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game.py
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try:
import pygame as game
except:
print("PyGame module not found.\nUse 'pip install pygame' command to install")
exit()
import os
from player import Player
from configparser import ConfigParser as cfg
game.init()
game.font.init()
font = game.font.SysFont('Comic Sans MS', 86)
size = (1280, 720)
icon = game.image.load('icon.png')
window = game.display.set_mode(size)
# game.display.toggle_fullscreen()
game.display.set_caption('Ghost Shooters')
game.display.set_icon(icon)
background = game.image.load('graphics/menu.jpg')
background = game.transform.scale(background, size)
selector = game.image.load('graphics/selector.png')
selector = game.transform.scale(selector, (128,72))
window.blit(background, (0,0))
window.blit(selector, (100, 165))
game.display.flip()
def menu():
newGame = True
while True:
game.time.delay(16)
for event in game.event.get():
if event.type == game.QUIT:
exit()
if event.type == game.KEYUP:
if event.key == game.K_UP:
newGame = True
window.blit(background, (0,0))
window.blit(selector, (100, 165))
elif event.key == game.K_DOWN:
newGame = False
window.blit(background, (0,0))
window.blit(selector, (100, 465))
elif event.key == game.K_RETURN or event.key == game.K_KP_ENTER or event.key == game.K_SPACE:
return newGame
game.display.flip()
def charSel():
avatar = 'graphics/guy'
while True:
game.time.delay(16)
for event in game.event.get():
if event.type == game.QUIT:
exit()
if event.type == game.KEYUP:
if event.key == game.K_LEFT:
avatar = 'graphics/guy'
window.fill((204, 229, 255))
window.blit(avatar1, (256, 120))
window.blit(avatar2, (768, 120))
window.blit(selector, (80, 320))
elif event.key == game.K_RIGHT:
avatar = 'graphics/girl'
window.fill((204, 229, 255))
window.blit(avatar1, (256, 120))
window.blit(avatar2, (768, 120))
window.blit(selector, (610, 320))
elif event.key == game.K_RETURN or event.key == game.K_KP_ENTER or event.key == game.K_SPACE:
return avatar
game.display.flip()
def loadLevel(n):
global level
if n == 1:
import levels.level1 as level
elif n == 2:
import levels.level2 as level
elif n == 3:
import levels.level3 as level
else:
gameOver('Successfully Completed Game', 'More Levels to Come Soon!')
newGame = menu()
del background
data = cfg()
data.read('gamedata.ini')
if newGame:
avatar1 = game.image.load('graphics/guy.png')
avatar2 = game.image.load('graphics/girl.png')
window.fill((204, 229, 255))
window.blit(avatar1, (256, 120))
window.blit(avatar2, (768, 120))
window.blit(selector, (80, 320))
game.display.flip()
avatar = charSel()
data.set('saved', 'player', avatar)
data.set('saved', 'level', '1')
with open('gamedata.ini', 'w') as save:
data.write(save)
del avatar, avatar1, avatar2
del selector
def gameOver(text, text2 = ''):
overText = font.render(text, False, (0,0,0))
window.blit(overText, (80, 40))
if text2:
overText2 = font.render(text2, False, (100,100,100))
overText2 = game.transform.scale(overText2, (600, 50))
window.blit(overText2, (80, 100))
game.display.flip()
if text2:
data.set('saved', 'level', '1')
else:
data.set('saved', 'level', str(curLev))
with open('gamedata.ini', 'w') as save:
data.write(save)
while True:
game.time.delay(100)
for event in game.event.get():
if event.type == game.QUIT:
exit()
if event.type == game.KEYDOWN:
exit()
def playerMov(x, y):
player.moveHorizontal(x)
player.moveVertical(y)
player.bulletMove()
for bullet in player.activeBullets:
window.blit(bullet[2], bullet[1])
window.blit(player.current, player.position)
def enemyMove(active):
for enemy in active:
enemy[1][0] += enemy[2]
window.blit(enemy[0], enemy[1])
if enemy[1][0] < player.position[0] + 100 and enemy[1][0] > player.position[0] and enemy[1][1] > player.position[1] - 50 and enemy[1][1] < player.position[1] + 180:
gameOver('GAME OVER!')
if enemy[1][0] < -20:
active.remove(enemy)
for bullet in player.activeBullets:
if bullet[1][0] > enemy[1][0] + 10 and bullet[1][0] < enemy[1][0] + 70 and bullet[1][1] > enemy[1][1] and bullet[1][1] < enemy[1][1] + 80:
active.remove(enemy)
level.enemy_count -= 1
player.activeBullets.remove(bullet)
break
obj = font.render("Don't Let the Ghosts come near", False, (0,0,0))
obj = game.transform.scale(obj,(300, 25))
while True:
curLev = int(data.get('saved', 'level'))
lv = font.render(f"LEVEL {curLev}", False, (0,0,0))
lv = game.transform.scale(lv, (70, 25))
loadLevel(curLev)
player = Player(data.get('saved', 'player'), level.spawn)
speedX, speedY = 0, 0
while level.enemy_count:
game.time.delay(16)
for event in game.event.get():
if event.type == game.QUIT:
exit()
if event.type == game.KEYDOWN:
if event.key == game.K_RIGHT:
speedX = 5
elif event.key == game.K_LEFT:
speedX = -5
elif event.key == game.K_UP:
speedY = -10
elif event.key == game.K_SPACE:
player.fire()
if event.type == game.KEYUP:
if event.key == game.K_RIGHT or event.key == game.K_LEFT:
speedX = 0
if event.key == game.K_UP:
speedY = 0
level.enemySpawn()
window.blit(level.bg, (0,0))
window.blit(obj, (10, 10))
window.blit(lv, (1200, 10))
enemyMove(level.active)
playerMov(speedX, speedY)
game.display.flip()
del player
del level
data.set('saved', 'level', (str)(curLev + 1))
with open('gamedata.ini', 'w') as save:
data.write(save)