|
|
|
import pygame
|
|
|
|
import pygame_menu
|
|
|
|
import sys
|
|
|
|
from settings import windowX,windowY, DEBUG, window_caption,logo,gamefont, FPS
|
|
|
|
from bullets import Bullet
|
|
|
|
from beings import *
|
|
|
|
from surfaces import SlowTimeSurf, BuffRandomSurf
|
|
|
|
from particles import *
|
|
|
|
|
|
|
|
pygame.init()
|
|
|
|
pygame.display.set_caption(window_caption)
|
|
|
|
window = pygame.display.set_mode((windowX,windowY))
|
|
|
|
pygame.display.set_icon(logo)
|
|
|
|
font = pygame.font.Font(gamefont, 46)
|
|
|
|
|
|
|
|
################################################################
|
|
|
|
def play():
|
|
|
|
if DEBUG == True:
|
|
|
|
from bullets import player_bullets_on_screen,enemy_bul_on_screen
|
|
|
|
clock = pygame.time.Clock()
|
|
|
|
pygame.mouse.set_visible(False)
|
|
|
|
slowsurf = SlowTimeSurf(384,64)
|
|
|
|
randsurf = BuffRandomSurf(540,64)
|
|
|
|
enemy = Enemy(100,100)
|
|
|
|
enemy2 = Enemy(windowX,200)
|
|
|
|
enemies_on_screen.append(enemy)
|
|
|
|
enemies_on_screen.append(enemy2)
|
|
|
|
print(enemies_on_screen)
|
|
|
|
player = Player()
|
|
|
|
|
|
|
|
death_timer = 1.5 #in seconds
|
|
|
|
death_timer_calculation = (death_timer/FPS)/death_timer
|
|
|
|
SCORE = 0
|
|
|
|
########################## LAYER 0
|
|
|
|
while True:
|
|
|
|
for event in pygame.event.get():
|
|
|
|
if event.type == pygame.QUIT:
|
|
|
|
pygame.quit(),sys.exit()
|
|
|
|
break
|
|
|
|
|
|
|
|
window.fill((41, 64, 59))
|
|
|
|
pygame.draw.rect(window,(0,0,0),(0,720,windowX,5))
|
|
|
|
|
|
|
|
if DEBUG == True:
|
|
|
|
for row in range(0,windowX,32):
|
|
|
|
pygame.draw.rect(window,(184, 227, 179, 1),(row,0,2,windowY))
|
|
|
|
for column in range(0,windowY,64):
|
|
|
|
pygame.draw.rect(window,(184, 227, 179),(0,column,windowX,2))
|
|
|
|
#print('power_of_random: ',player.power_of_random)
|
|
|
|
print('bullets_on_screen: ', str(len(player_bullets_on_screen + enemy_bul_on_screen)))
|
|
|
|
|
|
|
|
|
|
|
|
########################## LAYER 0 END
|
|
|
|
|
|
|
|
########################## LAYER 1
|
|
|
|
if slowsurf.switch == True:
|
|
|
|
slowsurf.place(window)
|
|
|
|
if slowsurf.collide(player.player_rect):
|
|
|
|
print("<Sakuya slows the flow of time !>")
|
|
|
|
slowsurf.switch = False
|
|
|
|
else:
|
|
|
|
#for enemy in enemies_on_screen: #Doesn`t work and I don`t know why
|
|
|
|
slowsurf.activate(enemy)
|
|
|
|
slowsurf.activate(enemy2)
|
|
|
|
|
|
|
|
if randsurf.switch == True:
|
|
|
|
randsurf.place(window)
|
|
|
|
if randsurf.collide(player.player_rect):
|
|
|
|
print('<Randoumu no pawa~ !>')
|
|
|
|
randsurf.switch = False
|
|
|
|
else:
|
|
|
|
randsurf.activate(window,player)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
player.teleportation()
|
|
|
|
player.shoot(window)
|
|
|
|
player.draw(window)
|
|
|
|
player.update()
|
|
|
|
player.collision(window)
|
|
|
|
|
|
|
|
if player.out_of_area():
|
|
|
|
death_timer -= death_timer_calculation
|
|
|
|
timertext_color = (255-death_timer*150,170*death_timer,10)
|
|
|
|
text = font.render(str(round(death_timer,2)), True, timertext_color)
|
|
|
|
window.blit(text,(windowX//2,windowY//2 - 100))
|
|
|
|
if death_timer < 0.1:
|
|
|
|
print('DED')
|
|
|
|
if DEBUG == True:
|
|
|
|
print('TOTAL {}'.format(time.time()-start))
|
|
|
|
break
|
|
|
|
else:
|
|
|
|
if DEBUG == True:
|
|
|
|
start = time.time()
|
|
|
|
death_timer = 1.5
|
|
|
|
|
|
|
|
########################## LAYER 1 END
|
|
|
|
|
|
|
|
########################## LAYER 2
|
|
|
|
if enemy.alive == True:
|
|
|
|
enemy.draw(window)
|
|
|
|
enemy.move('right')
|
|
|
|
enemy.enemy_shoot(window)
|
|
|
|
enemy.collision(window)
|
|
|
|
if enemy.enemy_x >= windowX-10: #That returning thingy
|
|
|
|
enemy.enemy_x = 5
|
|
|
|
|
|
|
|
if enemy2.alive == True:
|
|
|
|
enemy2.draw(window)
|
|
|
|
enemy2.enemy_shoot(window)
|
|
|
|
enemy2.move('left')
|
|
|
|
enemy2.collision(window)
|
|
|
|
if enemy2.enemy_x <= 5: #That returning thingy
|
|
|
|
enemy2.enemy_x = windowX
|
|
|
|
|
|
|
|
if enemy.out_of_area() and enemy.alive == True or enemy.enemy_y + enemy.en_height >= 720 and enemy.alive == True:
|
|
|
|
enemy.alive = False
|
|
|
|
SCORE += 1
|
|
|
|
if enemy2.out_of_area() and enemy2.alive == True or enemy2.enemy_y + enemy2.en_height >= 720 and enemy2.alive == True:
|
|
|
|
enemy2.alive = False
|
|
|
|
SCORE += 1
|
|
|
|
|
|
|
|
if enemy.alive == False and enemy2.alive == False:
|
|
|
|
print('Win-win')
|
|
|
|
break
|
|
|
|
|
|
|
|
########################## LAYER 2 END
|
|
|
|
|
|
|
|
########################## LAYER 3
|
|
|
|
score_font = font.render(str(SCORE), True, (114, 150, 47))
|
|
|
|
window.blit(score_font,(100,100))
|
|
|
|
########################## LAYER 3 END
|
|
|
|
clock.tick(FPS)
|
|
|
|
pygame.display.update()
|
|
|
|
pass
|
|
|
|
|
|
|
|
##################################################################
|
|
|
|
def quit():
|
|
|
|
pygame_menu.events.EXIT
|
|
|
|
sys.exit()
|
|
|
|
|
|
|
|
while True:
|
|
|
|
for event in pygame.event.get():
|
|
|
|
if event.type == pygame.QUIT:
|
|
|
|
pygame.quit(),sys.exit()
|
|
|
|
break
|
|
|
|
|
|
|
|
menu = pygame_menu.Menu(windowX,windowY,'Healthless',theme = pygame_menu.themes.THEME_BLUE)
|
|
|
|
menu.add_button('Play', play)
|
|
|
|
menu.add_button('Quit', quit)
|
|
|
|
menu.mainloop(window)
|