python_game/controls.py

112 lines
3.0 KiB
Python

import pygame, sys
import time
from bullet import Bullet
from enemy import Enemy
def events(gun, screen, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
gun.mright = True
elif event.key == pygame.K_LEFT:
gun.mleft = True
elif event.key == pygame.K_SPACE:
new_bullet = Bullet(screen, gun)
bullets.add(new_bullet)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
gun.mright = False
elif event.key == pygame.K_LEFT:
gun.mleft = False
def update(bg_color, screen, gun, enemies, bullets, stats, scores):
screen.fill(bg_color)
gun.output()
enemies.draw(screen)
scores.score_output()
for bullet in bullets.sprites():
bullet.draw_bullet()
pygame.display.flip()
def update_bullets(bullets, enemies, screen, stats, scores):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
collisions=pygame.sprite.groupcollide(bullets, enemies, True, True)
if collisions:
for enemies in collisions.values():
stats.score += 10 * len(enemies)
scores.image_score()
high_score_check(stats, scores)
scores.image_guns()
if len(enemies)==0:
bullets.empty()
create_army(screen, enemies)
def create_army(screen, enemies):
enemy = Enemy(screen)
enemy_width = enemy.rect.width
enemy_height = enemy.rect.height
number_enemy_y = int((500 - 100 - 2 * enemy_height)/ enemy_height)
number_enemy_x = int((500 -2 * enemy_width)/ enemy_width)
for j in range (number_enemy_y):
for i in range(number_enemy_x):
enemy = Enemy(screen)
enemy.rect.x = enemy_width + enemy_width * i
enemy.y = enemy_height + enemy_height * j
enemy.rect.y = enemy.y
enemies.add(enemy)
def update_enemies(stats,screen, gun, enemies, bullets, scores):
enemies.update()
if pygame.sprite.spritecollideany(gun, enemies):
gun_kill(stats,screen, gun, enemies, bullets, scores)
enemies_check(stats,screen, gun, enemies, bullets, scores)
def gun_kill(stats,screen, gun, enemies, bullets, scores):
if stats.guns_left>0:
stats.guns_left -= 1
scores.image_guns()
enemies.empty()
bullets.empty()
create_army(screen, enemies)
gun.create_gun()
time.sleep(2)
else:
stats.run_game==False
sys.exit()
def enemies_check(stats,screen, gun, enemies, bullets, scores):
screen_rect = screen.get_rect()
for enemy in enemies.sprites():
if enemy.rect.bottom >= screen_rect.bottom:
gun_kill(stats,screen, gun, enemies, bullets, scores)
break
def high_score_check(stats, scores):
if stats.score >= stats.high_score:
stats.high_score = stats.score
scores.image_high_score()
with open("highscore.txt", "w") as f:
f.write(str(stats.high_score))