Update Game_V2.py
parent
a43c590d7b
commit
6322cb5b5c
63
Game_V2.py
63
Game_V2.py
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@ -22,6 +22,7 @@ class Player(pygame.sprite.Sprite):
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self.speed = 2.25
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self.speed = 2.25
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self.time = 0
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self.time = 0
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#health
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#health
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self.current_health = 1000 #health
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self.current_health = 1000 #health
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self.maximum_health = 1000
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self.maximum_health = 1000
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@ -124,6 +125,8 @@ class Player(pygame.sprite.Sprite):
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new_projectile = Projectile(self.rect.center, direction, camera_group)
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new_projectile = Projectile(self.rect.center, direction, camera_group)
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self.can_shoot = False
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self.can_shoot = False
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self.shoot_cooldown = pygame.time.get_ticks()
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self.shoot_cooldown = pygame.time.get_ticks()
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self.shoot = True
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def update(self):
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def update(self):
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self.input()
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self.input()
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@ -208,35 +211,47 @@ class Projectile(pygame.sprite.Sprite):
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self.kill()
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self.kill()
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class Enemy(pygame.sprite.Sprite):
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class Enemy(pygame.sprite.Sprite):
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def __init__(self, pos, group):
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def __init__(self, pos, group, scale):
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super().__init__(group)
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super().__init__(group)
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self.image = pygame.surface.Surface((20, 20))
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self.original_image = pygame.image.load("Sprites/bomb.png").convert_alpha()
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self.image.fill("red")
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self.image = pygame.transform.scale(self.original_image, (int(self.original_image.get_width() * scale), int(self.original_image.get_height() * scale)))
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self.rect = self.image.get_rect(center = pos)
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self.phase_2 = pygame.image.load("Sprites/bomb_phase2.png").convert_alpha()
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self.phase_2 = pygame.transform.scale(self.phase_2, (int(self.phase_2.get_width() * scale), int(self.phase_2.get_height() * scale)))
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self.rect = self.image.get_rect(center=pos)
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self.pos = self.rect.center
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self.pos = self.rect.center
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self.direction = pygame.math.Vector2()
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self.direction = pygame.math.Vector2()
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self.speed = 2
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self.speed = 2
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self.health = 2
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self.health = 2
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self.death = pygame.mixer.Sound("Sounds/explosion.wav")
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self.image_direction = 1
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self.image_direction = 1
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def damage(self, damage):
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def damage(self, damage):
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self.health -= 1
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self.health -= 1
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if self.health == 1:
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self.image = self.phase_2
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if self.health <= 0:
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if self.health <= 0:
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enemies.remove(self)
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enemies.remove(self)
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self.kill()
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self.kill()
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self.death.play()
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def update(self):
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def update(self):
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self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
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self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
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if(pygame.math.Vector2.length(self.direction)<20):
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if pygame.math.Vector2.length(self.direction) < 20:
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player.get_damage(200)
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if self.image == self.phase_2:
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self.kill()
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player.get_damage(100)
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enemies.remove(self)
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self.kill()
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player.time = 0
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enemies.remove(self)
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player.time = 0
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self.death.play()
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else:
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player.get_damage(200)
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self.kill()
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enemies.remove(self)
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player.time = 0
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self.death.play()
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self.pos += self.direction.normalize() * self.speed
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self.pos += self.direction.normalize() * self.speed
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self.rect.center = (round(self.pos.x), round(self.pos.y))
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self.rect.center = (round(self.pos.x), round(self.pos.y))
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@ -267,7 +282,7 @@ def spawn_enemy():
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if len(enemies) < 20:
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if len(enemies) < 20:
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random_x = randint(-1000, 1000)
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random_x = randint(-1000, 1000)
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random_y = randint(-1000, 1000)
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random_y = randint(-1000, 1000)
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enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group))
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enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group, 0.05))
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spawn_enemy_event = pygame.USEREVENT + 1
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spawn_enemy_event = pygame.USEREVENT + 1
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@ -298,18 +313,10 @@ while running:
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if e.type == spawn_enemy_event:
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if e.type == spawn_enemy_event:
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spawn_enemy()
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spawn_enemy()
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if e.type == pygame.KEYDOWN:
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if e.key == pygame.K_UP:
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player.get_health(200)
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if e.type == pygame.KEYDOWN:
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if e.key == pygame.K_DOWN:
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player.get_damage(200)
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if player.time > 3:
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if player.time > 3:
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if player.current_health < 999:
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if player.current_health < 999:
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player.get_health(200)
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player.get_health(100)
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player.time -= 1.5
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player.time -= 1
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@ -321,6 +328,16 @@ while running:
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camera_group.custom_draw(player)
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camera_group.custom_draw(player)
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pygame.display.flip()
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clock.tick(60)
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player.time += 0.016
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print(player.time)
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pygame.display.flip()
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pygame.display.flip()
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clock.tick(60)
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clock.tick(60)
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