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144 lines
5.4 KiB
144 lines
5.4 KiB
import pygame |
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from random import randint |
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from time import time |
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import bullets |
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from bullets import Bullet |
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import time |
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import sys |
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############ |
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windowX = 832 |
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windowY = 832 |
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bullets_on_screen = [] |
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enemy_bul_on_screen = [] |
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############ |
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class Player: |
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def __init__(self): |
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self.bul_cooldown = 50 |
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self.tp_cooldown = 100 |
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self.x = 300 |
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self.y = 300 |
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self.vel = 10 |
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self.height = 64 |
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self.width = 32 |
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def update(self,window,start_color,bul_image): |
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keys = pygame.key.get_pressed() |
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if keys[pygame.K_LEFT] and self.x - self.vel > 5 : |
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self.x -= self.vel |
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if keys[pygame.K_RIGHT] and self.x < windowX- self.width - 5 : |
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self.x += self.vel |
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if keys[pygame.K_UP] and self.y + self.height - self.vel > self.height + 5 : |
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self.y -= self.vel |
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if keys[pygame.K_DOWN] and self.y + self.height + self.vel < windowY-15 : |
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self.y += self.vel |
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def draw(self,window,color,player_image): |
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self.rect = pygame.draw.rect(window,color,(self.x,self.y,self.width,self.height)) |
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window.blit(player_image,(self.x, self.y)) |
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def shoot(self,window,start_color,bul_image): |
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# if self.bul_cooldown >= 1: #With cooldown the game looks not so spicy. |
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# self.bul_cooldown -= 2 #Maybe it will be the matter of upgrades ? |
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keys = pygame.key.get_pressed() |
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if keys[pygame.K_z]: # and self.bul_cooldown == 0 |
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new_bullet = Bullet(self.x + self.width/2, self.y + 10) |
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bullets_on_screen.append(new_bullet) |
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#self.bul_cooldown = 20 |
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if int(len(bullets_on_screen)) > 0: |
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for bullet in bullets_on_screen: |
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bullet.draw(window,start_color,bul_image) |
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bullet.move() |
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if bullet.bullet_y <= -20: |
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bullets_on_screen.remove(bullet) |
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print('Bullets: ' + str(len(bullets_on_screen))) |
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def teleportation(self): |
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self.vel = 10 |
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if self.tp_cooldown >= 1: |
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self.tp_cooldown -= 2 |
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print('teleportation cooldown : '+ str(self.tp_cooldown)) |
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keys = pygame.key.get_pressed() |
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if keys[pygame.K_d] and keys[pygame.K_UP] and self.tp_cooldown == 0: #forward-dash |
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self.y -= self.height*2 |
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self.tp_cooldown = 100 |
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if keys[pygame.K_d] and keys[pygame.K_LEFT] and self.tp_cooldown == 0: #left-dash |
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self.x -= self.height*2 |
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self.tp_cooldown = 100 |
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if keys[pygame.K_d] and keys[pygame.K_RIGHT] and self.tp_cooldown == 0: #right-dash |
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self.x += self.height*2 |
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self.tp_cooldown = 100 |
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if keys[pygame.K_d] and keys[pygame.K_DOWN] and self.tp_cooldown == 0: #backward-dash |
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self.y += self.height*2 |
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self.tp_cooldown = 100 |
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# if keys[pygame.K_d] and keys[pygame.K_DOWN] and keys[pygame.K_RIGHT] and self.tp_cooldown == 0: #back-right-dash |
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# self.y += self.height*2 |
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# self.x += self.height*2 |
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# self.tp_cooldown = 100 |
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def out_of_area(self): |
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if self.x + self.width > windowX or self.x < 0 or self.y+self.height > windowY or self.y < 0: |
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return True |
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else: |
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return False |
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def collision(self): |
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for bullet in enemy_bul_on_screen: |
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if bullet.bullet_x + bullet.bullet_width/2 >= self.x and bullet.bullet_x + bullet.bullet_width/2 <= self.x + self.width and bullet.bullet_y <= self.y: |
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self.x += randint(-100,100) |
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self.y += randint(-100,100) |
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class Enemy: |
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def __init__(self): |
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self.enemy_x = 100 |
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self.enemy_y = 100 |
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self.en_width = 32 |
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self.en_height = 64 |
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self.vel = 3 |
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def draw(self,window,en_color,en_image): |
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pygame.draw.rect(window,en_color,(self.enemy_x, self.enemy_y, self.en_width, self.en_height)) |
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window.blit(en_image,(self.enemy_x, self.enemy_y)) |
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def move(self,side): |
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if str(side) == "right": |
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self.enemy_x += self.vel |
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elif str(side) == "left": |
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self.enemy_x -= self.vel |
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elif str(side) == "up": |
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self.enemy_y -= self.vel |
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elif str(side) == "down": |
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self.enemy_y += self.vel |
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def enemy_shoot(self,window,start_color,bul_image): #Have NO IDEA how it`ll work |
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new_bullet = Bullet(self.enemy_x + self.en_width/2, self.enemy_y + 10) |
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enemy_bul_on_screen.append(new_bullet) |
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if int(len(enemy_bul_on_screen)) > 0: |
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for bullet in enemy_bul_on_screen: |
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bullet.draw(window,start_color,bul_image) |
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bullet.moveb() |
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if bullet.bullet_y >= windowY +20: |
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enemy_bul_on_screen.remove(bullet) |
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def out_of_area(self): |
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if self.enemy_x > windowX or self.enemy_x < 0 or self.enemy_y > windowY or self.enemy_y < 0: |
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return True |
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else: |
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return False |
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def collision(self): |
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for bullet in bullets_on_screen: |
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# if bullet.bullet_x + bullet.bullet_width/2 >= enemy.enemy_x and bullet.bullet_x + bullet.bullet_width/2 <= enemy.enemy_x + enemy.en_width and bullet.bullet_y <= enemy.enemy_y: |
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if bullet.bullet_x + bullet.bullet_width/2 >= self.enemy_x and bullet.bullet_x + bullet.bullet_width/2 <= self.enemy_x + self.en_width and bullet.bullet_y <= self.enemy_y: |
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self.enemy_x += randint(-60,60) |
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self.enemy_y += randint(-60,60)
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