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game.py
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#! /usr/bin/env python
#Import
import os, sys, pygame, random
from pygame.locals import *
os.environ['SDL_VIDEO_CENTERED'] = "1"
pygame.init()
pygame.display.set_caption("Space Fight")
icon = pygame.image.load("data/tile.png")
icon = pygame.display.set_icon(icon)
screen = pygame.display.set_mode((800, 600))
pygame.mouse.set_visible(0)
#Background
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((0,0,0))
#Load Images
def load_image(name, colorkey=None):
fullname = os.path.join('data', name)
try:
image = pygame.image.load(fullname)
except pygame.error.message:
print ('Cannot load image:', fullname)
raise SystemExit.message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
#Load Sounds
def load_sound(name):
class NoneSound:
def play(self): pass
if not pygame.mixer or not pygame.mixer.get_init():
return NoneSound()
fullname = os.path.join('data', name)
try:
sound = pygame.mixer.Sound(fullname)
except pygame.error.message:
print ('Cannot load sound:', fullname)
raise SystemExit.message
return sound
#Sprites
#This class controls the arena background
class Arena(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("menu/arena.jpg", -1)
self.dy = 5
self.reset()
def update(self):
self.rect.bottom += self.dy
if self.rect.bottom >= 1200:
self.reset()
def reset(self):
self.rect.top = -600
#Player
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("sprites/player.png", -1)
self.rect.center = (400,500)
self.dx = 0
self.dy = 0
self.reset()
self.lasertimer = 0
self.lasermax = 5
self.bombamount = 1
self.bombtimer = 0
self.bombmax = 10
def update(self):
self.rect.move_ip((self.dx, self.dy))
#Fire the laser
key = pygame.key.get_pressed()
if key[pygame.K_SPACE]:
self.lasertimer = self.lasertimer + 1
if self.lasertimer == self.lasermax:
laserSprites.add(Laser(self.rect.midtop))
fire.play()
self.lasertimer = 0
#Player Boundaries
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > 800:
self.rect.right = 800
if self.rect.top <= 260:
self.rect.top = 260
elif self.rect.bottom >= 600:
self.rect.bottom = 600
def reset(self):
self.rect.bottom = 600
#Laser class
class Laser(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("sprites/laser.png", -1)
self.rect.center = pos
def update(self):
if self.rect.top < 0:
self.kill()
else:
self.rect.move_ip(0, -15)
#Laser class
class EnemyLaser(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("sprites/elaser.png", -1)
self.rect.center = pos
def update(self):
if self.rect.bottom < 0:
self.kill()
else:
self.rect.move_ip(0, 15)
#Enemy class
class Enemy(pygame.sprite.Sprite):
def __init__(self, centerx):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("sprites/enemy.png", -1)
self.rect = self.image.get_rect()
self.dy = 8
self.reset()
def update(self):
self.rect.centerx += self.dx
self.rect.centery += self.dy
if self.rect.top > screen.get_height():
self.reset()
#random 1 - 60 determines if firing
efire = random.randint(1,60)
if efire == 1:
enemyLaserSprites.add(EnemyLaser(self.rect.midbottom))
efire = load_sound("sounds/elaser.ogg")
efire.play()
#Laser Collisions
if pygame.sprite.groupcollide(enemySprites, laserSprites, 1, 1):
explosionSprites.add(EnemyExplosion(self.rect.center))
explode.play()
score.score += 10
def reset(self):
self.rect.bottom = 0
self.rect.centerx = random.randrange(0, screen.get_width())
self.dy = random.randrange(5, 10)
self.dx = random.randrange(-2, 2)
class Shield(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("sprites/shield.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 2
def update(self):
self.counter = self.counter + 1
if self.counter == self.maxcount:
self.kill()
class EnemyExplosion(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("sprites/enemyexplosion.png", -1)
self.rect.center = pos
self.counter = 0
self.maxcount = 10
def update(self):
self.counter = self.counter + 1 #####to display on screen
if self.counter == self.maxcount:
self.kill()
#Shield Powerup
class ShieldPowerup(pygame.sprite.Sprite):
def __init__(self, centerx):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image("sprites/shieldpowerup.png", -1)
self.rect = self.image.get_rect()
self.rect.centerx = random.randrange(0, screen.get_width())
def update(self):
if self.rect.top > screen.get_height():
self.kill
else:
self.rect.move_ip(0, 6)
class Score(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.shield = 100
self.score = 0
self.font = pygame.font.Font("data/fonts/arial.ttf", 28)
def update(self):
self.text = "Shield: %d Score: %d" % (self.shield, self.score)
self.image = self.font.render(self.text, 1, (0, 255, 255))
self.rect = self.image.get_rect()
self.rect.center = (400,20)
class Gameover(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font("data/fonts/planet5.ttf", 48)
def update(self):
self.text = ("GAME OVER")
self.image = self.font.render(self.text, 1, (0, 255, 255))
self.rect = self.image.get_rect()
self.rect.center = (400,300)
class Gameoveresc(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font("data/fonts/arial.ttf", 28)
def update(self):
self.text = "PRESS ESC TO RETURN"
self.image = self.font.render(self.text, 1, (0, 255, 255))
self.rect = self.image.get_rect()
self.rect.center = (400,400)
#Game Module
def game():
#Game Objects
global player
player = Player()
global score
score = Score()
####Sounds are added here check if error.
global fire
fire = load_sound("sounds/laser.ogg")
global explode
explode = load_sound("sounds/explode.ogg")
global powerup
powerup = load_sound("sounds/powerup.ogg")
#Game Groups
#####################Error12 Resolved
#Player/Enemy
playerSprite = pygame.sprite.RenderPlain((player))
global enemySprites
enemySprites = pygame.sprite.RenderPlain(())
enemySprites.add(Enemy(20))
enemySprites.add(Enemy(25))
enemySprites.add(Enemy(30))
global laserSprites
laserSprites = pygame.sprite.RenderPlain(())
global enemyLaserSprites
enemyLaserSprites = pygame.sprite.RenderPlain(())
global shieldPowerups
shieldPowerups = pygame.sprite.RenderPlain(())
shieldSprites = pygame.sprite.RenderPlain(())
global explosionSprites
explosionSprites = pygame.sprite.RenderPlain(())
#################No error
#Score/and game over
scoreSprite = pygame.sprite.Group(score)
gameOverSprite = pygame.sprite.RenderPlain(())
#Arena
arena = Arena()
arena = pygame.sprite.RenderPlain((arena))
#####Tested
#Set Clock
clock = pygame.time.Clock()
keepGoing = True
counter = 0
#Main Loop
while keepGoing:
clock.tick(30)
#input
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.KEYDOWN: ########Working
if event.key == pygame.K_ESCAPE:
keepGoing = False
elif event.key == pygame.K_LEFT:
player.dx = -10
elif event.key == K_RIGHT:
player.dx = 10
elif event.key == K_UP:
player.dy = -10
elif event.key == K_DOWN:
player.dy = 10
elif event.type == KEYUP:
if event.key == K_LEFT:
player.dx = 0
elif event.key == K_RIGHT:
player.dx = 0
elif event.key == K_UP: #Resolved... see pygame website for coordinate
player.dy = 0
elif event.key == K_DOWN:
player.dy = 0
#Update and draw on the screen
#Update
screen.blit(background, (0,0))
playerSprite.update()
enemySprites.update()
laserSprites.update()
enemyLaserSprites.update()
shieldPowerups.update()
shieldSprites.update()
explosionSprites.update()
arena.update()
scoreSprite.update()
gameOverSprite.update()
#Draw
arena.draw(screen)
playerSprite.draw(screen)
enemySprites.draw(screen)
laserSprites.draw(screen)
enemyLaserSprites.draw(screen)
shieldPowerups.draw(screen)
shieldSprites.draw(screen)
explosionSprites.draw(screen)
scoreSprite.draw(screen)
gameOverSprite.draw(screen)
pygame.display.flip()
# new enemies production
counter += 1
if counter >= 20:
enemySprites.add(Enemy(20))
counter = 0
#Shield Power up
#shieldPowerupcounter += 1 ########333Error NOT RESOLVED ########//NOT NECESSARY
spawnShieldpowerup = random.randint(1,500)
if spawnShieldpowerup == 1:
shieldPowerups.add(ShieldPowerup(300))
#Check if enemy lasers hit player's ship
for hit in pygame.sprite.groupcollide(enemyLaserSprites, playerSprite, 1, 0):
explode.play()
explosionSprites.add(Shield(player.rect.center))
score.shield -= 10
if score.shield <= 0:
gameOverSprite.add(Gameover())
gameOverSprite.add(Gameoveresc())
playerSprite.remove(player)
#Check if enemy collides with player
for hit in pygame.sprite.groupcollide(enemySprites, playerSprite, 1, 0):
explode.play()
explosionSprites.add(Shield(player.rect.center))
score.shield -= 10
if score.shield <= 0:
gameOverSprite.add(Gameover())
gameOverSprite.add(Gameoveresc())
playerSprite.remove(player)
#Check if player collides with shield powerup
for hit in pygame.sprite.groupcollide(shieldPowerups, playerSprite, 1, 0):
if score.shield < 100:
powerup.play()
score.shield += 10
class SpaceMenu:
#Constructor
def __init__(self, *options):
self.options = options
self.x = 0
self.y = 0
self.font = pygame.font.Font(None, 32)
self.option = 0
self.width = 1
self.color = [0, 0, 0]
self.hcolor = [0, 0, 0]
self.height = len(self.options)*self.font.get_height()
for o in self.options:
text = o[0]
ren = self.font.render(text, 1, (0, 0, 0))
if ren.get_width() > self.width:
self.width = ren.get_width()
#Draw the menu
def draw(self, surface):
i=0
for o in self.options:
if i==self.option:
clr = self.hcolor
else:
clr = self.color
text = o[0]
ren = self.font.render(text, 1, clr)
if ren.get_width() > self.width:
self.width = ren.get_width()
surface.blit(ren, (self.x, self.y + i*self.font.get_height()))
i+=1
#Menu Input
def update(self, events):
for e in events:
if e.type == pygame.KEYDOWN: #####PASS
if e.key == pygame.K_DOWN:
self.option += 1
if e.key == pygame.K_UP:
self.option -= 1
if e.key == pygame.K_RETURN:
self.options[self.option][1]()
if self.option > len(self.options)-1:
self.option = 0
if self.option < 0:
self.option = len(self.options)-1
#Position Menu
def set_pos(self, x, y):
self.x = x
self.y = y
#Font Style
def set_font(self, font):
self.font = font
#Highlight Color
def set_highlight_color(self, color):
self.hcolor = color ###Highlighting
#Font Color
def set_normal_color(self, color):
self.color = color
#Font position
def center_at(self, x, y):
self.x = x-(self.width/2)
self.y = y-(self.height/2)
def missionMenu():
#Arena
arena = Arena()
arena = pygame.sprite.RenderPlain((arena))
#Title for Option Menu
menuTitle = SpaceMenu(
["Space Fight"])
#Option Menu Text
instructions = SpaceMenu(
[""],
["This is just a sample game. Images are directly"],
[""],
[" downloaded from internet. Navigate your space"],
[""],
[" vehicle with the arrow keys and use the space"],
[""],
[" bar to fire the laser. Be careful, you have a "],
[""],
[" limited supply. Kill as many enemies as you can!"],
[""],
[""],
[""],
[""],
[" PRESS ESC TO RETURN "])
#Title
menuTitle.center_at(150, 150)
menuTitle.set_font(pygame.font.Font("data/fonts/planet5.ttf", 48))
menuTitle.set_highlight_color((0, 255, 255))
#Title Center
instructions.center_at(440, 350)
#Menu Font
instructions.set_font(pygame.font.Font("data/fonts/arial.ttf", 22))
#Highlight Color
instructions.set_normal_color((0, 255, 255))
#Set Clock
clock = pygame.time.Clock()
keepGoing = True
while keepGoing:
clock.tick(30)
#input
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
keepGoing = False
#Draw
screen.blit(background, (0,0))
arena.update()
arena.draw(screen)
menuTitle.draw(screen)
instructions.draw(screen)
pygame.display.flip()
def aboutMenu():
#Arena
arena = Arena()
arena = pygame.sprite.RenderPlain((arena))
#About Menu Text
#Title for Option Menu
menuTitle = SpaceMenu(
["Space Fight"])
info = SpaceMenu(
[""],
["Space Fight"],
[""],
["A project by Sandesh Timilsina."],
[""],
["B. Tech. CSE"],
[""],
[""],
[" PRESS ESC TO RETURN "])
#About Title Font color, alignment, and font type
menuTitle.center_at(150, 150)
menuTitle.set_font(pygame.font.Font("data/fonts/planet5.ttf", 48))
menuTitle.set_highlight_color((0, 255, 255))
#About Menu Text Alignment
info.center_at(400, 310)
#About Menu Font
info.set_font(pygame.font.Font("data/fonts/arial.ttf", 28))
#About Menu Font Color
info.set_normal_color((0, 255, 255))
#Set Clock
clock = pygame.time.Clock()
keepGoing = True
while keepGoing:
clock.tick(30)
#input
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
keepGoing = False
#Draw
screen.blit(background, (0,0))
arena.update()
arena.draw(screen)
menuTitle.draw(screen)
info.draw(screen)
pygame.display.flip()
#Functions
def option1():
game()
def option2():
missionMenu()
def option3():
aboutMenu()
def option4():
pygame.quit()
sys.exit()
#Main
def main():
#Arena
arena = Arena()
arena = pygame.sprite.RenderPlain((arena))
#Defines menu, option functions, and option display.
menuTitle = SpaceMenu(
[" Space Fight"])
menu = SpaceMenu(
["Start", option1],
["Misson", option2],
["About", option3],
["Quit", option4])
#Title
menuTitle.center_at(150, 150)
menuTitle.set_font(pygame.font.Font("data/fonts/planet5.ttf", 48))
menuTitle.set_highlight_color((0, 255, 255))
#Menu settings
menu.center_at(400, 320)
menu.set_font(pygame.font.Font("data/fonts/arial.ttf", 32))
menu.set_highlight_color((0, 255, 250))
menu.set_normal_color((0, 85, 88))
clock = pygame.time.Clock()
keepGoing = True
while 1:
clock.tick(30)
#Events
events = pygame.event.get()
#Update Menu
menu.update(events)
#Quit Event
for e in events:
if e.type == pygame.QUIT:
pygame.quit()
return
#Draw
screen.blit(background, (0,0))
arena.update()
arena.draw(screen)
menu.draw(screen)
menuTitle.draw(screen)
pygame.display.flip()
if __name__ == "__main__":
main()