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run.py
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import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import random
import math
import sys
import pygame
from pygame.locals import *
from from_another_planet import *
from from_another_planet.player import *
from from_another_planet.planet import *
from from_another_planet.aliens import *
from from_another_planet.laser import *
from from_another_planet.rock import *
from from_another_planet.bullet import *
from from_another_planet.helper.animate import *
from from_another_planet.helper.effects import *
from from_another_planet.helper.config import *
from from_another_planet.views.buttons import *
from from_another_planet.views.menus import *
from from_another_planet.helper.shoot import *
clock = pygame.time.Clock()
# game variables and constants
class GameVariables:
def __init__(self):
self.NUM_ALIENS = 4
self.NUM_BLUE_ALIENS = 2
self.NUM_BIG_ALIENS = 1
self.NUM_SHOOTING_ALIENS = 1
self.NUM_TELEPORT_PARTICLES = 50
self.scroll = 0
self.lvl = 1
self.aliensKilled = 0
self.cause_of_death = ""
self.alienList = []
self.blue_alienList = []
self.big_alienList = []
self.shoot_alienList = []
self.alien_bulletList = []
self.laserList = []
self.rockList = []
self.bulletList = []
self.shellList = []
self.screen_effects = ScreenEffects()
self.teleportParticles = []
self.explosionParticles = []
self.gamePause = False
self.gameOver = False
self.gameStart = False
self.moveR = False
self.moveL = False
self.moveU = False
self.moveD = False
self.shoot = False
self.shotg = False
self.telep = False
## Initialize game state
def init_game():
global game_vars, buttons, player, health, laser, tiles
game_vars = GameVariables()
newgButton = Button(bN, bNc, round(window.get_width() / 2), round(window.get_height() / 2) + 80)
resuButton = Button(bR, bRc, round(window.get_width() / 2), round(window.get_height() / 2) + 80)
tutoButton = Button(bT, bTc, round(window.get_width() / 2), round(window.get_height() / 2) + 180)
quitButton = Button(bQ, bQc, round(window.get_width() / 2), round(window.get_height() / 2) + 280)
buttons = [newgButton, tutoButton, quitButton, resuButton]
player = Player(p, round(window.get_width() / 2), round(window.get_height() / 2), 6)
health = HealthBar(lives[player.lives], round(window.get_width() / 2), (window.get_height() - 45), 0.7)
add_alien(Alien, a, game_vars.NUM_ALIENS, game_vars.alienList)
add_alien(BlueAlien, a2, game_vars.NUM_BLUE_ALIENS, game_vars.blue_alienList)
add_alien(BigAlien, a3, game_vars.NUM_BIG_ALIENS, game_vars.big_alienList)
add_alien(ShootAlien, a4, game_vars.NUM_SHOOTING_ALIENS, game_vars.shoot_alienList)
laser = Laser(l, 1, round(window.get_height() / 2))
add_rocks(8, Rock, rockRandom, game_vars.rockList, min_speed=1, max_speed=3)
tiles = math.ceil(window.get_width() / bg.get_width()) + 1
def main():
global game_vars, buttons, player, health, laser, tiles
init_game()
while True:
shake_offset = game_vars.screen_effects.screenshake()
screen_offset = game_vars.screen_effects.screenshake(window=True)
window.fill((0, 0, 0))
# Menus
if not game_vars.gameOver and not game_vars.gameStart:
main_menu(game_vars, buttons[0], buttons[1], buttons[2])
if game_vars.gameOver:
reset_menu(game_vars, buttons[0], buttons[1], buttons[2], init_game)
if game_vars.gamePause:
pause_menu(game_vars, buttons[3], buttons[1], buttons[2])
if game_vars.gameStart and not game_vars.gamePause:
change_cursor()
if player.lives <= 0:
game_vars.gameOver = True
game_vars.gameStart = False
# Scrolling background
for i in range(0, tiles):
window.blit(bg, (i * bg.get_width() + game_vars.scroll + screen_offset[0], screen_offset[1]))
game_vars.scroll -= 5
if abs(game_vars.scroll) > bg.get_width():
game_vars.scroll = 0
# Level up
if len(game_vars.alienList) == 0:
change_level(game_vars)
add_alien(Alien, a, game_vars.NUM_ALIENS, game_vars.alienList)
add_alien(BlueAlien, a2, game_vars.NUM_BLUE_ALIENS, game_vars.blue_alienList)
if game_vars.lvl > 2:
add_alien(ShootAlien, a4, game_vars.NUM_SHOOTING_ALIENS, game_vars.shoot_alienList)
if game_vars.lvl > 4:
add_alien(BigAlien, a3, game_vars.NUM_BIG_ALIENS, game_vars.big_alienList)
laser.update(game_vars)
# Laser
laser.show(window, shake_offset)
laser.moveLR(window, player)
if laser.rect.x >= window.get_width()+200:
laser.reset()
# Rock
game_vars.rockList = [rock for rock in game_vars.rockList if not rock.remove]
for rock in game_vars.rockList:
rock.update(window)
rock.show(window, shake_offset)
rock.collide(window, game_vars, laser)
if len(game_vars.rockList) < 4:
add_rocks(random.randint(8, 10), Rock, rockRandom, game_vars.rockList, min_speed=2, max_speed=6)
for explosion in game_vars.explosionParticles:
explosion.update()
explosion.show()
game_vars.explosionParticles = RockExplosion.cleanup(game_vars.explosionParticles)
# Player
player.move(window, game_vars.moveR, game_vars.moveL, game_vars.moveU, game_vars.moveD)
player.update(game_vars.telep, game_vars)
player.collide(game_vars, laser)
player.show(window, shake_offset)
for particle in game_vars.teleportParticles:
particle.update(clock.get_time())
particle.show()
game_vars.teleportParticles = TeleportAnimation.cleanup(game_vars.teleportParticles)
# Shooting
bullet_check(game_vars.bulletList, window)
if game_vars.shoot:
player_shoot(Bullet, player, game_vars.bulletList, game_vars.screen_effects)
game_vars.screen_effects.shake_duration = 5
game_vars.shoot = False
if game_vars.shotg:
player_shotgun(Shell, player, game_vars.bulletList, game_vars.screen_effects)
game_vars.screen_effects.shake_duration = 10
for bullets in game_vars.bulletList:
bullets.update()
bullets.show(window)
game_vars.screen_effects.update_recoil(player)
# Aliens
for alien in game_vars.alienList:
alien.show(window, shake_offset)
alien.update(player, game_vars)
alien.move()
reduce_life_edge(player, alien, game_vars.alienList)
for alienBlue in game_vars.blue_alienList:
alienBlue.show(window, shake_offset)
alienBlue.update(player, game_vars)
alienBlue.move()
reduce_life_edge(player, alienBlue, game_vars.blue_alienList)
for alienBig in game_vars.big_alienList:
alienBig.show(window, a3, shake_offset)
alienBig.update(player, game_vars)
alienBig.move()
reduce_life_edge(player, alienBig, game_vars.big_alienList)
for alien_bullet in game_vars.alien_bulletList:
alien_bullet.update(player, game_vars)
alien_bullet.show(window)
for alienShoot in game_vars.shoot_alienList:
alienShoot.show(window, shake_offset)
alienShoot.update(player, game_vars)
alienShoot.move(player, window, game_vars)
reduce_life_edge(player, alienShoot, game_vars.shoot_alienList)
health.show(window, lives, player)
clock.tick()
ui(clock, player, game_vars)
else:
show_cursor()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# Keys
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
game_vars.gamePause = True
if event.key == K_RIGHT or event.key == K_d:
game_vars.moveR = True
if event.key == K_LEFT or event.key == K_a:
game_vars.moveL = True
if event.key == K_UP or event.key == K_w:
game_vars.moveU = True
if event.key == K_DOWN or event.key == K_s:
game_vars.moveD = True
if event.key == K_SPACE:
game_vars.telep = True
if not (game_vars.moveR or game_vars.moveL or game_vars.moveU or game_vars.moveD):
player.slowdown()
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
game_vars.shoot = True
gun_channel.play(gun_sound)
if event.type == pygame.MOUSEBUTTONUP and event.button == 1:
game_vars.shoot = False
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
game_vars.shotg = True
if event.type == pygame.MOUSEBUTTONUP and event.button == 3:
game_vars.shotg = False
if event.type == KEYUP:
if event.key == K_RIGHT or event.key == K_d:
game_vars.moveR = False
if event.key == K_LEFT or event.key == K_a:
game_vars.moveL = False
if event.key == K_UP or event.key == K_w:
game_vars.moveU = False
if event.key == K_DOWN or event.key == K_s:
game_vars.moveD = False
if event.key == K_SPACE:
game_vars.telep = False
if not game_vars.gamePause and not game_vars.gameOver and game_vars.gameStart:
change_cursor()
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()