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Copy pathmetal_python.py
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605 lines (507 loc) · 19.5 KB
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# coding=utf-8
import background
import boss
import game_over_screen
import mg_bullet
import mg_icon
import pygame
import tank_bullet
import tank_shell
import title_animation
import title_screen_button
from sprites import enemy_bullet, pistol_bullet, score_board
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption("Metal Python")
def main():
keepGoing = True
while keepGoing:
status1 = title_screen()
if status1 == 0:
status2 = level1()
if status2[0] == 0:
status3 = boss(*status2[1:])
if status3 == 1:
if gameover():
keepGoing = False
elif status3 == 2:
keepGoing = False
elif status2[0] == 1:
if gameover():
keepGoing = False
elif status2[0] == 2:
keepGoing = False
elif status1 == 1:
if instructions():
keepGoing = False
elif status1 == 2:
keepGoing = False
pygame.mouse.set_visible(True)
pygame.quit()
def instructions():
'''instructions screen'''
# Entities
bkgd = pygame.image.load('images\\instructions.png').convert()
button = title_screen_button.TitleScreenButton(3)
allSprites = pygame.sprite.Group(button)
# ASSIGN
clock = pygame.time.Clock()
keepGoing = True
# LOOP
while keepGoing:
# TIME
clock.tick(30)
# EVENT HANDLING
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
exitstatus = 1
if button.get_pressed():
keepGoing = False
exitstatus = 0
# REFRESH SCREEN
screen.blit(bkgd, (0, 0))
allSprites.update()
allSprites.draw(screen)
pygame.display.flip()
return exitstatus
def title_screen():
'''title screen'''
# Entities
bkgd = pygame.image.load('images\\title screen.jpg').convert()
animations = [title_animation.TitleAnimation(i) for i in range(2)]
buttons = [title_screen_button.TitleScreenButton(i) for i in range(3)]
allSprites = pygame.sprite.Group(animations[0])
# sound
sfx = pygame.mixer.Sound('sounds\\menu.wav')
sfx.play()
# ASSIGN
clock = pygame.time.Clock()
keepGoing = True
pygame.mouse.set_visible(True)
# LOOP
while keepGoing:
# TIME
clock.tick(30)
# EVENT HANDLING
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
exitstatus = 2
# handles text animation
if animations[0].get_done():
allSprites.add(animations[1])
if animations[1].get_done():
allSprites.add(buttons)
# checks if the user pressed any buttons
if buttons[0].get_pressed():
keepGoing = False
exitstatus = 0
elif buttons[1].get_pressed():
keepGoing = False
exitstatus = 1
elif buttons[2].get_pressed():
keepGoing = False
exitstatus = 2
# REFRESH SCREEN
screen.blit(bkgd, (0, 0))
allSprites.update()
allSprites.draw(screen)
pygame.display.flip()
return exitstatus
def level1():
'''main game'''
# ENTITIES
# players
player = player.Player()
tank = tank.Tank()
playerGrp = pygame.sprite.Group(tank, player)
current_player = player
# background
clean_bkgd = pygame.image.load('images\\bkgd.png').convert()
bkgd = background.Background(player)
# map objects
wall = platform.Platform(((1438, 380), (1, 100)))
platforms = pygame.sprite.Group([platform.Platform(dimension) for dimension in (
((0, 366), (1400, 1)), ((1438, 450), (2507, 1)), ((1845, 342), (110, 1)), ((2032, 260), (348, 1)),
((2380, 342), (130, 1)), ((2510, 260), (290, 1)), ((2915, 260), (345, 1)), ((3260, 342), (150, 1)))])
# projectiles
pBulletsGrp = pygame.sprite.Group()
eBulletsGrp = pygame.sprite.Group()
grenadeGrp = pygame.sprite.Group()
# scoreboard
scoreboard = score_board.ScoreBoard(player, tank)
# enemies
enemiesGrp = pygame.sprite.Group([enemy.Enemy(midbottom) for midbottom in (
(500, 366), (800, 366), (1000, 366), (1100, 366), (1200, 366), (1300, 366), (1700, 450), (1800, 450), (1900, 450),
(2300, 450), (2400, 450), (2500, 450), (2600, 450), (2700, 450), (2800, 450), (2900, 450), (3000, 450), (3100, 450),
(3200, 450), (3400, 450), (3500, 450), (3600, 450), (3800, 450), (1880, 342), (2040, 260), (2200, 260), (2400, 342),
(2550, 260), (2700, 260), (2950, 260), (3100, 260), (3280, 342))])
# sound
pygame.mixer.music.load('sounds\\music.mp3')
pygame.mixer.music.play(-1)
allSprites = pygame.sprite.OrderedUpdates(enemiesGrp, playerGrp, eBulletsGrp, pBulletsGrp, grenadeGrp)
# ASSIGN
clock = pygame.time.Clock()
keepGoing = True
pygame.mouse.set_visible(False)
# LOOP
while keepGoing:
# TIME
clock.tick(30)
# EVENT HANDLING
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
exitstatus = 2
if not current_player.get_dying():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e:
# enter tank
if pygame.sprite.collide_rect(player,
tank) and current_player == player and not tank.get_dying():
current_player = tank
player.kill()
# exit tank
elif current_player == tank:
player.respawn(tank)
playerGrp.add(player)
allSprites.add(playerGrp)
current_player = player
tank.die()
elif event.key == pygame.K_l:
# fire cannon
if current_player == tank:
if tank.shoot_cannon():
grenadeGrp.add(tank_shell.TankShell(tank))
allSprites.add(grenadeGrp)
# throw grenade
elif player.get_grenades():
player.throw_grenade()
grenadeGrp.add(grenade.Grenade(player))
allSprites.add(grenadeGrp)
if not current_player.get_dying():
keys_pressed = pygame.key.get_pressed()
# left and right movement
if keys_pressed[pygame.K_d] and keys_pressed[pygame.K_a]:
pass
elif keys_pressed[pygame.K_a]:
current_player.move(-1)
elif keys_pressed[pygame.K_d]:
current_player.move(1)
# jump
if keys_pressed[pygame.K_j]:
current_player.jump()
# tank controls
if current_player == tank:
# shoot mg
if keys_pressed[pygame.K_k]:
tank.shoot_mg()
pBulletsGrp.add(tank_bullet.TankBullet(bkgd, tank))
allSprites.add(pBulletsGrp)
# rotate mg
if keys_pressed[pygame.K_w] and keys_pressed[pygame.K_s]:
pass
elif keys_pressed[pygame.K_w]:
tank.rotate(5)
elif keys_pressed[pygame.K_s]:
tank.rotate(-5)
# player control
else:
if keys_pressed[pygame.K_k]:
# shoot mg
if player.get_weapon():
pBulletsGrp.add(mg_bullet.MGBullet(bkgd, player, player.shoot()))
allSprites.add(pBulletsGrp)
# shoot pistol
elif player.shoot():
pBulletsGrp.add(pistol_bullet.PistolBullet(bkgd, player))
allSprites.add(pBulletsGrp)
# collision detection
for item in (player, tank):
# collision with wall
if pygame.sprite.collide_rect(item, wall):
item.collide_wall(wall)
# collision with platforms
collision = pygame.sprite.spritecollide(item, platforms, False)
if collision:
# finds lowest platform to land on
item.land(max(platform.rect.top for platform in collision))
else:
item.fall()
# bullet collision with current player
for bullet in pygame.sprite.spritecollide(current_player, eBulletsGrp, False):
if not current_player.get_dying():
bullet.kill()
current_player.hurt(50)
# tank collision with enemies
for enemy in pygame.sprite.spritecollide(tank, enemiesGrp, False):
enemy.die()
# bullet collision with enemies
for bullet, enemy in pygame.sprite.groupcollide(pBulletsGrp, enemiesGrp, False, False).items():
if enemy and not enemy[0].get_dying():
bullet.kill()
enemy[0].die()
# grenade collision with enemies
for grenade, enemy in pygame.sprite.groupcollide(grenadeGrp, enemiesGrp, False, True).items():
if enemy:
grenade.explode()
for i in enemy:
i.die()
# grenade collision with platforms
for grenade, platform in pygame.sprite.groupcollide(grenadeGrp, platforms, False, False).items():
if platform:
grenade.explode()
# enemy shooting
for enemy in enemiesGrp:
if enemy.get_shooting():
eBulletsGrp.add(enemy_bullet.EnemyBullet(enemy, current_player))
allSprites.add(eBulletsGrp)
# kills tank, respawns player
if tank.get_dying():
player.respawn(tank)
playerGrp.add(player)
allSprites.add(playerGrp)
current_player = player
# exits game loop once player death animation is over
if player.get_dying() == 2:
keepGoing = False
exitstatus = 1
# checks if player completed level
if current_player.rect.right >= bkgd.image.get_width():
keepGoing = False
exitstatus = 0
# REFRESH SCREEN
# draws allSprites on background
bkgd.image.blit(clean_bkgd, (0, 0))
allSprites.update(current_player)
allSprites.draw(bkgd.image)
# updates background position
bkgd.update(current_player)
screen.blit(bkgd.image, bkgd.rect)
# updates scoreboard onto screen
scoreboard.update(current_player)
screen.blit(scoreboard.image, scoreboard.rect)
pygame.display.flip()
pygame.mixer.music.stop()
if tank.get_dying():
return exitstatus, player
return exitstatus, player, tank
def gameover():
# Entities
bkgd = game_over_screen.GameOverScreen()
allSprites = pygame.sprite.Group(bkgd)
# sound
pygame.mixer.music.load('sounds\\gameover.wav')
pygame.mixer.music.play()
# ASSIGN
clock = pygame.time.Clock()
keepGoing = True
# LOOP
while keepGoing:
# TIME
clock.tick(30)
# EVENT HANDLING
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
exitstatus = 1
if bkgd.get_done():
keepGoing = False
exitstatus = 0
# REFRESH SCREEN
allSprites.update()
allSprites.draw(screen)
pygame.display.flip()
return exitstatus
def boss(prev_player, prev_tank=None):
# Entities
# player
player = player.Player(prev_player)
if prev_tank:
tank = tank.Tank(prev_tank)
current_player = tank
playerGrp = pygame.sprite.Group(tank)
else:
tank = None
current_player = player
playerGrp = pygame.sprite.Group(player)
# background
clean_bkgd = pygame.image.load('images\\bossbkgd2.png').convert()
bkgd = background.Background(player, 1)
# map objects
wall = platform.Platform(((865, 0), (1, 480)))
platform = platform.Platform(((0, 432), (1280, 1)))
# projectiles
laser = laser.Laser()
pBulletsGrp = pygame.sprite.Group()
shellGrp = pygame.sprite.Group()
pGrenadeGrp = pygame.sprite.Group()
# powerup
mgicon = mg_icon.MGIcon()
# scoreboard
scoreboard = score_board.ScoreBoard(player, tank)
# boss
boss = boss.Boss()
# sound
pygame.mixer.music.load('sounds\\boss.mp3')
pygame.mixer.music.play(-1)
missioncomplete = pygame.mixer.Sound('sounds\\mission complete.wav')
allSprites = pygame.sprite.OrderedUpdates(playerGrp, boss, mgicon, pBulletsGrp, shellGrp, pGrenadeGrp, laser)
# ASSIGN
clock = pygame.time.Clock()
keepGoing = True
pygame.mouse.set_visible(False)
cutscene = True
# LOOP
while keepGoing:
# TIME
clock.tick(30)
# EVENT HANDLING
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
exitstatus = 2
if not cutscene and not current_player.get_dying():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e:
# exit tank
if current_player == tank:
player.respawn(tank)
playerGrp.add(player)
allSprites.add(playerGrp)
current_player = player
tank.die()
elif event.key == pygame.K_l:
# fire cannon
if current_player == tank:
if tank.shoot_cannon():
pGrenadeGrp.add(tank_shell.TankShell(tank))
allSprites.add(pGrenadeGrp)
# throw grenade
elif player.get_grenades():
player.throw_grenade()
pGrenadeGrp.add(grenade.Grenade(player))
allSprites.add(pGrenadeGrp)
# cutscene at beginning of level
if cutscene:
current_player.move(1)
if current_player.rect.left + 700 >= boss.rect.right:
cutscene = False
boss.start()
elif not current_player.get_dying():
keys_pressed = pygame.key.get_pressed()
# left and right movement
if keys_pressed[pygame.K_d] and keys_pressed[pygame.K_a]:
pass
elif keys_pressed[pygame.K_a]:
current_player.move(-1)
elif keys_pressed[pygame.K_d]:
current_player.move(1)
# jump
if keys_pressed[pygame.K_j]:
current_player.jump()
# tank controls
if current_player == tank:
# shoot mg
if keys_pressed[pygame.K_k]:
tank.shoot_mg()
pBulletsGrp.add(tank_bullet.TankBullet(bkgd, tank))
allSprites.add(pBulletsGrp)
# rotate mg
if keys_pressed[pygame.K_w] and keys_pressed[pygame.K_s]:
pass
elif keys_pressed[pygame.K_w]:
tank.rotate(5)
elif keys_pressed[pygame.K_s]:
tank.rotate(-5)
# player control
else:
if keys_pressed[pygame.K_k]:
# shoot mg
if player.get_weapon():
pBulletsGrp.add(mg_bullet.MGBullet(bkgd, player, player.shoot()))
allSprites.add(pBulletsGrp)
# shoot pistol
elif player.shoot():
pBulletsGrp.add(pistol_bullet.PistolBullet(bkgd, player))
allSprites.add(pBulletsGrp)
# collision detection
for item in filter(bool, (player, tank)):
# collision with wall
if pygame.sprite.collide_rect(item, wall):
item.collide_wall(wall, 1)
# collision with platforms
if pygame.sprite.collide_rect(item, platform):
# finds lowest platform to land on
item.land(platform.rect.top)
else:
item.fall()
# laser collision with player
if pygame.sprite.collide_rect(laser, current_player):
current_player.hurt(50)
# MGIcon collision with player
if pygame.sprite.collide_rect(mgicon, current_player):
player.pickup()
mgicon.hide()
# shell collision with player
for shell in pygame.sprite.spritecollide(current_player, shellGrp, False):
if not current_player.get_dying():
shell.explode()
current_player.hurt(50)
# shell collision with ground
for shell in pygame.sprite.spritecollide(platform, shellGrp, False):
shell.explode()
# grenade collision with boss
for grenade in pygame.sprite.spritecollide(boss, pGrenadeGrp, False):
grenade.explode()
boss.hurt(5)
# bullet collision with boss
for bullet in pygame.sprite.spritecollide(boss, pBulletsGrp, False):
bullet.kill()
boss.hurt(1)
# grenade collision with ground
for grenade in pygame.sprite.spritecollide(platform, pGrenadeGrp, False):
grenade.explode()
# boss shooting shells
if boss.get_attack() == 1:
shellGrp.add(tank_shell.TankShell())
allSprites.add(shellGrp)
# laser attack
elif boss.get_attack() == 2:
laser.reset()
# kills tank, respawns player
if tank and tank.get_dying():
player.respawn(tank)
playerGrp.add(player)
allSprites.add(playerGrp)
current_player = player
# exits game loop once player death animation is over
if player.get_dying() == 2:
keepGoing = False
exitstatus = 1
# checks if player successfully completed level
if boss.get_dead():
pygame.mixer.music.stop()
missioncomplete.play()
screen.blit(pygame.image.load('images\\mission complete.png').convert_alpha(), (109, 167))
pygame.display.flip()
pygame.time.wait(8000)
keepGoing = False
exitstatus = 0
# REFRESH SCREEN
# draws allSprites on background
bkgd.image.blit(clean_bkgd, (0, 0))
allSprites.update(current_player)
allSprites.draw(bkgd.image)
# updates background position
bkgd.update(current_player)
screen.blit(bkgd.image, bkgd.rect)
# updates scoreboard onto screen
scoreboard.update(current_player)
screen.blit(scoreboard.image, scoreboard.rect)
pygame.display.flip()
return exitstatus
if __name__ == '__main__':
main()