Exemplo n.º 1
0
 def __init__(self, pos, target_pos, points_list=None):
     BlueAI.__init__(self, pos, target_pos, points_list)
     self.max_shots = 3
     self.n_shots = 0
     v = utils.get_volume('fx')
     self.destroyedSound = load.sound("destroyed_sound.wav")
     self.destroyedSound.set_volume(v)
     self.fire_sound.set_volume(v)
     self.updater_class = YellowAI
Exemplo n.º 2
0
 def update(self, path, target_pos, bullets_group, walls_group=None):
     destroyedSound = load.sound("destroyed_sound.wav")
     v = utils.get_volume('fx')
     destroyedSound.set_volume(v)
     if self.alive:
         for bullet in bullets_group:
             if pygame.sprite.collide_rect(bullet, self.body):
                 # le boulet a percuté le tank
                 bullet.kill()
                 destroyedSound.play()
                 self.alive = False
                 break
         self.body.update(walls_group)
         screen = pygame.display.get_surface()
         screen.blit(self.body.image, self.body.rect)
         self.canon.update(self.body.rect.center, target_pos)
     else:
         screen = pygame.display.get_surface()
         screen.blit(self.body.image, self.body.rect)
Exemplo n.º 3
0
 def __init__(self,
              sprite_name,
              pos,
              spawned_body_name="tank_corps_spawned.png",
              spawned_canon_name="canon_spawned.png"):
     pygame.sprite.Sprite.__init__(self)
     self.image, self.rect = load.image_with_rect(sprite_name)
     self.base_image = self.image
     self.area = pygame.display.get_surface().get_rect()
     self.rect.center = pos
     self.spawned_body_name = spawned_body_name
     self.spawned_canon_name = spawned_canon_name
     self.max_shots = 1
     self.n_shots = 0
     self.time_counter = 300
     self.time_trigger = 0
     self.alive = True
     self.spawned = False
     # ^True if an AI spawned by this spawner is still alive
     self.destroyedSound = load.sound("destroyed_sound.wav")
     self.destroyedSound.set_volume(utils.get_volume('fx'))
     self.init_trigger()
Exemplo n.º 4
0
def level_selection_menu():
    """Menu where the player can select levels, either normal or custom."""
    # some initialization
    pygame.font.init()  # pygame module for managing fonts
    size = settings.WINDOW_SIZE
    screen = pygame.display.set_mode(size)
    background = utils.Background(nlevel=-1)
    screen.blit(background.image, (0, 0))

    # replace the mouse with a cursor
    pygame.mouse.set_visible(False)
    curseur = Cursor()

    clickSound = load.sound("click_sound.wav")

    clock = pygame.time.Clock()
    running = 1
    buttons = []
    unlocked = get_unlocked()  # unlocked levels
    font_big = get_font(36)
    font_medium = get_font(18)
    font_buttons = get_font(20)

    title = font_big.render("Select a level", 1, (30, 30, 30))
    titlepos = title.get_rect(centerx=512, centery=50)

    back = utils.Button("Back", font_big, 512, 590, (200, 0, 0))
    help_msg = font_medium.render(
        "You can only select levels you've unlocked. "
        "To unlock a level, beat all the previous ones.", 1, (69, 52, 16))
    msgpos = help_msg.get_rect(centerx=512, centery=620)

    # load the buttons
    n, i, j = 1, 0, 0
    # first the buttons for the default levels
    while os.path.exists(join(join(path, "levels"),
                              "level" + str(n) + ".txt")):
        if i > 500:
            i = 0
            j += 50
        buttons.append(
            utils.Button("#{}".format(n), font_buttons, 100 + j, 100 + i,
                         (200, 0, 0)))
        i += 30
        n += 1
    n_customs = n - 1  # the identifier of the first custom level

    m, i, j = 1, 0, 0

    # on charge les boutons des niveaux customs
    while os.path.exists(
            join(join(path, "custom_levels"), "custom_level{}.txt".format(m))):
        if i > 500:
            i = 0
            j += 50
        buttons.append(
            utils.Button("#custom{}".format(m), font_buttons, 900 + j, 100 + i,
                         (200, 0, 0)))
        i += 30
        m += 1

    # On lance la boucle d'affichage
    while running:
        clock.tick(60)  # maximum fps is 60
        # blit the basic things
        screen.blit(background.image, (0, 0))
        screen.blit(title, titlepos)
        screen.blit(help_msg, msgpos)
        # update the entities
        back.update()
        button_update(buttons)
        curseur.update()
        # update the music (to keep it running if it reaches the end)
        utils.update_music_menu()
        pygame.display.flip()
        # deal with the events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                clickSound.play()
                pygame.mixer.music.fadeout(200)
                clock.tick(5)
                running = 0
                return False
            elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                if back.hover:
                    clickSound.play()
                    running = 0
                    return True
                else:
                    for i, button in enumerate(buttons):
                        if button.hover:
                            if i >= n_customs:
                                # si le niveau est un niveau custom
                                clickSound.play()
                                pygame.mixer.music.fadeout(200)
                                clock.tick(5)
                                main(i - n_customs + 1,
                                     custom=True,
                                     start=True,
                                     from_selection=True)
                                if not pygame.mixer.get_init():
                                    return False
                                pygame.display.set_caption("Tank Game")
                            else:
                                if unlocked[i]:
                                    clickSound.play()
                                    pygame.mixer.music.fadeout(200)
                                    clock.tick(5)
                                    if main(i + 1,
                                            custom=False,
                                            start=True,
                                            from_selection=True):
                                        unlocked = get_unlocked()
                                    if not pygame.mixer.get_init():
                                        return False
                                    pygame.display.set_caption("Tank Game")
Exemplo n.º 5
0
def main(n, custom=False, start=False, from_selection=False):
    """Main level loop."""
    global clickSound
    pygame.display.set_caption("Level %d" % n)
    clock = pygame.time.Clock()
    screen = pygame.display.get_surface()
    walls_group, pits_group, pos_joueur, pos_IA, points_list = get_level(
        path, n, custom)
    pygame.mouse.set_visible(False)       # remplacement de la souris
    curseur = Cursor()
    walls_pits = pygame.sprite.Group()
    unlocked = get_unlocked()  # les niveaux disponibles
    font = get_font(36)
    clickSound = load.sound("click_sound.wav")
    v = utils.get_volume('music')

    # Si on a lancé le niveau depuis le menu (pas de changement de musique
    # lors de l'enchainement de deux niveaux
    if start:
        if sys.platform == "win32":
            load.music('MainTheme.ogg', volume=v)
        else:
            load.music('MainTheme.wav', volume=v)
        pygame.mixer.music.play(-1)

    for elt in walls_group:
        walls_pits.add(elt)
    for elt in pits_group:
        walls_pits.add(elt)

    background = utils.Background(n, custom)

    pygame.font.init()
    font = get_font(18)
    if (n == 1 or n == 2) and not custom:
        if n == 1:
            help_msg1 = font.render("Use the mouse to control your cannon", 1,
                                    (69, 52, 16))
            msgpos1 = help_msg1.get_rect(centerx=800, centery=600)
            help_msg2 = font.render("and press left click to fire a bullet.",
                                    1, (69, 52, 16))
            msgpos2 = help_msg2.get_rect(centerx=800, centery=630)
        else:
            help_msg1 = font.render(
                "Use Z,Q,S,D or up, down, left and right to move.", 1,
                (69, 52, 16))
            msgpos1 = help_msg1.get_rect(centerx=700, centery=600)
            help_msg2 = font.render("Press ESC to pause at any moment.",
                                    1, (69, 52, 16))
            msgpos2 = help_msg2.get_rect(centerx=800, centery=630)

    player = Player(pos_joueur)

    AI_group = []
    all_dead_AI = []
    all_spawners = []
    all_dead_spawners = []
    all_spawned_AI = []

    for element in pos_IA:
        if element[0] == 'yellow':
            yellow = YellowAI(element[1], pos_joueur)
            AI_group.append(yellow)
        if element[0] == 'yellowPlus':
            yellowp = YellowPlusAI(element[1], pos_joueur)
            AI_group.append(yellowp)
        elif element[0] == 'blue':
            blue = BlueAI(element[1], pos_joueur, points_list.pop(0))
            AI_group.append(blue)
        elif element[0] == 'bluePlus':
            bluep = BluePlusAI(element[1], pos_joueur, points_list.pop(0))
            AI_group.append(bluep)
        elif element[0] == 'red':
            red = RedAI(element[1], pos_joueur)
            AI_group.append(red)
        elif element[0] == 'redPlus':
            redp = RedPlusAI(element[1], pos_joueur)
            AI_group.append(redp)
        elif element[0] == 'purple':
            purple = PurpleAI(element[1], pos_joueur, points_list.pop(0))
            AI_group.append(purple)
        elif element[0] == 'purplePlus':
            purplep = PurplePlusAI(element[1], pos_joueur, points_list.pop(0))
            AI_group.append(purplep)
        elif element[0] == 'spawner':
            spawner = Spawner('spawner.png', element[1])
            all_spawners.append(spawner)
        elif element[0] == 'spawnerPlus':
            spawnerp = SpawnerPlus('spawnerPlus.png', element[1])
            all_spawners.append(spawnerp)

    bullets_group = pygame.sprite.Group()

    RUNNING = 1  # variable de boucle
    # On lance la boucle de jeu
    if sys.platform == "win32":
        deadTheme = load.sound("DeadTheme.ogg")
    else:
        deadTheme = load.sound("DeadTheme.wav")
        deadTheme.set_volume(v)
    has_begun = False
    begin_msg = font.render("CLICK TO BEGIN !", 1, (200, 0, 0))
    begin_msg_rect = begin_msg.get_rect(centerx=player.body.rect.centerx,
                                        centery=player.body.rect.centery - 50)

    while RUNNING:
        clock.tick(60)  # on maximise le fps à 60
        if has_begun:
            if player.alive:
                # 1/ Gestion d'évènements divers
                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        if event.button == 1 and len(player.bullets) < 4:
                            # si clic gauche, on crée un boulet
                            player.fire_sound.play()
                            pos = (event.pos[0], event.pos[1])
                            blt = player.create_bullet(pos)
                            player.bullets.add(blt)
                            bullets_group.add(blt)
                    elif event.type == pygame.QUIT:
                        RUNNING = 0
                        pygame.mixer.music.fadeout(200)
                        clock.tick(5)
                        pygame.quit()
                        return False
                # 2/ On gère les déplacements du player
                keys = pygame.key.get_pressed()
                right = keys[pygame.K_RIGHT] or keys[pygame.K_d]
                left = keys[pygame.K_LEFT] or keys[pygame.K_a]
                up = keys[pygame.K_UP] or keys[pygame.K_w]
                down = keys[pygame.K_DOWN] or keys[pygame.K_s]

                player.move(right, left, up, down)

                if keys[pygame.K_ESCAPE]:
                    end = pause(screen, player, background, walls_pits,
                                AI_group, bullets_group,
                                all_dead_AI, all_spawners,
                                all_dead_spawners, all_spawned_AI)
                    if end:
                        try:
                            pygame.mixer.music.fadeout(200)
                            clock.tick(5)
                            RUNNING = 0  # on retourne au menu
                            return False
                        except:
                            return False

                # 3/ On met à jour les sprites

                collisions_dict = pygame.sprite.groupcollide(
                    bullets_group, walls_group, False, False,
                    pygame.sprite.collide_rect)

                screen.blit(background.image, (0, 0))

                # affichage des messages d'aide dans les premiers niveaux

                if (n == 1 or n == 2) and not custom:
                    screen.blit(help_msg1, msgpos1)
                    screen.blit(help_msg2, msgpos2)

                # affichage des sprites morts
                for IA in all_dead_AI:
                    screen.blit(IA.body.image, IA.body.rect)
                for spawner in all_dead_spawners:
                    screen.blit(spawner.image, spawner.rect)

                for bullet in bullets_group:
                    if bullet in collisions_dict:
                        bullet.kill()
                for elt in walls_pits:
                    screen.blit(elt.image, elt.rect)

                bullets_group.update()

                player.update(path, pygame.mouse.get_pos(), bullets_group,
                              walls_pits)

                for IA in AI_group:
                    if IA.alive:
                        bullets = IA.update(path, player.body.rect.center,
                                            walls_group, pits_group,
                                            bullets_group)
                        if bullets is not None:
                            for bullet in bullets:
                                bullets_group.add(bullet)
                    else:
                        (x, y) = IA.body.rect.center
                        IA.body.image, IA.body.rect = load.image_with_rect(
                            'tank_destroyed.png')
                        IA.body.rect.center = (x, y)
                        all_dead_AI.append(IA)
                        AI_group.remove(IA)

                for IA in all_spawned_AI:
                    if IA.alive:
                        bullets = IA.update(path, player.body.rect.center,
                                            walls_group, pits_group,
                                            bullets_group)
                        if bullets is not None:
                            for bullet in bullets:
                                bullets_group.add(bullet)
                    else:
                        (x, y) = IA.body.rect.center
                        IA.body.image, IA.body.rect = load.image_with_rect(
                            'tank_destroyed.png')
                        IA.body.rect.center = (x, y)
                        all_dead_AI.append(IA)
                        IA.id.spawned = False
                        all_spawned_AI.remove(IA)

                for spawner in all_spawners:
                    if spawner.alive:
                        IAspawned = spawner.update(
                            path, player.body.rect.center, bullets_group)
                        if IAspawned is not None:
                            all_spawned_AI.append(IAspawned)
                    else:
                        all_spawners.remove(spawner)
                        center = spawner.rect.center
                        spawner.image, spawner.rect = load.image_with_rect(
                            'spawner_destroyed.png')
                        spawner.rect.center = center
                        all_dead_spawners.append(spawner)

                curseur.update()

                # toutes les IA ont été détruites, on a gagné
                if all(len(g) == 0
                       for g in (AI_group, all_spawned_AI, all_spawners)):
                    if not unlocked[n] and not custom:
                        unlocked[n] = 1  # le niveau suivant est débloqué
                        overwrite_unlocked(unlocked)
                    if from_selection:
                        pygame.mixer.music.fadeout(200)
                        clock.tick(5)
                    return True
                # 4/ on met à jour l'ensemble de l'image
                pygame.display.flip()

            else:   # le player est mort, on affiche la boite de dialogue
                pygame.mixer.music.fadeout(10)
                deadTheme.play()
                again = dead_menu(
                    screen, player, background, walls_pits, AI_group,
                    bullets_group, all_dead_AI, all_spawners,
                    all_dead_spawners, all_spawned_AI)
                if again:  # on veut recommencer
                    return main(n, custom, True, from_selection)
                else:
                    try:
                        deadTheme.fadeout(200)
                        return False
                    except:
                        return False

        else:  # on attend que le player clique
            for event in pygame.event.get():
                if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                    clickSound.play()
                    has_begun = True
                elif event.type == pygame.QUIT:
                    pygame.mixer.music.fadeout(200)
                    clock.tick(5)
                    pygame.quit()
                    return False
                elif (event.type == pygame.KEYDOWN and
                      event.key == pygame.K_ESCAPE):
                    end = pause(
                        screen, player, background, walls_pits, AI_group,
                        bullets_group, all_dead_AI, all_spawners,
                        all_dead_spawners, all_spawned_AI)
                    if end:
                        pygame.mixer.music.fadeout(200)
                        clock.tick(5)
                        RUNNING = 0  # on retourne au menu
                        return False
            screen.blit(background.image, (0, 0))
            cible = pygame.mouse.get_pos()
            player.canon.update(player.body.rect.center, cible)
            screen.blit(player.body.image, player.body.rect)
            screen.blit(player.canon.image, player.canon.rect)
            for IA in AI_group:
                screen.blit(IA.body.image, IA.body.rect)
                screen.blit(IA.canon.image, IA.canon.rect)
            for spawner in all_spawners:
                screen.blit(spawner.image, spawner.rect)
            for x in walls_pits:
                screen.blit(x.image, x.rect)
            if (n == 1 or n == 2) and not custom:
                screen.blit(help_msg1, msgpos1)
                screen.blit(help_msg2, msgpos2)
            screen.blit(begin_msg, begin_msg_rect)
            curseur.update()
            pygame.display.flip()
Exemplo n.º 6
0
 def __init__(self, pos, target_pos=None):
     self.body = Body(self.body_image_name, pos)
     self.canon = Canon(self.canon_image_name, pos, target_pos)
     self.fire_sound = load.sound(self.fire_sound_name)
     self.bullets = pygame.sprite.Group()
     self.alive = True