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66_PythonGameDevelopment.py
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66_PythonGameDevelopment.py
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import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Tanks')
#icon = pygame.image.load("apple.png")
#pygame.display.set_icon(icon)
white = (255,255,255)
black = (0,0,0)
red = (200,0,0)
light_red = (255,0,0)
yellow = (200,200,0)
light_yellow = (255,255,0)
green = (34,177,76)
light_green = (0,255,0)
clock = pygame.time.Clock()
tankWidth = 40
tankHeight = 20
turretWidth = 5
wheelWidth = 5
smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("comicsansms", 85)
#img = pygame.image.load('snakehead.png')
#appleimg = pygame.image.load('apple.png')
def score(score):
text = smallfont.render("Score: "+str(score), True, black)
gameDisplay.blit(text, [0,0])
def text_objects(text, color,size = "small"):
if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)
return textSurface, textSurface.get_rect()
def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = ((buttonx+(buttonwidth/2)), buttony+(buttonheight/2))
gameDisplay.blit(textSurf, textRect)
def message_to_screen(msg,color, y_displace = 0, size = "small"):
textSurf, textRect = text_objects(msg,color,size)
textRect.center = (int(display_width / 2), int(display_height / 2)+y_displace)
gameDisplay.blit(textSurf, textRect)
def tank(x,y,turPos):
x = int(x)
y = int(y)
possibleTurrets = [(x-27, y-2),
(x-26, y-5),
(x-25, y-8),
(x-23, y-12),
(x-20, y-14),
(x-18, y-15),
(x-15, y-17),
(x-13, y-19),
(x-11, y-21)
]
pygame.draw.circle(gameDisplay, black, (x,y), int(tankHeight/2))
pygame.draw.rect(gameDisplay, black, (x-tankHeight, y, tankWidth, tankHeight))
pygame.draw.line(gameDisplay, black, (x,y), possibleTurrets[turPos], turretWidth)
pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-15, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x-5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+5, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+10, y+20), wheelWidth)
pygame.draw.circle(gameDisplay, black, (x+15, y+20), wheelWidth)
return possibleTurrets[turPos]
def game_controls():
gcont = True
while gcont:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
message_to_screen("Controls",green,-100,size="large")
message_to_screen("Fire: Spacebar",black,-30)
message_to_screen("Move Turret: Up and Down arrows",black,10)
message_to_screen("Move Tank: Left and Right arrows",black,50)
message_to_screen("Pause: P",black,90)
button("play", 150,500,100,50, green, light_green, action="play")
button("Main", 350,500,100,50, yellow, light_yellow, action="main")
button("quit", 550,500,100,50, red, light_red, action ="quit")
pygame.display.update()
clock.tick(15)
def button(text, x, y, width, height, inactive_color, active_color, action = None):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x,y,width,height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()
if action == "controls":
game_controls()
if action == "play":
gameLoop()
if action == "main":
game_intro()
else:
pygame.draw.rect(gameDisplay, inactive_color, (x,y,width,height))
text_to_button(text,black,x,y,width,height)
def pause():
paused = True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue playing or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
clock.tick(5)
def barrier(xlocation,randomHeight, barrier_width):
pygame.draw.rect(gameDisplay, black, [xlocation, display_height-randomHeight, barrier_width,randomHeight])
def fireShell(xy,tankx,tanky,turPos):
fire = True
startingShell = list(xy)
print("FIRE!",xy)
while fire:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
print(startingShell[0],startingShell[1])
pygame.draw.circle(gameDisplay, red, (startingShell[0],startingShell[1]),5)
startingShell[0] -= 5
pygame.display.update()
clock.tick(5)
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
#print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
gameDisplay.fill(white)
message_to_screen("Welcome to Tanks!",green,-100,size="large")
message_to_screen("The objective is to shoot and destroy",black,-30)
message_to_screen("the enemy tank before they destroy you.",black,10)
message_to_screen("The more enemies you destroy, the harder they get.",black,50)
#message_to_screen("Press C to play, P to pause or Q to quit",black,180)
button("play", 150,500,100,50, green, light_green, action="play")
button("controls", 350,500,100,50, yellow, light_yellow, action="controls")
button("quit", 550,500,100,50, red, light_red, action ="quit")
pygame.display.update()
clock.tick(15)
def gameLoop():
gameExit = False
gameOver = False
FPS = 15
barrier_width = 50
mainTankX = display_width * 0.9
mainTankY = display_height * 0.9
tankMove = 0
currentTurPos = 0
changeTur = 0
xlocation = (display_width/2) + random.randint(-0.2*display_width, 0.2*display_width)
randomHeight = random.randrange(display_height*0.1,display_height*0.6)
while not gameExit:
gameDisplay.fill(white)
gun = tank(mainTankX,mainTankY,currentTurPos)
if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:
gameExit = True
gameOver = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
tankMove = -5
elif event.key == pygame.K_RIGHT:
tankMove = 5
elif event.key == pygame.K_UP:
changeTur = 1
elif event.key == pygame.K_DOWN:
changeTur = -1
elif event.key == pygame.K_p:
pause()
elif event.key == pygame.K_SPACE:
fireShell(gun,mainTankX,mainTankY,currentTurPos)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
tankMove = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
changeTur = 0
mainTankX += tankMove
currentTurPos += changeTur
if currentTurPos > 8:
currentTurPos = 8
elif currentTurPos < 0:
currentTurPos = 0
if mainTankX - (tankWidth/2) < xlocation+barrier_width:
mainTankX += 5
barrier(xlocation,randomHeight,barrier_width)
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
game_intro()
gameLoop()