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shump.py
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shump.py
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'''
Create on October 1, 2018
about:
shump game using pygame
By: Dovvy Pacamalan
'''
import os
import pygame
from pygame.sprite import Group
import random
from settings import Settings
from game_stats import Game_Stats
from scoreboard import Scoreboard
from player import Player
from mob import Mob
# from bullet import Bullet
from explosion import Explosion
from powerup import Powerup
from debris import Debris
import game_support as gs
# load game settings.
ui_settings = Settings()
# Initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((ui_settings.WIDTH, ui_settings.HEIGHT))
pygame.display.set_caption("Shmup Game")
clock = pygame.time.Clock()
# Background & explosion images
background = pygame.image.load(os.path.join(ui_settings.images_path, 'universe1.png')).convert()
background = pygame.transform.scale(background, (ui_settings.WIDTH, ui_settings.HEIGHT))
background_rect = background.get_rect()
# debris = pygame.image.load(os.path.join(ui_settings.images_path, 'debris.png')).convert_alpha()
# debris_rect = debris.get_rect()
ship_explode_sheet = pygame.image.load(os.path.join(
ui_settings.images_path, 'explosionframes.png')).convert()
ship_explode_sheet.set_colorkey(ui_settings.BLACK)
mob_explose_sheet = pygame.image.load(os.path.join(
ui_settings.images_path, 'explosion.png')).convert_alpha()
# Spawn new mob.
def newMob():
m = Mob(ui_settings)
all_sprites.add(m)
mobs.add(m)
# play background music.
ui_settings.play_music()
# Create instance of the game and statistics.
stats = Game_Stats(ui_settings, screen)
debris = Debris(ui_settings, screen)
# Game loop
game_over = True
running = True
while running:
if game_over:
screen.blit(background, background_rect)
stats.welcome_screen()
stats.reset_stats()
game_over = False
all_sprites = Group()
player = Player(ui_settings)
mobs = Group()
bullets = Group()
alien_bullets = Group()
aliens = Group()
powers = Group()
score_board = Scoreboard(ui_settings, screen, stats, player)
all_sprites.add(player)
for alien in range(5):
gs.create_aliens(ui_settings, all_sprites, aliens, alien_bullets)
# all_sprites.add(alien)
# all_sprites.add(alien.bullets)
# aliens.add(alien)
for i in range(8):
newMob()
# keep loop running at the right speed
clock.tick(ui_settings.FPS)
# Process inputs(events)
for event in pygame.event.get():
# check for closing the window
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
for bullet in player.bullets:
all_sprites.add(bullet)
bullets.add(bullet)
elif event.key == pygame.K_ESCAPE:
running = False
# Updated
all_sprites.update()
# mobs and bullets collision.
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
stats.score += 50 - hit.radius
score_board.prep_score()
explode = Explosion(ui_settings, mob_explose_sheet, 64, 64, hit.rect.center)
explode.effects.play()
all_sprites.add(explode)
# Randomize the chances of getting a powerupsself.
if random.random() > 0.9:
power = Powerup(ui_settings, hit.rect.center)
all_sprites.add(power)
powers.add(power)
m = Mob(ui_settings)
all_sprites.add(m)
mobs.add(m)
# Check if the ship hit the powersself.
powerhits = pygame.sprite.spritecollide(player, powers, True)
if powerhits:
for hit in powerhits:
hit.effects.play()
if hit.power_type == 'shield':
player.shield += random.randrange(10, 20)
if player.shield >= 100:
player.shield = 100
elif hit.power_type == 'gun':
player.powerup()
# check bullets hits the alien.
alienhits = pygame.sprite.groupcollide(aliens, bullets, True, True)
if alienhits:
for hits in alienhits:
stats.score += 50 - hits.radius
score_board.prep_score()
explode = Explosion(ui_settings, mob_explose_sheet, 64, 64, hits.rect.center)
explode.effects.play()
all_sprites.add(explode)
# check if alien bullets and shipp collide.
ship_bullet_hits = pygame.sprite.spritecollide(player, alien_bullets, True)
if ship_bullet_hits:
for hits in ship_bullet_hits:
player.shield -= 10
if player.power > 1:
player.power -= 1
explode = Explosion(ui_settings, mob_explose_sheet, 64, 64, hits.rect.center)
explode.effects.play()
all_sprites.add(explode)
if player.shield <= 0:
ship_explode = Explosion(ui_settings, ship_explode_sheet, 64, 64, hits.rect.center)
player.effects.play()
all_sprites.add(ship_explode)
player.hide()
stats.lives_left -= 1
player.shield = 100
# check to see if mob hit the ships.
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.radius
if player.power > 1:
player.power -= 1
explode = Explosion(ui_settings, mob_explose_sheet, 64, 64, hit.rect.center)
explode.effects.play()
all_sprites.add(explode)
# stats.life_percentage = player.shield
# score_board.prep_shield_bar()
newMob()
if player.shield <= 0:
ship_explode = Explosion(ui_settings, ship_explode_sheet, 64, 64, hit.rect.center)
player.effects.play()
all_sprites.add(ship_explode)
player.hide()
stats.lives_left -= 1
player.shield = 100
# Check if the player live is 0
if stats.lives_left == 0 and not ship_explode.alive():
game_over = True
# Draw / render
screen.fill(ui_settings.BLACK)
screen.blit(background, background_rect)
debris.scroll()
# screen.blit(debris, debris_rect)
score_board.show_scoreboard()
all_sprites.draw(screen)
# after drawing everything, flip the display
pygame.display.flip()
pygame.quit()