rs = False if not jump: rs = True if event.key == pg.K_UP: jump = True if event.type == pg.KEYUP: if event.key == pg.K_RIGHT: rs = True rm = False ls = False elif event.key == pg.K_LEFT: ls = True lm = False rs = False stage.bg(display, 4) stage.bottom(display, 900, 600, 250, 400) stage.border(display, 900, 600) for block in block_list: stage.tile1(display, block[0], block[1], block[2]) for enemy in enemy_list: enemy.draw(display, xin, yin) xin, yin, jump_h, neg, jump = player.player(display, xin, yin, change, lm, rm, rs, ls, jump, jump_h, neg, bullet, health) player_block = pg.Rect(xin + 15, yin + 4, 20, 46) for block in block_list: if pg.Rect(int(block[0]), int(block[2]), int(block[1] - block[0]), 20).colliderect(player_block): if player_block.bottom > pg.Rect( int(block[0]), int(block[2]), int(block[1] - block[0]), 20).top and player_block.top < pg.Rect(
def Game(display, enemy_list, block_list, key_x, key_y, score, bg): # Initial variables #----------------------------------------------------------------------- music = pg.mixer.music.load('audio/dvs.mp3') key = False key_appear = True pg.mixer.music.play(-1) xin = 50 #---------Initial X-Position yin = 585 #---------Initial Y-Position change = 8 #----------Motion lm = False #----------Left Motion rm = False #----------Right Motion ls = False #----------Left Stand rs = True #----------Right Stand jump = False jump_h = 10 #--------Jump Height neg = 1 bullet = [] fall = 1 fall_state = True health = 10 health_list = [] block_rect = [] for block in block_list: block_rect.append( pg.Rect(int(block[0]), int(block[2]), int(block[1] - block[0]), 25)) gameExit = False # Main Game Loop #------------------------------------------------------------------------------ while not gameExit: clock.tick(24) # Player Bullets #------------------------------------------------------------------------------ for bullets in bullet: if bullets.x > xin + 200 or bullets.x < xin - 200: # player bullets max range if bullets in bullet: bullet.pop(bullet.index(bullets)) else: bullets.x += bullets.vel for enemy in enemy_list: if bullets.x + 10 >= enemy.x and bullets.x + 10 <= enemy.x + 30: if bullets.y + 10 >= enemy.y and bullets.y <= enemy.y + 50: if bullets in bullet: enemy.hit() damage2.play() bullet.pop(bullet.index(bullets)) # Enemy Damage #----------------------------------------------------------------------------- for enemy in enemy_list: if enemy.bullet_hit >= 3: # enemy life enemy.dead(display) enemy_list.pop(enemy_list.index(enemy)) score += 50 # Enemy Shooting #----------------------------------------------------------------------------- for enemy in enemy_list: if enemy.y + 25 > yin and enemy.y < yin + 50: if xin > enemy.x and enemy.vel > 0: enemy.shoot() bullet2.play() elif xin < enemy.x and enemy.vel < 0: enemy.shoot() bullet2.play() else: enemy.shooting = False # Player health #------------------------------------------------------------------------------ for enemy in enemy_list: health_list.append(enemy.h) if len(health_list) > len(enemy_list): health_list.pop(0) if sum(health_list) > 0: health -= int(sum(health_list)) damage1.play() health_list.clear() # Event Handeling #----------------------------------------------------------------------------- for event in pg.event.get(): if event.type == pg.QUIT: pg.quit() exit() # Key Pressed: if event.type == pg.KEYDOWN: if event.key == pg.K_p: pause_screen() if event.key == pg.K_SPACE: bullet1.play() if lm or ls: facing = -1 elif rm or rs: facing = 1 if len(bullet ) < 4: # max number of bullets of player at a time if rs or rm: bullet.append(fire(xin + 35, yin + 16, facing)) elif ls or lm: bullet.append(fire(xin - 5, yin + 16, facing)) if event.key == pg.K_LEFT: lm = True ls = False rs = False if not jump: ls = True if event.key == pg.K_RIGHT: rm = True ls = False rs = False if not jump: rs = True if event.key == pg.K_UP: jump = True # Key Released if event.type == pg.KEYUP: if event.key == pg.K_c: if rm: rs = True rm = False ls = False elif lm: ls = True lm = False rs = False if event.key == pg.K_RIGHT: rs = True rm = False ls = False elif event.key == pg.K_LEFT: ls = True lm = False rs = False # Animations Background and stuff #------------------------------------------------------------------------------------------------------------------ stage.bg(display, bg) #background stage.bottom(display, 900, 600, 250, 400) stage.border(display, 900, 600) for block in block_list: stage.tile1(display, block[0], block[1], block[2]) for enemy in enemy_list: enemy.draw(display, xin, yin) xin, yin, jump_h, neg, jump = player.player(display, xin, yin, change, lm, rm, rs, ls, jump, jump_h, neg, bullet, health) player_block = pg.Rect(xin + 15, yin + 4, 20, 46) # Player motion restrictions #----------------------------------------------------------------------------------------------------------------------- for block in block_rect: if player_block.colliderect(block): if player_block.right >= block.left and player_block.left < block.left: player_block.right = block.left if player_block.left <= block.right: player_block.left = block.right if player_block.bottom >= block.top and player_block.top < block.top: player_block.bottom = block.top jump = False jump_h = 10 fall_state = False if player_block.top <= block.bottom: player_block.top = block.bottom jump = False jump_h = 10 player_block.top = block.bottom ## if fall_state: ## jump = False if fall_state and not jump: yin += (fall**2) * 0.30 fall += 1 if yin + 50 >= 580: fall = 1 jump = False jump_h = 10 yin = 535 fall_state = True if xin <= 15: xin = 15 elif xin >= 835: xin = 835 if yin <= 15: yin = 15 # Key and score #---------------------------------------------------------------------------------------------------------------------------- if not (key_x <= xin + 25 <= key_x + 35 and yin <= key_y + 12 <= yin + 50): if key_appear: stage.key(display, key_x, key_y) else: if key_appear: k.play() key_appear = False key = True message_to_screen1("Score: " + str(score), white, -250, 'small', 350) pg.display.update() # Stage Ending #---------------------------------------------------------------------------------------------------------------------------- if len(enemy_list) == 0 and key: time.sleep(0.5) gameExit = True state = 'next' if health < 1: time.sleep(0.5) gameExit = True state = 'retry' return score, state