Exemplo n.º 1
0
class Ship:
    def __init__(self, app):
        self.screen = app.screen
        self.screen_rect = app.screen.get_rect()
        self.image = pygame.image.load("assets/images/dark_ship.png")
        self.rect = self.image.get_rect()
        self.rect.midbottom = self.screen_rect.midbottom
        self.speed = 0.15
        self.acceleration = 0.05
        self.x = float(self.rect.x)
        self.move_right = False
        self.move_left = False
        self.shoot_delay = 1000
        self.last = pygame.time.get_ticks()
        self.weapon = Weapon()



    def draw(self):
        self.weapon.draw(self.screen)
        self.screen.blit(self.image, self.rect)
        
    def update(self):
        if self.move_right and self.rect.x + self.rect.width - 15 < self.screen_rect.width:
            print(self.speed)
            self.x += self.speed     
        elif self.move_left and self.rect.x + 15 > 0:
            print(self.speed)
            self.x -= self.speed    
        else:
            self.speed = 4
        self.rect.x = self.x
        self.weapon.update()
    def shoot(self):
        now = pygame.time.get_ticks()
        if now - self.last > self.shoot_delay:
            self.last = now
            self.weapon.shoot(self.rect.x + 25, self.rect.y)

    def check_collision(self, object1, object2):
        if(object1.rect.x < object2.rect.x + object2.rect.width and 
        object1.rect.x + object1.rect.width > object2.rect.x and
        object1.rect.y < object2.rect.y + object2.rect.height and
        object1.rect.y + object1.rect.height> object2.rect.y):
            return True
Exemplo n.º 2
0
class Game(object):
    def __init__(self):

        # Settings

        pygame.mixer.init()

        pygame.mixer.music.load('latenight.ogg')
        pygame.mixer.music.play(0)

        self.WIDTH = 640
        self.HEIGHT = 360

        # Config
        self.tps_max = 100

        # Initialization
        pygame.init()
        font = pygame.font.SysFont("Arial", 18)
        self.resolution = (self.screen_width,
                           self.screen_height) = (self.WIDTH, self.HEIGHT)
        self.screen = pygame.display.set_mode(self.resolution,
                                              pygame.RESIZABLE)

        self.tps_clock = pygame.time.Clock()
        self.tps_delta = 0.0
        self.scroll = Vector2(0, 0)

        self.map = Map(self)
        self.player = Player(
            self
        )  # przy inicjalizacji przekazuje playerowi wszystko Player(self)
        self.enemy = Enemy(self)
        self.weapon = Weapon(self)
        self.fire = Fire(self)
        self.physics = Physics(self)
        self.platforms = Platforms(self)
        self.collision = Collision(self)
        self.sprite = Sprite(self)
        self.menu = Menu(self)
        self.file_loader = FileLoader(self)

        self.sprite.load_images()

        def create_fonts(font_sizes_list):
            "Creates different fonts with one list"
            fonts = []
            for size in font_sizes_list:
                fonts.append(pygame.font.SysFont("Arial", size))
            return fonts

        def render(fnt, what, color, where):
            "Renders the fonts as passed from display_fps"
            text_to_show = fnt.render(what, 0, pygame.Color(color))
            self.screen.blit(text_to_show, where)

        def display_fps():
            "Data that will be rendered and blitted in _display"
            render(fonts[0],
                   what=str(int(self.tps_clock.get_fps())),
                   color="white",
                   where=(0, 0))

        fonts = create_fonts([32, 16, 14, 8])
        while True:

            # Events
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit(0)
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:  ############# klik i cos sie dzieje raz
                    sys.exit(0)

            # Ticking
            self.tps_delta += self.tps_clock.tick(
            ) / 1000.0  # zamieniam MS na sekundy
            while self.tps_delta > 1 / self.tps_max:
                self.tick()
                self.tps_delta -= 1 / self.tps_max

            # Rendering/Drawing
            self.screen.fill((0, 0, 0))
            self.draw()
            display_fps()
            pygame.display.flip()

    def tick(self):
        self.player.tick()
        self.weapon.tick()
        self.fire.tick()
        self.enemy.tick()
        self.physics.tick()

    def draw(self):
        # self.menu.draw()
        self.map.draw()
        self.player.draw()
        self.enemy.draw()
        self.weapon.draw()
        self.fire.draw()
Exemplo n.º 3
0
class Player(pygame.sprite.Sprite):
    def __init__(self, game):
        super().__init__()
        self.max_health = 300
        self.health = self.max_health
        self.game = game
        self.image = pygame.image.load("assets/player2.png").convert_alpha()
        self.image_right = pygame.transform.flip(self.image, True,
                                                 False).convert_alpha()
        self.image_left = self.image.copy().convert_alpha()
        self.rect = self.image.get_rect(x=game.screen.get_width() // 2 - 100,
                                        y=game.screen.get_height() // 2)
        self.velocity = 3
        self.weapon = Weapon(self, game)
        self.all_plasma = pygame.sprite.Group()

    def draw(self):
        self.game.screen.blit(self.image, self.rect)
        prop_health = self.health / self.max_health * 100
        prop_charge = self.weapon.charge / self.weapon.max_charge * 100
        rect = pygame.Rect(self.rect.left - self.image.get_width() + 5,
                           self.rect.top - 30, prop_health, 3)
        max_rect = pygame.Rect(self.rect.left - self.image.get_width() + 5,
                               self.rect.top - 30, 100, 3)
        charge_rect = pygame.Rect(self.rect.left - self.image.get_width() + 5,
                                  self.rect.top - 25, prop_charge, 3)
        charge_max_rect = pygame.Rect(
            self.rect.left - self.image.get_width() + 5, self.rect.top - 25,
            100, 3)
        pygame.draw.rect(self.game.screen, "#0e0e0e", max_rect)
        pygame.draw.rect(self.game.screen, "#e6d16a", rect)
        if self.weapon.charge != 1:
            pygame.draw.rect(self.game.screen, "#0e0e0e", charge_max_rect)
            pygame.draw.rect(self.game.screen, "#00ccff", charge_rect)
        self.weapon.draw()

    def move_y(self, direction):
        can_move = True
        if direction and self.rect.y > 0:
            for rect in self.game.map.down_rects:
                if rect.colliderect(self.rect):
                    can_move = False
            if can_move:
                self.rect.y -= self.velocity
        elif (not direction and self.rect.y <
              self.game.screen.get_height() - self.image.get_height()):
            for rect in self.game.map.up_rects:
                if rect.colliderect(self.rect):
                    can_move = False
            if can_move:
                self.rect.y += self.velocity

    def move_x(self, direction):
        can_move = True
        if not direction and self.rect.x > 0:
            for rect in self.game.map.right_rects:
                if rect.colliderect(self.rect):
                    can_move = False
            if can_move:
                self.rect.x -= self.velocity
                self.image = self.image_left
        elif (direction and self.rect.x <
              self.game.screen.get_width() - self.image.get_width()):
            for rect in self.game.map.left_rects:
                if rect.colliderect(self.rect):
                    can_move = False
            if can_move:
                self.rect.x += self.velocity
                self.image = self.image_right

    def shoot(self):
        self.all_plasma.add(Plasma(self.weapon))
        Sounds.lazer.play()
        self.weapon.reset()

    def damage(self, amount):
        self.health -= amount
        if self.health <= 0:
            self.dead()
            self.game.game_over()

    def dead(self):
        self.health = self.max_health
        self.rect = self.image.get_rect(x=self.game.screen.get_width() // 2 -
                                        100,
                                        y=self.game.screen.get_height() // 2)
        self.all_plasma = pygame.sprite.Group()
        self.weapon.charge = 0
Exemplo n.º 4
0
Arquivo: gook.py Projeto: Vring/Gooks
class Gook(Thing):
    def __init__(self,
                 bitmap,
                 position,
                 color,
                 name,
                 size,
                 start_image,
                 weapon='cannon'):
        super().__init__(bitmap, position, start_image, size)
        self.name = name
        self.color = color
        self.direction = 'right'
        self.x_speed = 0  # Только для перемещения без участия игрока!
        self.y_speed = 0
        self.speed_decrease = 0.5  # Замедление
        self.hp = 100
        self.angle = 0
        self.move_img_delay = 0
        self.is_weapon = False
        self.holding = False
        self.weapon = Weapon(bitmap, position, *WEAPONS[weapon],
                             self.direction, self.angle)
        self.weapon_gen = itertools.cycle(self.get_next_weapon())
        self.weapon_name = next(self.weapon_gen)

    def __str__(self):
        return self.name

    def draw(self, window):
        super().draw(window)
        font = pygame.font.Font(None, 30)
        hp_text = font.render(str(self.get_hp()), True, pygame.Color('green'))
        name_text = font.render(self.name, True, pygame.Color(self.color))
        window.blit(hp_text, [self.position[0], self.position[1] - 10])
        window.blit(name_text, [self.position[0], self.position[1] - 25])
        if self.is_weapon:
            self.weapon.draw(window)

    def get_weapon(self):
        return self.weapon

    def get_weapon_name(self):
        return self.weapon_name

    def get_hp(self):
        return self.hp

    def get_next_weapon(self):
        for weapon_now in WEAPONS:
            yield weapon_now

    def get_place_for_filling(self, pos, res):
        return ((pos[0], pos[1] - 20), (res[0] + 30, res[1] + 20))

    def change_direction(self, direction):
        if self.direction != direction:
            self.flip_x()
            self.weapon.flip_x()
        self.direction = direction
        self.get_weapon().direction = direction

    def change_weapon(self):
        self.weapon_name = next(self.weapon_gen)
        self.weapon = Weapon(self.bitmap, self.position,
                             *WEAPONS[self.weapon_name], self.direction,
                             self.angle)

    def key_move(self, move):
        last_pos = self.get_pos()
        if self.collision('down'):
            if move == 'D':
                self.x_speed = MOVEMENT_SPEED
                self.change_direction('right')
                collision_check = self.collision('right', self.x_speed)
                if collision_check:
                    self.x_speed = collision_check - self.get_x(
                    ) - self.size[0]
                    if self.x_speed == 0:
                        for i in range(1, 20):
                            collision_check = self.collision('right',
                                                             kx=1,
                                                             ky=i)
                            if not collision_check:
                                self.move(1, -i)
                                break
            else:
                self.x_speed = -MOVEMENT_SPEED
                self.change_direction('left')
                collision_check = self.collision('left', self.x_speed)
                if collision_check:
                    self.x_speed = collision_check - self.get_x()
                    if self.x_speed == 0:
                        for i in range(1, 20):
                            collision_check = self.collision('left',
                                                             kx=1,
                                                             ky=i,
                                                             speed=-1)
                            if not collision_check:
                                self.move(-1, -i)
                                break

        self.move(self.x_speed, 0)

        self.x_speed = 0

        return last_pos

    def jump1(self):
        last_pos = self.get_pos()
        if self.collision('down'):
            self.move(-10, -20)
            if self.direction == 'left':
                self.change_speed((10, -20))
            else:
                self.change_speed((-10, -20))
        return last_pos

    def jump2(self):
        last_pos = self.get_pos()
        if self.collision('down'):
            self.move(15, -15)
            if self.direction == 'left':
                self.change_speed((-20, -15))
            else:
                self.change_speed((20, -15))
        return last_pos

    def change_get_angle(self, final_cords):
        fin_x, fin_y = final_cords
        st_x, st_y = self.get_x() + self.get_size()[0] // 2, self.get_y(
        ) + self.get_size()[1] // 2
        self.angle = math.atan2((fin_y - st_y), (fin_x - st_x))
        '''self.weapon.rotate(self.angle)'''
        return self.angle

    def shoot(self, final_cords, power):
        self.change_get_angle(final_cords)
        return Bullet(self.bitmap, (self.get_x() + self.get_size()[0] // 2,
                                    self.get_y() + self.get_size()[1] // 2),
                      self.weapon_name, self.angle, power, self.direction)

    def change_image_state(self, image):
        super().change_image(image)
        if self.direction == 'left':
            self.flip_x()

    def change_move_image(self):
        if self.move_img_delay > 5:
            if self.image_name == MOVE2_IMG:
                self.change_image_state(MOVE1_IMG)
            else:
                self.change_image_state(MOVE2_IMG)
            self.move_img_delay = 0
        else:
            self.move_img_delay += 1

    def make_damage(self, dmg):
        self.hp -= dmg

    def check_state(self):
        if super().check_state() or not self.check_is_alive():
            return 'del'

    def check_is_alive(self):
        return self.get_hp() > 0

    def make_graveyard(self):
        return Gravestone(self.bitmap, self.get_pos(), GRAVESTONE_IMG,
                          GRAVESTONE_RES)