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PyBlast.py
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PyBlast.py
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__author__ = 'David Koslow'
import pygame
import pygame.key
import playerShip
import enemyShip
import Bullet
pygame.init()
#Define PI
PI = 3.141592653
# Define some colors and white and black
ORANGE = (255, 200, 0)
PURPLE = (255, 0, 255)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
#Create basic window
windowx = 1800
windowy = 1000
size = (windowx, windowy)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("PyBlast")
myfont = pygame.font.SysFont("monospace", 50)
YOU_LOSE_LABEL = myfont.render("YOU SUCK", 1, (255, 255, 0))
RESTART_LABEL = myfont.render("Restart?", 1, (255, 255, 0))
WOAH_LABEL = myfont.render("WOAH!", 1, (255, 255, 0))
COOL_LABEL = myfont.render("COOL!", 1, (255, 255, 0))
NO_WAY_LABEL = myfont.render("NO WAY!", 1, (255, 255, 0))
TOTES_SICK_LABEL = myfont.render("TOTES SICK!", 1, (255, 255, 0))
LOL_LABEL = myfont.render("LOL!", 1, (255,255,0))
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
#Enemy Purge
def enemy_purge(enemy_list, player):
for i, o in enumerate(enemy_list):
#No Health? Kill it (remove it from the enemy_list)
if o.health < 1 and o.bump == False:
player.radius = player.radius + o.radius//9
player.level += 1
player.damage += 1
del enemy_list[i]
elif o.health < 1 and o.bump == True:
player.radius = player.radius - o.radius
del enemy_list[i]
#Offscreen? Kill it (remove it from the enemy_list)
if o.y > windowy+50:
del enemy_list[i]
return enemy_list
#Enemy Spawn
def enemy_spawn(enemy_list):
x = enemyShip.EnemyShip(windowx)
enemy_list.append(x)
return enemy_list
#Enemy Move
def enemy_move(enemy_list):
if len(enemy_list) > 0:
for i, o in enumerate(enemy_list):
if o.direction == "up":
o.y = o.y - o.speed
else:
o.y = o.y + o.speed
#print (o.y)
return enemy_list
#Enemy Draw
def update_enemy(enemy_list):
for i, o in enumerate(enemy_list):
pygame.draw.circle(screen, o.color, [o.x, o.y], o.radius, 0)
#Enemy Fire graphic
#Enemy Death Graphic
#Bullet Purge
def bullet_purge(bullet_list):
#print ("bullet purge")
for i, o in enumerate(bullet_list):
#Offscreen? Delete it (remove it from the bullet_list)
if o.y + int(.5 * o.radius) > windowy + 50 or o.y + o.radius < -20 or o.bump == True:
del bullet_list[i]
#print ("Bullet gone")
return bullet_list
#Bullet spawn
def bullet_spawn(bullet_list, ship):
#print ("Bullet spawns at " + str(ship.y))
if ship.direction == "up":
x = Bullet.Bullet(ship.x, ship.y-(int(.9*ship.radius)), ship.direction, ship.radius, ship.damage)
bullet_list.append(x)
#print("new bullet")
return bullet_list
if ship.direction == "down":
x = Bullet.Bullet(ship.x, ship.y+(int(.9*ship.radius)), ship.direction, ship.radius, ship.damage)
bullet_list.append(x)
#print("new bullet")
return bullet_list
#Bullet Move
def bullet_move(bullet_list):
if len(bullet_list) > 0:
for i, o in enumerate(bullet_list):
if o.direction == "up":
o.y = o.y - o.speed
else:
o.y = o.y + o.speed
#print (o.y)
return bullet_list
#Bullet Draw
def update_bullets(bullet_list):
for i, o in enumerate(bullet_list):
if o.direction == "up":
pygame.draw.circle(screen, o.color, [o.x, o.y], o.radius, 0)
else:
pygame.draw.circle(screen, YELLOW, [o.x, o.y], o.radius, 0)
#Movement Subroutines
def moveup(y):
#dShip's y coordinate is passed in and modified up
return y-5
def movedown(y):
##Ship's y coordinate is passed in and modified down
return y+5
def moveleft(x):
##Ship's x coordinate is passed in and modified to the left
return x-5
def moveright(x):
#Ship's x coordinate is passed in and modified to the right
return x+5
#Circle_Position_Update
def update_circle(x, y, radius, level):
if level > 127:
level = 127
pygame.draw.circle(screen, (255, level << 1, level << 1), [x, y], radius, 0)
return
#Player Fire graphic
def shoot (x, y, radius):
pygame.draw.circle(screen, YELLOW, [x, y- int(.9*radius)], radius//2, 0)
#print("!BANG!")
return 1
#Collision function
def collide(bullet_list, enemy_list, player, collision_flash_bang, death):
#print (player.x, player.y)
for i, o in enumerate(bullet_list):
for f, p in enumerate(enemy_list):
if o.direction == "up" and o.x+o.radius > p.x-p.radius and o.x-o.radius < p.x+p.radius and o.y+o.radius < p.y+p.radius and o.y+o.radius > p.y-p.radius and o.bump == False:
o.bump = True
p.health = p.health - o.damage
print ("collision")
#collision_flash_bang = 1
if p.x + p.radius > player.x-player.radius and p.x - p.radius < player.x+player.radius and p.y - p.radius < player.y+player.radius and p.y + p.radius > player.y-player.radius:
player.radius = player.radius - p.health
if player.health < 1 or player.radius < 1:
death = True
p.health = 0
p.bump = True
collision_flash_bang = 1
if o.direction == "down" and o.x > player.x-player.radius and o.x < player.x+player.radius and o.y < player.y+player.radius and o.y > player.y-player.radius and o.bump == False:
o.bump = True
player.radius = player.radius - o.damage
player.health = player.health - o.damage
print ("collision")
collision_flash_bang = 1
if player.health < 1 or player.radius < 1:
death = True
return collision_flash_bang, death
def flash(windowx, windowy):
pygame.draw.circle(screen, ORANGE, [windowx//2, windowy//2], windowx, 0)
#PRINT YOU LOSE
def game_over():
pygame.draw.circle(screen, RED, [windowx//2, windowy//2], windowx, 0)
pygame.draw.rect(screen, BLACK, (windowx//2-100, windowy//2-100, windowx//9, windowy//10), 7)
screen.blit(YOU_LOSE_LABEL, (windowx//2-windowx//15, windowy//2-windowy//5))
screen.blit(RESTART_LABEL, ())
# -------- Main Program Loop -----------
#Control Flags
wflag = 0
sflag = 0
aflag = 0
dflag = 0
shootflag = 0
shootstopper = 0
pygame.key.set_repeat(0, 200)
collision_flash_flag = 0
#Game Pieces
player = playerShip.PlayerShip(windowx, windowy)
enemy_list = []
bullet_list = []
enemy_spawn_flag = 0
enemy_bullet_spawn_flag = 0
enemy_spawn_count = 0
player_death = False
while not done:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
print("User asked to quit.")
done = True # Flag that we are done so we exit this loop
elif event.type == pygame.KEYDOWN:
pressed = pygame.key.get_pressed()
#print (pressed)
if pressed[119] == 1:
wflag = 1
print("W")
if pressed[119] == 0:
wflag = 0
if pressed[115] == 1:
sflag = 1
print("S")
if pressed[115] == 0:
sflag = 0
if pressed[97] == 1:
aflag = 1
print("A")
if pressed[97] == 0:
aflag = 0
if pressed[100] == 1:
dflag = 1
print("D")
if pressed[100] == 0:
dflag = 0
if pressed[32] == 1 and shootstopper == 0:
shootflag = 1
#print("SHOOT")
if pressed[32] == 0:
shootflag = 0
elif event.type == pygame.KEYUP:
pressed = pygame.key.get_pressed()
if pressed[119] == 1:
wflag = 1
print("W")
if pressed[119] == 0:
wflag = 0
if pressed[115] == 1:
sflag = 1
print("S")
if pressed[115] == 0:
sflag = 0
if pressed[97] == 1:
aflag = 1
print("A")
if pressed[97] == 0:
aflag = 0
if pressed[100] == 1:
dflag = 1
print("D")
if pressed[100] == 0:
dflag = 0
if pressed[32] == 1:
shootflag = 1
#print("SHOOT")
shootstopper = 0
if pressed[32] == 0:
shootflag = 0
shootstopper = 0
#print("release")
elif event.type == pygame.MOUSEBUTTONDOWN:
print("User pressed a mouse button")
# # --- Game logic should go hereLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGICLOGIC
##############################################SPAWN/DEATH########################################################
#Enemy Purge
enemy_list = enemy_purge(enemy_list, player)
#Enemy Spawn
if enemy_spawn_count > 19 and len(enemy_list) < player.level + 25 :
enemy_list = enemy_spawn(enemy_list)
enemy_spawn_count = 0
#print ("E spawned")
else:
if enemy_spawn_count < 20:
enemy_spawn_count += 1
#print ("e spawn in" + str(80 - enemy_spawn_count))
#################################################################################################################
##############################################BULLETS############################################################
for shipnum, enemyship in enumerate(enemy_list):
if enemyship.shoot_countdown == 0:
bullet_spawn(bullet_list, enemyship)
enemyship.shoot_countdown = enemyship.shoot_countdown_static
else:
enemyship.shoot_countdown -= 1
if shootflag == 1 and shootstopper != 1:
bullet_list = bullet_spawn(bullet_list, player)
#Move the Bullets
bullet_list = bullet_move(bullet_list)
#Purge Offscreen bullets or those that collide (bump)
bullet_list = bullet_purge(bullet_list)
#################################################################################################################
##############################################PLAYER MOVE########################################################
if wflag == 1:
player.y = moveup(player.y)
if sflag == 1:
player.y = movedown(player.y)
if aflag == 1:
player.x = moveleft(player.x)
if dflag == 1:
player.x = moveright(player.x)
#################################################################################################################
##############################################ENEMY MOVE#########################################################
enemy_list = enemy_move(enemy_list)
#################################################################################################################
##############################################COLLISION##########################################################
collision_flash_flag, player_death = collide(bullet_list, enemy_list, player, collision_flash_flag, player_death)
if player.radius < 1:
player.radius = 0
#################################################################################################################
# --- Drawing code should go hereDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAWDRAW
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(BLACK)
if player_death == True:
game_over()
else:
if collision_flash_flag == 1:
print ("flash")
flash(windowx, windowy)
collision_flash_flag = 0
if shootflag == 1 and shootstopper != 1:
shootstopper = shoot(player.x, player.y, player.radius)
update_bullets(bullet_list)
update_enemy(enemy_list)
update_circle(player.x, player.y, player.radius, player.level)
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
clock.tick(60)
pygame.quit()