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165 lines
6.0 KiB
165 lines
6.0 KiB
import pygame |
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from random import randint |
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from time import time |
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from bullets import * |
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from particles import * |
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from settings import windowX,windowY,bullet_image,enemy_bul_img,enemy_image,player_image,timesurf_image |
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import time |
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import sys |
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class Player: |
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def __init__(self): |
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self.bul_cooldown = 14 |
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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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self.player_rect = pygame.Rect(self.x, self.y, self.width, self.height) |
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def update(self): |
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keys = pygame.key.get_pressed() |
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if keys[pygame.K_LEFT] and self.x - self.vel > 0 : |
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self.x -= self.vel |
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if keys[pygame.K_RIGHT] and self.x + self.width + self.vel < windowX: |
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self.x += self.vel |
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if keys[pygame.K_UP] and self.y - self.vel > 0: |
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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 : |
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self.y += self.vel |
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def draw(self,window): |
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pygame.draw.rect(window,(0,0,0),(self.x,self.y,self.width,self.height)) |
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window.blit(player_image,(self.x, self.y)) |
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self.player_rect = pygame.Rect(self.x, self.y, self.width, self.height) |
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def shoot(self,window): |
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if self.bul_cooldown >= 1: |
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self.bul_cooldown -= 2 |
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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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player_bullets_on_screen.append(new_bullet) |
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self.bul_cooldown = 14 |
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if int(len(player_bullets_on_screen)) > 0: |
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for bullet in player_bullets_on_screen: |
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bullet.draw(window) |
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bullet.move("up") |
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if bullet.bullet_rect[1] <= -20: |
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player_bullets_on_screen.remove(bullet) |
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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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def out_of_area(self): |
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if self.x + self.width > windowX+3 or self.x < 0 - 3 or self.y+self.height > windowY+3 or self.y < 0 -3: |
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return True |
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else: |
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return False |
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def collision(self,window): |
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for bullet in enemy_bul_on_screen: |
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if self.player_rect.colliderect(bullet.bullet_rect): |
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self.x += randint(-100*1.4,100*1.4) |
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self.y += randint(-100*1.4,100*1.4) |
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enemy_bul_on_screen.remove(bullet) |
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for i in range(5): |
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particle = Particle(self.player_rect[0] + self.width/2, self.player_rect[1] + self.height) |
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particles_on_screen_p.append(particle) |
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if len(particles_on_screen_p) != 0: |
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for particle in particles_on_screen_p: |
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particle.draw(window) |
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particle.update("down") |
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class Enemy: |
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def __init__(self,x,y): |
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self.enemy_x = x #100 |
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self.enemy_y = 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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self.bul_cooldown = 10 |
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self.alive = True |
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self.enemy_rect = pygame.Rect(self.enemy_x, self.enemy_y, self.en_width, self.en_height) |
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def draw(self,window): |
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pygame.draw.rect(window,(0,0,0),(self.enemy_x, self.enemy_y, self.en_width, self.en_height)) |
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window.blit(enemy_image,(self.enemy_x, self.enemy_y)) |
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self.enemy_rect = pygame.Rect(self.enemy_x, self.enemy_y, self.en_width, self.en_height) |
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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): |
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if self.bul_cooldown >= 1: |
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self.bul_cooldown -= 2 |
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if self.bul_cooldown <= 0: |
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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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self.bul_cooldown = random.randint(6,14) #10 |
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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) |
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bullet.move("down") |
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if bullet.bullet_rect[1] >= windowY +20: |
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enemy_bul_on_screen.remove(bullet) |
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#print('Bullets (Enemy,Player): ' + str(len(bullets_on_screen + enemy_bul_on_screen))) |
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def out_of_area(self): |
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if self.enemy_x > windowX+1 or self.enemy_x < -1 or self.enemy_y > windowY+1 or self.enemy_y < -1: |
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return True |
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else: |
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return False |
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def collision(self,window): |
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for bullet in player_bullets_on_screen: |
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if self.enemy_rect.colliderect(bullet.bullet_rect): |
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player_bullets_on_screen.remove(bullet) |
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self.enemy_x += randint(-100*1.4,100*1.4) |
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self.enemy_y += randint(-100*1.4,100*1.4) |
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for i in range(5): |
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particle = Particle(self.enemy_rect[0] + self.en_width/2, self.enemy_rect[1] + self.en_height) |
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particles_on_screen_e.append(particle) |
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if len(particles_on_screen_e) != 0: |
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for particle in particles_on_screen_e: |
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particle.draw(window) |
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particle.update("up")
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