Advertisement
renix1

code game

Jun 7th, 2017
195
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Python 14.21 KB | None | 0 0
  1. # coding:utf-8
  2. import pygame
  3. import random
  4. from os import path
  5. from getpass import getuser
  6.  
  7. WIDTH = 800
  8. HEIGHT = 600
  9. FPS = 60 # FPS as 75 is very fast to play
  10. POWERUP_TIME = 15000
  11.  
  12. # define colors
  13. WHITE = (255, 255, 255)
  14. BLACK = (0, 0, 0)
  15. RED = (255, 0, 0)
  16. GREEN = (0, 255, 0)
  17. BLUE = (0, 0, 255)
  18. YELLOW = (255, 255, 0)
  19. ORANGE = (255, 153, 0)
  20.  
  21. # set up assets folders
  22. game_folder = path.dirname(__file__)
  23. img_folder = path.join(game_folder, "img")
  24. sound_folder = path.join(game_folder, "snd")
  25.  
  26. font_name = pygame.font.match_font('arial')
  27. def draw_text(surf, text, size, x, y, color=WHITE):
  28.     font = pygame.font.Font(font_name, size)
  29.     text_surface = font.render(text, True, color)
  30.     text_rect = text_surface.get_rect()
  31.     text_rect.midtop = (x, y)
  32.     surf.blit(text_surface, text_rect)
  33.  
  34. def newmob():
  35.     m = Mob()
  36.     all_sprites.add(m)
  37.     mobs.add(m)
  38.  
  39. def draw_shield_bar(surf, x, y, pct):
  40.     if pct < 0:
  41.         pct = 0
  42.     BAR_LENGHT = 100
  43.     BAR_HEIGHT = 10
  44.     fill = (pct / 100) * BAR_LENGHT
  45.     outline_rect = pygame.Rect(x ,y, BAR_LENGHT, BAR_HEIGHT)
  46.     fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
  47.     pygame.draw.rect(surf, ORANGE, fill_rect)
  48.     pygame.draw.rect(surf, WHITE, outline_rect, 2)
  49.  
  50. def draw_lives(surf, x, y, lives, img):
  51.     for live in range(lives):
  52.         img_rect = img.get_rect()
  53.         img_rect.x = x + 30 * live
  54.         img_rect.y = y
  55.         surf.blit(img, img_rect)
  56.  
  57. def show_go_screen():
  58.     screen.blit(background, background_rect)
  59.     draw_text(screen, "SHUMP!", 64, WIDTH / 2, HEIGHT / 4)
  60.     draw_text(screen, "Setinhas movem, Espaco atira", 22, WIDTH / 2, HEIGHT / 2)
  61.     draw_text(screen, "Pressione qualquer tecla para jogar", 18, WIDTH / 2, HEIGHT * 3 / 5)
  62.     pygame.display.update()
  63.     waiting = 1
  64.     while waiting:
  65.         clock.tick(FPS)
  66.         for event in pygame.event.get():
  67.             if event.type == pygame.QUIT:
  68.                 pygame.quit()
  69.             if event.type == pygame.KEYUP:
  70.                 waiting = 0
  71.  
  72. def show_initial_screen():
  73.     background_go = pygame.image.load().convert()
  74.     backgruond_go_rect = background_go.get_rect()
  75.     screen.blit(background_go, backgruond_go_rect)
  76.     draw_text(screen, "SHUMP!", 64, WIDTH / 2, HEIGHT / 4)
  77.     draw_text(screen, "Setinhas movem, Espaco atira", 22, WIDTH / 2, HEIGHT / 2)
  78.     draw_text(screen, "Pressione qualquer tecla para começar", 18, WIDTH / 2, HEIGHT * 3 / 5)
  79.     pygame.display.update()
  80.     waiting = 1
  81.     while waiting:
  82.         clock.tick(FPS)
  83.         for event in pygame.event.get():
  84.             if event.type == pygame.QUIT:
  85.                 pygame.quit()
  86.             if event.type == pygame.KEYUP:
  87.                 waiting = 0
  88.  
  89. class Highscore(object):
  90.     def __init__(self):
  91.         self.user = getuser()
  92.         self.scores = []
  93.  
  94.     def write_score(self, score):
  95.         with open('highscores.dat', 'a+') as f:
  96.             f.write('%s\n' % (score))
  97.         return 0
  98.  
  99.     def load_scores(self):
  100.         if path.exists('highscores.dat'):
  101.             scores = []
  102.             with open('highscores.dat', 'r') as f:
  103.                 lines = f.readlines()
  104.                 for line in lines:
  105.                     score = line[:line.find('\n'):]
  106.                     scores.append(int(score))
  107.             self.scores = scores
  108.         else:
  109.             return None
  110.  
  111.     def load_high(self):
  112.         if not self.load_scores():
  113.             self.scores.append(0)
  114.         current_highscore = 0
  115.         for score in self.scores:
  116.             if score > current_highscore:
  117.                 current_highscore = score
  118.         return current_highscore
  119.  
  120. class Player(pygame.sprite.Sprite):
  121.     # sprite for the player
  122.     def __init__(self):
  123.         super(Player, self).__init__()
  124.         self.image = pygame.transform.scale(player_img, (50, 38))
  125.         self.image.set_colorkey(BLACK)
  126.         self.rect = self.image.get_rect()
  127.         self.radius = 20
  128.         # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
  129.         self.rect.centerx = WIDTH / 2
  130.         self.rect.bottom  = HEIGHT - 10
  131.         self.speedx = 0
  132.         self.shield = 100
  133.         self.shoot_delay = 333
  134.         self.last_shoot = pygame.time.get_ticks()
  135.         self.lives = 3
  136.         self.hidden = False
  137.         self.hide_timer = pygame.time.get_ticks()
  138.         self.power = 1
  139.         self.power_time = pygame.time.get_ticks()
  140.  
  141.     def update(self):
  142.         # timeout for powerups
  143.         if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
  144.             self.power -= 1
  145.             self.power_time = pygame.time.get_ticks()
  146.         # unhide if hidden
  147.         if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
  148.             self.hidden = False
  149.             self.rect.centerx = WIDTH / 2
  150.             self.rect.bottom = HEIGHT - 30
  151.  
  152.         self.speedx = 0
  153.         keystate = pygame.key.get_pressed()
  154.         if keystate[pygame.K_LEFT]:
  155.             self.speedx = -5
  156.             ch1.queue(engine_sound)
  157.         if keystate[pygame.K_RIGHT]:
  158.             self.speedx = 5
  159.             ch1.queue(engine_sound)
  160.         if keystate[pygame.K_a]:
  161.             self.speedx = -5
  162.         if keystate[pygame.K_d]:
  163.             self.speedx = 5
  164.         if keystate[pygame.K_SPACE]:
  165.             self.shoot()
  166.         if keystate[pygame.K_RETURN]:
  167.             self.shoot()
  168.         self.rect.x += self.speedx
  169.         if self.rect.right > WIDTH:
  170.             self.rect.right = WIDTH - 15 # back at right - 5
  171.         if self.rect.left < 0:
  172.             self.rect.left = 15 # back at left + 5
  173.  
  174.     def shoot(self):
  175.         now = pygame.time.get_ticks()
  176.         if now - self.last_shoot >= self.shoot_delay:
  177.             if self.power == 1:
  178.                 self.last_shoot = now
  179.                 bullet = Bullet(self.rect.centerx, self.rect.top)
  180.                 all_sprites.add(bullet)
  181.                 bullets.add(bullet)
  182.                 ch2.queue(shoot_sound)
  183.             if self.power == 2:
  184.                 self.last_shoot = now
  185.                 bullet = Bullet(self.rect.left, self.rect.centery)
  186.                 bullet2 = Bullet(self.rect.right, self.rect.centery)
  187.                 all_sprites.add(bullet)
  188.                 bullets.add(bullet)
  189.                 all_sprites.add(bullet2)
  190.                 bullets.add(bullet2)
  191.                 ch2.queue(shoot_sound)
  192.             if self.power >= 3:
  193.                 self.last_shoot = now
  194.                 bullet = Bullet(self.rect.left, self.rect.centery)
  195.                 bullet2 = Bullet(self.rect.right, self.rect.centery)
  196.                 bullet3 = Bullet(self.rect.centerx, self.rect.top)
  197.                 all_sprites.add(bullet)
  198.                 bullets.add(bullet)
  199.                 all_sprites.add(bullet2)
  200.                 bullets.add(bullet2)
  201.                 all_sprites.add(bullet3)
  202.                 bullets.add(bullet3)
  203.                 ch2.queue(shoot_sound)
  204.  
  205.     def hide(self):
  206.         """ Hide the player temporarily """
  207.         self.hidden = True
  208.         self.hide_timer = pygame.time.get_ticks()
  209.         self.rect.center = (WIDTH /2, HEIGHT + 200)
  210.  
  211.     def powerup(self):
  212.         self.power += 1
  213.         self.power_time = pygame.time.get_ticks()
  214.  
  215. class Mob(pygame.sprite.Sprite):
  216.     """ Class to create enemies """
  217.     def __init__(self):
  218.         super(Mob, self).__init__()
  219.         self.image_orig = random.choice(meteor_images)
  220.         self.image_orig.set_colorkey(BLACK)
  221.         self.image = self.image_orig.copy()
  222.         self.rect = self.image.get_rect()
  223.         self.radius = int(self.rect.width * 1 / 2)
  224.         # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
  225.         self.rect.x = random.randrange(WIDTH - self.rect.width)
  226.         self.rect.y = random.randrange(-150, -100)
  227.         self.speedy = random.randrange(50, 80)
  228.         self.speedx = random.randrange(-3, 3)
  229.         self.rot = 0
  230.         self.rot_speed = random.randrange(-8, 8)
  231.         self.last_updated = pygame.time.get_ticks()
  232.  
  233.     def rotate(self):
  234.         now = pygame.time.get_ticks()
  235.         if now - self.last_updated > 50:
  236.             self.last_updated = now
  237.             self.rot = (self.rot + self.rot_speed) % 360
  238.             new_image = pygame.transform.rotate(self.image_orig, self.rot)
  239.             old_center = self.rect.center
  240.             self.image = new_image
  241.             self.rect = self.image.get_rect()
  242.             self.rect.center = old_center
  243.  
  244.     def update(self):
  245.         self.rotate()
  246.         self.rect.x += self.speedx
  247.         self.rect.y += self.speedy
  248.         if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
  249.             self.rect.x = random.randrange(WIDTH - self.rect.width)
  250.             self.rect.y = random.randrange(-100, -40)
  251.             self.speedy = random.randrange(1, 8)
  252.  
  253. class Bullet(pygame.sprite.Sprite):
  254.     def __init__(self, x, y):
  255.         super(Bullet, self).__init__()
  256.         self.image = bullet_img
  257.         self.image.set_colorkey(BLACK)
  258.         self.rect = self.image.get_rect()
  259.         self.rect.bottom = y
  260.         self.rect.centerx = x
  261.         self.speedy = -10
  262.  
  263.     def update(self):
  264.         self.rect.y += self.speedy
  265.         # kill if it moves off the top of the screen
  266.         if self.rect.bottom < 0:
  267.             self.kill()
  268.  
  269. class Pow(pygame.sprite.Sprite):
  270.     def __init__(self, center):
  271.         super(Pow, self).__init__()
  272.         self.type = random.choice(['shield', 'gun', 'heart'])
  273.         self.image = powerup_images[self.type]
  274.         if self.type == 'heart':
  275.             self.image = pygame.transform.scale(self.image, (30, 30))
  276.         self.image.set_colorkey(BLACK)
  277.         self.rect = self.image.get_rect()
  278.         self.rect.center = center
  279.         self.speedy = 5
  280.  
  281.     def update(self):
  282.         self.rect.y += self.speedy
  283.         # kill if it moves off the top of the screen
  284.         if self.rect.top > HEIGHT:
  285.             self.kill()
  286.  
  287. class Explosion(pygame.sprite.Sprite):
  288.     def __init__(self, center, size):
  289.         super(Explosion, self).__init__()
  290.         self.size = size
  291.         self.image = explosion_anim[self.size][0]
  292.         self.rect = self.image.get_rect()
  293.         self.rect.center = center
  294.         self.frame = 0
  295.         self.last_updated = pygame.time.get_ticks()
  296.         self.frame_rate = 75
  297.  
  298.     def update(self):
  299.         now = pygame.time.get_ticks()
  300.         if now - self.last_updated > self.frame_rate:
  301.             self.last_updated = now
  302.             self.frame += 1
  303.             if self.frame == len(explosion_anim[self.size]):
  304.                 self.kill()
  305.             else:
  306.                 center = self.rect.center
  307.                 self.image = explosion_anim[self.size][self.frame]
  308.                 self.rect = self.image.get_rect()
  309.                 self.rect.center = center
  310.  
  311. pygame.init()
  312. pygame.mixer.init()
  313. screen = pygame.display.set_mode((WIDTH, HEIGHT))
  314. pygame.display.set_caption("Simple shump game")
  315. clock = pygame.time.Clock()
  316.  
  317. # Load all game graphics
  318. background = pygame.image.load(path.join(img_folder, 'background.png')).convert()
  319. background_rect = background.get_rect()
  320. player_img = pygame.image.load(path.join(img_folder, 'playerShip1_orange.png')).convert()
  321. player_mini_img = pygame.transform.scale(player_img, (25, 19))
  322. player_mini_img.set_colorkey(BLACK)
  323. bullet_img = pygame.image.load(path.join(img_folder, 'laserRed16.png')).convert()
  324. meteor_images = []
  325. meteor_list = ['meteorBrown_big1.png', 'meteorBrown_big2.png', 'meteorBrown_med1.png',
  326.                 'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png',
  327.                 'meteorBrown_tiny1.png']
  328.  
  329. for img in meteor_list:
  330.     meteor_images.append(pygame.image.load(path.join(img_folder, img)).convert())
  331. explosion_anim = {}
  332. explosion_anim['lg'] = []
  333. explosion_anim['sm'] = []
  334. explosion_anim['player'] = []
  335. for i in range(9):
  336.     filename = 'regularExplosion0{}.png' .format(i)
  337.     img = pygame.image.load(path.join(img_folder, filename)).convert()
  338.     img.set_colorkey(BLACK)
  339.     img_lg = pygame.transform.scale(img, (75, 75))
  340.     explosion_anim['lg'].append(img_lg)
  341.     img_sm = pygame.transform.scale(img, (32, 32))
  342.     explosion_anim['sm'].append(img_sm)
  343.     filename = 'sonicExplosion0{}.png' .format(i)
  344.     img = pygame.image.load(path.join(img_folder, filename)).convert()
  345.     img.set_colorkey(BLACK)
  346.     explosion_anim['player'].append(img)
  347.  
  348. powerup_images = {'shield' : pygame.image.load(path.join(img_folder, 'shield_gold.png')).convert(),
  349.                     'gun' : pygame.image.load(path.join(img_folder, 'bolt_gold.png')).convert(),
  350.                     'heart' : pygame.image.load(path.join(img_folder, 'heart.png')).convert()}
  351.  
  352. # Load all game sounds
  353. ch1 = pygame.mixer.find_channel()
  354. ch2 = pygame.mixer.find_channel()
  355. engine_sound = pygame.mixer.Sound(path.join(sound_folder, 'engine_sound.ogg'))
  356. power_sound = pygame.mixer.Sound(path.join(sound_folder, 'pow5.wav'))
  357. shield_sound = pygame.mixer.Sound(path.join(sound_folder, 'pow4.wav'))
  358. shoot_sound = pygame.mixer.Sound(path.join(sound_folder, 'laser_shoot.wav'))
  359. expl_sounds = []
  360. for snd in ['explosion.wav', 'explosion_two.wav']:
  361.     expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, snd)))
  362. player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
  363. pygame.mixer.music.load(path.join(sound_folder, 'background_music.wav'))
  364. pygame.mixer.music.set_volume(.5)
  365. pygame.mixer.music.play()
  366. # GAME LOOP
  367. highscore_sys = Highscore()
  368. game_over = 1
  369. running = 1
  370. while running:
  371.     if game_over:
  372.         show_go_screen()
  373.         game_over = False
  374.         all_sprites = pygame.sprite.Group()
  375.         mobs = pygame.sprite.Group()
  376.         bullets = pygame.sprite.Group()
  377.         powerups = pygame.sprite.Group()
  378.         player = Player()
  379.         all_sprites.add(player)
  380.         for i in range(60): # define a enemy quantity
  381.             newmob()
  382.         score = 0
  383.  
  384.     # keep this running at the right speed
  385.     clock.tick(FPS)
  386.     # Processing input (events)
  387.     for event in pygame.event.get():
  388.         # check for closing window
  389.         if event.type == pygame.QUIT:
  390.             running = 0
  391.  
  392.     # Update
  393.     all_sprites.update()
  394.  
  395.     # check to see if a bullet hit a mob
  396.     hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
  397.     for hit in hits:
  398.         score += 50 - hit.radius
  399.         random.choice(expl_sounds).play()
  400.         expl = Explosion(hit.rect.center, 'lg')
  401.         all_sprites.add(expl)
  402.         if random.random() > .9: # chance to get a powerup, ex: .9 is 10% percentage
  403.             pow = Pow(hit.rect.center)
  404.             all_sprites.add(pow)
  405.             powerups.add(pow)
  406.         newmob()
  407.  
  408.     # check to see if player hit a powerup
  409.     hits  = pygame.sprite.spritecollide(player, powerups, True)
  410.     for hit in hits:
  411.         if hit.type == 'shield':
  412.             player.shield += random.randrange(10, 30)
  413.             shield_sound.play()
  414.             if player.shield >= 100:
  415.                 player.shield = 100
  416.         if hit.type == 'gun':
  417.             player.powerup()
  418.             power_sound.play()
  419.         if hit.type == 'heart' and player.lives < 5:
  420.             player.lives += 1
  421.  
  422.     # check to see if a mob hit the player
  423.     hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
  424.     for hit in hits:
  425.         player.shield -= hit.radius * 1.7
  426.         expl = Explosion(hit.rect.center, 'sm')
  427.         all_sprites.add(expl)
  428.         newmob()
  429.         if player.shield <= 0:
  430.             player_die_sound.play()
  431.             death_explosion = Explosion(player.rect.center, 'player')
  432.             all_sprites.add(death_explosion)
  433.             player.hide()
  434.             player.lives -= 1
  435.             player.shield = 100
  436.     # if the player died and the explosion has finished playing
  437.     if player.lives == 0 and not death_explosion.alive():
  438.         if score >= 1:
  439.             highscore_sys.write_score(score)
  440.         game_over = 1 # boolean variable defined as 0 or False
  441.     current_highscore = highscore_sys.load_high()
  442.     # Draw / Render
  443.     screen.fill(BLACK)
  444.     screen.blit(background, background_rect)
  445.     all_sprites.draw(screen)
  446.     draw_text(screen, str(score), 32, WIDTH / 2, 1)
  447.     draw_text(screen, "Highscore: "+str(current_highscore), 22, WIDTH / 2, 50)
  448.     draw_shield_bar(screen, 5, 5, player.shield)
  449.     draw_lives(screen, WIDTH - 150, 5, player.lives, player_mini_img)
  450.     # *after* drawing everything, update the display
  451.     pygame.display.update()
  452. else:
  453.     pygame.quit()
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement