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main.py
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import sys
from pygame.locals import *
from player import *
from playerMenu import *
from loot import *
from enemyControl import *
from hud import *
from storeMenu import *
from confirmationMenu import *
def enemyWeaponCollide(weapon_group, enemytype_group):
if len(weapon_group.sprites()) != 0:
for enemy in enemytype_group:
if pygame.sprite.spritecollideany(enemy, weapon_group):
if pygame.sprite.groupcollide(weapon_group, enemytype_group, True, True):
return True
class Control:
def __init__(self):
self.environment = Environment()
self.enemyControl = EnemyControl()
self.hud = Hud()
self.angle_between = 0
# Create the player
self.player = Player(800, 450, PLAYERRECT)
player_group.add(self.player)
# Create crosshair object
self.crosshair = Crosshair(CROSSHAIR, pygame.mouse.get_pos())
cursor_group.add(self.crosshair)
# Call and create a player menu to be toggled
self.playermenu = PlayerMenu(self.player.rect.x + PLAYERWIDTH, self.player.rect.y + PLAYERHEIGHT)
# Call and create a player menu to be toggled
self.storemenu = StoreMenu()
# Call and create a confirmation menu to prompt the player
self.confirmationmenu = ConfirmationMenu()
# Groups to minimize what is updated. One location updated at a time
home_sprites.add(player_group, planet_group, cursor_group)
arena_sprites.add(player_group, cursor_group)
# Move player to front of layers
arena_sprites.move_to_front(self.player)
# Update so background appears
screen.blit(SPACEIMAGE, (0, 0))
pygame.display.update()
def mainGameLoop(self):
# Main game loop
while True:
self.eventLoop()
self.update()
self.draw()
clock.tick(FPS)
def eventLoop(self):
events = pygame.event.get()
for event in events:
# Handle quitting
if event.type == QUIT:
pygame.quit()
sys.exit()
elif self.environment.go_start:
if event.type == KEYDOWN:
if event.unicode.isalpha():
self.player.name += event.unicode
elif event.key == K_BACKSPACE:
self.player.name = self.player.name[:-1]
elif event.key == K_SPACE:
self.player.name += ' '
elif event.key == K_RETURN:
self.environment.go_start = False
self.environment.go_home = True
screen.blit(SPACEIMAGE, (0, 0))
pygame.display.update()
elif not self.environment.go_start:
# Handle player controls
# Vector from player to cursor
moveVect = normalize(sub(pygame.mouse.get_pos(), (self.player.rect.x + (PLAYERWIDTH/2), self.player.rect.y + (PLAYERHEIGHT/2))))
# Unit vector pointing east
currentVect = (1, 0)
# Get angle of rotation and give it to the player
self.angle_between = 180 * angle(moveVect, currentVect) / math.pi
# Change player to new angle
if moveVect != None:
if moveVect[1] > 0:
self.angle_between *= -1
self.player.angle = self.angle_between
# Fire when mouse is clicked
if self.environment.game_over == False:
if event.type == pygame.MOUSEBUTTONDOWN and self.environment.go_arena:
if self.player.useEnergy():
LASERSOUND.play()
target_vector = normalize(sub(event.pos, (self.player.rect.x + (PLAYERWIDTH/2), self.player.rect.y + (PLAYERHEIGHT/2))))
weapon = Weapon(LASERIMAGE, self.player.rect.x + (PLAYERWIDTH/2), self.player.rect.y + (PLAYERHEIGHT/2), self.player.angle, target_vector)
plyr_weap_group.add(weapon)
arena_sprites.add(weapon)
arena_sprites.move_to_back(weapon)
# Give option to leave arena when esc is pressed
if self.environment.go_arena and not self.player.change_check:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.player.change_check = True
# Switch bools upon WASD key press
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
self.player.pressed_w = True
elif event.key == pygame.K_s:
self.player.pressed_s = True
elif event.key == pygame.K_d:
self.player.pressed_d = True
elif event.key == pygame.K_a:
self.player.pressed_a = True
# Toggle fps
elif event.key == pygame.K_f:
if not self.hud.fps_toggle:
self.hud.fps_toggle = True
elif self.hud.fps_toggle:
self.hud.fps_toggle = False
# Toggle player menu
elif event.key == pygame.K_c:
if not self.playermenu.plyr_menu_toggle:
self.playermenu.plyr_menu_toggle = True
home_sprites.add(self.playermenu)
arena_sprites.add(self.playermenu)
elif self.playermenu.plyr_menu_toggle:
self.playermenu.plyr_menu_toggle = False
home_sprites.remove(self.playermenu)
arena_sprites.remove(self.playermenu)
elif self.player.change_check:
# Handle store navigation
if self.player.rect.center == store_planet.rect.center:
if event.key == pygame.K_RIGHT and self.storemenu.tab_number < 3:
self.storemenu.tab_number += 1
elif event.key == pygame.K_LEFT and self.storemenu.tab_number > 0:
self.storemenu.tab_number -= 1
elif event.key == pygame.K_ESCAPE:
home_sprites.remove(self.storemenu)
self.player.rect.x = 800
self.player.rect.y = 450
self.player.change_check = False
screen.blit(SPACEIMAGE, (0, 0))
pygame.display.update()
self.environment.confirmed = False
if self.storemenu.tab_number == 0:
pass
elif self.storemenu.tab_number == 1:
if event.key == pygame.K_1:
self.player.upgradeSpeed()
elif self.storemenu.tab_number == 2:
if event.key == pygame.K_1:
self.player.upgradeHealth()
elif self.storemenu.tab_number == 3:
if event.key == pygame.K_1:
self.player.upgradeEnergy()
# Handle yes or no prompt in arena
elif self.environment.go_arena:
if event.key == pygame.K_y:
self.environment.go_home = True
self.environment.go_arena = False
self.player.change_check = False
self.player.rect.x = 800
self.player.rect.y = 450
self.player.health = self.player.max_health
arena_sprites.remove(self.confirmationmenu)
clearGroups(enemy_attackables, enemy_attackers, kamikaze_group,
star_group, loot_group, BLANKENEMY)
elif event.key == pygame.K_n:
self.player.change_check = False
arena_sprites.remove(self.confirmationmenu)
# Handle yes or no prompt at home
else:
if event.key == pygame.K_y:
self.playermenu.plyr_menu_toggle = False
home_sprites.remove(self.playermenu)
arena_sprites.remove(self.playermenu)
home_sprites.remove(self.confirmationmenu)
self.environment.confirmed = True
self.player.change_check = False
elif event.key == pygame.K_n:
home_sprites.remove(self.confirmationmenu)
self.player.rect.x = 800
self.player.rect.y = 450
self.player.change_check = False
self.environment.confirmed = False
screen.blit(SPACEIMAGE, (0, 0))
pygame.display.update()
# Switch bools when WASD keys are released
elif event.type == pygame.KEYUP:
if event.key == pygame.K_w:
self.player.pressed_w = False
elif event.key == pygame.K_s:
self.player.pressed_s = False
elif event.key == pygame.K_d:
self.player.pressed_d = False
elif event.key == pygame.K_a:
self.player.pressed_a = False
def update(self):
# Call update methods on objects
# Handle cursor display
self.crosshair.rect.center = pygame.mouse.get_pos()
# Handle collisions between enemies and player weapon(kill enemies)
self.player.killEnemy()
# Regenerate energy
self.player.regenEnergy()
# Handle the current position of the player's menu, based on wall collisions
self.playermenu.handlePlayerMenuPos(right_wall, left_wall, top_wall, bottom_wall)
# Collect loot when player collides
self.player.collectLoot()
# Do damage to player with enemies
self.player.damagePlayer()
if self.environment.go_arena and not self.environment.game_over:
self.enemyControl.spawnEnemies()
# Check and allow enemies to kill player
if self.player.killPlayer():
self.environment.player_explo = True
self.environment.game_over = True
# Where player menu should actually be
self.playermenu.update(self.player.rect.x + PLAYERWIDTH, self.player.rect.y + PLAYERHEIGHT)
# Move player
if not self.environment.game_over:
self.player.move()
if self.environment.go_home and not self.environment.game_over:
# Switch location of player upon collision of arena planet
if pygame.sprite.collide_rect(self.player, arena_planet):
self.player.dockPlayer(arena_planet)
if self.environment.confirmed:
self.environment.planet_collision = True
self.environment.handleLocation(self.player.initial_time)
self.player.rect.x = 800
self.player.rect.y = 450
self.player.change_check = False
self.environment.confirmed = False
elif pygame.sprite.collide_rect(self.player, store_planet):
self.player.dockPlayer(store_planet)
elif pygame.sprite.collide_rect(self.player, training_planet):
self.player.dockPlayer(training_planet)
elif pygame.sprite.collide_rect(self.player, armory_planet):
self.player.dockPlayer(armory_planet)
kamikaze_group.update(self.player.rect.x + (PLAYERWIDTH/2), self.player.rect.y + (PLAYERHEIGHT/2))
star_group.update(enemy_weap_group, arena_sprites, LASERSOUND, LASERIMAGE, self.enemyControl.spawn_ctr)
asteroid_group.update()
# Update the shots fired
if len(plyr_weap_group.sprites()) != 0:
for obj in plyr_weap_group:
obj.update(obj.target_vector)
if len(enemy_weap_group.sprites()) != 0:
for obj in enemy_weap_group:
obj.update(obj.target_vector)
def draw(self):
# Call draw methods on objects
if self.environment.go_start:
screen.blit(SPACEIMAGE, (0, 0))
dirty_rects = self.environment.handleLocation(self.player.initial_time)
dirty_rects[1] = self.player.namePlayer()
dirty_rects[2] = screen.get_rect()
dirty_groups = start_sprites.draw(screen)
# Handle home display
elif self.environment.go_home:
home_sprites.clear(screen, SPACEIMAGE)
screen.blit(SPACEIMAGE, (0, 0))
dirty_groups = home_sprites.draw(screen)
# Update angle of player
screen.blit(rotCenter(self.player.active_plyr_img, self.angle_between), (self.player.rect.x, self.player.rect.y))
self.playermenu.drawMenuContent(self.player.max_health, self.player.max_energy, self.player.speed)
# Get list from hud function
dirty_rects = self.hud.drawHud(self.player.money, self.player.name)
dirty_rects[3] = screen.get_rect()
dirty_rects[4] = self.player.drawEnergyBar()
dirty_rects[5] = self.player.drawHealthBar()
# Blit home menus
if self.player.change_check:
if self.player.rect.center == store_planet.rect.center:
home_sprites.add(self.storemenu)
home_sprites.move_to_front(self.storemenu)
self.storemenu.drawMenuContent()
elif self.player.rect.center == arena_planet.rect.center:
home_sprites.add(self.confirmationmenu)
home_sprites.move_to_front(self.confirmationmenu)
self.confirmationmenu.drawMenuContent(self.environment.go_home, self.environment.go_arena)
else:
menu_box = customRect(400, 300, WINDOWWIDTH/2 - MENUWIDTH/2, WINDOWHEIGHT/2 - MENUHEIGHT/2)
screen.blit(PLAYERMENU, (WINDOWWIDTH/2 - MENUWIDTH/2, WINDOWHEIGHT/2 - MENUHEIGHT/2))
dirty_rects[7] = menu_box
# Handle arena display
elif self.environment.go_arena:
screen.fill(BGCOLOR)
screen.blit(rotCenter(self.player.active_plyr_img, self.angle_between), (self.player.rect.x, self.player.rect.y))
self.playermenu.drawMenuContent(self.player.max_health, self.player.max_energy, self.player.speed)
# Toggle menu to leave the arena
if self.player.change_check:
arena_sprites.add(self.confirmationmenu)
arena_sprites.move_to_front(self.confirmationmenu)
self.confirmationmenu.drawMenuContent(self.environment.go_home, self.environment.go_arena)
# Blit explosion on player when dead
if self.environment.player_explo:
EXPLOANIM1.blit(screen, (self.player.rect.x, self.player.rect.y - 78))
if self.environment.handleLocation(self.player.initial_time):
self.player.respawnPlayer()
# Blit list of explosions to screen
if self.player.enemy_explo:
self.player.current_explo.blit(screen, (self.player.collision_x, self.player.collision_y - 78))
EXPLOANIM2.blit(screen, (self.player.rect.x, self.player.rect.y))
# Display coins
for obj in loot_group:
obj.COINANIM.blit(screen, (obj.rect.x, obj.rect.y))
dirty_rects = self.hud.drawHud(self.player.money, self.player.name)
dirty_groups = arena_sprites.draw(screen)
dirty_rects.append(self.player.drawEnergyBar())
dirty_rects.append(self.player.drawHealthBar())
# Update groups of sprites
pygame.display.update(dirty_groups)
# Update rects
pygame.display.update(dirty_rects)
app = Control()
app.mainGameLoop()