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test011.py
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test011.py
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# test011.py
import sys
import pygame
import time
import random
import math
from my_colours import *
from game_over import *
from my_player import *
from my_enemy import *
from my_score import *
from my_mechanics import *
from my_bullet import *
from my_movement import *
from introScreen import *
from level import *
from my_boss import *
# import pygame.sprite as sprite
#to initialize the pygame module
pygame.init()
# To start the screen at 600X800 resolution.
screen = pygame.display.set_mode((800, 600))
#background Image
background = pygame.image.load('evening_1.jpg').convert()
#Title and Icon
pygame.display.set_caption("Corona Strike 0.0.1")
icon = pygame.image.load('Code_Maniac.jpg')
pygame.display.set_icon(icon)
pygame.mixer.music.load('background.wav')
pygame.mixer.music.play(-1)
starting = start_game()
run = starting.game_intro(screen)
if run == False:
sys.exit()
# need level selecting page
my_level = select_level()
mode = my_level.level_intro(screen)
print("your mode is ", mode)
#main game-loop
running = True
p = my_player()
c = my_corona_1(mode)
for i in range(5):
c.spawn_corona(i)
g = game_over()
b = my_bullet()
s = info_game()
m = mechanics()
key = movement()
clock = pygame.time.Clock()
#rb = red_boss()
hit = 0
while running:
dt = clock.tick_busy_loop(30)
# Background color
screen.fill((0,0,0))
# Background Image
screen.blit(background, (0,0))
p.player(p.playerX, p.playerY, screen)
c.corona_1(c.corona_1X, c.corona_1Y, screen)
# rb.boss_draw(screen)
s.my_score(screen)
s.my_fps(dt, screen)
running = key.move(p, b, dt, screen)
# checking game finish
dead = 0
for i in range(5):
if not c.alive[i]:
dead += 1
continue
for j in range(i + 1, 5):
if not c.alive[j]:
continue
elif c.corona_1Y[i] == c.corona_1Y[j]:
if abs(c.corona_1X[i] - c.corona_1X[j]) < 48:
# if m.isCollision(c.corona_1X[i],
# c.corona_1Y[i],
# c.corona_1X[j],
# c.corona_1Y[j]
# ):
c.corona_movX[i] = -c.corona_movX[i]
c.corona_movX[j] = -c.corona_movX[j]
if c.corona_movX[i] > 0:
c.corona_1X[j] -= (48 - abs(c.corona_1X[i] - c.corona_1X[j]))/2
c.corona_1X[i] += (48 - abs(c.corona_1X[i] - c.corona_1X[j]))/2
c.corona_1_Img[j] = c.corona_1_Img_left[j]
c.corona_1_Img[i] = c.corona_1_Img_right[i]
else:
c.corona_1X[j] += (48 - abs(c.corona_1X[i] - c.corona_1X[j]))/2
c.corona_1X[i] -= (48 - abs(c.corona_1X[i] - c.corona_1X[j]))/2
c.corona_1_Img[j] = c.corona_1_Img_right[j]
c.corona_1_Img[i] = c.corona_1_Img_left[i]
if m.isCollision(c.corona_1X[i], c.corona_1Y[i], b.bulletX, b.bulletY):
explosion_sound = pygame.mixer.Sound('explosion.wav')
explosion_sound.play()
b.bullet_state = 'ready'
b.bulletY = 800
if mode == 5:
c.spawn_corona(i)
s.score += 1
else:
c.health[i] -= 1
if c.health[i] == 0:
c.alive[i] = False
s.score += 1
if c.corona_movX[i] < 0:
c.corona_1_Img[i] = c.corona_1_Img_left[i]
# print(s.score)
if m.isCollision(c.corona_1X[i], c.corona_1Y[i], p.playerX, p.playerY):
running = False
if dead == 5:
g.win_game(screen)
screen.blit(background, (0,0))
pygame.display.update()
running = False
if not mode == 5:
for i in range(5):
c.corona_1_Img_left[i] = pygame.image.load(c.Img_left[mode - c.health[i]])
c.corona_1_Img_right[i] = pygame.image.load(c.Img_right[mode - c.health[i]])
c.check_corona_1(dt)
# boss collision
#distance_boss = math.hypot(rb.bossX - b.bulletX, rb.bossY - b.bulletY)
#if rb.health == 3:
# if distance_boss < 120:
# hit = 1
# elif rb.health == 2:
# if distance_boss < 90:
# hit = 1
# elif rb.health == 1:
# if distance_boss < 75:
# hit = 1
# if hit == 1:
# b.bullet_state = 'ready'
# b.bulletY = 800
# rb.health -= 1
# explosion_sound = pygame.mixer.Sound('explosion.wav')
# explosion_sound.play()
# hit = 0
# if rb.health <= 0:
# explosion_sound = pygame.mixer.Sound('explosion.wav')
# explosion_sound.play()
# running = False
b.check_bullet(b.bullet_state, b.bulletX, b.bulletY, screen, dt)
p.check_playerX(p.playerX, p.player_movX)
p.check_playerY(p.playerY)
if b.bulletY <= 0:
b.bullet_state = 'ready'
if running == False:
g.game_over_text(screen)
pygame.display.update()