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gameFunctions.py
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import random
import sys
import pygame as pg
import sounds
from alien import Alien
pauseBtnState = 1
back = False
from bullet import Bullet, SpecialBullet
from item import Item
clock = pg.time.Clock()
FPS = 120
reset = 0
boss = None
gameOverButtons = ["retry", "menu", "quit"]
pauseButtons = ["play", "menu", "quit"]
exitButtons = ["yes", "no"]
def checkEvents(setting, screen, stats, sb, bMenu, ship, aliens, bullets, eBullets, charged_bullets):
"""Respond to keypresses and mouse events."""
for event in pg.event.get():
# Check for quit event
if event.type == pg.QUIT:
sys.exit()
# Check for key down has been pressed
elif event.type == pg.KEYDOWN:
checkKeydownEvents(event, setting, screen, stats, sb, ship, aliens, bullets, eBullets)
if (stats.gameActive):
continue
if event.key == pg.K_UP:
sounds.control_menu.play()
bMenu.up()
elif event.key == pg.K_DOWN:
sounds.control_menu.play()
bMenu.down()
elif event.key == pg.K_RETURN:
sounds.select_menu.play()
selectedName, selectedBtn = bMenu.getSelectedButton()
if selectedBtn:
buttonAction(stats, selectedName, setting, screen, ship, aliens, bullets, eBullets, charged_bullets)
elif event.type == pg.KEYUP:
checkKeyupEvents(event, setting, screen, stats, ship, bullets, charged_bullets)
elif event.type == pg.MOUSEMOTION:
if not stats.gameActive:
mouseBtnName, mouseBtn = bMenu.mouseCheck(event.pos[0], event.pos[1])
if mouseBtn is not None:
selectedName, selectedBtn = bMenu.getSelectedButton()
if mouseBtn is not selectedBtn:
sounds.control_menu.play()
bMenu.selectByName(mouseBtnName)
elif event.type == pg.MOUSEBUTTONDOWN:
if not stats.gameActive:
pressed = pg.mouse.get_pressed()
if (pressed[0]):
pos = pg.mouse.get_pos()
mouseBtnName, mouseBtn = bMenu.mouseCheck(pos[0], pos[1])
if mouseBtn is not None:
sounds.select_menu.play()
buttonAction(stats, mouseBtnName, setting, screen, ship, aliens, bullets, eBullets, charged_bullets)
def buttonAction(stats, selectedName, setting, screen, ship, aliens, bullets, eBullets, charged_bullets):
global boss
if selectedName == 'play':
checkPlayBtn(setting, screen, stats, ship, aliens, bullets, eBullets, charged_bullets)
elif selectedName == 'retry':
checkPlayBtn(setting, screen, stats, ship, aliens, bullets, eBullets, charged_bullets)
charged_bullets.empty()
boss = None
elif selectedName == 'menu':
stats.setGameLoop('mainMenu')
stats.resetStats()
boss = None
elif selectedName == 'quit':
pg.time.delay(300)
sys.exit()
elif selectedName == 'yes':
sounds.button_click_sound.play()
pg.time.delay(300)
sys.exit()
elif selectedName == 'no':
stats.exiton = 0
checkPlayBtn(setting, screen, stats, ship, aliens, bullets, eBullets, charged_bullets)
def checkKeydownEvents(event, setting, screen, stats, sb, ship, aliens, bullets, eBullets):
"""Response to kepresses"""
if event.key == pg.K_RIGHT:
# Move the ship right
ship.movingRight = True
elif event.key == pg.K_LEFT:
# Move the ship left
ship.movingLeft = True
elif event.key == pg.K_UP:
# Move the ship up
ship.movingUp = True
elif event.key == pg.K_DOWN:
# Move the ship down
ship.movingDown = True
elif event.key == pg.K_TAB:
# Change the style of trajectory of bullet
if (ship.trajectory < 4):
ship.trajectory += 1
else:
ship.trajectory = 0
elif event.key == pg.K_SPACE:
if not stats.paused:
if ship.checkReadyToShoot() and (len(bullets) < 10):
sounds.attack.play()
newBullet = Bullet(setting, screen, ship, ship.trajectory, ship.damage)
bullets.add(newBullet)
ship.setNextShootTime()
ship.chargeGaugeStartTime = pg.time.get_ticks()
ship.shoot = True
elif event.key == pg.K_x or event.key == 167:
# Ultimate key
useUltimate(setting, screen, stats, bullets, stats.ultimatePattern, ship)
# Check for pause key
elif event.key == pg.K_p or event.key == 181:
sounds.paused.play()
pause(stats)
if not stats.paused and stats.gameActive:
sounds.paused.play()
pause(stats)
# Add speed control key
elif event.key == pg.K_q or event.key == 172:
setting.halfspeed()
elif event.key == pg.K_w or event.key == 173:
setting.doublespeed()
elif event.key == pg.K_c or event.key == 168:
# interception Key
setting.checkBtnPressed += 1
if setting.checkBtnPressed % 2 != 0:
setting.interception = True
else:
setting.interception = False
elif event.key == pg.K_F12:
# Reset Game
sounds.button_click_sound.play()
resetGame()
elif event.key == pg.K_ESCAPE:
# Quit game
sounds.paused.play()
stats.exiton += 1
exitm(stats)
sounds.button_click_sound.play()
pg.time.delay(300)
sys.exit()
# BGM pause and unpause
elif event.key == pg.K_r:
pg.mixer.music.pause()
elif event.key == pg.K_t:
pg.mixer.music.unpause()
def checkKeyupEvents(event, setting, screen, stats, ship, bullets, charged_bullets):
"""Response to keyrealeses"""
global gauge
if event.key == pg.K_RIGHT:
ship.movingRight = False
elif event.key == pg.K_LEFT:
ship.movingLeft = False
elif event.key == pg.K_UP:
ship.movingUp = False
elif event.key == pg.K_DOWN:
ship.movingDown = False
elif event.key == pg.K_SPACE:
if not stats.paused:
if (ship.chargeGauge == 100):
sounds.charge_shot.play()
newBullet = Bullet(setting, screen, ship, ship.trajectory, 3, ship.damage * 5)
charged_bullets.add(newBullet)
ship.chargeGauge = 0
elif (50 <= ship.chargeGauge):
sounds.charge_shot.play()
newBullet = Bullet(setting, screen, ship, ship.trajectory, 2, ship.damage * 3)
charged_bullets.add(newBullet)
ship.shoot = False
def pause(stats):
"""Pause the game when the pause button is pressed"""
stats.gameActive = False
stats.paused = True
def exitm(stats):
"""Pause the game when the pause button is pressed"""
stats.gameActive = False
def resetGame():
global reset
reset = 1
stats.highScore = 0
stats.saveHighScore()
def checkPlayBtn(setting, screen, stats, ship, aliens, bullets, eBullets, charged_bullets):
"""Start new game if playbutton is pressed"""
if not stats.gameActive and not stats.paused:
setting.initDynamicSettings()
stats.resetStats()
stats.gameActive = True
# Reset the alien and the bullets
aliens.empty()
bullets.empty()
eBullets.empty()
charged_bullets.empty()
# Create a new fleet and center the ship
createFleet(setting, stats, screen, ship, aliens)
ship.centerShip()
elif not stats.gameActive and stats.paused:
# IF the game is not running and game is paused unpause the game
stats.gameActive = True
stats.paused = False
def getNumberAliens(setting, alienWidth):
"""Determine the number of aliens that fit in a row"""
availableSpaceX = setting.screenWidth - 2 * alienWidth
numberAliensX = int(availableSpaceX / (2 * alienWidth))
return numberAliensX
def getNumberRows(setting, shipHeight, alienHeight):
"""Determine the number of rows of aliens that fit on the screen"""
availableSpaceY = (setting.screenHeight - (3 * alienHeight) - shipHeight)
numberRows = int(availableSpaceY / (3 * alienHeight))
return numberRows
def createAlien(setting, stats, screen, aliens, alienNumber, rowNumber):
if setting.gameLevel == "normal":
alien = Alien(setting, screen, 1 + stats.level // 4)
else:
alien = Alien(setting, screen, 1 + stats.level // 2)
alienWidth = alien.rect.width
screenRect = alien.screen.get_rect()
alien.x = alienWidth + 2 * alienWidth * alienNumber
""" random position of enemy will be created in game window"""
alien.rect.x = random.randrange(0, setting.screenWidth - alien.x / 2)
alien.rect.y = (alien.rect.height + random.randrange(0, setting.screenHeight - alien.rect.height * 2)) / 1.5
if (stats.level % 5 == 0):
alien.hitPoint += stats.level / 5
aliens.add(alien)
def createBoss(setting, stats, screen, aliens, alienNumber, rowNumber):
global boss
sounds.stage_clear.play()
alien = Alien(setting, screen, stats.level * 30, True)
alienWidth = alien.rect.width
screenRect = alien.screen.get_rect()
alien.x = alienWidth + 2 * alienWidth * alienNumber
""" random position of enemy will be created in game window"""
alien.rect.x = setting.screenWidth / 2
alien.rect.y = 80
aliens.add(alien)
boss = alien
def createItem(setting, screen, stats, posx, posy, type, items):
"""add item func"""
# item number is 1 per type
for itype in items:
if itype.type == type:
return
item = Item(setting, screen, stats, type, posx, posy)
screenRect = item.screen.get_rect()
items.add(item)
def createFleet(setting, stats, screen, ship, aliens):
"""Create a fleet of aliens"""
alien = Alien(setting, screen, stats.level * 3)
numberAliensX = getNumberAliens(setting, alien.rect.width)
numberRows = getNumberRows(setting, ship.rect.height, alien.rect.height)
# create the first row of aliens
for rowNumber in range(numberRows):
for alienNumber in range(numberAliensX):
createAlien(setting, stats, screen, aliens, alienNumber, rowNumber)
def createFleetBoss(setting, stats, screen, ship, aliens):
"""Create a fleet of aliens"""
alien = Alien(setting, screen, stats.level * 20)
numberAliensX = 1
numberRows = 1
# create the first row of aliens
createBoss(setting, stats, screen, aliens, numberAliensX, numberRows)
def checkFleetEdges(setting, aliens):
"""Respond if any aliens have reached an edge"""
for alien in aliens.sprites():
if alien.checkEdges():
changeFleetDir(setting, aliens)
break
def checkFleetBottom(setting, stats, sb, screen, ship, aliens, bullets, eBullets):
"""Respond if any aliens have reached an bottom of screen"""
for alien in aliens.sprites():
if alien.checkBottom():
if alien.isboss == False:
shipHit(setting, stats, sb, screen, ship, aliens, bullets, eBullets)
else:
alien.rect.y -= 20
def changeFleetDir(setting, aliens):
"""Change the direction of aliens"""
for alien in aliens.sprites():
##############
if alien.isboss == False:
if setting.gameLevel == 'normal':
alien.rect.y += setting.fleetDropSpeed
elif setting.gameLevel == 'hard':
alien.rect.y += (setting.fleetDropSpeed + 3)
else:
if alien.rect.y < int(setting.screenHeight * 0.8):
alien.rect.y += 50
else:
alien.rect.y -= 50
setting.fleetDir *= -1
def shipHit(setting, stats, sb, screen, ship, aliens, bullets, eBullets):
"""Respond to ship being hit"""
if stats.shipsLeft > 0:
if pg.time.get_ticks() - setting.newStartTime > setting.invincibileTime:
sounds.explosion_sound.play()
stats.shipsLeft -= 1
stats.ultimateGauge = 0
ship.chargeGauge = 0
ship.chargeGaugeStartTime = pg.time.get_ticks()
# ship.centerShip()
setting.newStartTime = pg.time.get_ticks()
elif stats.shipsLeft == 0:
if pg.time.get_ticks() - setting.newStartTime > setting.invincibileTime:
sounds.explosion_sound.play()
stats.ultimateGauge = 0
ship.chargeGauge = 0
ship.chargeGaugeStartTime = pg.time.get_ticks()
setting.newStartTime = pg.time.get_ticks()
stats.gameActive = False
checkHighScore(stats, sb)
else:
stats.gameActive = False
checkHighScore(stats, sb)
def updateInvincibility(setting, screen, ship):
if pg.time.get_ticks() - setting.newStartTime < setting.invincibileTime:
if pg.time.get_ticks() % 2 == 1:
isurf = pg.Surface(
(ship.images[ship.imgCenter].get_rect().width, ship.images[ship.imgCenter].get_rect().height))
isurf.set_alpha(150)
screen.blit(isurf, (ship.rect.x, ship.rect.y))
else:
isurf = pg.Surface(
(ship.images[ship.imgCenter].get_rect().width, ship.images[ship.imgCenter].get_rect().height))
isurf.set_alpha(200)
screen.blit(isurf, (ship.rect.x, ship.rect.y))
def updateShieldEffect(setting, screen, ship):
if pg.time.get_ticks() - setting.newStartTime < setting.invincibileTime:
image = pg.image.load('gfx/image_shield.png')
screen.blit(image, (ship.rect.x - 7, ship.rect.y))
def updateAliens(setting, stats, sb, screen, ship, aliens, bullets, eBullets):
"""Update the aliens"""
checkFleetEdges(setting, aliens)
checkFleetBottom(setting, stats, sb, screen, ship, aliens, bullets, eBullets)
aliens.update(setting, screen, ship, aliens, eBullets)
# look for alien-ship collision
if pg.sprite.spritecollideany(ship, aliens):
# 74
shipHit(setting, stats, sb, screen, ship, aliens, bullets, eBullets)
# sb.prepShips()
def updateBullets(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, items):
"""update the position of the bullets"""
# check if we are colliding
bullets.update()
for eBullet in eBullets:
for alien in aliens:
eBullet.update(alien)
break
charged_bullets.update()
checkBulletAlienCol(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, items)
checkEBulletShipCol(setting, stats, sb, screen, ship, aliens, bullets, eBullets)
# if bullet goes off screen delete it
for bullet in eBullets.copy():
screenRect = screen.get_rect()
if bullet.rect.top >= screenRect.bottom:
eBullets.remove(bullet)
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
for charged_bullet in charged_bullets.copy():
if charged_bullet.rect.bottom <= 0:
charged_bullets.remove(charged_bullet)
if setting.interception:
pg.sprite.groupcollide(bullets, eBullets, bullets, eBullets)
def updateItems(setting, screen, stats, sb, ship, aliens, bullets, eBullets, items):
"""give a effect when ship col item"""
# check if we are colliding
items.update()
# if bullet goes off screen delete it
for item in items.sprites():
screenRect = screen.get_rect()
if item.rect.top >= screenRect.bottom:
items.remove(item)
for item in items.sprites():
if item.rect.bottom <= 0:
items.remove(item)
for item in items.sprites():
disX = int((ship.rect.centerx - ship.rect.x) + (item.rect.centerx - item.rect.x) * 0.67)
disY = int((ship.rect.centery - ship.rect.y) + (item.rect.centery - item.rect.y) * 0.67)
if abs(item.rect.centerx - ship.rect.centerx) < disX and abs(item.rect.centery - ship.rect.centery) < disY:
if 1 < item.type < 2:
sounds.heal_sound.play()
if stats.shipsLeft < setting.shipLimit:
if item.type == 1.1:
stats.shipsLeft += 1
elif item.type == 1.2:
stats.shipsLeft += 2
elif item.type == 1.3:
stats.shipsLeft += 3
else:
stats.score += int(setting.alienPoints * 3 * (item.type - 1) * 10)
elif 2 < item.type < 3:
sounds.slow_sound.play()
if setting.newItemSlowTime != 0:
if item.type == 2.1:
setting.newItemSlowTime += setting.slowTime * 0.5
elif item.type == 2.2:
setting.newItemSlowTime += setting.slowTime
elif item.type == 2.3:
setting.newItemSlowTime += setting.slowTime * 1.5
else:
setting.newItemSlowTime = pg.time.get_ticks()
if item.type == 2.1:
setting.newItemSlowTime -= setting.slowTime * 0.5
elif item.type == 2.3:
setting.newItemSlowTime += setting.slowTime * 0.5
setting.alienSpeed *= 0.5
setting.alienbulletSpeed *= 0.5
setting.fleetDropSpeed *= 0.5
elif 3 < item.type < 4:
setting.newStartTime = pg.time.get_ticks()
if item.type == 3.1:
setting.newStartTime -= setting.invincibileTime * 0.5
elif item.type == 3.3:
setting.newStartTime += setting.invincibileTime * 0.5
sounds.shield_sound.play()
elif 4 < item.type:
if setting.newItemSpeedTime != 0:
if setting.speedTimeOverLap < 4:
setting.shipSpeed *= 1.3
setting.speedTimeOverLap += 1
if item.type == 4.1:
setting.newItemSpeedTime += setting.speedTime * 0.5
elif item.type == 4.2:
setting.newItemSpeedTime += setting.speedTime
elif item.type == 4.3:
setting.newItemSpeedTime += setting.speedTime * 1.5
else:
setting.newItemSpeedTime = pg.time.get_ticks()
if item.type == 4.1:
setting.newItemSpeedTime -= setting.speedTime * 0.5
elif item.type == 4.3:
setting.newItemSpeedTime += setting.speedTime * 0.5
setting.speedStore = setting.shipSpeed
setting.shipSpeed *= 1.3
setting.speedTimeOverLap += 1
items.remove(item)
def updateSlowtime(setting):
if setting.newItemSlowTime != 0:
if pg.time.get_ticks() - setting.newItemSlowTime > setting.slowTime:
setting.DynamicSettings()
def updateSpeedtime(setting):
if setting.newItemSpeedTime != 0:
if pg.time.get_ticks() - setting.newItemSpeedTime > setting.speedTime:
setting.shipSpeed = setting.speedStore
setting.speedTimeOverLap = 0
setting.newItemSpeedTime = 0
def checkBulletAlienCol(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, items):
"""Detect collisions between alien and bullets"""
global boss
collisions = pg.sprite.groupcollide(aliens, bullets, False, False)
collisions.update(pg.sprite.groupcollide(aliens, charged_bullets, False, False))
if collisions:
sounds.enemy_explosion_sound.play()
sounds.enemy_damaged_sound.play()
for alien in collisions:
# charged_bullet bgManager
if alien.animationState == 0:
alien.animationState = 1
for charged_bullet in charged_bullets:
alien.hitPoint -= charged_bullet.damage
for bullet in collisions[alien]:
alien.hitPoint -= bullet.damage
bullets.remove(bullet)
if alien.hitPoint <= 0:
setting.explosions.add(alien.rect.x, alien.rect.y)
sounds.enemy_explosion_sound.play()
# if an enemy dies, it falls down an item randomly.
# use cumulative probability
i = random.randrange(1000)
if i <= setting.probabilityHealB:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 1.1, items)
if setting.probabilityHealB < i <= setting.probabilityHealI:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 1.2, items)
if setting.probabilityHealI < i <= setting.probabilityHealS:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 1.3, items)
if setting.probabilityHealS < i <= setting.probabilityTimeB:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 2.1, items)
if setting.probabilityTimeB < i <= setting.probabilityTimeI:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 2.2, items)
if setting.probabilityTimeI < i <= setting.probabilityTimeS:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 2.3, items)
if setting.probabilityTimeS < i <= setting.probabilityShieldB:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 3.1, items)
if setting.probabilityShieldB < i <= setting.probabilityShieldI:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 3.2, items)
if setting.probabilityShieldI < i <= setting.probabilityShieldS:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 3.3, items)
if setting.probabilityShieldS < i <= setting.probabilitySpeedB:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 4.1, items)
if setting.probabilitySpeedB < i <= setting.probabilitySpeedI:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 4.2, items)
if setting.probabilitySpeedI < i <= setting.probabilitySpeedS:
createItem(setting, screen, stats, alien.rect.x, alien.rect.y, 4.3, items)
aliens.remove(alien)
# Increase the ultimate gauge, upto 100
if not collisions[alien][0].isUltimate:
if setting.gameLevel == 'normal':
stats.ultimateGauge += setting.ultimateGaugeIncrement # ultimateGaugeIncrement = 3
elif setting.gameLevel == 'hard':
stats.ultimateGauge += 1
if stats.ultimateGauge > 100:
stats.ultimateGauge = 100
for aliens in collisions.values():
stats.score += setting.alienPoints * len(aliens)
checkHighScore(stats, sb)
sb.prepScore()
# Check if there are no more aliens
if len(aliens) == 0:
# Destroy exsiting bullets and create new fleet
sounds.stage_clear.play()
bullets.empty()
eBullets.empty()
setting.increaseSpeed() # Speed up game
stats.level += 1
setting.setIncreaseScoreSpeed(stats.level)
sb.prepLevel()
if stats.level % 5 != 0:
createFleet(setting, stats, screen, ship, aliens)
boss = None
else:
createFleetBoss(setting, stats, screen, ship, aliens)
# Invincibility during 2 sec
setting.newStartTime = pg.time.get_ticks()
def checkEBulletShipCol(setting, stats, sb, screen, ship, aliens, bullets, eBullets):
"""Check for collisions using collision mask between ship and enemy bullets"""
for ebullet in eBullets.sprites():
if pg.sprite.collide_mask(ship, ebullet):
shipHit(setting, stats, sb, screen, ship, aliens, bullets, eBullets)
setting.shipSpeed = 2.5
# sb.prepShips()
eBullets.remove(ebullet)
def checkHighScore(stats, sb):
"""Check to see if high score has been broken"""
if stats.score > stats.highScore:
stats.highScore = stats.score
stats.saveHighScore()
def updateUltimateGauge(setting, screen, stats, sb):
"""Draw a bar that indicates the ultimate gauge"""
x = sb.levelRect.left - 130
y = sb.levelRect.top + 4
gauge = stats.ultimateGauge
ultimateImg = pg.font.Font('Fonts/Square.ttf', 10).render("POWER SHOT(X)", True, (255, 255, 255),
(255, 100, 0))
ultimateRect = ultimateImg.get_rect()
ultimateRect.x = x + 5
ultimateRect.y = y
if gauge == 100:
pg.draw.rect(screen, (255, 255, 255), (x, y, 100, 12), 0)
pg.draw.rect(screen, (255, 100, 0), (x, y, gauge, 12), 0)
screen.blit(ultimateImg, ultimateRect)
else:
pg.draw.rect(screen, (255, 255, 255), (x, y, 100, 12), 0)
pg.draw.rect(screen, (0, 255, 255), (x, y, gauge, 12), 0)
ultimatefont = pg.font.Font('Fonts/Square.ttf', 20)
ultimateStr = ultimatefont.render("Ultimate", True, (255, 255, 255), setting.bgColor)
ultimateStrpos = (x, y - 25)
screen.blit(ultimateStr, ultimateStrpos)
def UltimateDiamondShape(setting, screen, stats, sbullets, damage):
xpos = 10
yCenter = setting.screenHeight + (setting.screenWidth / 50) * 20
yGap = 0
# Make a diamond pattern
while xpos <= setting.screenWidth:
if yGap == 0:
sBullet = SpecialBullet(setting, screen, (xpos, yCenter), damage)
sbullets.add(sBullet)
else:
upBullet = SpecialBullet(setting, screen, (xpos, yCenter + yGap), damage)
downBullet = SpecialBullet(setting, screen, (xpos, yCenter - yGap), damage)
sbullets.add(upBullet)
sbullets.add(downBullet)
if xpos <= setting.screenWidth / 2:
yGap += 20
else:
yGap -= 20
xpos += setting.screenWidth / 30
def useUltimate(setting, screen, stats, sbullets, pattern, ship):
if stats.ultimateGauge != 100:
return
if pattern == 1:
sounds.ult_attack.play()
UltimateDiamondShape(setting, screen, stats, sbullets, ship.damage)
# elif pattern == 2:
# make other pattern
stats.ultimateGauge = 0
def updateChargeGauge(ship):
gauge = 0
if ship.shoot == True:
gauge = 100 * ((pg.time.get_ticks() - ship.chargeGaugeStartTime) / ship.fullChargeTime)
if (100 < gauge):
gauge = 100
ship.chargeGauge = gauge
def drawChargeGauge(setting, screen, ship, sb):
x = sb.levelRect.left - 240
y = sb.levelRect.top + 4
color = (50, 50, 50)
if (ship.chargeGauge == 100):
color = (255, 0, 0)
elif (50 <= ship.chargeGauge):
color = (255, 120, 0)
pg.draw.rect(screen, (255, 255, 255), (x, y, 100, 10), 0)
pg.draw.rect(screen, color, (x, y, ship.chargeGauge, 10), 0)
chargefont = pg.font.Font('Fonts/Square.ttf', 20)
chargeStr = chargefont.render("Charge", True, (255, 255, 255), setting.bgColor)
chargeStrpos = (x, y + 10)
screen.blit(chargeStr, chargeStrpos)
def drawBossHP(setting, screen):
global boss
margin = 20
x = margin
y = 70
w = setting.screenWidth - (margin * 2)
h = 10
mul = (boss.hitPoint / boss.maxHitPoint)
hpBar = w * mul
if (0.6 < mul):
color = (0, 255, 0)
elif (0.3 < mul):
color = (255, 100, 0)
else:
color = (255, 0, 0)
pg.draw.rect(screen, (255, 255, 255), (x, y, w, h), 0)
pg.draw.rect(screen, color, (x, y, hpBar, h), 0)
def updateScreen(setting, screen, stats, sb, ship, aliens, bullets, eBullets, charged_bullets, bMenu, bgManager, items):
"""Update images on the screen and flip to the new screen"""
# Redraw the screen during each pass through the loop
# Fill the screen with background color
# Readjust the quit menu btn position
global clock, FPS, gameOverButtons, exitButtons, pauseButtons, boss
bMenu.drawMenu()
bgManager.update()
bgManager.draw()
# draw all the bullets
for bullet in bullets.sprites():
bullet.drawBullet()
# draw all the enemy bullets
for ebull in eBullets.sprites():
ebull.drawBullet()
for charged_bullet in charged_bullets.sprites():
charged_bullet.drawBullet()
ship.blitme()
aliens.draw(screen)
for i in items:
i.update()
i.drawitem()
# Blink if ship is invincibile
updateInvincibility(setting, screen, ship)
# Shield effect of the ship
updateShieldEffect(setting, screen, ship)
# Update Item_time
updateSlowtime(setting)
updateSpeedtime(setting)
# Update Ultimate Gauge
updateUltimateGauge(setting, screen, stats, sb)
# Update and draw Charge Gauge
updateChargeGauge(ship)
drawChargeGauge(setting, screen, ship, sb)
if boss is not None:
drawBossHP(setting, screen)
# Draw the scoreboard
sb.prepScore()
sb.prepHighScore()
sb.prepLevel()
sb.showScore()
# Draw the play button if the game is inActive
if not stats.gameActive:
if (stats.shipsLeft < 1) and not stats.paused:
bMenu.setMenuButtons(gameOverButtons)
scoreImg = pg.font.Font('Fonts/Square.ttf', 50).render("Score: " + str(stats.score), True, (0, 0, 0),
(255, 255, 255))
screen.fill((0, 0, 0))
screen.blit(scoreImg, ((setting.screenWidth - scoreImg.get_width()) / 2, 120))
screen.blit(setting.gameOverImage, (20, 30))
else:
if (stats.exiton > 0):
exitImg = pg.font.Font('Fonts/Square.ttf', 35).render("ARE YOU SURE YOU EXIT GAME?", True, (0, 0, 0),
(255, 255, 255))
screen.blit(exitImg, ((setting.screenWidth - exitImg.get_width()) / 2, 120))
bMenu.setMenuButtons(exitButtons)
else:
bMenu.setMenuButtons(pauseButtons)
bMenu.setMenuButtons(pauseButtons)
bMenu.drawMenu()
setting.explosions.draw(screen)
# Make the most recently drawn screen visable.
pg.display.update()
clock.tick(FPS)