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myGame.py
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myGame.py
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import time, sys
import pygame
import constants
import levels
from enemy import Enemy
import random
from player import Player
from powerup import PowerUp
def main():
""" Main Program """
pygame.init()
multiplayer = False
# Set the height and width of the screen
size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
pygame.display.set_caption("Artnoc")
#add in a scoreboard
font = pygame.font.Font(None, 28)
#player1 = Player()
#player2 = Player()
#enemy_list = []
#level_list = []
#level_list.append(levels.Level_01(player1, player2))
#current_level = level_list[0]
#active_sprite_list = pygame.sprite.Group()
#enemy_sprite_list = pygame.sprite.Group()
#done = False
#clock = pygame.time.Clock()
play = False
#----------MAIN MENU-----------------
while True:
multiplayer = mainMenu(screen, play, multiplayer)
# Create the player1
player1 = Player()
player2 = Player()
enemy_list = []
powerup_list = []
# Create all the levels
level_list = []
level_list.append(levels.Level_01(player1, player2))
# Set the current level
current_level = level_list[0]
for i in range(0,3):
enemy_list.append(Enemy(random.randint(0,1)))
enemy_list[i].level = current_level
for i in range(0,4):
powerup_type = random.randint(2,4)
powerup_list.append(PowerUp(powerup_type))
powerup_list[i].level = current_level
active_sprite_list = pygame.sprite.Group()
enemy_sprite_list = pygame.sprite.Group()
powerup_sprite_list = pygame.sprite.Group()
player1.level = current_level
if multiplayer==True:
player2.level = current_level
for i in range(0,3):
x = random.randint(constants.SCREEN_WIDTH,constants.SCREEN_WIDTH+1)
#y = random.randint(0,constants.SCREEN_HEIGHT-5)
enemy_list[i].spawn(x,0)
enemy_sprite_list.add(enemy_list[i])
for i in range(0,1):
x = random.randint(0,10000)
powerup_list[i].spawn(x,0)
powerup_sprite_list.add(powerup_list[i])
player1.rect.x = 340
player1.rect.y = constants.SCREEN_HEIGHT - player1.rect.height
active_sprite_list.add(player1)
if multiplayer==True:
player2.rect.x = 340
player2.rect.y = constants.SCREEN_HEIGHT - player2.rect.height
active_sprite_list.add(player2)
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
play = True
newpoweruplength=constants.SCREEN_WIDTH
powerupflag = False
#----------END MAIN MENU, START INITIALISATION-------------
#init(multiplayer)
# -------- Main Game Loop -----------
while (player1.lives>0 and player2.lives>0) and (play==True):
for event in pygame.event.get(): # User did something
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
play = False
if event.key == pygame.K_DOWN:
player1.prone()
if event.key == pygame.K_LEFT:
player1.go_left()
if event.key == pygame.K_RIGHT:
player1.go_right()
if event.key == pygame.K_UP:
player1.aimup()
if event.key == pygame.K_j:
player1.jump()
if event.key == pygame.K_k:
player1.shoot()
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT and player1.change_x > 0:
player1.stop()
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
player1.resetaim()
if event.key == pygame.K_LEFT and player1.change_x < 0:
player1.stop()
if event.key == pygame.K_k:
player1.stopshooting()#
if multiplayer==True:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
player2.prone()
if event.key == pygame.K_a:
player2.go_left()
if event.key == pygame.K_d:
player2.go_right()
if event.key == pygame.K_w:
player2.aimup()
if event.key == pygame.K_1:
player2.jump()
if event.key == pygame.K_2:
player2.shoot()
if event.type == pygame.KEYUP:
if event.key == pygame.K_d and player2.change_x > 0:
player2.stop()
if event.key == pygame.K_w or event.key == pygame.K_s:
player2.resetaim()
if event.key == pygame.K_a and player2.change_x < 0:
player2.stop()
if event.key == pygame.K_2:
player2.stopshooting()
# Update the player1.
active_sprite_list.update(enemy_list)
enemy_sprite_list.update(player1)
powerup_sprite_list.update(player1)
if multiplayer==True:
enemy_sprite_list.update(player2)
powerup_sprite_list.update(player2)
#update the enemies
#for enemy in levels.Level.enemy_list:
# enemy.update()
# Update items in the level
current_level.update()
# If the player1 gets near the right side, shift the world left (-x)
if player1.rect.x >= 500:
diff = player1.rect.x - 500
player1.rect.x = 500
current_level.shift_world(-diff)
current_level.draw(screen)
# If the player1 gets near the left side, shift the world right (+x)
if player1.rect.x <= 120:
diff = 120 - player1.rect.x
player1.rect.x = 120
current_level.shift_world(diff)
current_level.draw(screen)
if multiplayer==True:
if player2.rect.x >= 500:
diff = player2.rect.x - 500
player2.rect.x = 500
current_level.shift_world(-diff)
current_level.draw(screen)
if player2.rect.x <= 120:
diff = 120 - player2.rect.x
player2.rect.x = 120
current_level.shift_world(diff)
current_level.draw(screen)
# If the player1 gets to the end of the level, go to the next level
current_position = player1.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player1.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player1.level = current_level
if multiplayer==True:
current_position = player2.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player2.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player2.level = current_level
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
enemy_sprite_list.draw(screen)
powerup_sprite_list.draw(screen)
for x in enemy_sprite_list:
if x.bullet_list!=None:
x.bullet_list.draw(screen)
if multiplayer==True:
if player1.dead==False and player2.dead==False:
if player1.bullet_list!=None:
player1.bullet_list.draw(screen)
if player2.bullet_list!=None:
player2.bullet_list.draw(screen)
else:
if player1.dead==False:
if player1.bullet_list!=None:
player1.bullet_list.draw(screen)
text = font.render("P1 Score = "+str(player1.score),1,(constants.WHITE))
screen.blit(text,(0,0))
if multiplayer==True:
text = font.render("P2 Score = "+str(player2.score),1,(constants.WHITE))
screen.blit(text,(0,40))
text = font.render("Quit to Main Menu (Esc)",1,constants.WHITE)
screen.blit(text,(constants.SCREEN_WIDTH/2-120,0))
text = font.render("P1 Lives = "+str(player1.lives),1,(constants.WHITE))
screen.blit(text,(constants.SCREEN_WIDTH-115,0))
if multiplayer==True:
text = font.render("P2 Lives = "+str(player2.lives),1,(constants.WHITE))
screen.blit(text,(constants.SCREEN_WIDTH-115,40))
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
def mainMenu(screen, play, multiplayer):
play = False
screen.fill(constants.BLACK)
title = pygame.font.Font(None,180)
textsurf = title.render("ARTNOC", True, constants.WHITE)
textrect = (constants.SCREEN_WIDTH/2-530,constants.SCREEN_HEIGHT/2-250)
screen.blit(textsurf, textrect)
pygame.display.update()
title = pygame.font.Font(None,75)
font = pygame.font.Font(None, 45)
text1 = title.render("Single Player", True, constants.WHITE)
screen.blit(text1, (constants.SCREEN_WIDTH/2-530, constants.SCREEN_HEIGHT/2-100))
text1 = title.render("Multi Player", True, constants.WHITE)
screen.blit(text1, (constants.SCREEN_WIDTH/2-530, constants.SCREEN_HEIGHT/2+50))
text1 = title.render("Quit", True, constants.WHITE)
screen.blit(text1, (constants.SCREEN_WIDTH/2-530, constants.SCREEN_HEIGHT/2+200))
title = pygame.font.Font(None, 70)
text1 = title.render("Player 1 controls:", True, constants.RED)
screen.blit(text1, (constants.SCREEN_WIDTH/2+100, constants.SCREEN_HEIGHT/2-100))
text2 = font.render("Move = Arrow Keys", True, constants.RED)
text3 =font.render("Jump = J Shoot = K", True, constants.RED)
screen.blit(text2, (constants.SCREEN_WIDTH/2+100, constants.SCREEN_HEIGHT/2-20))
screen.blit(text3, (constants.SCREEN_WIDTH/2+100, constants.SCREEN_HEIGHT/2+50))
text1 = title.render("Player 2 controls:", True, constants.RED)
screen.blit(text1, (constants.SCREEN_WIDTH/2+100, constants.SCREEN_HEIGHT/2+130))
text2 = font.render("Move = W A S D", True, constants.RED)
text3 =font.render("Jump = 1 Shoot = 2", True, constants.RED)
screen.blit(text2, (constants.SCREEN_WIDTH/2+100, constants.SCREEN_HEIGHT/2+210))
screen.blit(text3, (constants.SCREEN_WIDTH/2+100, constants.SCREEN_HEIGHT/2+280))
arrow = title.render(">", True, constants.WHITE)
apos1 = (constants.SCREEN_WIDTH/2-570, constants.SCREEN_HEIGHT/2-100)
apos2 = (constants.SCREEN_WIDTH/2-570, constants.SCREEN_HEIGHT/2+50)
apos3 = (constants.SCREEN_WIDTH/2-570, constants.SCREEN_HEIGHT/2+200)
poslist = [apos1,apos2,apos3]
point = 0
pygame.display.update()
while play == False:
pygame.draw.rect(screen,constants.BLACK,(constants.SCREEN_WIDTH/2-570,constants.SCREEN_HEIGHT/2-100,27,350))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
if point>1:
point = 0
else:
point += 1
if event.key == pygame.K_UP:
if point<1:
point = 2
else:
point-=1
if event.key == pygame.K_RETURN:
if point == 1:
multiplayer = True
play = True
elif point == 0:
multiplayer = False
play = True
else:
sys.exit()
screen.blit(arrow, poslist[point])
pygame.display.flip()
screen.fill((0,0,0))
pygame.display.flip()
return multiplayer
if __name__ == "__main__":
main()