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twoPlayer.py
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import random
import sys
import time
from time import sleep
import pygame as pg
# from bullet import Bullet
import sounds
from alien import Alien
from bullet import Bullet, SpecialBullet
backgroundImageY = 0
clock = pg.time.Clock()
FPS = 120
bgloop = 0
reset = 0
gameOverButtons = ["retry", "menu", "quit"]
pauseButtons = ["play", "menu", "quit"]
def checkEvents(setting, screen, stats, sb, bMenu, bullets, aliens, eBullets, ship1, ship2):
"""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, ship1, ship2, 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, ship1, ship2, aliens, bullets, eBullets, sb)
# Check if the key has been released
elif event.type == pg.KEYUP:
checkKeyupEvents(event, setting, screen, stats, ship1, ship2, aliens, bullets, eBullets)
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, ship1, ship2, aliens, bullets, eBullets, sb)
def buttonAction(stats, selectedName, setting, screen, ship1, ship2, aliens, bullets, eBullets, sb):
if selectedName == 'play':
checkPlayBtn(setting, screen, stats, ship1, ship2, aliens, bullets, eBullets, sb)
elif selectedName == 'menu':
stats.setGameLoop('mainMenu')
stats.resetStats()
elif selectedName == 'quit':
pg.time.delay(300)
sys.exit()
def checkKeydownEvents(event, setting, screen, stats, ship1, ship2, aliens, bullets, eBullets):
"""Response to kepresses"""
global back
# Movement of the ship1
if event.key == pg.K_RIGHT:
ship1.movingRight = True
elif event.key == pg.K_LEFT:
ship1.movingLeft = True
elif event.key == pg.K_UP:
ship1.movingUp = True
elif event.key == pg.K_DOWN:
ship1.movingDown = True
elif event.key == pg.K_RALT:
# sounds.attack.play()
# ship1.shoot = True
if not stats.paused:
if len(bullets) < 10:
sounds.attack.play()
newBullet = Bullet(setting, screen, ship1, ship1.trajectory)
bullets.add(newBullet)
ship1.chargeGaugeStartTime = pg.time.get_ticks()
ship1.shoot = True
elif event.key == pg.K_RSHIFT:
# Change the style of trajectory of bullet
if (ship1.trajectory < 5):
ship1.trajectory += 1
else:
ship1.trajectory = 0
# Movement of the ship2
elif event.key == pg.K_d or event.key == 100:
ship2.movingRight = True
elif event.key == pg.K_a or event.key == 97:
ship2.movingLeft = True
elif event.key == pg.K_s or event.key == 115:
ship2.movingDown = True
elif event.key == pg.K_w or event.key == 119:
ship2.movingUp = True
elif event.key == pg.K_LALT:
# sounds.attack.play()
# ship2.shoot = True
if not stats.paused:
if len(bullets) < 10:
sounds.attack.play()
newBullet = Bullet(setting, screen, ship2, ship2.trajectory)
bullets.add(newBullet)
ship2.chargeGaugeStartTime = pg.time.get_ticks()
ship2.shoot = True
elif event.key == pg.K_LSHIFT:
# Change the style of trajectory of bullet
if (ship2.trajectory < 5):
ship2.trajectory += 1
else:
ship2.trajectory = 0
# Check for pause key
elif event.key == pg.K_p:
sounds.paused.play()
pause(stats)
elif event.key == pg.K_F12:
# Reset Game
sounds.button_click_sound.play()
resetGame()
elif event.key == pg.K_ESCAPE:
# Quit game
sounds.button_click_sound.play()
pg.time.delay(300)
sys.exit()
def checkKeyupEvents(event, setting, screen, stats, ship1, ship2, aliens, bullets, eBullets):
"""Response to keyrealeses"""
global gauge
if event.key == pg.K_RIGHT or event.key == 100:
ship1.movingRight = False
elif event.key == pg.K_LEFT or event.key == 97:
ship1.movingLeft = False
elif event.key == pg.K_UP or event.key == 115:
ship1.movingUp = False
elif event.key == pg.K_DOWN or event.key == 119:
ship1.movingDown = False
elif event.key == pg.K_RALT:
if not stats.paused:
if (ship1.chargeGauge == 100):
sounds.charge_shot.play()
newBullet = Bullet(setting, screen, ship1, ship1.trajectory, 2)
bullets.add(newBullet)
ship1.chargeGauge = 0
elif (50 <= ship1.chargeGauge):
sounds.charge_shot.play()
newBullet = Bullet(setting, screen, ship1, ship1.trajectory, 1)
bullets.add(newBullet)
ship1.shoot = False
elif event.key == pg.K_d:
ship2.movingRight = False
elif event.key == pg.K_a:
ship2.movingLeft = False
elif event.key == pg.K_s:
ship2.movingDown = False
elif event.key == pg.K_w:
ship2.movingUp = False
elif event.key == pg.K_LALT:
if not stats.paused:
if (ship2.chargeGauge == 100):
sounds.charge_shot.play()
newBullet = Bullet(setting, screen, ship2, ship2.trajectory, 2)
bullets.add(newBullet)
ship2.chargeGauge = 0
elif (50 <= ship2.chargeGauge):
sounds.charge_shot.play()
newBullet = Bullet(setting, screen, ship2, ship2.trajectory, 1)
bullets.add(newBullet)
ship2.shoot = False
def pause(stats):
"""Pause the game when the pause button is pressed"""
stats.gameActive = False
stats.paused = True
def resetGame():
global reset
reset = 1
with open('data-files/highscore.json', 'w') as f_obj:
f_obj.write('0')
def checkPlayBtn(setting, screen, stats, ship1, ship2, aliens, bullets, eBullets, sb):
"""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()
# Create a new fleet and center the ship
# createFleet 함수는 단계별로 한번만 해주시면 됩니다.
createFleet(setting, screen, ship1, aliens)
ship1.centerShip()
ship2.centerShip()
# Reset score and level
sb.prepShips()
sb.prepScore()
sb.prepLevel()
sb.prepHighScore()
# Reset BackGround
setting.bgimg(0)
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, screen, aliens, alienNumber, rowNumber):
alien = Alien(setting, screen)
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
aliens.add(alien)
def createFleet(setting, screen, ship, aliens):
"""Create a fleet of aliens"""
alien = Alien(setting, screen)
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, screen, aliens, alienNumber, rowNumber)
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, ship1, ship2, aliens, bullets, eBullets):
"""Respond if any aliens have reached an bottom of screen"""
for alien in aliens.sprites():
if alien.checkBottom():
shipHit(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets)
def changeFleetDir(setting, aliens):
"""Change the direction of aliens"""
for alien in aliens.sprites():
alien.rect.y += setting.fleetDropSpeed
setting.fleetDir *= -1
def shipHit(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets):
"""Respond to ship being hit"""
# add exprosion_sound
if stats.shipsLeft > 0:
sounds.explosion_sound.play()
sb.prepShips()
stats.shipsLeft -= 1
stats.ultimateGauge = 0
# Empty the list of aliens and bullets
# aliens.empty()
# bullets.empty()
# eBullets.empty()
# Create a new fleet and center the ship.
# createFleet(setting, screen, ship, aliens)
ship1.centerShip()
ship2.centerShip()
sb.prepShips()
sb.prepScore()
sleep(0.5)
else:
stats.gameActive = False
checkHighScore(stats, sb)
stats.resetStats()
def updateAliens(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets):
"""Update the aliens"""
checkFleetEdges(setting, aliens)
checkFleetBottom(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets)
aliens.update(setting, screen, ship1, aliens, eBullets)
# look for alien-ship collision
# spritecollideany는 인자 두개만 받습니다
if pg.sprite.spritecollideany(ship1, aliens):
# 74
shipHit(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets)
sb.prepShips()
setting.explosions.add(ship1.rect.x, ship1.rect.y)
if pg.sprite.spritecollideany(ship2, aliens):
shipHit(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets)
sb.prepShips()
setting.explosions.add(ship2.rect.x, ship2.rect.y)
def updateBullets(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets):
"""update the position of the bullets"""
# check if we are colliding
bullets.update()
eBullets.update()
checkBulletAlienCol(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets)
checkEBulletShipCol(setting, stats, sb, screen, ship1, ship2, 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)
if setting.interception:
pg.sprite.groupcollide(bullets, eBullets, bullets, eBullets)
def checkBulletAlienCol(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets):
"""Detect collisions between alien and bullets"""
collisions = pg.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
sounds.enemy_explosion_sound.play()
for c in collisions:
setting.explosions.add(c.rect.x, c.rect.y)
# Increase the ultimate gauge, upto 100
stats.ultimateGauge += setting.ultimateGaugeIncrement
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
bullets.empty()
eBullets.empty()
setting.increaseSpeed() # Speed up game
stats.level += 1
sb.prepLevel()
time.sleep(1)
createFleet(setting, screen, ship1, aliens)
createFleet(setting, screen, ship2, aliens)
global bgloop
if stats.level % 5 == 1:
bgloop += 1
if bgloop == 3:
bgloop -= 3
setting.bgimg(bgloop)
def checkEBulletShipCol(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets):
"""Check for collisions using collision mask between ship and enemy bullets"""
for ebullet in eBullets.sprites():
if pg.sprite.collide_mask(ship1, ebullet) or pg.sprite.collide_mask(ship2, ebullet):
shipHit(setting, stats, sb, screen, ship1, ship2, aliens, bullets, eBullets)
sb.prepShips()
eBullets.empty()
def checkHighScore(stats, sb):
"""Check to see if high score has been broken"""
if stats.score > stats.highScore:
stats.highScore = stats.score
sb.prepHighScore()
def checkHighScore(stats, sb):
"""Check to see if high score has been broken"""
if stats.score > stats.highScore:
stats.highScore = stats.score
sb.prepHighScore()
def updateUltimateGauge(setting, screen, stats, sb):
"""Draw a bar that indicates the ultimate gauge"""
x = sb.levelRect.left - 110
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)
def UltimateDiamondShape(setting, screen, stats, sbullets):
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))
sbullets.add(sBullet)
else:
upBullet = SpecialBullet(setting, screen, (xpos, yCenter + yGap))
downBullet = SpecialBullet(setting, screen, (xpos, yCenter - yGap))
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):
if stats.ultimateGauge != 100:
return
if pattern == 1:
sounds.ult_attack.play()
UltimateDiamondShape(setting, screen, stats, sbullets)
# 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, ship1, ship2):
x1 = 290
y1 = 50
x2 = 290
y2 = 50
color = (50, 50, 50)
if (ship1.chargeGauge == 100):
color = (255, 0, 0)
elif (50 <= ship1.chargeGauge):
color = (255, 120, 0)
pg.draw.rect(screen, (255, 255, 255), (x1, y1, 100, 10), 0)
pg.draw.rect(screen, color, (x1, y1, ship1.chargeGauge, 10), 0)
color = (50, 50, 50)
if (ship2.chargeGauge == 100):
color = (255, 0, 0)
elif (50 <= ship2.chargeGauge):
color = (255, 120, 0)
pg.draw.rect(screen, (255, 255, 255), (x2, y2, 100, 10), 0)
pg.draw.rect(screen, color, (x2, y2, ship2.chargeGauge, 10), 0)
def updateScreen(setting, screen, stats, sb, ship1, ship2, aliens, bullets, eBullets, bMenu):
"""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 backgroundImageY, clock, FPS, gameOverButtons, pauseButtons
bMenu.drawMenu()
# screen.fill(setting.bgColor)
rel_y = backgroundImageY % setting.bg.get_rect().height
screen.blit(setting.bg, (0, rel_y - setting.bg.get_rect().height))
if rel_y < setting.screenHeight:
screen.blit(setting.bg, (0, rel_y))
backgroundImageY += 15
# draw all the bullets
for bullet in bullets.sprites():
bullet.drawBullet()
# draw all the enemy bullets
for ebull in eBullets.sprites():
ebull.drawBullet()
ship1.blitme()
ship2.blitme()
aliens.draw(screen)
# Update Ultimate Gauge
# updateUltimateGauge(setting, screen, stats, sb)
updateChargeGauge(ship1)
updateChargeGauge(ship2)
drawChargeGauge(setting, screen, ship1, ship2)
# Draw the scoreboard
sb.showScore()
# Draw the play button if the game is inActive
if not stats.gameActive:
if (stats.shipsLeft < 1):
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:
bMenu.setMenuButtons(pauseButtons)
bMenu.drawMenu()
setting.explosions.draw(screen)
# Make the most recently drawn screen visable.
pg.display.flip()
pg.display.update()
clock.tick(FPS)