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game.py
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449 lines (376 loc) · 19.1 KB
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import pygame
import sys
import random
from Player import Player
from Enemy import Fighter, Kamikaze, Elite, EnemyBig
from Explosion import Explosion
from Items import Heart, Speed, Lspeed, Attack, Auto, WeaponUp, MissilesItem
from Gamemanager import GameManager, width, height
class Main():
def __init__(self, width, height):
self.width = width
self.height = height
self.gametime = 0
self.time_over = 0
self.dt = 0
self.target_fps = 550
self.player = Player((self.width/ 2, self.height / 2))
self.enemies = pygame.sprite.Group()
self.elasers = pygame.sprite.Group()
self.missile_explosion = pygame.sprite.Group()
self.explosions = pygame.sprite.Group()
self.items = pygame.sprite.Group()
self.enemy_last_spawn = 0
self.item_last_spawn = 0
self.powerup_last_spawn = 0
self.powerup_interval = random.randint(15,40)
self.iframe = 800
self.player_get_hit_time = 0
self.difficulty = "EASY"
self.wave = "WAVE 1"
self.dead = False
self.screenshake = False
self.shake_timer = 0
self.offset = [0,0]
self.difficulty_factor = {"spawn": 1, "speed": 1, "lspeed": 1, "shoot_speed": 1, "hp": 1, "atk": 1}
self.difficulty_up = 0
self.player_oof = pygame.mixer.Sound("sounds/hit_sound.mp3")
def update(self):
if not self.dead:
self.player.update(self.width, self.height, self.gametime, self.dt, self.target_fps, self.missile_explosion)
self.enemies.update(self.player, self.elasers, self.gametime, self.dt, self.target_fps)
self.elasers.update(self.width, self.height, self.dt, self.target_fps)
self.explosions.update(self.gametime)
self.items.update(self.gametime)
self.generate_enemy()
self.generate_items()
self.check_collision()
self.check_over()
self.screen_shake()
def generate_enemy(self):
if self.difficulty == "EASY":
if self.wave == "ENDLESS":
if self.gametime - self.difficulty_up >= 9000:
self.difficulty_up = self.gametime
self.difficulty_factor["speed"] += 0.005
self.difficulty_factor["lspeed"] += 0.0025
self.difficulty_factor["shoot_speed"] -= 0.015
self.difficulty_factor["hp"] += 0.05
self.difficulty_factor["atk"] += 0.05
self.difficulty_factor["spawn"] += 0.05
# print(self.difficulty_factor)
if self.gametime / 1000 < 20:
if self.gametime - self.enemy_last_spawn > 5000:
self.enemy_last_spawn = self.gametime
for _ in range(3):
self.enemies.add(Fighter(self.difficulty_factor))
self.wave = "WAVE 1"
elif 20 <= self.gametime / 1000 < 40:
if self.gametime - self.enemy_last_spawn > 5000:
self.enemy_last_spawn = self.gametime
for _ in range(5):
self.enemies.add(Fighter(self.difficulty_factor))
self.wave = "WAVE 2"
elif 40 <= self.gametime / 1000 < 60:
if self.gametime - self.enemy_last_spawn > 6000:
self.enemy_last_spawn = self.gametime
for _ in range(4):
self.enemies.add(Fighter(self.difficulty_factor))
for _ in range(2):
self.enemies.add(Elite(self.difficulty_factor))
self.wave = "WAVE 3"
elif 60 <= self.gametime / 1000 < 80:
if self.gametime - self.enemy_last_spawn > 6000:
self.enemy_last_spawn = self.gametime
for _ in range(5):
self.enemies.add(Fighter(self.difficulty_factor))
for _ in range(2):
self.enemies.add(Elite(self.difficulty_factor))
self.enemies.add(Kamikaze(self.difficulty_factor))
self.wave = "WAVE 4"
elif 80 <= self.gametime / 1000 < 100:
if self.gametime - self.enemy_last_spawn > 7000:
self.enemy_last_spawn = self.gametime
for _ in range(3):
self.enemies.add(Elite(self.difficulty_factor))
for _ in range(3):
self.enemies.add(Kamikaze(self.difficulty_factor))
self.wave = "WAVE 5"
elif 100 <= self.gametime / 1000 < 120:
if self.gametime - self.enemy_last_spawn > 7000:
self.enemy_last_spawn = self.gametime
for _ in range(7):
self.enemies.add(Kamikaze(self.difficulty_factor))
self.wave = "WAVE 6"
elif 120 <= self.gametime / 1000 < 140:
if self.gametime - self.enemy_last_spawn > 7000:
self.enemy_last_spawn = self.gametime
for _ in range(5):
self.enemies.add(Fighter(self.difficulty_factor))
for _ in range(2):
self.enemies.add(Elite(self.difficulty_factor))
self.enemies.add(EnemyBig(self.difficulty_factor))
self.wave = "WAVE 7"
elif 140 <= self.gametime / 1000 < 160:
if self.gametime - self.enemy_last_spawn > 7000:
self.enemy_last_spawn = self.gametime
for _ in range(8):
self.enemies.add(Fighter(self.difficulty_factor))
for _ in range(6):
self.enemies.add(Elite(self.difficulty_factor))
for _ in range(3):
self.enemies.add(Kamikaze(self.difficulty_factor))
for _ in range(1):
self.enemies.add(EnemyBig(self.difficulty_factor))
self.wave = "WAVE 8"
else:
if self.gametime - self.enemy_last_spawn > 10000:
self.enemy_last_spawn = self.gametime
for _ in range(int(10 * self.difficulty_factor["spawn"])):
self.enemies.add(Fighter(self.difficulty_factor))
for _ in range(int(7 * self.difficulty_factor["spawn"])):
self.enemies.add(Elite(self.difficulty_factor))
for _ in range(int(5 * self.difficulty_factor["spawn"])):
self.enemies.add(Kamikaze(self.difficulty_factor))
for _ in range(int(2 * self.difficulty_factor["spawn"])):
self.enemies.add(EnemyBig(self.difficulty_factor))
self.wave = "ENDLESS"
def draw(self, screen):
if not self.dead:
self.player.draw(screen, self.offset)
for i in self.enemies:
i.draw(screen, self.offset)
for i in self.elasers:
i.draw(screen, self.offset)
self.explosions.draw(screen)
self.items.draw(screen)
self.missile_explosion.draw(screen)
def check_collision(self):
# print(self.gametime - self.player_get_hit_time)
for i in self.enemies:
for j in self.player.lasers: # my laser hit enemy
if pygame.sprite.collide_rect(i, j):
i.hit_by_laser = self.gametime
i.damaged = True
i.hp -= self.player.atk
j.kill()
if i.hp >= 1:
pygame.mixer.Sound("sounds/hit_sound2.wav").play()
if i.hp <= 0:
self.create_explosion(i.rect.centerx, i.rect.centery, small_explosion_frames, explosion_sound)
if pygame.sprite.collide_rect(i, self.player): # enemy player collide
if isinstance(i, Kamikaze):
if (self.gametime - self.player_get_hit_time >= self.iframe):
self.player.hp -= i.atk
i.kill()
self.player.crash = True
self.screenshake = True
self.player.damaged = True
self.shake_timer = self.gametime
self.create_explosion(i.rect.centerx, i.rect.centery,small_explosion_frames, explosion_sound)
self.player_get_hit_time = self.gametime
else:
if (self.gametime - self.player_get_hit_time >= self.iframe):
self.player_get_hit_time = self.gametime
self.player.hp -= i.atk * 5
i.hp -= self.player.atk * 1.5
self.player.crash = True
self.screenshake = True
self.player.damaged = True
self.shake_timer = self.gametime
self.create_explosion(i.rect.centerx, i.rect.centery, small_explosion_frames, explosion_sound)
if (self.gametime - self.player_get_hit_time >= 300):
self.screenshake = False
if (self.gametime - self.player_get_hit_time >= 600):
self.player.crash = False
for i in self.elasers:
if pygame.sprite.collide_rect(self.player, i): # player get hit
self.player.hit_by_laser = self.gametime
self.player_oof.play()
self.player.damaged = True
self.player.hp -= i.atk
i.kill()
for i in self.items:
if pygame.sprite.collide_rect(self.player, i):
pygame.mixer.Sound("sounds/shine.wav").play()
i.func(self.player)
i.kill()
for i in self.player.missiles:
if pygame.sprite.spritecollide(i, self.enemies, False):
i.explode(self.missile_explosion)
for i in self.missile_explosion:
for j in self.enemies:
if pygame.sprite.collide_rect(i, j) and not j.hit_by_explosion:
j.hp -= self.player.matk
j.hit_by_explosion = True
if j.hp >= 1:
j.hit_by_laser = self.gametime
j.damaged = True
if j.hp <= 0:
self.create_explosion(j.rect.centerx, j.rect.centery, small_explosion_frames, explosion_sound)
# pygame.sprite.groupcollide(self.player.lasers, self.elasers, True, True) # lasers cancel out each other
def create_explosion(self, x, y, explosion_frames, explosion_sound):
explosion = Explosion(x,y, explosion_frames, explosion_sound, 100)
self.explosions.add(explosion)
def check_over(self):
global game_state
global game_over
if self.player.hp <= 0:
self.player.hp = 0
game_state = game_over
def generate_items(self):
if self.gametime - self.item_last_spawn > 5000:
items = [Heart(self.width,self.height,self.gametime), Speed(self.width,self.height,self.gametime), Lspeed(self.width,self.height,self.gametime), Attack(self.width,self.height,self.gametime), Auto(self.width,self.height,self.gametime)]
weights = [0.5, 0.15, 0.15, 0.15, 0.05] if self.wave != "ENDLESS" else [0.55, 0.1, 0.1, 0.15, 0.1]
self.items.add(random.choices(population= items, weights = weights, k=1))
self.item_last_spawn = self.gametime
if self.gametime - self.powerup_last_spawn > self.powerup_interval * 1000:
if self.player.weapon != 4:
self.powerup_last_spawn = self.gametime
self.powerup_interval = random.randint(45,70)
self.items.add(WeaponUp(self.width, self.height, self.gametime))
self.items.add(MissilesItem(self.width, self.height, self.gametime))
else:
self.powerup_last_spawn = self.gametime
self.powerup_interval = random.randint(7,15)
self.items.add(MissilesItem(self.width, self.height, self.gametime))
def screen_shake(self):
if self.screenshake:
elapsed_time = self.gametime - self.shake_timer
if elapsed_time > 10:
self.shake_time = self.gametime
self.offset[0] = random.randint(0,16) - 8
self.offset[1] = random.randint(0,16) - 8
else:
self.offset[0] = 0
self.offset[1] = 0
# Initialize Pygame
pygame.init()
gamemanager = GameManager()
# Set up the window display
screen = pygame.display.set_mode((width, height))
buffer_screen = pygame.Surface((width, height))
pygame.display.set_caption("Gemu")
clock = pygame.time.Clock()
font = pygame.font.Font("gamefont.otf", 36)
set_time_paused = False
dead_animation = False
time_at_paused = 0
time_at_unpaused = 0
game_paused = "paused"
game_over = "game over"
game_running = "running"
game_state = game_running
main_game = Main(width, height)
# set up other sprites
# background image
background = pygame.transform.smoothscale(pygame.image.load("textures/bg5.png").convert(), (width, height))
# explosion sprite
explosion_spritesheet = pygame.image.load("textures/explosion.png").convert_alpha()
explosion_sound = pygame.mixer.Sound("sounds/explosion.ogg")
small_explosion_frames = []
for i in range(0, explosion_spritesheet.get_width(), 32):
small_explosion_frames.append(explosion_spritesheet.subsurface((i,0,32,32)))
# background music
pygame.mixer.music.load("sounds/centraldogma.mp3")
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(-1)
current_game_time = main_game.gametime
# Game loop
if __name__ == "__main__":
while 1:
main_game.dt = clock.tick(550) / 1000
current_time = pygame.time.get_ticks()
if (game_state != game_paused):
gamemanager.gametime = current_time - (time_at_unpaused - time_at_paused) - (time_at_paused - current_game_time)
main_game.gametime = gamemanager.gametime
# Handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.mixer.music.stop()
print("QUIT")
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE and game_state == game_running:
game_state = game_paused
time_at_paused = current_time
pygame.mixer.Sound("sounds/pause.mp3").play()
pygame.mixer.music.pause()
elif event.key == pygame.K_ESCAPE and game_state == game_paused:
game_state = game_running
time_at_unpaused = current_time
pygame.mixer.music.unpause()
elif event.key == pygame.K_TAB and game_state == game_over:
gamemanager.gametime = 0
time_at_unpaused = current_time
time_at_paused = 0
current_game_time = 0
set_time_paused = False
dead_animation = False
del main_game
main_game = Main(width,height)
game_state = game_running
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(-1)
if event.key == pygame.K_b and game_state == game_running:
if main_game.player.auto_unlocked:
main_game.player.auto_attack = not main_game.player.auto_attack
if game_state == game_running:
main_game.update()
screen.blit(background, (0 + main_game.offset[0], 0 + main_game.offset[1]))
# screen.fill((0,0,0))
main_game.draw(screen)
# screen.fill((0,0,0))
if game_state == game_paused:
current_game_time = main_game.gametime
screen.blit(background, (0,0))
main_game.draw(screen)
text = font.render("Game Paused! Press [ESC] to resume", True, (255,255,255))
text_rect = text.get_rect(center=(width // 2, height // 2))
screen.blit(text, text_rect)
if game_state == game_over:
pygame.mixer.music.stop()
if not set_time_paused:
main_game.time_over = main_game.gametime
time_at_paused = current_time
set_time_paused = True
main_game.explosions.update(gamemanager.gametime)
screen.blit(background, (0,0))
main_game.draw(screen)
if current_time - time_at_paused >= 1100:
main_game.dead = True
main_game.player.kill()
if not dead_animation:
main_game.create_explosion(main_game.player.rect.centerx, main_game.player.rect.centery, small_explosion_frames, explosion_sound)
dead_animation = True
if current_time - time_at_paused >= 2000:
text_over = font.render("Game Over! Press [TAB] to restart", True, (255,255,255))
text_rect = text_over.get_rect(center=(width // 2, height // 2))
screen.blit(text_over, text_rect)
time_over = font.render(f"Time survived: {round(main_game.time_over / 1000)}s", True, (255,255,255))
time_rect = time_over.get_rect(center=(width // 2, height // 2 + 50))
screen.blit(time_over, time_rect)
text_hp = font.render("HP: " + str(round(main_game.player.hp)), True, (255, 255, 255))
text_hp_rect = text_hp.get_rect()
text_hp_rect.topleft = (10, 10)
screen.blit(text_hp, text_hp_rect)
fps = font.render(f"FPS: {int(clock.get_fps())}", True, (255,255,255))
fps_rect = fps.get_rect()
fps_rect.topright = (width - 30, 10)
screen.blit(fps, fps_rect)
# difficulty = font.render(f"Difficulty: {main_game.difficulty}", True, (255, 255, 255))
# diff_rect = difficulty.get_rect()
# diff_rect.topleft = (200, 10)
# screen.blit(difficulty, diff_rect)
level = font.render(f"Level: {main_game.wave}", True, (255, 255, 255))
level_rect = level.get_rect()
level_rect.topleft = (550, 10)
screen.blit(level, level_rect)
missile_no = font.render(f"missile: {main_game.player.missiles_no}", True, (255, 255, 255))
missile_no_rect = missile_no.get_rect()
missile_no_rect.topleft = (200, 10)
screen.blit(missile_no, missile_no_rect)
# print(f"gametime: {gamemanager.gametime}, current time:{current_time}, paused:{time_at_paused}, unpaused:{time_at_unpaused}")
# print(f"atk: {main_game.player.atk}, matk:{main_game.player.matk}")
pygame.display.flip()