def static_init(): BaseInvader.invader_explosion = SoundUtil.load_sound(Globals.INVADER_SHOT) InvList = [ InvaderC, InvaderB, InvaderA ] for InvType in InvList: if 0 == len(InvType.file_list): raise SystemExit, "BaseInvader method loadImages failed - no image files lists!" InvType.image_list = load_images(InvType.file_list, BaseInvader.scale) InvType.num_images = len(InvType.image_list) if 0 == InvType.num_images: raise SystemExit, "BaseInvader method loadImages failed - no images were loaded!"
def main(winstyle=0): # Initialize pygame pygame.init() if pygame.mixer and not pygame.mixer.get_init(): print "Warning, no sound" pygame.mixer = None # Set the display mode winstyle = 0 # |FULLSCREEN bestdepth = pygame.display.mode_ok(Globals.SCREENRECT.size, winstyle, Globals.BIT_DEPTH) screen = pygame.display.set_mode(Globals.SCREENRECT.size, winstyle, bestdepth) # Load images, assign to sprite classes # (do this before the classes are used, after screen setup) Globals.GameData.setupContainers() Globals.GameData.loadSounds() Globals.GameData.doStaticInits() Globals.GameData.loadImages() Globals.GameData.setBaseShelters() # decorate the game window icon = pygame.transform.scale(SpriteLib.InvaderA.image_list[0], (Globals.ICON_WIDTH, Globals.ICON_HEIGHT)) pygame.display.set_icon(icon) pygame.display.set_caption(Globals.GAME_NAME) pygame.mouse.set_visible(0) # create the background, tile the bgd image bgdtile = SpriteLib.load_image(Globals.BACKGROUND_IMAGE) background = pygame.Surface(Globals.SCREENRECT.size) for x in range(0, Globals.SCREENRECT.width, bgdtile.get_width()): background.blit(bgdtile, (x, 0)) screen.blit(background, (0, 0)) pygame.display.flip() # move the below to the formation object invader_thump = SoundUtil.load_sound(Globals.INVADER_THUMP[0]) if pygame.mixer and Globals.MUSIC_TOGGLE: music = os.path.join(Globals.ART_DIR, Globals.INVADER_THUMP[0]) pygame.mixer.music.load(music) pygame.mixer.music.play(-1) # Create Some Starting Values alienreload = 0 clock = pygame.time.Clock() # initialize our starting sprites player = SpriteLib.Player() if pygame.font: Score = SpriteLib.Score() Globals.GameData.all.add(Score) # pygame.time.set_timer(pygame.USEREVENT, 13) invader_thump.play(Globals.SOUND_LOOP_FOREVER) ufo = 0 while player.alive(): # get input for event in pygame.event.get(): if event.type == pygame.locals.QUIT or ( event.type == pygame.locals.KEYDOWN and event.key == pygame.locals.K_ESCAPE ): return # elif event.type == pygame.USEREVENT: # pygame.time.set_timer(pygame.USEREVENT, 750) # invader_thump.play() keystate = pygame.key.get_pressed() # clear/erase the last drawn sprites Globals.GameData.all.clear(screen, background) # update all the sprites Globals.GameData.all.update() # handle player input direction = keystate[pygame.locals.K_RIGHT] - keystate[pygame.locals.K_LEFT] player.move(direction) firing = keystate[pygame.locals.K_SPACE] if not player.reloading and firing and len(Globals.GameData.shots) < Globals.MAX_SHOTS: player.fire() player.reloading = firing # Create new alien if alienreload: alienreload = alienreload - 1 elif not int(random.random() * Globals.ALIEN_ODDS): inv_type = int(random.random() * 3) if inv_type == 0: SpriteLib.InvaderA() elif inv_type == 1: SpriteLib.InvaderB() elif inv_type == 2: SpriteLib.InvaderC() else: print "error inv_type %d" % inv_type alienreload = Globals.ALIEN_RELOAD SpriteLib.Ufo.reload_time = SpriteLib.Ufo.reload_time - 1 if not SpriteLib.Ufo.ufo_overhead and SpriteLib.Ufo.reload_time <= 0: SpriteLib.Ufo.ufo_overhead = True ufo = SpriteLib.Ufo() SpriteLib.Ufo.reload_time = Globals.UFO_RELOAD_TIME # Detect collisions for alien in pygame.sprite.spritecollide(player, Globals.GameData.aliens, 1): Score.addToScore(alien.score) player.handleDeath() for bomb in pygame.sprite.groupcollide(Globals.GameData.bombs, Globals.GameData.shots, 1, 1).keys(): SpriteLib.BombHitsLaserExplosion(bomb) Score.addToScore(1) if SpriteLib.Ufo.ufo_overhead: for laser_shot in pygame.sprite.spritecollide(ufo, Globals.GameData.shots, 1): ufo.takeHit() Score.addToScore(ufo.score) if len(Globals.GameData.bombs): for bomb in Globals.GameData.bombs: for shelter in pygame.sprite.groupcollide(Globals.GameData.base_shelters, [bomb], 0, 0).keys(): shelter.bombHit(bomb, False) if len(Globals.GameData.shots): for shot in Globals.GameData.shots: for shelter in pygame.sprite.groupcollide(Globals.GameData.base_shelters, [shot], 0, 0).keys(): shelter.bombHit(shot, True) for alien in pygame.sprite.groupcollide(Globals.GameData.aliens, Globals.GameData.shots, 1, 1).keys(): Score.addToScore(alien.score) for bomb in pygame.sprite.spritecollide(player, Globals.GameData.bombs, 1): SpriteLib.PlayerExplosion(player) player.kill() # draw the scene dirty = Globals.GameData.all.draw(screen) pygame.display.update(dirty) # cap the framerate clock.tick(Globals.FRAMES_PER_SEC) if pygame.mixer: pygame.mixer.music.fadeout(Globals.ONE_SECOND) pygame.time.wait(Globals.ONE_SECOND)
def static_init(container_list): Player.explosion_sound = SoundUtil.load_sound(Globals.PLAYER_EXPLOSION) Player.loadImages([ Globals.LASER_BASE_FILE ], Player) Player.containers = container_list Player.shoot_sound = SoundUtil.load_sound(Globals.PLAYER_SHOT)
def loadSounds(): # load some sounds SpriteLib.Ufo.alert_sound = SoundUtil.load_sound(UFO_ALERT)