-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.py
414 lines (324 loc) · 12.1 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
#!/usr/bin/env python
"""
Shows a mini game where you have to defend against enemy fighter planes.
What does it show you about pygame?
* pg.sprite, the difference between Sprite and Group.
* dirty rectangle optimization for processing for speed.
* music with pg.mixer.music, including fadeout
* sound effects with pg.Sound
* event processing, keyboard handling, QUIT handling.
* a main loop frame limited with a game clock from pg.time.Clock
* fullscreen switching.
Controls
--------
* Left and right arrows to move.
* Space bar to shoot
* f key to toggle between fullscreen.
"""
import os
import random
# import basic pygame modules
import pygame as pg
import vlc
# see if we can load more than standard BMP
if not pg.image.get_extended():
raise SystemExit("Sorry, extended image module required")
# game constants
MAX_SHOTS = 2 # most player bullets onscreen
ENEMY_ODDS = 22 # chances a new enemy appears
BULLET_ODDS = 60 # chances a new bullet will be shot
ENEMY_RELOAD = 12 # frames between new enemies
SCREENRECT = pg.Rect(0, 0, 640, 480)
SCORE = 0
main_dir = os.path.split(os.path.abspath(__file__))[0]
def load_image(file):
"""loads an image, prepares it for play"""
file = os.path.join(main_dir, "data", file)
try:
surface = pg.image.load(file)
except pg.error:
raise SystemExit(f'Could not load image "{file}" {pg.get_error()}')
return surface.convert()
def load_sound(file):
"""because pygame can be be compiled without mixer."""
if not pg.mixer:
return None
file = os.path.join(main_dir, "data", file)
try:
sound = pg.mixer.Sound(file)
return sound
except pg.error:
print(f"Warning, unable to load, {file}")
return None
# Each type of game object gets an init and an update function.
# The update function is called once per frame, and it is when each object should
# change its current position and state.
#
# The Player object actually gets a "move" function instead of update,
# since it is passed extra information about the keyboard.
class Player(pg.sprite.Sprite):
"""Representing the player as a fighter plane."""
speed = 10
bounce = 24
gun_offset = -11
images = []
animcycle = 12
def __init__(self):
pg.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom=SCREENRECT.midbottom)
self.reloading = 0
self.origtop = self.rect.top
self.facing = -1
self.frame = 0
def move(self, direction):
if direction:
self.facing = direction
self.rect.move_ip(direction * self.speed, 0)
self.rect = self.rect.clamp(SCREENRECT)
if direction < 0:
self.image = self.images[0]
elif direction > 0:
self.image = self.images[1]
self.rect.top = self.origtop - (self.rect.left // self.bounce % 2)
def gunpos(self):
pos = self.facing * self.gun_offset + self.rect.centerx
return pos, self.rect.top
def update(self):
self.frame += 1
self.image = self.images[self.frame // self.animcycle % len(Player.images)]
class Enemy(pg.sprite.Sprite):
"""An enemy fighter plane. Moves directly down the screen"""
speed = 5
animcycle = 12
images = []
def __init__(self):
pg.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(topleft=(random.random() * SCREENRECT.width, -self.image.get_height()))
self.facing = Enemy.speed
self.frame = 0
def update(self):
self.rect.move_ip(0, self.facing)
if self.rect.top >= SCREENRECT.height:
self.kill()
self.frame = self.frame + 1
self.image = self.images[self.frame // self.animcycle % len(Enemy.images)]
class Explosion(pg.sprite.Sprite):
"""An explosion. Hopefully the enemy and not the player!"""
defaultlife = 12
animcycle = 3
images = []
def __init__(self, actor):
pg.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(center=actor.rect.center)
self.life = self.defaultlife
def update(self):
"""called every time around the game loop.
Show the explosion surface for 'defaultlife'.
Every game tick(update), we decrease the 'life'.
Also we animate the explosion.
"""
self.life = self.life - 1
self.image = self.images[self.life // self.animcycle % 2]
if self.life <= 0:
self.kill()
class Shot(pg.sprite.Sprite):
"""a bullet the Player sprite fires."""
speed = -11
images = []
def __init__(self, pos):
pg.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom=pos)
def update(self):
"""called every time around the game loop.
Every tick we move the shot upwards.
"""
self.rect.move_ip(0, self.speed)
if self.rect.top <= -self.image.get_height():
self.kill()
class EnemyBullet(pg.sprite.Sprite):
"""A bullet the enemy fighters shoot."""
speed = 9
images = []
def __init__(self, enemy):
pg.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom=enemy.rect.move(0, 5).midbottom)
def update(self):
"""called every time around the game loop.
Every frame we move the sprite 'rect' down.
When it reaches the bottom we:
- remove the bullet.
"""
self.rect.move_ip(0, self.speed)
if self.rect.bottom >= SCREENRECT.height:
self.kill()
class Score(pg.sprite.Sprite):
"""to keep track of the score."""
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.font = pg.font.Font(None, 20)
self.font.set_italic(1)
self.color = "white"
self.lastscore = -1
self.update()
self.rect = self.image.get_rect().move(10, 450)
def update(self):
"""We only update the score in update() when it has changed."""
if SCORE != self.lastscore:
self.lastscore = SCORE
msg = "Score: %d" % SCORE
self.image = self.font.render(msg, 0, self.color)
def render_background(screen: pg.surface.Surface) -> pg.surface.Surface:
bgdtile = load_image("water.png")
background = pg.Surface(SCREENRECT.size)
for x in range(0, SCREENRECT.width, bgdtile.get_width()):
for y in range(0, SCREENRECT.height, bgdtile.get_height()):
background.blit(bgdtile, (x, y))
screen.blit(background, (0, 0))
pg.display.flip()
return background
def load_images():
# Load images, assign to sprite classes
# (do this before the classes are used, after screen setup)
Player.images = [load_image(im) for im in ("player1.png", "player2.png", "player3.png")]
img = load_image("explosion.gif")
Explosion.images = [img, pg.transform.flip(img, 1, 1)]
Enemy.images = [load_image(im) for im in ("enemy.png",)]
EnemyBullet.images = [load_image("enemy_bullet.jpg")]
Shot.images = [load_image("shot.png")]
def decorate_game_window():
icon = pg.transform.scale(Enemy.images[0], (32, 32))
pg.display.set_icon(icon)
pg.display.set_caption("Pygame Strikers 1945")
pg.mouse.set_visible(0)
def initialize_sounds(PLAY_MUSIC: bool):
boom_sound = load_sound("boom.wav")
shoot_sound = load_sound("car_door.wav")
if PLAY_MUSIC:
music_file = os.path.join(main_dir, "data", "in_the_name_of_strikers.mp3")
music = vlc.MediaPlayer(music_file)
music.play()
return boom_sound, shoot_sound
def main(winstyle=0):
PLAY_MUSIC = True
# Initialize pygame
if pg.get_sdl_version()[0] == 2:
pg.mixer.pre_init(44100, 32, 2, 1024)
pg.init()
if pg.mixer and not pg.mixer.get_init():
print("Warning, no sound")
pg.mixer = None
fullscreen = False
# Set the display mode
winstyle = 0 # |FULLSCREEN
bestdepth = pg.display.mode_ok(SCREENRECT.size, winstyle, 32)
screen = pg.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
load_images()
decorate_game_window()
background = render_background(screen)
# load the sound effects
boom_sound, shoot_sound = initialize_sounds(PLAY_MUSIC)
# Initialize Game Groups
enemies = pg.sprite.Group()
shots = pg.sprite.Group()
enemy_bullets = pg.sprite.Group()
all = pg.sprite.RenderUpdates()
lastenemy = pg.sprite.GroupSingle()
# assign default groups to each sprite class
Player.containers = all
Enemy.containers = enemies, all, lastenemy
Shot.containers = shots, all
EnemyBullet.containers = enemy_bullets, all
Explosion.containers = all
Score.containers = all
# Create Some Starting Values
global score
enemyreload = ENEMY_RELOAD
clock = pg.time.Clock()
# initialize our starting sprites
global SCORE
player = Player()
Enemy() # note, this 'lives' because it goes into a sprite group
if pg.font:
all.add(Score())
# Run our main loop whilst the player is alive.
while player.alive():
# get input
for event in pg.event.get():
if event.type == pg.QUIT:
return
if event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE:
return
elif event.type == pg.KEYDOWN:
if event.key == pg.K_f:
if not fullscreen:
print("Changing to FULLSCREEN")
screen_backup = screen.copy()
screen = pg.display.set_mode(SCREENRECT.size, winstyle | pg.FULLSCREEN, bestdepth)
screen.blit(screen_backup, (0, 0))
else:
print("Changing to windowed mode")
screen_backup = screen.copy()
screen = pg.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
screen.blit(screen_backup, (0, 0))
pg.display.flip()
fullscreen = not fullscreen
keystate = pg.key.get_pressed()
# clear/erase the last drawn sprites
all.clear(screen, background)
# update all the sprites
all.update()
# handle player input
direction = keystate[pg.K_RIGHT] - keystate[pg.K_LEFT]
player.move(direction)
firing = keystate[pg.K_SPACE]
if not player.reloading and firing and len(shots) < MAX_SHOTS:
Shot(player.gunpos())
if pg.mixer:
shoot_sound.play()
player.reloading = firing
# Create new enemy
if enemyreload:
enemyreload = enemyreload - 1
elif not int(random.random() * ENEMY_ODDS):
Enemy()
enemyreload = ENEMY_RELOAD
# shoot enemy bullets
if lastenemy and not int(random.random() * BULLET_ODDS):
EnemyBullet(lastenemy.sprite)
# Detect collisions between enemies and players.
for enemy in pg.sprite.spritecollide(player, enemies, 1):
if pg.mixer:
boom_sound.play()
Explosion(enemy)
Explosion(player)
SCORE = SCORE + 1
player.kill()
# See if shots hit the enemies.
for enemy in pg.sprite.groupcollide(enemies, shots, 1, 1).keys():
if pg.mixer:
boom_sound.play()
Explosion(enemy)
SCORE = SCORE + 1
# See if enemy bullets hit the player.
for enemy_bullet in pg.sprite.spritecollide(player, enemy_bullets, 1):
if pg.mixer:
boom_sound.play()
Explosion(player)
player.kill()
# draw the scene
dirty = all.draw(screen)
pg.display.update(dirty)
# cap the framerate at 40fps. Also called 40HZ or 40 times per second.
clock.tick(40)
if pg.mixer:
pg.mixer.music.fadeout(1000)
pg.time.wait(1000)
# call the "main" function if running this script
if __name__ == "__main__":
main()
pg.quit()