pyshoot/pyshoot.py
2022-01-18 02:08:18 +01:00

530 lines
14 KiB
Python
Executable file

#!/usr/bin/python
# -*- coding: iso8859-15 -*-
# first shoot'em um prototype
# may be ported to DS later
# it will use pygame (at least at the beginning) for input handling, graphics and sound
import pygame
from pygame.locals import *
import os
import random
from math import sqrt,pow,ceil,floor
# constants
SCREEN_X = 640
SCREEN_Y = 480
class Globals:
def __init__(self):
self.screen = None
self.background = None
self.level_event_list = []
self.clock = None
self.event_type = {}
self.die = False
self.moving_objects = pygame.sprite.RenderUpdates()
self.bullets_list = pygame.sprite.RenderUpdates()
self.bullets_list_player = pygame.sprite.RenderUpdates()
self.bullet_factory = BulletFactory()
self.enemies_list = pygame.sprite.RenderUpdates()
self.enemies_active_list = pygame.sprite.RenderUpdates()
self.enemy_factory = EnemyFactory()
self.player = None
self.players_list = pygame.sprite.RenderUpdates()
class EventSpawn:
def __init__(self, enemy_type, pos):
self.time = 0
self.enemy_type = 0
self.pos = pos
def activate(self):
e = globals.enemy_factory.create(self.enemy_type, self.pos)
globals.enemies_list.add(e)
globals.enemies_active_list.add(e)
class Object(pygame.sprite.Sprite):
def __init__(self, frames, pos, speed):
pygame.sprite.Sprite.__init__(self)
self.speed = speed
self.frames = frames
self.frames_index = 0
self.image = None
self.load()
self.rect = self.image.get_rect().move(pos)
def load(self):
""" load sprite list """
index = 0
for f in self.frames:
image = pygame.image.load(os.path.join('data', f)).convert()
image.set_colorkey(pygame.Color(255,255,255, 0))
self.frames[index] = image
index += 1
self.image = self.frames[self.frames_index]
def update(self):
self.rect.move_ip(self.speed)
class BulletFactory:
""" BulletFactory, create bullets """
def create(self, type, pos, wavepos):
""" create bullt of type type
wave paremeter indicate the position of the bullet in the wave :
starting the wave (0), middle (1) or ending the wave (2 )"""
if type == 0:
return self.create_type0(pos)
if type == 1:
return self.create_type1(pos, wavepos)
def create_type0(self, pos):
""" create a bullet of type 0
temporary linear type """
bullet = Bullet(['bullet.bmp'], 0, pos)
bullet.speed = (10,0)
bullet.damage = 10
return bullet
def create_type1(self, pos, wavepos):
""" create a bullet of type 1
temporary laser type """
filename = 'laser' + str(wavepos + 1) + '.bmp'
# print "filename: " + filename
# filename = 'laser1.bmp'
bullet = Bullet([filename], 0, pos)
bullet.speed = (10,0)
bullet.damage = 10
return bullet
def create_type2(self, pos, speed):
""" create a bullet of type 2
temporary ennemies bullet """
bullet = Bullet(['bullet_red.bmp'], 0, pos)
bullet.speed = speed
bullet.damage = 10
return bullet
def create_type3(self, pos, speed):
""" create a bullet of type 3
temporary ennemies bullet (aiming) """
bullet = Bullet(['bullet_purple.bmp'], 0, pos)
bullet.speed = speed
bullet.damage = 10
return bullet
class Bullet(Object):
def __init__(self, frames, type, pos):
Object.__init__(self, frames, pos, (0, 0))
self.type = type
# recenter the sprite
# self.rect = self.rect.move((0, - self.rect.height / 2))
self.rect = self.rect.move((-32, - self.rect.height / 2))
def update(self):
# destroy when collide or when exists the screen
if self.in_screen():
self.rect.move_ip(self.speed)
else:
globals.bullets_list.remove(self)
def in_screen(self):
""" detect if bullet is in the screen """
return self.rect.colliderect(globals.screen.get_rect())
class Player(Object):
def __init__(self, frames, pos, speed):
Object.__init__(self, frames, pos, speed)
self.shooting = False
self.bullet_type = 0
self.bullet_counter = 0
self.bullet_threshold = 5
def shoot(self):
""" create a bullet and add it to the global bullet list"""
bullet = globals.bullet_factory.create(self.bullet_type, self.rect.midright, self.shoot_wavepos)
if self.shoot_wavepos == 0:
self.shoot_wavepos = 1
if self.shoot_wavepos == 2:
self.shoot_wavepos = 0
self.shooting = False
globals.bullets_list_player.add(bullet)
def start_move(self, vector):
""" initiate moving sequence """
globals.moving_objects.add(self)
self.speed = (self.speed[0] + vector[0], self.speed[1] + vector[1])
self.image = self.frames[1]
def stop_move(self, vector):
""" stop moving sequence """
self.speed = (self.speed[0] - vector[0], self.speed[1] - vector[1])
if self.speed == (0, 0):
globals.moving_objects.remove(self)
self.image = self.frames[0]
def start_shoot(self):
self.shooting = True
self.shoot_wavepos = 0
def stop_shoot(self):
self.shoot_wavepos = 2
def change_bullet_type(self):
self.bullet_type ^= 1
def update(self):
self.rect.move_ip(self.speed)
if self.shooting:
if self.bullet_counter == self.bullet_threshold:
self.shoot()
self.bullet_counter = 0
else:
self.bullet_counter += 1
class EnemyFactory:
""" Enemy Factory - Creates Enemy """
def __init__(self):
pass
def create(self, enemy_type, pos):
if enemy_type == 0:
return self.create_type0(pos)
def create_type0(self, pos):
e = Enemy(['enemy1_1.bmp', 'enemy1_2.bmp', 'enemy1_3.bmp', 'enemy1_4.bmp', 'enemy1_5.bmp', 'enemy1_6.bmp'], 0, pos)
return e
class Enemy(Object):
def __init__(self, frames, type, pos):
Object.__init__(self, frames, pos, (-1, 0))
self.counter = 0
self.counter_fire = 0
self.threshold = 2
self.threshold_fire = 100
self.dying = False
def update(self):
if self.counter == self.threshold:
if self.dying:
self.frames_index += 1
if self.frames_index == 6:
globals.enemies_list.remove(self)
return
self.image = self.frames[self.frames_index]
else:
self.rect.move_ip(self.speed)
self.counter = 0
else:
self.counter += 1
if not self.dying:
if self.counter_fire == self.threshold_fire:
self.shoot_player()
self.counter_fire = 0
else:
self.counter_fire += 1
def shoot_player(self):
""" shoot a bullet to the player """
speed = self.aim()
bullet = globals.bullet_factory.create_type2(self.rect.midleft, speed)
globals.bullets_list.add(bullet)
def aim_player(self):
""" compute speed vector to aim at current player position """
# get player position
localspeed = 5
player_pos = globals.player.rect
direction = (player_pos[0] - self.rect[0], player_pos[1] - self.rect[1])
norm = sqrt(pow(direction[0], 2) + pow(direction[1], 2))
speed = (direction[0] / norm, direction[1] / norm)
speed2 = (ceil(speed[0] * localspeed), floor(speed[1]) * localspeed)
print("direction: " + str(direction))
print("norm: " + str(norm))
print( "speed: " + str(speed))
print("speed2: " + str(speed2))
print
return speed2
def aim(self):
""" set bullet speed """
return self.aim_player()
# return (-10, 0)
def die(self):
""" make the enemy dying """
self.dying = True
self.threshold = 5
self.frames_index = 2
self.image = self.frames[self.frames_index]
globals.enemies_active_list.remove(self)
def init_gfx():
"""graphics initialisation"""
globals.screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y), HWSURFACE|DOUBLEBUF)
globals.screen.fill(0)
pygame.display.flip()
def init_sound():
"""sound initialisation"""
pass
def init():
""" general initialisation"""
pygame.init()
pygame.display.set_caption('Pyshoot')
pygame.mouse.set_visible(False)
init_gfx()
globals.clock = pygame.time.Clock()
random.seed()
# globals.event_type = {'create_enemeny' : create_enemey, 'vanish_object': vanish_object()}
class Level:
""" Level holder """
def __init__(self):
self.event_list = []
self.past_event_list = []
self.next_event = 0
self.create_level1()
def create_level1(self):
""" phony level one"""
# create events
# dict events string => function
# for e in keys(globals.events_type):
self.event_list.insert(0, (50, EventSpawn(0, (500, 200))))
self.event_list.insert(0, (150, EventSpawn(0, (500, 100))))
self.event_list.insert(0, (150, EventSpawn(0, (500, 200))))
self.event_list.insert(0, (250, EventSpawn(0, (500, 100))))
self.event_list.insert(0, (250, EventSpawn(0, (500, 200))))
self.event_list.insert(0, (250, EventSpawn(0, (500, 300))))
self.next_event, event = self.event_list[-1]
print("next : " + str(self.next_event))
def update(self, nbframe):
# print "(next, frame) : (" + str(self.next_event) + ", " + str(self.next_event) + ")"
while nbframe == self.next_event:
event_tuple = self.event_list.pop()
frame, event = event_tuple
event.activate()
self.past_event_list.append(event)
# self.event_list.remove(event_tuple)
if len(self.event_list) > 0:
self.next_event, event = self.event_list[-1]
else:
# no more event
self.end()
self.next_event = 0
def end(self):
""" end of level """
pass
def wait_keypress():
""" wait for a keypress and then return """
next = 0
while next != 1:
for event in pygame.event.get():
if event.type == KEYDOWN:
next = 1
def process_key(event, player):
""" process keyboard input """
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
globals.die = True
elif event.key == K_UP:
player.start_move((0, -1))
elif event.key == K_DOWN:
player.start_move((0, 1))
elif event.key == K_LEFT:
player.start_move((-1, 0))
elif event.key == K_RIGHT:
player.start_move((1, 0))
elif event.key == K_x:
player.start_shoot()
elif event.key == K_e:
e = Enemy(['enemy1_1.bmp', 'enemy1_2.bmp', 'enemy1_3.bmp', 'enemy1_4.bmp', 'enemy1_5.bmp', 'enemy1_6.bmp'],
0, (500, 200))
globals.enemies_list.add(e)
globals.enemies_active_list.add(e)
elif event.key == K_SPACE:
player.change_bullet_type()
if event.type == KEYUP:
if event.key == K_UP:
player.stop_move((0, -1))
elif event.key == K_DOWN:
player.stop_move((0, 1))
elif event.key == K_LEFT:
player.stop_move((-1, 0))
elif event.key == K_RIGHT:
player.stop_move((1,0))
elif event.key == K_x:
player.stop_shoot()
def transition(type):
""" transition selector """
if type == 0:
transition_disintegrate()
elif type == 1:
transition_fade_to_black()
elif type == 2:
transition_fade_to_white()
def transition_disintegrate():
""" put black pixels at randoom location"""
for i in range(0, 200000):
x = random.randint(0, SCREEN_X)
y = random.randint(0, SCREEN_Y)
globals.screen.set_at((x, y), (0, 0, 0, 255))
if i % 1000 == 0 :
pygame.display.update()
globals.screen.fill((0, 0, 0))
pygame.display.update()
def transition_fade_to_black():
""" darken every pixels on screen """
array = pygame.PixelArray(globals.screen)
pass
def transition_fade_to_white():
""" lighten every pixels on screen """
pass
def handle_enemies_collisions(collisions):
""" take the returned dictionnary from pygame.sprite.groupcollide()"""
for bullet, enemies in collisions.items():
if enemies != []:
for e in enemies:
e.die()
globals.bullets_list_player.remove(bullet)
def handle_player_collisions(collisions):
""" take the returned dictionnary from pygame.sprite.groupcollide()"""
for bullet, enemies in collisions.items():
# show some player reaction ;-)
globals.bullets_list.remove(bullet)
##
# Main
##
globals = Globals()
init()
wait_keypress()
nbframe = 0
# initialize level
level = Level()
# create_player
player = Player(['player1_1.bmp', 'player1_2.bmp'], (50, 50), (0, 0))
globals.player = player
globals.players_list.add(player)
# background
globals.background = pygame.image.load(os.path.join('data', 'background1.bmp')).convert()
background_rect = globals.background.get_rect()
globals.screen.blit(globals.background, background_rect)
pygame.display.flip()
# draw initial sprite
globals.moving_objects.add(player)
while not globals.die:
# erase previously moved objects
globals.moving_objects.clear(globals.screen, globals.background)
globals.bullets_list.clear(globals.screen, globals.background)
globals.bullets_list_player.clear(globals.screen, globals.background)
globals.enemies_list.clear(globals.screen, globals.background)
# update game logic
globals.moving_objects.update()
globals.bullets_list.update()
globals.bullets_list_player.update()
globals.enemies_list.update()
# collisions
ret = pygame.sprite.groupcollide(globals.bullets_list_player, globals.enemies_active_list, False, False)
handle_enemies_collisions(ret)
ret = pygame.sprite.groupcollide(globals.bullets_list, globals.players_list, False, False)
handle_player_collisions(ret)
# add player (if it's not already in the group). ugly, but ok for now.
globals.moving_objects.add(player)
# drawing
rectlist = globals.moving_objects.draw(globals.screen)
rectlist.extend(globals.bullets_list.draw(globals.screen))
rectlist.extend(globals.bullets_list_player.draw(globals.screen))
rectlist.extend(globals.enemies_list.draw(globals.screen))
pygame.display.update(rectlist)
# pygame.display.flip()
nbframe = nbframe + 1
# do level things
level.update(nbframe)
globals.clock.tick(60)
for event in pygame.event.get():
if event.type == KEYDOWN or event.type == KEYUP:
process_key(event, player)
# reinitializing moving objects list
# globals.moving_objects = pygame.sprite.RenderUpdates()
# transition(0)
print("frames : %d" % nbframe)
# TODO:
# + Objects / Sprites
# --> convert my Objects to pygame.sprite.Sprite
# --> convert moving_objects list to Group
# + Input
# --> handle continuous keypress
# + Movving Sprites
# --> handle continous player move (related to Input)
# --> Sprites (non related to player input) movement vector, etc...