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Map.py
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import pygame
from random import choice, randint
from Player import Ice, Fire
from Weapons import M16, L96, Minigun
from PowerUps import HealthPowerUp, InfiniteAmmoPowerUp, ShieldPowerUp
from threading import Thread
from time import sleep
class Game:
def __init__(self, width, height):
self.initialize_game()
self.window = pygame.display.set_mode((width, height))
self.background = None
self.start_points = []
self.clock = pygame.time.Clock()
self.running = True
self.bullets_in_screen = []
self.weapons_in_screen = []
self.health_bars_in_screen = []
self.power_ups_in_screen = []
self.max_weapons_in_screen = 4
self.max_power_ups_in_screen = 2
self.endgame = False
self.player1 = Ice(788, 257, 29, 52, 7, width, height, self)
self.player2 = Fire(320, 257, 29, 52, 7, width, height, self)
thread = Thread(target=self.weapons_and_power_ups_thread, daemon=True)
thread.start()
@staticmethod
def initialize_game():
pygame.init()
pygame.mixer.init()
pygame.display.set_caption("Game")
pygame.mixer.set_num_channels(8)
def redraw_window(self, window, background):
window.blit(background, (0, 0))
self.player1.player_drawing(window)
self.player2.player_drawing(window)
for bullet in self.bullets_in_screen:
bullet.draw_projectile(window)
for weapon in self.weapons_in_screen:
weapon.draw_weapon(window)
for health_bar in self.health_bars_in_screen:
health_bar.draw_health_bar(window)
for power_up in self.power_ups_in_screen:
power_up.draw_power_up(window)
pygame.display.update()
def respawn_player(self, player):
start_point = choice(self.start_points)
player.initialize_respawn(start_point[0], start_point[1])
thread = Thread(target=player.levitate, daemon=True)
thread.start()
def spawn_weapons(self):
if len(self.weapons_in_screen) <= self.max_weapons_in_screen:
spawn = randint(200, 900)
facing = choice(['R', 'L'])
weapon = choice([M16, L96, Minigun])
self.weapons_in_screen.append(weapon(spawn, -100, facing))
def weapons_and_power_ups_thread(self):
while True:
sleep(4)
weapon = choice([True, False])
if weapon:
self.spawn_weapons()
power_up = choice([True, False, False])
if power_up:
self.spawn_power_ups()
def spawn_power_ups(self):
if len(self.power_ups_in_screen) <= self.max_power_ups_in_screen:
spawn = choice([[randint(200, 930), 263], [randint(290, 450), 156],
[randint(680, 840), 156], [randint(490, 640), 43]])
power_up = choice([HealthPowerUp, InfiniteAmmoPowerUp, ShieldPowerUp])
self.power_ups_in_screen.append(power_up(spawn[0], spawn[1]))
# noinspection PyUnresolvedReferences
def run(self):
while self.running:
self.clock.tick(40)
if self.endgame:
self.running = False
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == 2 and event.dict['key'] == 27):
self.running = False
if event.type == 5:
print(event.pos)
for bullet in self.bullets_in_screen:
if bullet.shot_by == self.player1:
if bullet.x + int(bullet.width / 2) in\
range(self.player2.hitbox[0], self.player2.hitbox[0] + self.player2.hitbox[2])\
and bullet.y + int(bullet.height / 2) in\
range(self.player2.hitbox[1], self.player2.hitbox[1] + self.player2.hitbox[3]):
self.player2.shot(bullet)
self.bullets_in_screen.pop(self.bullets_in_screen.index(bullet))
if bullet.shot_by == self.player2:
if bullet.x + int(bullet.width / 2) in \
range(self.player1.hitbox[0], self.player1.hitbox[0] + self.player1.hitbox[2]) \
and bullet.y + int(bullet.height / 2) in \
range(self.player1.hitbox[1], self.player1.hitbox[1] + self.player1.hitbox[3]):
self.player1.shot(bullet)
self.bullets_in_screen.pop(self.bullets_in_screen.index(bullet))
if not bullet.erased:
bullet.x += bullet.velocity
else:
self.bullets_in_screen.pop(self.bullets_in_screen.index(bullet))
for weapon in self.weapons_in_screen:
if not weapon.erased:
if weapon.falling:
self.weapon_physics(weapon)
else:
self.weapons_in_screen.pop(self.weapons_in_screen.index(weapon))
for power_up in self.power_ups_in_screen:
if not power_up.erased:
if power_up.x + int(power_up.width / 2) in\
range(self.player1.hitbox[0], self.player1.hitbox[0] + self.player1.hitbox[2])\
and power_up.y + int(power_up.height / 2) in\
range(self.player1.hitbox[1], self.player1.hitbox[1] + self.player1.hitbox[3]):
power_up.user = self.player1
self.power_ups_in_screen.pop(self.power_ups_in_screen.index(power_up))
power_up.power_up_thread()
elif power_up.x + int(power_up.width / 2) in\
range(self.player2.hitbox[0], self.player2.hitbox[0] + self.player2.hitbox[2])\
and power_up.y + int(power_up.height / 2) in\
range(self.player2.hitbox[1], self.player2.hitbox[1] + self.player2.hitbox[3]):
power_up.user = self.player2
self.power_ups_in_screen.pop(self.power_ups_in_screen.index(power_up))
power_up.power_up_thread()
else:
self.power_ups_in_screen.pop(self.power_ups_in_screen.index(power_up))
keys = pygame.key.get_pressed()
self.player1.player_movement(keys)
self.player2.player_movement(keys)
self.player_physics(self.player1)
self.player_physics(self.player2)
self.redraw_window(self.window, self.background)
pygame.quit()
class FirstStage(Game):
def __init__(self, width, height):
super().__init__(width, height)
self.background = pygame.image.load('Sprites/Background.jpg')
self.start_points = [[349, 0], [745, 0]]
pygame.mixer.music.load('Sounds/PlatypusLevel4.wav')
pygame.mixer.music.play(-1)
# noinspection PyMethodMayBeStatic
def player_physics(self, player):
if player.x + int(player.width / 2) in range(193, 940) and player.y + player.height in range(287, 340):
player.y = 263
player.jumped_once = False
player.fall_count = 0
elif player.x + int(player.width / 2) in range(193, 940) and player.y in range(287, 340):
player.y = 345
player.jumped_once = False
player.fall_count = 0
elif (player.x + int(player.width / 2) in range(270, 458)
or player.x + int(player.width / 2) in range(660, 850))\
and player.y + player.height in range(200, 230):
player.y = 157 if not player.jumping else player.y
player.jumped_once = False
player.fall_count = 0
elif player.x + int(player.width / 2) in range(472, 652) and player.y + player.height in range(90, 120):
player.y = 47 if not player.jumping else player.y
player.jumped_once = False
player.fall_count = 0
else:
if not player.jumping:
player.y += player.incremental_fall[player.fall_count] if player.fall_count <= 44 else 15
player.fall_count += 1
player.y += 1 # Just in case
# noinspection PyMethodMayBeStatic
def weapon_physics(self, weapon):
if (weapon.x in range(270, 458) or weapon.x in range(660, 850)) and weapon.y in range(166, 183):
weapon.falling = False
elif weapon.x in range(472, 652) and weapon.y in range(60, 83):
weapon.falling = False
elif weapon.x in range(193, 940) and weapon.y in range(287, 340):
weapon.falling = False
else:
if weapon.falling:
weapon.y += 2