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main2.py
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"""SPECIAL NOTE: Im aware to more experienced programmers that there are probably much better ways to handle a
lot of the things I'm working on here, but its a learning experience. Any advice is welcome, please fork and
create a pull request if you see anything that can be changed that you think would be beneficial"""
import pygame
from pygame.locals import *
from sprites import *
import random, sys
from os import path
pygame.init()
width = 900
height = 800
FPS = 60
class Game(object):
def __init__(self):
# ----------------Initialize sound mixer and load in audio------------------------- #
pygame.mixer.init()
pygame.mixer.set_num_channels(16)
pygame.mixer.music.load('Assets/gametheme.ogg')
self.screen = pygame.display.set_mode((width, height))
self.clock = pygame.time.Clock()
self.running = True
#self.font_name = pygame.font.match_font(font_name)
self.load_data()
# ----------------------Load in non class specific images-------------------------- #
def load_data(self):
self.bg = pygame.image.load('Assets/hillbg.png').convert_alpha()
self.plink = pygame.mixer.Sound('Assets/plink.ogg')
self.squawk = pygame.mixer.Sound('Assets/squawk.ogg')
self.crack = pygame.mixer.Sound('Assets/crack.ogg')
self.chirp = pygame.mixer.Sound('Assets/chirp.ogg')
def new(self):
self.all_sprites = pygame.sprite.Group()
self.enemies = pygame.sprite.Group()
self.eggs = pygame.sprite.Group()
self.bullets = pygame.sprite.Group()
self.nests = []
self.homing_enemies = 3
for _ in range(30):
Enemy(self)
sample_size = 3
sample = random.sample(list(self.enemies), k=sample_size)
for obj in sample:
obj.set_homing() # add the attribute to each object
for _ in range(6):
Egg(self)
self.birb = Birb(self)
nest_x = 675
nest_y = 475
for _ in range(2):
nest = Nest(nest_x, nest_y) # Create nest object
self.nests.append(nest)
nest_x += 900
self.screen_offset = 0
#pygame.mixer.music.play(-1)
self.run()
def run(self):
self.running = True
while self.running:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
self.scroll()
def events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m or event.mod == KMOD_LALT:
if self.birb.egg:
self.birb.egg.dropped = True
self.birb.egg.collected = False
self.birb.egg = None
keystate = pygame.key.get_pressed()
firing = keystate[K_SPACE]
if not self.birb.reloading and firing:
self.shoot_bullets()
self.birb.reloading = firing
def update(self):
self.all_sprites.update()
for nest in self.nests:
nest.move()
for bullet_hit in pygame.sprite.groupcollide(self.bullets, self.enemies, True, True, pygame.sprite.collide_mask):
print(bullet_hit)
self.plink.play()
self.birb.score += 2
enemy_hits = pygame.sprite.spritecollide(self.birb, self.enemies, True, pygame.sprite.collide_mask)
if enemy_hits:
self.squawk.play()
self.birb.lives -= 1
if self.birb.lives <= 0:
self.running = False
Enemy(self)
egg_hit = pygame.sprite.spritecollide(self.birb, self.eggs, False, pygame.sprite.collide_mask)
if egg_hit:
if not self.birb.egg:
egg_hit[0].collected = True
self.birb.carrying_egg = True
self.birb.egg = egg_hit[0]
for egg_hit2 in pygame.sprite.groupcollide(self.bullets, self.eggs, True, True, pygame.sprite.collide_mask):
self.crack.play()
self.birb.score -= 5
for egg in self.eggs:
if egg.dropped:
for nest in self.nests:
if egg.rect.colliderect(nest.rect):
print('basket collision')
egg.kill()
self.birb.score += 5
self.chirp.play()
break
if len(self.eggs) <= 0:
for _ in range(6):
Egg(self)
if len(self.enemies) < 30:
for _ in range(30 - len(self.enemies)):
Enemy(self)
def shoot_bullets(self):
"""Creates a bullet object and appends that object to our bullets list"""
Bullet(self.birb.rect.x + 75, self.birb.rect.y + 35, self)
def scroll(self):
self.screen_offset -= 2 # For every time loop is run, our background image x co-ordinate moves -2
if self.screen_offset == -900: # If the i value goes less than -900 (which is the width of the screen) it draws a new background
self.screen_offset = 0
self.nests.pop(0)
n = Nest(900 + 675, 475)
self.nests.append(n)
def draw(self):
self.screen.fill((0, 0, 222))
self.screen.blit(self.bg, (self.screen_offset, 0))
self.screen.blit(self.bg, (900 + self.screen_offset, 0))
self.all_sprites.draw(self.screen)
self.birb.print_score_lives(self.screen)
pygame.display.update()
def show_start_screen(self):
pass
def show_game_over_screen(self):
pass
if __name__=="__main__":
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_game_over_screen()
pygame.quit()
sys.exit()