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Copy pathgame.py
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322 lines (268 loc) · 12 KB
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import random
from typing import cast
import pygame
import settings
from assets import GameAssets
from sprites import BackgroundScroller, BossPlane, EnemyPlane, Missile, PlayerPlane
class Game:
def __init__(self) -> None:
pygame.init()
pygame.display.set_caption(settings.GAME_TITLE)
self.screen = pygame.display.set_mode((settings.WINDOW_WIDTH, settings.WINDOW_HEIGHT))
self.clock = pygame.time.Clock()
self.playArea = self.screen.get_rect()
self.assets = GameAssets()
self.titleFont = self.loadUiFont(54)
self.largeFont = self.loadUiFont(38)
self.smallFont = self.loadUiFont(24)
self.tipFont = self.loadUiFont(24)
self.running = True
self.movementKeys: set[int] = set()
self.isFiring: bool = False
self.resetGame()
self.state = settings.STATE_START
def loadUiFont(self, size):
for fontName in settings.UI_FONT_NAMES:
fontPath = pygame.font.match_font(fontName)
if fontPath is not None:
return pygame.font.Font(fontPath, size)
return pygame.font.Font(None, size)
def runGame(self) -> None:
while self.running:
deltaSeconds = self.clock.tick(settings.FPS) / 1000.0
self.handleEvents()
self.updateGame(deltaSeconds)
self.drawGame()
pygame.quit()
def resetGame(self) -> None:
self.background = BackgroundScroller(self.assets.backgrounds)
self.player = PlayerPlane(
self.assets.loadImage("myPlane.png"),
self.assets.loadImage(settings.PLAYER_MISSILE_FILE),
self.playArea,
)
self.playerMissiles = pygame.sprite.Group()
self.enemyMissiles = pygame.sprite.Group()
self.enemies = pygame.sprite.Group()
self.boss = None
self.score = 0
self.waveIndex = 0
self.spawnedInWave = 0
self.nextEnemySpawnMilliseconds = pygame.time.get_ticks() + 600
self.finishedSpawningEnemies = False
self.movementKeys.clear()
self.isFiring = False
def handleEvents(self) -> None:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
self.handleKeyDown(event.key)
if event.type == pygame.KEYUP:
self.handleKeyUp(event.key)
def handleKeyDown(self, key) -> None:
if key == pygame.K_ESCAPE:
self.running = False
return
if key in (pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT):
self.movementKeys.add(key)
return
if key != pygame.K_SPACE:
return
if self.state in (settings.STATE_START, settings.STATE_WIN, settings.STATE_GAME_OVER):
self.resetGame()
self.state = settings.STATE_PLAYING
self.isFiring = True
def handleKeyUp(self, key) -> None:
if key in self.movementKeys:
self.movementKeys.remove(key)
if key == pygame.K_SPACE:
self.isFiring = False
def updateGame(self, deltaSeconds) -> None:
nowMilliseconds = pygame.time.get_ticks()
self.background.updateBackground(deltaSeconds)
if self.state != settings.STATE_PLAYING:
return
self.player.handleInput(self.movementKeys, deltaSeconds)
if self.isFiring:
playerMissile = self.player.shootMissile(nowMilliseconds)
if playerMissile is not None:
self.playerMissiles.add(playerMissile)
self.spawnEnemyWave()
self.updateEnemies(deltaSeconds, nowMilliseconds)
self.updateBoss(deltaSeconds, nowMilliseconds)
self.updateMissiles(deltaSeconds)
self.handleCollisions(nowMilliseconds)
if self.state != settings.STATE_PLAYING:
return
self.trySpawnBoss()
def spawnEnemyWave(self) -> None:
if self.finishedSpawningEnemies:
return
nowMilliseconds = pygame.time.get_ticks()
if nowMilliseconds < self.nextEnemySpawnMilliseconds:
return
if self.waveIndex >= len(settings.ENEMY_WAVES):
self.finishedSpawningEnemies = True
return
waveConfig = settings.ENEMY_WAVES[self.waveIndex]
if self.spawnedInWave >= waveConfig["count"]:
self.waveIndex += 1
self.spawnedInWave = 0
self.nextEnemySpawnMilliseconds = nowMilliseconds + settings.ENEMY_WAVE_DELAY_MS
return
self.spawnEnemy(waveConfig)
self.spawnedInWave += 1
self.nextEnemySpawnMilliseconds = nowMilliseconds + settings.ENEMY_SPAWN_INTERVAL_MS
def spawnEnemy(self, waveConfig: settings.EnemyWaveConfig) -> None:
frames = self.assets.loadAnimationFrames(waveConfig["frames"])
missileImage = self.assets.loadImage(settings.ENEMY_MISSILE_FILE)
margin = max(frame.get_width() for frame in frames) // 2 + 8
startX = random.randint(margin, settings.WINDOW_WIDTH - margin)
startY = -max(frame.get_height() for frame in frames) - random.randint(0, 60)
enemy = EnemyPlane(
frames,
missileImage,
(startX, startY),
waveConfig["health"],
waveConfig["score"],
waveConfig["speed"],
waveConfig["motion"],
waveConfig["shootCooldownMs"],
self.playArea,
)
self.enemies.add(enemy)
def spawnBoss(self) -> None:
bossImage = self.assets.loadScaledImage("enemyPlane_boss.png", settings.BOSS_WIDTH)
missileImage = self.assets.loadImage(settings.ENEMY_MISSILE_FILE)
self.boss = BossPlane(bossImage, missileImage, self.playArea)
def trySpawnBoss(self) -> None:
if self.boss is not None:
return
if not self.finishedSpawningEnemies:
return
if len(self.enemies) > 0:
return
self.spawnBoss()
def updateEnemies(self, deltaSeconds, nowMilliseconds) -> None:
for enemy in list(self.enemies):
enemy.updatePosition(deltaSeconds)
if enemy.isOutOfBounds(self.playArea):
enemy.kill()
continue
enemyMissile = enemy.shootMissile(nowMilliseconds)
if enemyMissile is not None:
self.enemyMissiles.add(enemyMissile)
def updateBoss(self, deltaSeconds, nowMilliseconds) -> None:
if self.boss is None:
return
self.boss.updatePosition(deltaSeconds)
for missile in self.boss.shootMissileBurst(nowMilliseconds):
self.enemyMissiles.add(missile)
def updateMissiles(self, deltaSeconds) -> None:
for missileGroup in (self.playerMissiles, self.enemyMissiles):
for missile in list(missileGroup):
missile.updatePosition(deltaSeconds)
if missile.isOutOfBounds(self.playArea):
missile.kill()
def handleCollisions(self, nowMilliseconds) -> None:
self.handleEnemyHits()
self.handleBossHits()
self.handlePlayerHits(nowMilliseconds)
if self.player.health <= 0:
self.state = settings.STATE_GAME_OVER
def handleEnemyHits(self) -> None:
for missileSprite in list(self.playerMissiles):
missile = cast(Missile, missileSprite)
for enemySprite in list(self.enemies):
enemy = cast(EnemyPlane, enemySprite)
if not missile.rect.colliderect(enemy.rect):
continue
missile.kill()
if enemy.takeDamage(missile.damage):
self.score += enemy.scoreValue
enemy.kill()
break
def handleBossHits(self) -> None:
if self.boss is None:
return
for sprite in list(self.playerMissiles):
missile = cast(Missile, sprite)
if not self.boss.rect.colliderect(missile.rect):
continue
missile.kill()
if self.boss.takeDamage(missile.damage):
self.score += self.boss.scoreValue
self.boss = None
self.state = settings.STATE_WIN
return
def handlePlayerHits(self, nowMilliseconds) -> None:
if nowMilliseconds < self.player.invincibleUntilMilliseconds:
return
missileHits = self.collectPlayerMissileHits()
enemyHits = self.collectPlayerEnemyHits()
bossHit = self.boss is not None and self.player.rect.colliderect(self.boss.rect)
if missileHits or enemyHits or bossHit:
self.player.takeDamage(nowMilliseconds)
def collectPlayerMissileHits(self) -> bool:
hasHit = False
for sprite in list(self.enemyMissiles):
missile = cast(Missile, sprite)
if self.player.rect.colliderect(missile.rect):
missile.kill()
hasHit = True
return hasHit
def collectPlayerEnemyHits(self) -> bool:
hasHit = False
for sprite in list(self.enemies):
enemy = cast(EnemyPlane, sprite)
if self.player.rect.colliderect(enemy.rect):
enemy.kill()
hasHit = True
return hasHit
def drawGame(self) -> None:
nowMilliseconds = pygame.time.get_ticks()
self.background.drawBackground(self.screen)
if self.state == settings.STATE_START:
self.drawOverlay(settings.GAME_TITLE, settings.START_MESSAGE, settings.CONTROL_TIP)
elif self.state == settings.STATE_PLAYING:
self.drawPlayingScene(nowMilliseconds)
elif self.state == settings.STATE_WIN:
self.drawPlayingScene(nowMilliseconds)
self.drawOverlay(settings.WIN_MESSAGE, settings.RESTART_MESSAGE)
elif self.state == settings.STATE_GAME_OVER:
self.drawPlayingScene(nowMilliseconds)
self.drawOverlay(settings.GAME_OVER_MESSAGE, settings.RESTART_MESSAGE)
pygame.display.flip()
def drawPlayingScene(self, nowMilliseconds) -> None:
self.playerMissiles.draw(self.screen)
self.enemies.draw(self.screen)
if self.boss is not None:
self.screen.blit(self.boss.image, self.boss.rect)
self.enemyMissiles.draw(self.screen)
if self.player.isVisible(nowMilliseconds):
self.screen.blit(self.player.image, self.player.rect)
self.drawHud()
def drawHud(self) -> None:
bossHealth = 0 if self.boss is None else self.boss.health
hudText = settings.HUD_TEXT.format(
health=self.player.health,
score=self.score,
bossHealth=bossHealth,
)
hudImage = self.smallFont.render(hudText, True, settings.WHITE)
self.screen.blit(hudImage, (12, 10))
def drawOverlay(self, title, message, tip=None) -> None:
overlay = pygame.Surface((settings.WINDOW_WIDTH, settings.WINDOW_HEIGHT), pygame.SRCALPHA)
overlay.fill(settings.DARK_OVERLAY)
self.screen.blit(overlay, (0, 0))
titleImage = self.titleFont.render(title, True, settings.YELLOW)
messageImage = self.largeFont.render(message, True, settings.WHITE)
titleRect = titleImage.get_rect(center=(settings.WINDOW_WIDTH // 2, settings.WINDOW_HEIGHT // 2 - 48))
messageRect = messageImage.get_rect(center=(settings.WINDOW_WIDTH // 2, settings.WINDOW_HEIGHT // 2 + 20))
self.screen.blit(titleImage, titleRect)
self.screen.blit(messageImage, messageRect)
if tip is not None:
tipImage = self.tipFont.render(tip, True, settings.WHITE)
tipRect = tipImage.get_rect(center=(settings.WINDOW_WIDTH // 2, settings.WINDOW_HEIGHT // 2 + 66))
self.screen.blit(tipImage, tipRect)