[ypos][
                        xpos] == BOMB:
                    count += 1

        return count

    def open_tile(field, x_pos, y_pos):
        """타일을 오픈"""
        global OPEN_COUNT
        if CHECKED[y_pos][x_pos]:  # 이미 확인된 타일
            return

        CHECKED[y_pos][x_pos] = True

        for yoffset in range(-1, 2):
            for xoffset in range(-1, 2):
                xpos, ypos = (x_pos + xoffset, y_pos + yoffset)
                if 0 <= xpos < WIDTH and 0 <= ypos < HEIGHT and field[ypos][
                        xpos] == EMPTY:
                    field[ypos][xpos] = OPENED
                    OPEN_COUNT += 1
                    count = num_of_bomb(field, xpos, ypos)
                    if count == 0 and not (xpos == x_pos and ypos == y_pos):
                        open_tile(field, xpos, ypos)

    def main():
        """ 메인 루틴 """
        smallfont = pygame.font.SysFont(None, 36)
        largefont = pygame.font.SysFont(None, 72)
        message_clear = largefont.render("!!CLEARED!!", True, (0, 255, 225))
        message_over = largefont.render("GAME OVER!!", True, (0, 255, 225))

        message_rect = message_clear.get_rect()
        message_rect.center = (WIDTH * SIZE / 2, HEIGHT * SIZE / 2)
        game_over = False

        field = [[EMPTY for xpos in range(WIDTH)] for ypos in range(HEIGHT)]

        # 폭탄을 설치
        count = 0
        while count < NUM_OF_BOMBS:
            xpos, ypos = randint(0, WIDTH - 1), randint(0, HEIGHT - 1)
            if field[ypos][xpos] == EMPTY:
                field[ypos][xpos] = BOMB
                count += 1

        while True:
            for event in pygame.event.get():
                if event.type == QUIT:
                    return
                if event.type == MOUSEBUTTONDOWN and event.button == 1:
                    xpos, ypos = floor(event.pos[0] / SIZE), floor(
                        event.pos[1] / SIZE)
                    if field[ypos][xpos] == BOMB:
                        game_over = True
                    else:
                        open_tile(field, xpos, ypos)

            # 그리기
            SURFACE.fill((0, 0, 0))
            for ypos in range(HEIGHT):
                for xpos in range(WIDTH):
                    tile = field[ypos][xpos]
                    rect = (xpos * SIZE, ypos * SIZE, SIZE, SIZE)

                    if tile == EMPTY or tile == BOMB:
                        pygame.draw.rect(SURFACE, (192, 192, 192), rect)
                        if game_over and tile == BOMB:
                            pygame.draw.ellipse(SURFACE, (225, 225, 0), rect)
                    elif tile == OPENED:
                        count = num_of_bomb(field, xpos, ypos)
                        if count > 0:
                            num_image = smallfont.render(
                                "{}".format(count), True, (255, 255, 0))
                            SURFACE.blit(num_image,
                                         (xpos * SIZE + 10, ypos * SIZE + 10))
            # 선 그리기
            for index in range(0, WIDTH * SIZE, SIZE):
                pygame.draw.line(SURFACE, (96, 96, 96), (index, 0),
                                 (index, HEIGHT * SIZE))

            for index in range(0, HEIGHT * SIZE, SIZE):
                pygame.draw.line(SURFACE, (96, 96, 96), (0, index),
                                 (WIDTH * SIZE, index))

            # 메시지 나타내기
            if OPEN_COUNT == WIDTH * HEIGHT - NUM_OF_BOMBS:
                SURFACE.blit(message_clear, message_rect.topleft)

            elif game_over:
                SURFACE.blit(message_over, message_rect.topleft)

            pygame.display.update()
            FPSCLOCK.tick(15)

    main()
    import gameStart
    gameStart.run()
Exemplo n.º 14
0
def run():
    pygame.init()

    screen = pygame.display.set_mode((640, 480), 0, 32)

    # 공, 배경화면 출력 변수
    back = pygame.Surface((640, 480))
    background = back.convert()
    background.fill((0, 0, 0))
    bar = pygame.Surface((10, 50))
    bar1 = bar.convert()
    bar1.fill((255, 255, 255))
    bar2 = bar.convert()
    bar2.fill((255, 255, 255))
    circ_sur = pygame.Surface((15, 15))
    pygame.draw.circle(circ_sur, (255, 255, 255), (int(15 / 2), int(15 / 2)), int(15 / 2))
    circle = circ_sur.convert()
    circle.set_colorkey((0, 0, 0))

    bar1_x, bar2_x = 10., 620.
    bar1_y, bar2_y = 215., 215.
    circle_x, circle_y = 307.5, 232.5
    bar1_move, bar2_move = 0., 0.
    speed_x, speed_y, speed_circ = 250., 250., 250.
    bar1_score, bar2_score = 0, 0

    clock = pygame.time.Clock()
    font = pygame.font.SysFont("calibri", 40)
    message_win = font.render("You WIN!!", True, (255, 0, 0))
    message_lose = font.render("You LOSE!!", True, (255, 0, 0))

    done = False
    while not done:
        for event in pygame.event.get():  # 유저 이벤트
            if event.type == pygame.QUIT:  # 창 닫기
                done = True  # 반복문 탈출
            if event.type == KEYDOWN:
                if event.key == K_UP:
                    bar1_move = -ai_speed
                elif event.key == K_DOWN:
                    bar1_move = ai_speed
            elif event.type == KEYUP:
                if event.key == K_UP:
                    bar1_move = 0.
                elif event.key == K_DOWN:
                    bar1_move = 0.

        score1 = font.render(str(bar1_score), True, (255, 255, 255))
        score2 = font.render(str(bar2_score), True, (255, 255, 255))

        screen.blit(background, (0, 0))
        pygame.draw.rect(screen, (255, 255, 255), Rect((5, 5), (630, 470)), 2)
        pygame.draw.aaline(screen, (255, 255, 255), (330, 5), (330, 475))
        screen.blit(bar1, (bar1_x, bar1_y))
        screen.blit(bar2, (bar2_x, bar2_y))
        screen.blit(circle, (circle_x, circle_y))
        screen.blit(score1, (250., 210.))
        screen.blit(score2, (380., 210.))

        bar1_y += bar1_move

        # 공 이동
        time_passed = clock.tick(30)
        time_sec = time_passed / 1000.0

        circle_x += speed_x * time_sec
        circle_y += speed_y * time_sec
        ai_speed = speed_circ * time_sec

        # 컴퓨터 움직임
        if circle_x >= 305.:
            if not bar2_y == circle_y + 7.5:
                if bar2_y < circle_y + 7.5:
                    bar2_y += ai_speed
                if bar2_y > circle_y - 42.5:
                    bar2_y -= ai_speed
            else:
                bar2_y == circle_y + 7.5

        if bar1_y >= 420.:
            bar1_y = 420.
        elif bar1_y <= 10.:
            bar1_y = 10.
        if bar2_y >= 420.:
            bar2_y = 420.
        elif bar2_y <= 10.:
            bar2_y = 10.
        # since i don't know anything about collision, ball hitting bars goes like this.
        if circle_x <= bar1_x + 10.:
            if bar1_y - 7.5 <= circle_y <= bar1_y + 42.5:
                circle_x = 20.
                speed_x = -speed_x
        if circle_x >= bar2_x - 15.:
            if bar2_y - 7.5 <= circle_y <= bar2_y + 42.5:
                circle_x = 605.
                speed_x = -speed_x
        if circle_x < 5.:
            bar2_score += 1
            circle_x, circle_y = 320., 232.5
            bar1_y, bar_2_y = 215., 215.
        elif circle_x > 620.:
            bar1_score += 1
            circle_x, circle_y = 307.5, 232.5
            bar1_y, bar2_y = 215., 215.
        if circle_y <= 10.:
            speed_y = -speed_y
            circle_y = 10.
        elif circle_y >= 457.5:
            speed_y = -speed_y
            circle_y = 457.5

        if bar1_score >= 15 or bar2_score >= 15:
            if bar1_score >= 15:
                screen.blit(message_win, (230., 210.))
            else:
                screen.blit(message_lose, (230., 210.))
            done = True

        pygame.display.update()
    import gameStart
    gameStart.run()