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main.py
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main.py
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#! /usr/bin/env python
import pygame, sys
from pygame.locals import *
import player, enemy, powerup, level, Entity, menu, statcounter
from random import random
from gamestate import GameState
# this contains the main loop of the game
NUM_ENEMIES = 5
pygame.init()
#==================================================================================================
# initialize objects here
level_one = level.Level("Images//background.png","Images//midground.png","Audio//level_one_music.wav")
player = player.Player(("Images//dog_cape1.png", "Images//dog_cape2.png"),3)
bonePowerUp = powerup.PowerUp(("Images//bone.png", "Images//bone.png"),3)
tennisBallPowerUp = powerup.PowerUp(("Images//tennisball.png", "Images//tennisball.png"),3)
currentPowerUp = 2*random()
main_menu = menu.Menu( "Images//main_menu.png", "Audio//main_theme.wav" )
pause_menu = menu.PauseMenu( "Images//pausemenu.png" )
gameover_menu = menu.GameOverMenu( "Images//gameovermenu.png" )
window = pygame.display.set_mode((1024, 384))
pygame.display.set_caption('Go Dog, Go!')
screen = pygame.display.get_surface()
clock = pygame.time.Clock()
stats = statcounter.StatCounter()
statsgroup = pygame.sprite.GroupSingle(stats)
state = GameState.MAINMENU
#==================================================================================================
# create a list of enemies; will change in future updates
enemies = []
for i in range(0,NUM_ENEMIES):
enemies.append(enemy.Enemy(("Images//birdfly.png", "Images//birdglide.png"),3))
# create a group to update the sprites in order
allsprites = pygame.sprite.OrderedUpdates((player,enemies,bonePowerUp,tennisBallPowerUp))
while True:
if state == GameState.MAINMENU:
# open the starting menu
main_menu.menu(screen)
state = GameState.PLAYING
if state == GameState.PLAYING:
# once the main menu is exited, start the level music
# NOTE: THIS SHOULD BE ALTERED so we can load any level's music at a given time
level_one.start_music()
while state == GameState.PLAYING:
# catch event
# respond to event
# update objects
elapsed_time = clock.tick(60)
for guy in enemies:
if pygame.sprite.collide_rect( player, guy ):
player.takeDamage()
#print "Health: %d" % player.getHealth() # test purposes
if player.getHealth() == 0:
state = GameState.GAMEOVER
if currentPowerUp < 1: #bonePowerUp
if bonePowerUp.readyToGo == True:
bonePowerUp.setGo()
if pygame.sprite.collide_rect(player, bonePowerUp):
player.healHealth()
currentPowerUp = 2*random()
bonePowerUp.setReady()
elif currentPowerUp < 2: #tennisBallPowerUp
if tennisBallPowerUp.readyToGo == True:
tennisBallPowerUp.setGo()
if pygame.sprite.collide_rect(player, tennisBallPowerUp):
stats.score += 2500
currentPowerUp = 2*random()
tennisBallPowerUp.setReady()
event = pygame.event.poll()
#print event # for debugging purposes
if event.type == QUIT:
sys.exit(0)
if event.type == KEYDOWN:
if event.key == K_UP:
player.jump()
elif event.key == K_ESCAPE:
pause_menu.menu(screen,clock)
elif event.key == K_LEFT:
player.moveHoriz(-15)
elif event.key == K_RIGHT:
player.moveHoriz(15)
#if event.key == K_b:
#test.setAnim(0,test._endFrame%4+1)
#print "test._startFrame=",test._startFrame," test._endFrame=",test._endFrame
# update and draw objects
level_one.update()
level_one.draw(screen)
stats.update(player.getHealth(), elapsed_time)
allsprites.update(elapsed_time)
allsprites.draw(screen)
statsgroup.draw(screen)
pygame.display.flip()
if state == GameState.GAMEOVER:
decision = gameover_menu.menu(screen)
if decision == True:
player.resetHealth()
state = GameState.MAINMENU
else:
sys.exit(0)
exit()