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game.py
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from time import time
import entities
import pygame
from utilities import *
class Game:
def __init__(self, main: object) -> None:
self.main = main
self.enemy_quantity = 10
# entities
self.player = entities.Player(self.main.width // 2 - 32,
self.main.height - 130, (64, 64))
self.enemies = entities.Enemy.spawn(
self.enemy_quantity, self.main.width)
self.medipacks = entities.Medipack.spawn(
2, self.main.width, self.main.height)
self.ammobags = entities.Ammobag.spawn(
1, self.main.width, self.main.height)
# images
self.background = pygame.image.load(
'./img/background.png').convert()
# self.weapon_frame = pygame.image.load(
# './img/weaponframe_assaultrifle.png').convert()
# self.weapon_frame.set_colorkey(BLACK)
self.bullet_frame = pygame.image.load(
'./img/bulletframe.png').convert()
self.bullet_frame.set_colorkey(BLACK)
# delta time
self.dt = 0
self.first_time = time()
def handle_events(self) -> None:
'''Handle game events.'''
if len(self.enemies) <= 0:
self.enemies = entities.Enemy.spawn(
self.enemy_quantity, self.main.width)
if self.player.score % 200 == 0 and len(self.medipacks) == 0:
self.medipacks = entities.Medipack.spawn(
2, self.main.width, self.main.height)
if self.player.score % 50 == 0 and len(self.ammobags) == 0:
self.ammobags = entities.Ammobag.spawn(
1, self.main.width, self.main.height)
if (
self.player.score % 10 == 0
and self.player.score > 0
and self.enemy_quantity < 20
):
self.enemy_quantity += 1
if self.player.lives == 0:
self.main.on_gameover = True
self.main.playing = False
def draw(self) -> None:
'''Render to the screen.'''
self.main.display.blit(self.background, (0, 0))
#self.main.display.blit(self.weapon_frame, (10, self.main.height - 64))
self.main.display.blit(pygame.transform.scale(self.bullet_frame, (56, 56)),
(self.main.width - 45, self.main.height - 60))
blit_text(self.main.display, str(self.player.score), 0, 20,
self.main.width, self.main.height, font_size=32, color=(0, 0, 0), center_x=True)
blit_text(
self.main.display, f'FPS: {self.main.clock.get_fps(): .2f}', 20, 20, color=(0, 0, 0), font_size=12)
blit_text(self.main.display, 'Ammo', self.main.width - 85,
self.main.height - 55, color=(0, 0, 0))
pygame.draw.line(self.main.display, (0, 0, 0), (self.main.width - 90,
self.main.height - 35), (self.main.width - 30, self.main.height - 35), 1)
blit_text(self.main.display, str(self.player.ammo), self.main.width -
75, self.main.height - 35, color=(0, 0, 0))
def update_game(self) -> None:
'''updates the game state.'''
self.second_time = time()
self.dt = self.second_time - self.first_time
self.first_time = self.second_time
self.player.update(self.main.display, self.main.width, self.dt)
# updates medipacks and handle interactions with them
for i, medipack in sorted(enumerate(self.medipacks), reverse=True):
medipack.update(self.main.display)
# player shots
for z, bullet in sorted(enumerate(self.player.bullet_list), reverse=True):
if bullet.bullet_rect.colliderect(medipack.medipack_rect):
self.medipacks.pop(i)
self.player.bullet_list.pop(z)
if self.player.lives < 10:
self.player.lives += 1
# updates ammobags and handle interactions with them
for i, ammobag in sorted(enumerate(self.ammobags), reverse=True):
ammobag.update(self.main.display)
# player shots
for z, bullet in sorted(enumerate(self.player.bullet_list), reverse=True):
if bullet.bullet_rect.colliderect(ammobag.ammobag_rect):
self.ammobags.pop(z)
self.player.bullet_list.pop(i)
self.player.ammo += 10
# updates enemies and handle interactions with them
for i, enemy in sorted(enumerate(self.enemies), reverse=True):
enemy.update(self.main.display, self.main.height, self.dt)
if enemy.y >= self.main.height:
self.player.lives -= 1
self.enemies.pop(i)
# player shots
for z, bullet in sorted(enumerate(self.player.bullet_list), reverse=True):
if bullet.bullet_rect.colliderect(enemy.enemyrect):
self.enemies.pop(i)
self.player.bullet_list.pop(z)
self.player.score += 1
# enemy shots
for z, bullet in sorted(enumerate(enemy.bullet_list), reverse=True):
if bullet.bullet_rect.colliderect(self.player.player_rect):
enemy.bullet_list.pop(z)
self.player.lives -= 1
def update(self) -> None:
''' Main loop of the game. Handles events, updates the game and render to the main display.'''
self.handle_events()
self.draw()
self.update_game()