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- # coding:utf-8
- import pygame
- import random
- from os import path
- from getpass import getuser
- WIDTH = 800
- HEIGHT = 600
- FPS = 60 # FPS as 75 is very fast to play
- POWERUP_TIME = 15000
- # define colors
- WHITE = (255, 255, 255)
- BLACK = (0, 0, 0)
- RED = (255, 0, 0)
- GREEN = (0, 255, 0)
- BLUE = (0, 0, 255)
- YELLOW = (255, 255, 0)
- ORANGE = (255, 153, 0)
- # set up assets folders
- game_folder = path.dirname(__file__)
- img_folder = path.join(game_folder, "img")
- sound_folder = path.join(game_folder, "snd")
- font_name = pygame.font.match_font('arial')
- def draw_text(surf, text, size, x, y, color=WHITE):
- font = pygame.font.Font(font_name, size)
- text_surface = font.render(text, True, color)
- text_rect = text_surface.get_rect()
- text_rect.midtop = (x, y)
- surf.blit(text_surface, text_rect)
- def newmob():
- m = Mob()
- all_sprites.add(m)
- mobs.add(m)
- def draw_shield_bar(surf, x, y, pct):
- if pct < 0:
- pct = 0
- BAR_LENGHT = 100
- BAR_HEIGHT = 10
- fill = (pct / 100) * BAR_LENGHT
- outline_rect = pygame.Rect(x ,y, BAR_LENGHT, BAR_HEIGHT)
- fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
- pygame.draw.rect(surf, ORANGE, fill_rect)
- pygame.draw.rect(surf, WHITE, outline_rect, 2)
- def draw_lives(surf, x, y, lives, img):
- for live in range(lives):
- img_rect = img.get_rect()
- img_rect.x = x + 30 * live
- img_rect.y = y
- surf.blit(img, img_rect)
- def show_go_screen():
- screen.blit(background, background_rect)
- draw_text(screen, "SHUMP!", 64, WIDTH / 2, HEIGHT / 4)
- draw_text(screen, "Setinhas movem, Espaco atira", 22, WIDTH / 2, HEIGHT / 2)
- draw_text(screen, "Pressione qualquer tecla para jogar", 18, WIDTH / 2, HEIGHT * 3 / 5)
- pygame.display.update()
- waiting = 1
- while waiting:
- clock.tick(FPS)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- if event.type == pygame.KEYUP:
- waiting = 0
- def show_initial_screen():
- background_go = pygame.image.load().convert()
- backgruond_go_rect = background_go.get_rect()
- screen.blit(background_go, backgruond_go_rect)
- draw_text(screen, "SHUMP!", 64, WIDTH / 2, HEIGHT / 4)
- draw_text(screen, "Setinhas movem, Espaco atira", 22, WIDTH / 2, HEIGHT / 2)
- draw_text(screen, "Pressione qualquer tecla para começar", 18, WIDTH / 2, HEIGHT * 3 / 5)
- pygame.display.update()
- waiting = 1
- while waiting:
- clock.tick(FPS)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- if event.type == pygame.KEYUP:
- waiting = 0
- class Highscore(object):
- def __init__(self):
- self.user = getuser()
- self.scores = []
- def write_score(self, score):
- with open('highscores.dat', 'a+') as f:
- f.write('%s\n' % (score))
- return 0
- def load_scores(self):
- if path.exists('highscores.dat'):
- scores = []
- with open('highscores.dat', 'r') as f:
- lines = f.readlines()
- for line in lines:
- score = line[:line.find('\n'):]
- scores.append(int(score))
- self.scores = scores
- else:
- return None
- def load_high(self):
- if not self.load_scores():
- self.scores.append(0)
- current_highscore = 0
- for score in self.scores:
- if score > current_highscore:
- current_highscore = score
- return current_highscore
- class Player(pygame.sprite.Sprite):
- # sprite for the player
- def __init__(self):
- super(Player, self).__init__()
- self.image = pygame.transform.scale(player_img, (50, 38))
- self.image.set_colorkey(BLACK)
- self.rect = self.image.get_rect()
- self.radius = 20
- # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
- self.rect.centerx = WIDTH / 2
- self.rect.bottom = HEIGHT - 10
- self.speedx = 0
- self.shield = 100
- self.shoot_delay = 333
- self.last_shoot = pygame.time.get_ticks()
- self.lives = 3
- self.hidden = False
- self.hide_timer = pygame.time.get_ticks()
- self.power = 1
- self.power_time = pygame.time.get_ticks()
- def update(self):
- # timeout for powerups
- if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
- self.power -= 1
- self.power_time = pygame.time.get_ticks()
- # unhide if hidden
- if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
- self.hidden = False
- self.rect.centerx = WIDTH / 2
- self.rect.bottom = HEIGHT - 30
- self.speedx = 0
- keystate = pygame.key.get_pressed()
- if keystate[pygame.K_LEFT]:
- self.speedx = -5
- ch1.queue(engine_sound)
- if keystate[pygame.K_RIGHT]:
- self.speedx = 5
- ch1.queue(engine_sound)
- if keystate[pygame.K_a]:
- self.speedx = -5
- if keystate[pygame.K_d]:
- self.speedx = 5
- if keystate[pygame.K_SPACE]:
- self.shoot()
- if keystate[pygame.K_RETURN]:
- self.shoot()
- self.rect.x += self.speedx
- if self.rect.right > WIDTH:
- self.rect.right = WIDTH - 15 # back at right - 5
- if self.rect.left < 0:
- self.rect.left = 15 # back at left + 5
- def shoot(self):
- now = pygame.time.get_ticks()
- if now - self.last_shoot >= self.shoot_delay:
- if self.power == 1:
- self.last_shoot = now
- bullet = Bullet(self.rect.centerx, self.rect.top)
- all_sprites.add(bullet)
- bullets.add(bullet)
- ch2.queue(shoot_sound)
- if self.power == 2:
- self.last_shoot = now
- bullet = Bullet(self.rect.left, self.rect.centery)
- bullet2 = Bullet(self.rect.right, self.rect.centery)
- all_sprites.add(bullet)
- bullets.add(bullet)
- all_sprites.add(bullet2)
- bullets.add(bullet2)
- ch2.queue(shoot_sound)
- if self.power >= 3:
- self.last_shoot = now
- bullet = Bullet(self.rect.left, self.rect.centery)
- bullet2 = Bullet(self.rect.right, self.rect.centery)
- bullet3 = Bullet(self.rect.centerx, self.rect.top)
- all_sprites.add(bullet)
- bullets.add(bullet)
- all_sprites.add(bullet2)
- bullets.add(bullet2)
- all_sprites.add(bullet3)
- bullets.add(bullet3)
- ch2.queue(shoot_sound)
- def hide(self):
- """ Hide the player temporarily """
- self.hidden = True
- self.hide_timer = pygame.time.get_ticks()
- self.rect.center = (WIDTH /2, HEIGHT + 200)
- def powerup(self):
- self.power += 1
- self.power_time = pygame.time.get_ticks()
- class Mob(pygame.sprite.Sprite):
- """ Class to create enemies """
- def __init__(self):
- super(Mob, self).__init__()
- self.image_orig = random.choice(meteor_images)
- self.image_orig.set_colorkey(BLACK)
- self.image = self.image_orig.copy()
- self.rect = self.image.get_rect()
- self.radius = int(self.rect.width * 1 / 2)
- # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
- self.rect.x = random.randrange(WIDTH - self.rect.width)
- self.rect.y = random.randrange(-150, -100)
- self.speedy = random.randrange(50, 80)
- self.speedx = random.randrange(-3, 3)
- self.rot = 0
- self.rot_speed = random.randrange(-8, 8)
- self.last_updated = pygame.time.get_ticks()
- def rotate(self):
- now = pygame.time.get_ticks()
- if now - self.last_updated > 50:
- self.last_updated = now
- self.rot = (self.rot + self.rot_speed) % 360
- new_image = pygame.transform.rotate(self.image_orig, self.rot)
- old_center = self.rect.center
- self.image = new_image
- self.rect = self.image.get_rect()
- self.rect.center = old_center
- def update(self):
- self.rotate()
- self.rect.x += self.speedx
- self.rect.y += self.speedy
- if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
- self.rect.x = random.randrange(WIDTH - self.rect.width)
- self.rect.y = random.randrange(-100, -40)
- self.speedy = random.randrange(1, 8)
- class Bullet(pygame.sprite.Sprite):
- def __init__(self, x, y):
- super(Bullet, self).__init__()
- self.image = bullet_img
- self.image.set_colorkey(BLACK)
- self.rect = self.image.get_rect()
- self.rect.bottom = y
- self.rect.centerx = x
- self.speedy = -10
- def update(self):
- self.rect.y += self.speedy
- # kill if it moves off the top of the screen
- if self.rect.bottom < 0:
- self.kill()
- class Pow(pygame.sprite.Sprite):
- def __init__(self, center):
- super(Pow, self).__init__()
- self.type = random.choice(['shield', 'gun', 'heart'])
- self.image = powerup_images[self.type]
- if self.type == 'heart':
- self.image = pygame.transform.scale(self.image, (30, 30))
- self.image.set_colorkey(BLACK)
- self.rect = self.image.get_rect()
- self.rect.center = center
- self.speedy = 5
- def update(self):
- self.rect.y += self.speedy
- # kill if it moves off the top of the screen
- if self.rect.top > HEIGHT:
- self.kill()
- class Explosion(pygame.sprite.Sprite):
- def __init__(self, center, size):
- super(Explosion, self).__init__()
- self.size = size
- self.image = explosion_anim[self.size][0]
- self.rect = self.image.get_rect()
- self.rect.center = center
- self.frame = 0
- self.last_updated = pygame.time.get_ticks()
- self.frame_rate = 75
- def update(self):
- now = pygame.time.get_ticks()
- if now - self.last_updated > self.frame_rate:
- self.last_updated = now
- self.frame += 1
- if self.frame == len(explosion_anim[self.size]):
- self.kill()
- else:
- center = self.rect.center
- self.image = explosion_anim[self.size][self.frame]
- self.rect = self.image.get_rect()
- self.rect.center = center
- pygame.init()
- pygame.mixer.init()
- screen = pygame.display.set_mode((WIDTH, HEIGHT))
- pygame.display.set_caption("Simple shump game")
- clock = pygame.time.Clock()
- # Load all game graphics
- background = pygame.image.load(path.join(img_folder, 'background.png')).convert()
- background_rect = background.get_rect()
- player_img = pygame.image.load(path.join(img_folder, 'playerShip1_orange.png')).convert()
- player_mini_img = pygame.transform.scale(player_img, (25, 19))
- player_mini_img.set_colorkey(BLACK)
- bullet_img = pygame.image.load(path.join(img_folder, 'laserRed16.png')).convert()
- meteor_images = []
- meteor_list = ['meteorBrown_big1.png', 'meteorBrown_big2.png', 'meteorBrown_med1.png',
- 'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png',
- 'meteorBrown_tiny1.png']
- for img in meteor_list:
- meteor_images.append(pygame.image.load(path.join(img_folder, img)).convert())
- explosion_anim = {}
- explosion_anim['lg'] = []
- explosion_anim['sm'] = []
- explosion_anim['player'] = []
- for i in range(9):
- filename = 'regularExplosion0{}.png' .format(i)
- img = pygame.image.load(path.join(img_folder, filename)).convert()
- img.set_colorkey(BLACK)
- img_lg = pygame.transform.scale(img, (75, 75))
- explosion_anim['lg'].append(img_lg)
- img_sm = pygame.transform.scale(img, (32, 32))
- explosion_anim['sm'].append(img_sm)
- filename = 'sonicExplosion0{}.png' .format(i)
- img = pygame.image.load(path.join(img_folder, filename)).convert()
- img.set_colorkey(BLACK)
- explosion_anim['player'].append(img)
- powerup_images = {'shield' : pygame.image.load(path.join(img_folder, 'shield_gold.png')).convert(),
- 'gun' : pygame.image.load(path.join(img_folder, 'bolt_gold.png')).convert(),
- 'heart' : pygame.image.load(path.join(img_folder, 'heart.png')).convert()}
- # Load all game sounds
- ch1 = pygame.mixer.find_channel()
- ch2 = pygame.mixer.find_channel()
- engine_sound = pygame.mixer.Sound(path.join(sound_folder, 'engine_sound.ogg'))
- power_sound = pygame.mixer.Sound(path.join(sound_folder, 'pow5.wav'))
- shield_sound = pygame.mixer.Sound(path.join(sound_folder, 'pow4.wav'))
- shoot_sound = pygame.mixer.Sound(path.join(sound_folder, 'laser_shoot.wav'))
- expl_sounds = []
- for snd in ['explosion.wav', 'explosion_two.wav']:
- expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, snd)))
- player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
- pygame.mixer.music.load(path.join(sound_folder, 'background_music.wav'))
- pygame.mixer.music.set_volume(.5)
- pygame.mixer.music.play()
- # GAME LOOP
- highscore_sys = Highscore()
- game_over = 1
- running = 1
- while running:
- if game_over:
- show_go_screen()
- game_over = False
- all_sprites = pygame.sprite.Group()
- mobs = pygame.sprite.Group()
- bullets = pygame.sprite.Group()
- powerups = pygame.sprite.Group()
- player = Player()
- all_sprites.add(player)
- for i in range(60): # define a enemy quantity
- newmob()
- score = 0
- # keep this running at the right speed
- clock.tick(FPS)
- # Processing input (events)
- for event in pygame.event.get():
- # check for closing window
- if event.type == pygame.QUIT:
- running = 0
- # Update
- all_sprites.update()
- # check to see if a bullet hit a mob
- hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
- for hit in hits:
- score += 50 - hit.radius
- random.choice(expl_sounds).play()
- expl = Explosion(hit.rect.center, 'lg')
- all_sprites.add(expl)
- if random.random() > .9: # chance to get a powerup, ex: .9 is 10% percentage
- pow = Pow(hit.rect.center)
- all_sprites.add(pow)
- powerups.add(pow)
- newmob()
- # check to see if player hit a powerup
- hits = pygame.sprite.spritecollide(player, powerups, True)
- for hit in hits:
- if hit.type == 'shield':
- player.shield += random.randrange(10, 30)
- shield_sound.play()
- if player.shield >= 100:
- player.shield = 100
- if hit.type == 'gun':
- player.powerup()
- power_sound.play()
- if hit.type == 'heart' and player.lives < 5:
- player.lives += 1
- # check to see if a mob hit the player
- hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
- for hit in hits:
- player.shield -= hit.radius * 1.7
- expl = Explosion(hit.rect.center, 'sm')
- all_sprites.add(expl)
- newmob()
- if player.shield <= 0:
- player_die_sound.play()
- death_explosion = Explosion(player.rect.center, 'player')
- all_sprites.add(death_explosion)
- player.hide()
- player.lives -= 1
- player.shield = 100
- # if the player died and the explosion has finished playing
- if player.lives == 0 and not death_explosion.alive():
- if score >= 1:
- highscore_sys.write_score(score)
- game_over = 1 # boolean variable defined as 0 or False
- current_highscore = highscore_sys.load_high()
- # Draw / Render
- screen.fill(BLACK)
- screen.blit(background, background_rect)
- all_sprites.draw(screen)
- draw_text(screen, str(score), 32, WIDTH / 2, 1)
- draw_text(screen, "Highscore: "+str(current_highscore), 22, WIDTH / 2, 50)
- draw_shield_bar(screen, 5, 5, player.shield)
- draw_lives(screen, WIDTH - 150, 5, player.lives, player_mini_img)
- # *after* drawing everything, update the display
- pygame.display.update()
- else:
- pygame.quit()
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