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Game.py
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529 lines (446 loc) · 17.3 KB
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import pygame
from pygame.locals import *
import sys
from time import time
import random
import numpy as np
from platform import system
from game_engine import g_engine
from classes.Bullet import BulletSystem
from classes.Enemy import EnemyBase, Enemy1, Enemy2, Enemy3
from classes.Boss import Boss
from classes.Player import Player
from classes.particles.Fall import Fall
from classes.particles.Explosion import ExplosionSystem
from classes.particles.Spark import SparkSystem
from classes.EnemyFormations import FormationManager
from assets.AssetManager import AssetManager
from states.Menu import Menu
from states.Pause import Pause
from states.GameState import GameState
from states.Options import Options
from states.GameOver import GameOver, Exit
from states.States_util import vertical, draw_text
from constants.global_var import (
SCALE,
config,
FRAME_RATE,
BACKGROUND_COLOR_GAME_1,
BACKGROUND_COLOR_GAME_2,
CONTROLS,
)
from constants.Utils import delta_time, get_high_score, save_high_score
from constants.ShaderManager import ShaderManager
pygame.init()
clock = pygame.time.Clock()
last_time = time()
g_engine.platform = system()
display_flags = pygame.DOUBLEBUF
if config.set_fullscreen:
display_flags |= pygame.FULLSCREEN
if config.use_opengl:
display_flags |= pygame.OPENGL
pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MAJOR_VERSION, 3)
pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MINOR_VERSION, 3)
pygame.display.gl_set_attribute(
pygame.GL_CONTEXT_PROFILE_MASK, pygame.GL_CONTEXT_PROFILE_CORE
)
screen = pygame.display.set_mode(config.window_size, display_flags, vsync=True)
shader_manager = ShaderManager(config.INTERNAL_RESOLUTION, screen.get_size())
game_surface = shader_manager.get_draw_surface()
g_engine.shader_manager = shader_manager
else:
screen = pygame.display.set_mode(config.window_size, display_flags, vsync=True)
shader_manager = None
g_engine.shader_manager = None
game_surface = pygame.Surface(config.INTERNAL_RESOLUTION, pygame.SRCALPHA)
g_engine.assets = AssetManager()
g_engine.assets.load_assets(SCALE)
pygame.display.set_icon(g_engine.assets.get_image("icon"))
BulletSystem.load_assets(g_engine.assets)
EnemyBase.load_assets(g_engine.assets)
pygame.mixer.init()
pygame.mixer.music.load(g_engine.assets.get_sound("music"))
pygame.mixer.music.play(-1)
pygame.mixer.music.set_volume(0.1)
class Game(GameState):
def __init__(self):
super().__init__()
g_engine.all_sprites = pygame.sprite.Group()
g_engine.all_enemies = pygame.sprite.Group()
g_engine.powerups = pygame.sprite.Group()
g_engine.player_bullets = BulletSystem(max_particles=2000, is_player=True)
g_engine.enemy_bullets = BulletSystem(max_particles=15000, is_player=False)
g_engine.player = Player(
(
config.INTERNAL_RESOLUTION[0] / 2,
(config.INTERNAL_RESOLUTION[1] / 2) + 150,
),
g_engine.all_sprites,
)
self.background_fall = Fall(300)
self.stars_back = Fall(
amount=150, min_s=0.1, max_s=0.2, color=(150, 150, 150), size=1, alpha=200
)
self.stars_mid = Fall(
amount=60, min_s=0.5, max_s=1.0, color=(180, 180, 200), size=2, alpha=150
)
self.stars_front = Fall(
amount=20, min_s=4.0, max_s=6.0, color=(200, 220, 255), size=4, alpha=60
)
self.particles = pygame.sprite.Group()
g_engine.spark_system = SparkSystem(max_particles=5000)
g_engine.explosion_system = ExplosionSystem(max_particles=5000)
self.next_state = "Pause"
self.last_time = time()
g_engine.level = 1
self.level_done = False
self.boss_active = False
self.formations_to_spawn = 0
self.current_wave_delay = 0
self.wave_timer = 0
joysticks = [
pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())
]
if joysticks:
g_engine.joystick = joysticks[0]
def start(self):
self.last_time = time()
if g_engine.player.getLife() <= 0:
g_engine.player.kill()
for enemy in g_engine.all_enemies:
enemy.kill()
for p in g_engine.powerups:
p.kill()
g_engine.player_bullets.active_count = 0
g_engine.enemy_bullets.active_count = 0
g_engine.level = 1
g_engine.score = 0
self.boss_active = False
g_engine.player = Player(
(
config.INTERNAL_RESOLUTION[0] / 2,
(config.INTERNAL_RESOLUTION[1] / 2) + 150,
),
g_engine.all_sprites,
)
self.next_state = "Pause"
if not self.boss_active and len(g_engine.all_enemies) == 0:
self.start_next_level_waves()
def start_next_level_waves(self):
self.formations_to_spawn = 3 + (g_engine.level * 2)
self.spawn_next_formation()
self.wave_timer = 0
def spawn_next_formation(self):
if self.formations_to_spawn > 0:
options = [
"V_SHAPE",
"LINE_HORIZONTAL",
"DIAGONAL_LEFT",
"DIAGONAL_RIGHT",
"CIRCLE_CLUSTER",
"RANDOM_RAIN",
]
choice_idx = min(len(options), 2 + g_engine.level)
ftype = random.choice(options[:choice_idx])
FormationManager.spawn_formation(ftype, g_engine.level)
self.formations_to_spawn -= 1
self.current_wave_delay = 120
else:
self.level_done = True
def get_event(self, event):
if event.type == KEYDOWN:
g_engine.player.get_input(event)
if event.key in CONTROLS["ESC"]:
self.done = True
if event.type == KEYUP:
g_engine.player.get_input_keyup(event)
if event.type == JOYBUTTONDOWN:
g_engine.player.get_controller_input(event)
if (
event.button == 7
or (event.button == 11 and g_engine.platform == "Linux")
or (event.button == 6 and g_engine.platform == "Darwin")
):
self.done = True
if event.type == JOYBUTTONUP:
g_engine.player.get_controller_keyup(event)
if event.type == JOYAXISMOTION:
g_engine.player.get_joyaxismotion_input(event)
if event.type == JOYHATMOTION:
g_engine.player.get_joyhat_input(event)
if event.type == JOYDEVICEADDED:
joystick = pygame.joystick.Joystick(event.device_index)
g_engine.joystick = joystick
if event.type == JOYDEVICEREMOVED:
g_engine.joystick = None
def update(self):
dt, self.last_time = delta_time(self.last_time)
if dt > 3.0:
dt = 3.0
if g_engine.hit_stop_frames > 0:
g_engine.hit_stop_frames -= 1
g_engine.explosion_system.update(dt)
g_engine.spark_system.update(dt)
return
g_engine.all_sprites.update(dt)
g_engine.player_bullets.update(dt)
g_engine.enemy_bullets.update(dt)
base_speed = g_engine.level * 0.5
self.stars_back.update(gravity=base_speed * 0.1, dt=dt)
self.stars_mid.update(gravity=base_speed * 0.5, dt=dt)
self.stars_front.update(gravity=base_speed * 1.5, dt=dt)
g_engine.explosion_system.update(dt)
self.particles.update(dt)
if g_engine.enemy_bullets.active_count > 0:
p_rect = g_engine.player.hitbox
n = g_engine.enemy_bullets.active_count
b_x = g_engine.enemy_bullets.pos[:n, 0]
b_y = g_engine.enemy_bullets.pos[:n, 1]
not_grazed = ~g_engine.enemy_bullets.grazed[:n]
grazes = np.nonzero(
(b_x >= p_rect.left - 40)
& (b_x <= p_rect.right + 40)
& (b_y >= p_rect.top - 40)
& (b_y <= p_rect.bottom + 40)
& not_grazed
)[0]
for g in grazes:
g_engine.enemy_bullets.grazed[g] = True
g_engine.score += 50
g_engine.spark_system.emit(
pos=(
g_engine.enemy_bullets.pos[g, 0],
g_engine.enemy_bullets.pos[g, 1],
),
angle=random.randint(0, 360),
speed=random.randint(3, 7),
color=(100, 200, 255),
scale=1.2,
)
hits = np.nonzero(
(b_x >= p_rect.left)
& (b_x <= p_rect.right)
& (b_y >= p_rect.top)
& (b_y <= p_rect.bottom)
)[0]
if len(hits) > 0:
g_engine.player.take_damage()
g_engine.hit_stop_frames = 5
if config.apply_controller_vibration and g_engine.joystick:
g_engine.joystick.rumble(50, 200, 100)
for h in reversed(hits):
g_engine.enemy_bullets.kill_bullet(h)
if g_engine.player_bullets.active_count > 0 and len(g_engine.all_enemies) > 0:
n = g_engine.player_bullets.active_count
b_x = g_engine.player_bullets.pos[:n, 0]
b_y = g_engine.player_bullets.pos[:n, 1]
bullets_to_kill = set()
for enemy in list(g_engine.all_enemies):
ex, ey, ew, eh = (
enemy.rect.x,
enemy.rect.y,
enemy.rect.width,
enemy.rect.height,
)
hits = np.nonzero(
(b_x >= ex) & (b_x <= ex + ew) & (b_y >= ey) & (b_y <= ey + eh)
)[0]
valid_hits = [h for h in hits if h not in bullets_to_kill]
if valid_hits:
for h in valid_hits:
bullets_to_kill.add(h)
if isinstance(enemy, Boss):
g_engine.explosion_system.create(
enemy.rect.centerx,
enemy.rect.centery + random.randint(-20, 20),
)
enemy.damage()
else:
g_engine.explosion_system.create(
enemy.rect.centerx, enemy.rect.centery
)
enemy.damage()
for _ in range(random.randint(4, 8)):
g_engine.spark_system.emit(
pos=enemy.rect.center,
angle=random.randint(0, 360),
speed=random.randint(3, 10),
color=(255, 255, 180),
scale=1.5,
)
for h in sorted(list(bullets_to_kill), reverse=True):
g_engine.player_bullets.kill_bullet(h)
powerup_hits = pygame.sprite.spritecollide(
g_engine.player,
g_engine.powerups,
True,
collided=lambda p, pw: p.hitbox.colliderect(pw.rect),
)
for powerup in powerup_hits:
if powerup.p_type == "weapon":
g_engine.player.upgrade()
elif powerup.p_type == "life":
g_engine.player.gain_life()
pygame.mixer.Sound.play(g_engine.assets.get_sound("menu_confirm"))
g_engine.spark_system.update(dt)
player_crashes = pygame.sprite.spritecollide(
g_engine.player,
g_engine.all_enemies,
False,
collided=lambda p, e: p.hitbox.colliderect(e.rect),
)
if player_crashes:
g_engine.player.take_damage()
g_engine.hit_stop_frames = 5
if config.apply_controller_vibration and g_engine.joystick:
g_engine.joystick.rumble(50, 200, 100)
for enemy in player_crashes:
g_engine.screen_shake = max(g_engine.screen_shake, 5)
if not isinstance(enemy, Boss):
enemy.kill()
if self.formations_to_spawn > 0:
is_clear = len(g_engine.all_enemies) == 0
if self.current_wave_delay > 0:
self.current_wave_delay -= dt
if self.current_wave_delay <= 0 or (
is_clear and self.current_wave_delay < 100
):
self.spawn_next_formation()
elif len(g_engine.all_enemies) == 0:
if self.boss_active:
self.boss_active = False
g_engine.level += 1
self.start_next_level_waves()
else:
if g_engine.level % 3 == 0:
self.boss_active = True
Boss(
(config.INTERNAL_RESOLUTION[0] / 2, -100),
g_engine.all_enemies,
g_engine.all_sprites,
)
else:
g_engine.level += 1
self.start_next_level_waves()
if g_engine.player.getLife() <= 0:
if g_engine.score > g_engine.high_score:
g_engine.high_score = g_engine.score
save_high_score(g_engine.high_score)
self.next_state = "GameOver"
self.done = True
def draw(self, surf):
vertical(surf, False, BACKGROUND_COLOR_GAME_1, BACKGROUND_COLOR_GAME_2)
self.stars_back.draw(surf)
self.stars_mid.draw(surf)
player_glow = g_engine.assets.get_image("glow_player")
surf.blit(
player_glow,
player_glow.get_rect(center=g_engine.player.rect.center),
special_flags=pygame.BLEND_ADD,
)
g_engine.player.draw_particles(surf)
g_engine.player.draw_muzzle_flash(surf)
g_engine.player_bullets.draw(surf)
g_engine.enemy_bullets.draw(surf)
g_engine.all_sprites.draw(surf)
for enemy in g_engine.all_enemies:
if isinstance(enemy, Boss):
enemy.draw(surf)
g_engine.spark_system.draw(surf)
g_engine.explosion_system.draw(surf)
self.stars_front.draw(surf)
draw_text(
surf,
f"Score {g_engine.score:06d}",
config.INTERNAL_RESOLUTION[0] / 2,
30,
use_smaller_font=False,
)
draw_text(
surf,
f"Level {g_engine.level}",
config.INTERNAL_RESOLUTION[0] - 50,
config.INTERNAL_RESOLUTION[1] - 30,
use_smaller_font=False,
)
draw_text(
surf,
f"Life {max(0, g_engine.player.getLife())}",
config.INTERNAL_RESOLUTION[0] - 50,
config.INTERNAL_RESOLUTION[1] - 60,
use_smaller_font=False,
)
if config.show_fps:
draw_text(
surf, f"FPS {(int(clock.get_fps()))}", 50, 30, use_smaller_font=False
)
class GameRunner(object):
def __init__(self, screen, shader_manager, game_surface, states, start_state):
self.screen = screen
self.shader_manager = shader_manager
self.game_surface = game_surface
self.states = states
self.start_state = start_state
self.state = self.states[self.start_state]
self.state.start()
self.run()
def run(self):
running = True
while running:
self.get_events()
self.update()
self.draw()
def get_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.quit()
self.state.get_event(event)
def update(self):
self.state.update()
if self.state.done:
self.next_state()
def next_state(self):
next_state = self.state.next_state
self.state.done = False
self.state_name = next_state
self.state = self.states[self.state_name]
self.state.start()
def quit(self):
pygame.quit()
sys.exit()
def draw(self):
pygame.display.set_caption(
f"Shoot 'em Up - Pygame. FPS: {int(clock.get_fps())}"
)
if not self.shader_manager:
self.game_surface.fill((0, 0, 0, 0))
self.state.draw(self.game_surface)
render_offset = [0, 0]
if g_engine.screen_shake > 0:
g_engine.screen_shake -= 1
render_offset[0] = random.randint(-4, 4)
render_offset[1] = random.randint(-4, 4)
if self.shader_manager:
self.shader_manager.draw(offset=render_offset)
else:
scaled_surface = pygame.transform.scale(
self.game_surface, self.screen.get_size()
)
self.screen.blit(scaled_surface, render_offset)
pygame.display.flip()
clock.tick(FRAME_RATE)
if __name__ == "__main__":
g_engine.high_score = get_high_score()
states = {
"Menu": Menu(),
"Game": Game(),
"Pause": Pause(),
"Exit": Exit(),
"Options": Options(),
"GameOver": GameOver(),
}
start_state = "Menu"
if "--options" in sys.argv:
start_state = "Options"
game = GameRunner(screen, shader_manager, game_surface, states, start_state)