/
main.py
529 lines (500 loc) · 21.7 KB
/
main.py
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"""
This is the main moduel of the game. Running this file
runs the game.
Attributes:
highest_score (int): the highest score achieved since
the game started
"""
import pygame
import sys
import random
import new_player
import dug
import time
import projectile
import enemies
import spritesheet_functions as spsh
from pygame.locals import *
from constants import *
from levels import *
highest_score = 0
def level(screen, level_num, design, monster_add):
"""level is used to load level layouts and monsters
Args:
screen (pygame.Surface): The surface that the all
levels and monsters will be drawn on
level_num (int): the current level that the player
is on
design (dug): The group that holds the white path
for the game
monster_add (boolean): used to decide if monsters
need to be added to the map
"""
monsters = pygame.sprite.LayeredDirty()
if level_num == 1:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 65, 300, 88, 27)
design.add_level_dirt(screen, 300, 300, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(100, 300, 'bombguy'))
monsters.add(enemies.Enemies(300, 300, 'bombguy'))
elif level_num == 2:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 65, 300, 88, 27)
design.add_level_dirt(screen, 300, 300, 88, 27)
design.add_level_dirt(screen, 180, 400, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(65, 300, 'bombguy'))
monsters.add(enemies.Enemies(300, 300, 'bombguy'))
monsters.add(enemies.Enemies(180, 400, 'dragon'))
elif level_num == 3:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 65, 300, 88, 27)
design.add_level_dirt(screen, 300, 300, 88, 27)
design.add_level_dirt(screen, 65, 400, 88, 27)
design.add_level_dirt(screen, 300, 400, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(65, 300, 'dragon'))
monsters.add(enemies.Enemies(300, 300, 'bombguy'))
monsters.add(enemies.Enemies(65, 400, 'dragon'))
monsters.add(enemies.Enemies(300, 400, 'bombguy'))
elif level_num == 4:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 65, 300, 88, 27)
design.add_level_dirt(screen, 300, 300, 88, 27)
design.add_level_dirt(screen, 65, 200, 88, 27)
design.add_level_dirt(screen, 300, 200, 88, 27)
design.add_level_dirt(screen, 180, 400, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(100, 300, 'bombguy'))
monsters.add(enemies.Enemies(300, 300, 'bombguy'))
monsters.add(enemies.Enemies(65, 200, 'dragon'))
monsters.add(enemies.Enemies(300, 200, 'dragon'))
monsters.add(enemies.Enemies(180, 400, 'bombguy'))
elif level_num == 5:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 65, 300, 88, 27)
design.add_level_dirt(screen, 300, 300, 88, 27)
design.add_level_dirt(screen, 65, 200, 88, 27)
design.add_level_dirt(screen, 300, 200, 88, 27)
design.add_level_dirt(screen, 65, 400, 88, 27)
design.add_level_dirt(screen, 300, 400, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(65, 400, 'dragon'))
monsters.add(enemies.Enemies(300, 400, 'dragon'))
monsters.add(enemies.Enemies(100, 300, 'dragon'))
monsters.add(enemies.Enemies(300, 300, 'dragon'))
monsters.add(enemies.Enemies(65, 200, 'dragon'))
monsters.add(enemies.Enemies(300, 200, 'dragon'))
elif level_num == 6:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 65, 300, 88, 27)
design.add_level_dirt(screen, 300, 300, 88, 27)
design.add_level_dirt(screen, 65, 200, 88, 27)
design.add_level_dirt(screen, 300, 200, 88, 27)
design.add_level_dirt(screen, 65, 400, 88, 27)
design.add_level_dirt(screen, 300, 400, 88, 27)
design.add_level_dirt(screen, 180, 400, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(65, 400, 'dragon'))
monsters.add(enemies.Enemies(300, 400, 'dragon'))
monsters.add(enemies.Enemies(100, 300, 'dragon'))
monsters.add(enemies.Enemies(300, 300, 'dragon'))
monsters.add(enemies.Enemies(65, 200, 'dragon'))
monsters.add(enemies.Enemies(300, 200, 'dragon'))
monsters.add(enemies.Enemies(180, 400, 'bombguy'))
elif level_num == 7:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 80, 300, 88, 27)
design.add_level_dirt(screen, 275, 300, 88, 27)
design.add_level_dirt(screen, 65, 200, 88, 27)
design.add_level_dirt(screen, 300, 200, 88, 27)
design.add_level_dirt(screen, 65, 400, 88, 27)
design.add_level_dirt(screen, 300, 400, 88, 27)
design.add_level_dirt(screen, 120, 350, 88, 27)
design.add_level_dirt(screen, 250, 350, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(65, 400, 'dragon'))
monsters.add(enemies.Enemies(300, 400, 'dragon'))
monsters.add(enemies.Enemies(100, 300, 'bombguy'))
monsters.add(enemies.Enemies(300, 300, 'bombguy'))
monsters.add(enemies.Enemies(65, 200, 'dragon'))
monsters.add(enemies.Enemies(300, 200, 'dragon'))
monsters.add(enemies.Enemies(120, 350, 'dragon'))
monsters.add(enemies.Enemies(250, 350, 'dragon'))
elif level_num == 8:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 80, 300, 88, 27)
design.add_level_dirt(screen, 275, 300, 88, 27)
design.add_level_dirt(screen, 65, 200, 88, 27)
design.add_level_dirt(screen, 300, 200, 88, 27)
design.add_level_dirt(screen, 65, 400, 88, 27)
design.add_level_dirt(screen, 300, 400, 88, 27)
design.add_level_dirt(screen, 120, 350, 88, 27)
design.add_level_dirt(screen, 250, 350, 88, 27)
design.add_level_dirt(screen, 120, 250, 88, 27)
design.add_level_dirt(screen, 250, 250, 88, 27)
if monster_add:
monsters.add(enemies.Enemies(65, 400, 'bombguy'))
monsters.add(enemies.Enemies(300, 400, 'bombguy'))
monsters.add(enemies.Enemies(100, 300, 'dragon'))
monsters.add(enemies.Enemies(300, 300, 'dragon'))
monsters.add(enemies.Enemies(65, 200, 'bombguy'))
monsters.add(enemies.Enemies(300, 200, 'bombguy'))
monsters.add(enemies.Enemies(120, 350, 'dragon'))
monsters.add(enemies.Enemies(250, 350, 'dragon'))
monsters.add(enemies.Enemies(120, 250, 'dragon'))
monsters.add(enemies.Enemies(250, 250, 'bombguy'))
elif level_num == 9:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 80, 300, 88, 27)
design.add_level_dirt(screen, 275, 300, 88, 27)
design.add_level_dirt(screen, 65, 200, 88, 27)
design.add_level_dirt(screen, 300, 200, 88, 27)
design.add_level_dirt(screen, 65, 400, 88, 27)
design.add_level_dirt(screen, 300, 400, 88, 27)
design.add_level_dirt(screen, 120, 350, 88, 27)
design.add_level_dirt(screen, 250, 350, 88, 27)
design.add_level_dirt(screen, 120, 250, 88, 27)
design.add_level_dirt(screen, 250, 250, 88, 27)
design.add_level_dirt(screen, 50, 450, 350, 27)
design.add_level_dirt(screen, 13, 122, 27, 355)
design.add_level_dirt(screen, 407, 122, 27, 355)
if monster_add:
monsters.add(enemies.Enemies(65, 400, 'dragon'))
monsters.add(enemies.Enemies(300, 400, 'dragon'))
monsters.add(enemies.Enemies(100, 300, 'dragon'))
monsters.add(enemies.Enemies(300, 300, 'dragon'))
monsters.add(enemies.Enemies(65, 200, 'dragon'))
monsters.add(enemies.Enemies(300, 200, 'dragon'))
monsters.add(enemies.Enemies(120, 350, 'dragon'))
monsters.add(enemies.Enemies(250, 350, 'dragon'))
monsters.add(enemies.Enemies(120, 250, 'dragon'))
monsters.add(enemies.Enemies(250, 250, 'dragon'))
monsters.add(enemies.Enemies(250, 450, 'dragon'))
elif level_num == 10:
design.add_level_dirt(screen, 0, 0, SCREEN_WIDTH, 115)
design.add_level_dirt(screen, 60, 300, 108, 27)
design.add_level_dirt(screen, 275, 300, 108, 27)
design.add_level_dirt(screen, 45, 200, 108, 27)
design.add_level_dirt(screen, 300, 200, 108, 27)
design.add_level_dirt(screen, 45, 400, 108, 27)
design.add_level_dirt(screen, 300, 400, 108, 27)
design.add_level_dirt(screen, 100, 350, 108, 27)
design.add_level_dirt(screen, 250, 350, 108, 27)
design.add_level_dirt(screen, 100, 250, 108, 27)
design.add_level_dirt(screen, 250, 250, 108, 27)
design.add_level_dirt(screen, 50, 450, 350, 27)
if monster_add:
monsters.add(enemies.Enemies(65, 400, 'dragon'))
monsters.add(enemies.Enemies(300, 400, 'dragon'))
monsters.add(enemies.Enemies(100, 300, 'dragon'))
monsters.add(enemies.Enemies(300, 300, 'dragon'))
monsters.add(enemies.Enemies(65, 200, 'dragon'))
monsters.add(enemies.Enemies(300, 200, 'dragon'))
monsters.add(enemies.Enemies(120, 350, 'bombguy'))
monsters.add(enemies.Enemies(250, 350, 'dragon'))
monsters.add(enemies.Enemies(120, 250, 'dragon'))
monsters.add(enemies.Enemies(250, 250, 'dragon'))
monsters.add(enemies.Enemies(200, 450, 'dragon'))
monsters.add(enemies.Enemies(100, 400, 'bombguy'))
monsters.add(enemies.Enemies(360, 400, 'dragon'))
monsters.add(enemies.Enemies(150, 300, 'dragon'))
monsters.add(enemies.Enemies(350, 300, 'dragon'))
monsters.add(enemies.Enemies(100, 200, 'bombguy'))
monsters.add(enemies.Enemies(350, 200, 'dragon'))
monsters.add(enemies.Enemies(160, 350, 'dragon'))
monsters.add(enemies.Enemies(300, 350, 'bombguy'))
monsters.add(enemies.Enemies(160, 250, 'dragon'))
monsters.add(enemies.Enemies(300, 250, 'dragon'))
monsters.add(enemies.Enemies(350, 450, 'bombguy'))
monsters.add(enemies.Enemies(300, 450, 'bombguy'))
monsters.add(enemies.Enemies(200, 450, 'bombguy'))
return monsters
def start_game(start_time, player, dirt_dug):
"""Used to move the automaticall move the player
The purpose of this is to move the player into place
at the beginning of the game
Args:
start_time (float): the time that the game started
player (NewPlayer): the main player of the game
dirt_dug (Dug): the group holding all of the dug
up pixels
"""
dirt = 0
if time.time() - start_time < 3.5:
if player.x > 220:
dirt = player_move(player, 'l', dirt_dug, 4)
if player.x <= 220 and player.y < 296:
dirt = player_move(player, 'd', dirt_dug, 4)
return dirt
def player_move(digger, direct, dirt, digger_speed):
"""Used to move the player and create the dug path
Args:
digger (NewPlayer): the main player of the game
direct (char): direction that the player is moving
dirt (Dug): group holding the dug up pixels
digger_speed(int): amount of pixels to move
"""
new_dirt = 0
if direct == 'u':
dig_dirt = digger.move(direct, digger_speed)
# enemy.move('u', digger_speed)
new_dirt = dirt.add_dirt(
SURFACE, digger.x, digger.y, digger.rect.width,
digger.rect.height, direct, dig_dirt)
elif direct == 'd':
dig_dirt = digger.move(direct, digger_speed)
# enemy.move('d', digger_speed)
new_dirt = dirt.add_dirt(
SURFACE, digger.x, digger.y, digger.rect.width,
digger.rect.height, direct, dig_dirt)
elif direct == 'l':
dig_dirt = digger.move(direct, digger_speed)
# enemy.move('l', digger_speed)
new_dirt = dirt.add_dirt(
SURFACE, digger.x, digger.y, digger.rect.width,
digger.rect.height, direct, dig_dirt)
elif direct == 'r':
dig_dirt = digger.move(direct, digger_speed)
# enemy.move('r', digger_speed)
new_dirt = dirt.add_dirt(
SURFACE, digger.x, digger.y, digger.rect.width,
digger.rect.height, direct, dig_dirt)
return new_dirt
def main():
"""The function to run the entire game
This function create the character and call all
necessary function to keep the game running
"""
pygame.init()
fps_clock = pygame.time.Clock()
digger_speed = 5
start = time.time()
won = True
# Background
sheet = spsh.SpriteSheet('LevelBackgrounds.png')
cur_level = 1
bg_images = [LEVEL_ONE_BG, LEVEL_TWO_BG, LEVEL_THREE_BG, LEVEL_FOUR_BG,
LEVEL_FIVE_BG, LEVEL_SIX_BG, LEVEL_SEVEN_BG, LEVEL_EIGHT_BG,
LEVEL_NINE_BG, LEVEL_TEN_BG]
bgimage = bg_images[cur_level - 1]
SURFACE.blit(bgimage, (0, 0))
pygame.display.update()
# Creating player and dug up list
all_sprites = pygame.sprite.LayeredDirty()
digger = new_player.NewPlayer(400, 84)
all_sprites.add(digger)
player_group = pygame.sprite.LayeredDirty()
player_group.add(digger)
dugup = dug.Dug(SURFACE)
dugup.draw(SURFACE)
# Missile variables
missile_group = pygame.sprite.LayeredDirty()
missile_timeout = 0
# Enemies
monster_list = level(SURFACE, cur_level, dugup, True)
all_sprites.add(dugup)
all_sprites.add(monster_list)
lives = 3
score = 0
total_score = 0
monsters = len(monster_list)
monster_hits = 0
font = pygame.font.SysFont('Calibri', 25, True, False)
# Conditions for movement (deleting pixels right now)
move_left = False
move_right = False
move_down = False
move_up = False
shoot = False
main_loop = True
while main_loop: # main game loop
for event in pygame.event.get():
if event.type == QUIT: # QUIT event to exit the game
pygame.quit()
sys.exit()
# Dectects key presses
if event.type == KEYDOWN:
if event.key == K_UP:
move_up = True
elif event.key == K_DOWN:
move_down = True
elif event.key == K_LEFT:
move_left = True
elif event.key == K_RIGHT:
move_right = True
if event.key == K_SPACE:
if shoot:
active = True
else:
active = False
shoot = True
missile_timeout = time.time()
elif event.type == KEYUP:
if event.key == K_UP:
move_up = False
elif event.key == K_DOWN:
move_down = False
elif event.key == K_LEFT:
move_left = False
elif event.key == K_RIGHT:
move_right = False
# Moves Objects
new_dirt = start_game(start, digger, dugup)
if move_up:
new_dirt = player_move(digger, 'u', dugup, digger_speed)
elif move_down:
new_dirt = player_move(digger, 'd', dugup, digger_speed)
elif move_left:
new_dirt = player_move(digger, 'l', dugup, digger_speed)
elif move_right:
new_dirt = player_move(digger, 'r', dugup, digger_speed)
# Adding dirt to all sprites
if new_dirt != 0:
all_sprites.add(new_dirt)
if shoot:
if digger.direction == 'l':
project = projectile.Projectile(
digger.x - MISSILE_WIDTH,
digger.y + int(digger.rect.height / 2),
digger.direction, digger_speed, SURFACE)
elif digger.direction == 'r':
project = projectile.Projectile(
digger.x + digger.rect.width + 1,
digger.y + int(digger.rect.height / 2),
digger.direction, digger_speed, SURFACE)
elif digger.direction == 'u':
project = projectile.Projectile(
digger.x + int(digger.rect.width / 3),
digger.y - MISSILE_WIDTH,
digger.direction, digger_speed, SURFACE)
else: # digger.direction = 'd':
project = projectile.Projectile(
digger.x + int(digger.rect.width / 3),
digger.y + digger.rect.height + 1,
digger.direction, digger_speed, SURFACE)
missile_group.add(project)
shoot = False
for missile in missile_group:
hit_bool = missile.move(SURFACE, digger_speed, monster_list)
if time.time() - missile_timeout > 1 or hit_bool:
missile.kill()
missile.visible = 0
if hit_bool:
monster_hits += 1
all_sprites.add(missile_group)
player_hit = pygame.sprite.spritecollide(
digger, monster_list, False, pygame.sprite.collide_mask)
monster_miss = True
for monster in monster_list:
all_sprites.move_to_front(monster)
monster_miss = monster.move(SURFACE, digger_speed, digger)
if monster.reached_end:
lives -= 1
if lives <= 0:
main_loop = False
won = False
# Moving digger to the front to be seen
if len(player_hit) > 0 or not monster_miss:
digger.visible = 0
digger.kill()
main_loop = False
won = False
elif digger.visible == 1:
all_sprites.move_to_front(digger)
if len(monster_list) <= 0:
if lives <= 0:
main_loop = False
won = False
else:
total_score += score
cur_level += 1
if cur_level < 10:
bgimage = bg_images[cur_level - 1]
SURFACE.blit(bgimage, (0, 0))
pygame.display.update()
main_loop = True
all_sprites = pygame.sprite.LayeredDirty()
digger = new_player.NewPlayer(400, 84)
all_sprites.add(digger)
player_group.add(digger)
dugup = dug.Dug(SURFACE)
dugup.draw(SURFACE)
monster_list = level(SURFACE, cur_level, dugup, True)
all_sprites.add(dugup)
all_sprites.add(monster_list)
monsters = len(monster_list)
monster_hits = 0
start = time.time()
else:
main_loop = False
menu('WIN', total_score)
# Updating sprites to be drawn
all_sprites.clear(SURFACE, bgimage)
all_sprites.update()
redraw = all_sprites.draw(SURFACE)
# SCORING
top_bar = pygame.Surface((SCREEN_WIDTH, 70))
top_bar.fill(WHITE)
SURFACE.blit(top_bar, [0, 0])
score = (len(dugup))
score += monster_hits * (20 * cur_level)
score_text = font.render('Score: ' + str(score), True, BLACK)
lives_text = font.render('Chances: ' + str(lives), True, BLACK)
total_score_text = font.render('Total Score: ' + str(total_score),
True, BLACK)
level_text = font.render('Level: ' + str(cur_level), True, BLACK)
SURFACE.blit(score_text, [10, 10])
SURFACE.blit(lives_text, [250, 10])
SURFACE.blit(total_score_text, [10, 40])
SURFACE.blit(level_text, [250, 40])
# BACK TO UPDATES
pygame.display.update()
pygame.display.update(redraw)
fps_clock.tick(FPS)
if not main_loop:
total_score += score
if won:
menu('WIN', total_score)
else:
menu('LOSE', total_score)
def menu(text, score):
"""The starting menu of the game.
This menu is loaded
when the program is initially run, when the player
wins, and when the player looses.
"""
pygame.init()
fps_clock = pygame.time.Clock()
menu_background = pygame.image.load('main_menu.png')
global highest_score
if score > highest_score:
highest_score = score
SURFACE.blit(menu_background, (0, 0))
pygame.display.update()
font = pygame.font.SysFont('Calibri', 25, True, False)
score_text = font.render('Highest Score: ' + str(highest_score),
True, WHITE)
if text != 'start':
display_text = font.render('You ' + str(text) + '!', True, WHITE)
SURFACE.blit(display_text, [150, 300])
SURFACE.blit(score_text, [100, 420])
menu_loop = True
while menu_loop:
pygame.display.update()
fps_clock.tick(FPS)
for event in pygame.event.get():
if event.type == QUIT: # QUIT event to exit the game
pygame.quit()
sys.exit()
# Dectects key presses
if event.type == KEYDOWN:
if event.key == K_SPACE:
menu_loop = False
main()
pygame.display.update()
pygame.display.flip()
fps_clock.tick(FPS)
if __name__ == '__main__':
menu('start', highest_score)