def test_get_brick_to_map(self): objects = Objects() mapper = Mapper(objects) self.assertIsNotNone(mapper.getBrick("solid", 10, 10)) self.assertIsNotNone(mapper.getBrick("ghost", 10, 10)) self.assertIsNotNone(mapper.getBrick("simple", 10, 10)) self.assertIsNone(mapper.getBrick("unknown", 10, 10))
def __init__(self): pygame.init() pygame.display.set_caption("Space Invaders v" + constants["version"]) self.screen = pygame.display.set_mode(config["screen_size"]) self.clock = pygame.time.Clock() self.nextFall = -1 # Status, klasa odpowiadająca za przechowywanie informacji o punktach, życiach i aktualnym stanie naszego statku. self.status = Status() # Objects, klasa przechowująca obiekty będące aktualnie w grze - pociski, przeciwników, gracza itp. self.objects = Objects(self.status) # Mapper, klasa przechowująca informacje o mapie i wczytująca mapy z pliku: self.mapper = Mapper(self.objects) self.mapper.load("Resources/map.data") # Painter, klasa odpowiadająca za rysowanie na ekranie. self.painter = Painter(self.status, self.objects)
def __init__(self): pygame.init() pygame.display.set_caption( "Space Invaders v" + constants["version"] ) self.screen = pygame.display.set_mode( config["screen_size"] ) self.clock = pygame.time.Clock() self.nextFall = -1 # Status, klasa odpowiadająca za przechowywanie informacji o punktach, życiach i aktualnym stanie naszego statku. self.status = Status() # Objects, klasa przechowująca obiekty będące aktualnie w grze - pociski, przeciwników, gracza itp. self.objects = Objects(self.status) # Mapper, klasa przechowująca informacje o mapie i wczytująca mapy z pliku: self.mapper = Mapper( self.objects ) self.mapper.load( "Resources/map.data" ) # Painter, klasa odpowiadająca za rysowanie na ekranie. self.painter = Painter( self.status, self.objects )
class Game: def __init__(self): pygame.init() pygame.display.set_caption("Space Invaders v" + constants["version"]) self.screen = pygame.display.set_mode(config["screen_size"]) self.clock = pygame.time.Clock() self.nextFall = -1 # Status, klasa odpowiadająca za przechowywanie informacji o punktach, życiach i aktualnym stanie naszego statku. self.status = Status() # Objects, klasa przechowująca obiekty będące aktualnie w grze - pociski, przeciwników, gracza itp. self.objects = Objects(self.status) # Mapper, klasa przechowująca informacje o mapie i wczytująca mapy z pliku: self.mapper = Mapper(self.objects) self.mapper.load("Resources/map.data") # Painter, klasa odpowiadająca za rysowanie na ekranie. self.painter = Painter(self.status, self.objects) def eventLoop(self): for event in pygame.event.get(): if self.status.state == constants["state"]["ingame"]: if event.type == KEYDOWN: if event.key == K_LSHIFT: self.objects.player.toggleShield() if event.type == KEYUP: if event.key == K_LSHIFT and self.objects.player.shield == True: self.objects.player.toggleShield() if event.key == K_LCTRL: self.objects.player.stopFire("laser") if event.type == KEYDOWN: if event.key == K_p and self.status.state == constants[ "state"]["ingame"]: self.status.state = constants["state"]["pause"] elif event.key == K_p and self.status.state == constants[ "state"]["pause"]: self.status.state = constants["state"]["ingame"] if event.type == QUIT: exit(0) def keyboardLoop(self): key = pygame.key.get_pressed() if self.status.state == constants["state"]["ingame"]: if key[K_LEFT]: self.objects.movePlayer(K_LEFT) elif key[K_RIGHT]: self.objects.movePlayer(K_RIGHT) if key[K_SPACE]: if self.objects.player.fireCooldown == 0: bullets = self.objects.player.fire("bullet") if bullets[0] < 2: bullets[1].add(self.objects.bullets) else: for i in xrange(bullets[0]): bullets[1][i].add(self.objects.bullets) elif key[K_LCTRL]: if self.objects.player.lc > 0: self.objects.player.fire("laser") self.objects.player.lc -= 1 def updateLoop(self): if self.status.state == constants["state"]["ingame"]: self.objects.updateBullets() self.objects.updateEnemies() self.objects.updatePowerups() self.objects.player.update() collisionsEnemiesWithin = pygame.sprite.groupcollide( self.objects.enemies, self.objects.enemies, False, False) collisionsEnemies = pygame.sprite.groupcollide( self.objects.enemies, self.objects.bullets, False, False) collisionsPlayer = pygame.sprite.spritecollide( self.objects.player, self.objects.bullets, False) collisionsPlayerPowerups = pygame.sprite.spritecollide( self.objects.player, self.objects.powerups, False) turnToLeft = False turnToRight = False for enemy in iter(self.objects.enemies): if enemy.destroyed == True or enemy.spawnFrames > 0: continue if self.objects.player.firingLaser == True: (cx, cy) = self.objects.player.rect.center if enemy.rect.topleft[0] < cx and enemy.rect.topright[ 0] > cx: enemy.makeHit(1) if enemy.destroyed == True: self.generatePowerup(enemy.rect.centerx, enemy.rect.centery) self.status.points += 100 for enemy, bullets in collisionsEnemies.iteritems(): if enemy.destroyed == True: continue if enemy.spawnFrames > 0: continue for bullet in bullets: if enemy.destroyed: continue if bullet.bulletType() == "player": enemy.makeHit(bullet.hit) if enemy.destroyed == True: self.generatePowerup(enemy.rect.centerx, enemy.rect.centery) self.status.points += 100 bullet.kill() for bullet in collisionsPlayer: if bullet.bulletType() == "enemy": if self.objects.player.shield == True: self.objects.player.ap -= bullet.hit if self.objects.player.ap < 0: self.objects.player.makeHit( -self.objects.player.ap) self.objects.player.ap = 0 else: self.objects.player.makeHit(bullet.hit) bullet.kill() for powerup in collisionsPlayerPowerups: powerup.makeEffects() if self.objects.player.destroyed == True and self.objects.player.destroyFrames == 0: self.objects.player = BattleShip(self.status) if self.nextFall > 0: self.nextFall -= 1 elif self.nextFall == 0: self.nextFall -= 1 ret = self.mapper.nextStage() if ret == False: self.status.state = constants["state"]["completed"] if len(self.objects.enemies) == 0 and self.nextFall == -1: self.nextFall = config["framerate"] * 5 if self.status.lives == 0: self.status.state = constants["state"]["failed"] def generatePowerup(self, x, y): roll = random.randint(0, 100) if roll < config["powerup_chance"]: roll2 = random.randint(0, 3) obj = None if roll2 == 0: obj = APPowerup(x, y, self.objects.player) elif roll2 == 1: obj = UpgradePowerup(x, y, self.objects.player) elif roll2 == 2: obj = HPPowerup(x, y, self.objects.player) elif roll2 == 3: obj = LCPowerup(x, y, self.objects.player) obj.add(self.objects.powerups) def start(self): while True: self.clock.tick(config["framerate"]) self.eventLoop() self.keyboardLoop() self.updateLoop() self.painter.paint(self.screen) pygame.display.update()
class Game: def __init__(self): pygame.init() pygame.display.set_caption( "Space Invaders v" + constants["version"] ) self.screen = pygame.display.set_mode( config["screen_size"] ) self.clock = pygame.time.Clock() self.nextFall = -1 # Status, klasa odpowiadająca za przechowywanie informacji o punktach, życiach i aktualnym stanie naszego statku. self.status = Status() # Objects, klasa przechowująca obiekty będące aktualnie w grze - pociski, przeciwników, gracza itp. self.objects = Objects(self.status) # Mapper, klasa przechowująca informacje o mapie i wczytująca mapy z pliku: self.mapper = Mapper( self.objects ) self.mapper.load( "Resources/map.data" ) # Painter, klasa odpowiadająca za rysowanie na ekranie. self.painter = Painter( self.status, self.objects ) def eventLoop(self): for event in pygame.event.get(): if self.status.state == constants["state"]["ingame"]: if event.type == KEYDOWN: if event.key == K_LSHIFT: self.objects.player.toggleShield() if event.type == KEYUP: if event.key == K_LSHIFT and self.objects.player.shield == True: self.objects.player.toggleShield() if event.key == K_LCTRL: self.objects.player.stopFire( "laser" ) if event.type == KEYDOWN: if event.key == K_p and self.status.state == constants["state"]["ingame"]: self.status.state = constants["state"]["pause"] elif event.key == K_p and self.status.state == constants["state"]["pause"]: self.status.state = constants["state"]["ingame"] if event.type == QUIT: exit(0) def keyboardLoop(self): key = pygame.key.get_pressed() if self.status.state == constants["state"]["ingame"]: if key[K_LEFT]: self.objects.movePlayer( K_LEFT ) elif key[K_RIGHT]: self.objects.movePlayer( K_RIGHT ) if key[K_SPACE]: if self.objects.player.fireCooldown == 0: bullets = self.objects.player.fire( "bullet" ) if bullets[0] < 2: bullets[1].add( self.objects.bullets ) else: for i in xrange(bullets[0]): bullets[1][i].add( self.objects.bullets ) elif key[K_LCTRL]: if self.objects.player.lc > 0: self.objects.player.fire( "laser" ) self.objects.player.lc -= 1 def updateLoop(self): if self.status.state == constants["state"]["ingame"]: self.objects.updateBullets() self.objects.updateEnemies() self.objects.updatePowerups() self.objects.player.update() collisionsEnemiesWithin = pygame.sprite.groupcollide( self.objects.enemies, self.objects.enemies, False, False ) collisionsEnemies = pygame.sprite.groupcollide( self.objects.enemies, self.objects.bullets, False, False ) collisionsPlayer = pygame.sprite.spritecollide( self.objects.player, self.objects.bullets, False ) collisionsPlayerPowerups = pygame.sprite.spritecollide( self.objects.player, self.objects.powerups, False ) turnToLeft = False turnToRight = False for enemy in iter(self.objects.enemies): if enemy.destroyed == True or enemy.spawnFrames > 0: continue if self.objects.player.firingLaser == True: (cx,cy) = self.objects.player.rect.center if enemy.rect.topleft[0] < cx and enemy.rect.topright[0] > cx: enemy.makeHit(1) if enemy.destroyed == True: self.generatePowerup( enemy.rect.centerx, enemy.rect.centery ) self.status.points += 100 for enemy,bullets in collisionsEnemies.iteritems(): if enemy.destroyed == True: continue if enemy.spawnFrames > 0: continue for bullet in bullets: if enemy.destroyed: continue if bullet.bulletType() == "player": enemy.makeHit(bullet.hit) if enemy.destroyed == True: self.generatePowerup( enemy.rect.centerx, enemy.rect.centery ) self.status.points += 100 bullet.kill() for bullet in collisionsPlayer: if bullet.bulletType() == "enemy": if self.objects.player.shield == True: self.objects.player.ap -= bullet.hit if self.objects.player.ap < 0: self.objects.player.makeHit(-self.objects.player.ap) self.objects.player.ap = 0 else: self.objects.player.makeHit(bullet.hit) bullet.kill() for powerup in collisionsPlayerPowerups: powerup.makeEffects() if self.objects.player.destroyed == True and self.objects.player.destroyFrames == 0: self.objects.player = BattleShip(self.status) if self.nextFall > 0: self.nextFall -= 1 elif self.nextFall == 0: self.nextFall -= 1 ret = self.mapper.nextStage() if ret == False: self.status.state = constants["state"]["completed"] if len(self.objects.enemies) == 0 and self.nextFall == -1: self.nextFall = config["framerate"]*5 if self.status.lives == 0: self.status.state = constants["state"]["failed"] def generatePowerup(self, x, y): roll = random.randint(0,100) if roll < config["powerup_chance"]: roll2 = random.randint(0,3) obj = None if roll2 == 0: obj = APPowerup( x, y, self.objects.player ) elif roll2 == 1: obj = UpgradePowerup( x, y, self.objects.player ) elif roll2 == 2: obj = HPPowerup( x, y, self.objects.player ) elif roll2 == 3: obj = LCPowerup( x, y, self.objects.player ) obj.add( self.objects.powerups ) def start(self): while True: self.clock.tick( config["framerate"] ) self.eventLoop() self.keyboardLoop() self.updateLoop() self.painter.paint( self.screen ) pygame.display.update()