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main.py
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import pygame
from pygame.locals import (DOUBLEBUF,
FULLSCREEN,
KEYDOWN,
KEYUP,
K_LEFT,
K_RIGHT,
QUIT,
K_ESCAPE,
K_SPACE,
K_UP,
K_DOWN, K_p
)
from fundo import Fundo
from elementos import ElementoSprite
import random
nivel = 1
class Jogo:
def __init__(self, size=(600, 600), fullscreen=False):
self.elementos = {}
pygame.init()
self.screen = pygame.display.set_mode(size)
self.fundo = Fundo()
self.paused = False
flags = DOUBLEBUF
if fullscreen:
flags |= FULLSCREEN
self.screen_size = self.screen.get_size()
pygame.mouse.set_visible(0)
pygame.display.set_caption('The Corona Shooter')
self.run = True
def atualiza_elementos(self, dt):
if not self.paused:
self.fundo.update(dt)
for v in self.elementos.values():
v.update(dt)
def desenha_elementos(self):
self.fundo.draw(self.screen)
self.nave.draw(self.screen)
if nivel>0:
for el in self.elementos['virii']:
el.draw(self.screen)
if nivel>1:
for el in self.elementos['virii2']:
el.draw(self.screen)
if nivel>2:
for el in self.elementos['virii3']:
el.draw(self.screen)
def trata_eventos(self):
event = pygame.event.poll()
if event.type == pygame.QUIT:
self.run = False
if event.type in (KEYDOWN, KEYUP):
key = event.key
if key == K_ESCAPE:
self.run = False
# ESPAÇO ATIRA
if key == K_SPACE:
self.interval = 0
self.jogador.atira(self.elementos["tiros"])
#comandos movimento teclas
if key == K_LEFT:
self.run.vel_left
if key == K_RIGHT:
self.run.vel_right
if key == K_UP:
self.run.vel_up
if key == K_DOWN:
self.run.vel_down
if event.type == pygame.KEYDOWN:
if event.key == K_p:
self.paused = not self.paused
def loop(self):
clock = pygame.time.Clock()
if nivel > 0:
dt = 4
else:
dt = 16
# desenhar o virus na tela
#self.elementos['virii'] = [pygame.sprite.RenderPlain(Virus([120, 50]))]
#self.elementos['virii2'] = [pygame.sprite.RenderPlain(Virus2([500, 70]))]
#self.elementos['virii3'] = [pygame.sprite.RenderPlain(Virus3([300, 300]))]
# implementar logica de nivel
if nivel == 1:
self.elementos['virii'] = [pygame.sprite.RenderPlain(Virus([120, 50]))]
if nivel == 2:
self.elementos['virii'] = [pygame.sprite.RenderPlain(Virus([120, 50]))]
self.elementos['virii2'] = [pygame.sprite.RenderPlain(Virus2([500, 70]))]
if nivel == 3:
self.elementos['virii'] = [pygame.sprite.RenderPlain(Virus([120, 50]))]
self.elementos['virii2'] = [pygame.sprite.RenderPlain(Virus2([500, 70]))]
self.elementos['virii3'] = [pygame.sprite.RenderPlain(Virus3([300, 300]))]
self.nave = pygame.sprite.RenderPlain(Nave([200, 400], 5))
while self.run:
clock.tick(1000 / dt)
self.trata_eventos()
# Atualiza Elementos
self.atualiza_elementos(dt)
# Desenhe no back buffer
self.desenha_elementos()
pygame.display.flip()
class Nave(ElementoSprite):
def __init__(self, position, lives=0, speed=[0, 0], image=None, new_size=[83, 248]):
self.acceleration = [3, 3]
if not image:
image = "seringa.png"
super().__init__(image, position, speed, new_size)
self.set_lives(lives)
def get_lives(self):
return self.lives
def set_lives(self, lives):
self.lives = lives
#ATIRAR
def atira(self, lista_de_tiros, image=None):
s = list(self.get_speed())
s[1] *= 2
Tiro(self.get_pos(), s, image, lista_de_tiros)
#defini o virus 1 com 1 vida
class Virus(Nave):
def __init__(self, position, lives=0, speed=None, image=None, size=(100, 100)):
if not image:
image = "virus1.png"
super().__init__(position, lives, speed, image, size)
#defini o virus 2 com 2 vidas
class Virus2(Nave):
def __init__(self, position, lives=2, speed=None, image=None, size=(100, 100)):
if not image:
image = "virus2.png"
super().__init__(position, lives, speed, image, size)
#defini o virus 3 com 3 vidas
class Virus3(Nave):
def __init__(self, position, lives=3, speed=None, image=None, size=(100, 100)):
if not image:
image = "virus3.png"
super().__init__(position, lives, speed, image, size)
class Tiro(ElementoSprite):
def __init__(self, position, speed=None, image=None, list=None):
if not image:
image = "tiro.png"
super().__init__(image, position, speed)
if list is not None:
self.add(list)
class Player(Nave):
def __init__(self, position, lives=10, image=None, new_size=[83, 248]):
if not image:
image = "seringa.png"
super().__init__(position, lives, [0, 0], image, new_size)
self.pontos = 0
def atualiza(self, dt):
move_speed = (self.speed[0] * dt / 16,
self.speed[1] * dt / 16)
self.rect = self.rect.move(move_speed)
def get_pos(self):
return (self.rect.center[0], self.rect.top)
@property
def morto(self):
return self.get_lives() == 0
def vel_up(self):
speed = self.get_speed()
self.set_speed((speed[0], speed[1] - self.acceleration[1]))
def vel_down(self):
speed = self.get_speed()
self.set_speed((speed[0], speed[1] + self.acceleration[1]))
def vel_left(self):
speed = self.get_speed()
self.set_speed((speed[0] - self.acceleration[0], speed[1]))
def vel_right(self):
speed = self.get_speed()
self.set_speed((speed[0] + self.acceleration[0], speed[1]))
if __name__ == '__main__':
J = Jogo()
J.loop()
import pygame
from pygame.locals import (DOUBLEBUF,
FULLSCREEN,
KEYDOWN,
KEYUP,
K_LEFT,
K_RIGHT,
QUIT,
K_ESCAPE, K_UP, K_DOWN, K_RCTRL, K_LCTRL
)
from fundo import Fundo
from elementos import ElementoSprite
import random
class Jogo:
def __init__(self, size=(1000, 1000), fullscreen=False):
self.elementos = {}
pygame.init()
self.tela = pygame.display.set_mode(size)
self.fundo = Fundo()
self.jogador = None
self.interval = 0
self.nivel = 0
flags = DOUBLEBUF
if fullscreen:
flags |= FULLSCREEN
self.screen_size = self.tela.get_size()
pygame.mouse.set_visible(0)
pygame.display.set_caption('Corona Shooter')
self.run = True
def manutenção(self):
r = random.randint(0, 100)
x = random.randint(1, self.screen_size[0])
if r > (40 * len(self.elementos["virii"])):
enemy = Virus([0, 0])
size = enemy.get_size()
enemy.set_pos([x, 0])
self.elementos["virii"].add(enemy)
def muda_nivel(self):
xp = self.jogador.get_pontos()
if xp > 10 and self.level == 0:
self.fundo = Fundo("tile2.png")
self.nivel = 1
self.jogador.set_lives(self.jogador.get_lives() + 3)
elif xp > 50 and self.level == 1:
self.fundo = Fundo("tile3.png")
self.nivel = 2
self.jogador.set_lives(self.player.get_lives() + 6)
def atualiza_elementos(self, dt):
self.fundo.update(dt)
for v in self.elementos.values():
v.update(dt)
def desenha_elementos(self):
self.fundo.draw(self.tela)
for v in self.elementos.values():
v.draw(self.tela)
def verifica_impactos(self, elemento, list, action):
if isinstance(elemento, pygame.sprite.RenderPlain):
hitted = pygame.sprite.groupcollide(elemento, list, 1, 0)
for v in hitted.values():
for o in v:
action(o)
return hitted
elif isinstance(elemento, pygame.sprite.Sprite):
if pygame.sprite.spritecollide(elemento, list, 1):
action()
return elemento.morto
def ação_elemento(self):
self.verifica_impactos(self.jogador, self.elementos["tiros_inimigo"],
self.jogador.alvejado)
if self.jogador.morto:
self.run = False
return
# Verifica se o personagem trombou em algum inimigo
self.verifica_impactos(self.jogador, self.elementos["virii"],
self.jogador.colisão)
if self.jogador.morto:
self.run = False
return
# Verifica se o personagem atingiu algum alvo.
hitted = self.verifica_impactos(self.elementos["tiros"],
self.elementos["virii"],
Virus.alvejado)
# Aumenta a pontos baseado no número de acertos:
self.jogador.set_pontos(self.jogador.get_pontos() + len(hitted))
def trata_eventos(self):
event = pygame.event.poll()
if event.type == pygame.QUIT:
self.run = False
if event.type in (KEYDOWN, KEYUP):
key = event.key
if key == K_ESCAPE:
self.run = False
elif key in (K_LCTRL, K_RCTRL):
self.interval = 0
self.jogador.atira(self.elementos["tiros"])
elif key == K_UP:
self.jogador.accel_top()
elif key == K_DOWN:
self.jogador.accel_bottom()
elif key == K_RIGHT:
self.jogador.accel_right()
elif key == K_LEFT:
self.jogador.accel_left()
if event.type == pygame.KEYDOWN:
if event.key == K_p:
self.paused = not self.paused
keys = pygame.key.get_pressed()
if self.interval > 10:
self.interval = 0
if keys[K_RCTRL] or keys[K_LCTRL]:
self.jogador.atira(self.elementos["tiros"])
def loop(self):
clock = pygame.time.Clock()
dt = 16
self.elementos['virii'] = pygame.sprite.RenderPlain(Virus([120, 50]))
self.jogador = Jogador([200, 400], 5)
self.elementos['jogador'] = pygame.sprite.RenderPlain(self.jogador)
self.elementos['tiros'] = pygame.sprite.RenderPlain()
self.elementos['tiros_inimigo'] = pygame.sprite.RenderPlain()
while self.run:
clock.tick(1000 / dt)
self.trata_eventos()
self.ação_elemento()
self.manutenção()
# Atualiza Elementos
self.atualiza_elementos(dt)
# Desenhe no back buffer
self.desenha_elementos()
pygame.display.flip()
class Nave(ElementoSprite):
def __init__(self, position, lives=0, speed=[0, 0], image=None, new_size=[83, 248]):
self.acceleration = [3, 3]
if not image:
image = "seringa.png"
super().__init__(image, position, speed, new_size)
self.set_lives(lives)
def get_lives(self):
return self.lives
def set_lives(self, lives):
self.lives = lives
def colisão(self):
if self.get_lives() <= 0:
self.kill()
else:
self.set_lives(self.get_lives() - 1)
def atira(self, lista_de_tiros, image=None):
s = list(self.get_speed())
s[1] *= 2
Tiro(self.get_pos(), s, image, lista_de_tiros)
def alvejado(self):
if self.get_lives() <= 0:
self.kill()
else:
self.set_lives(self.get_lives() - 1)
@property
def morto(self):
return self.get_lives() == 0
def accel_top(self):
speed = self.get_speed()
self.set_speed((speed[0], speed[1] - self.acceleration[1]))
def accel_bottom(self):
speed = self.get_speed()
self.set_speed((speed[0], speed[1] + self.acceleration[1]))
def accel_left(self):
speed = self.get_speed()
self.set_speed((speed[0] - self.acceleration[0], speed[1]))
def accel_right(self):
speed = self.get_speed()
self.set_speed((speed[0] + self.acceleration[0], speed[1]))
class Virus(Nave):
def __init__(self, position, lives=1, speed=None, image=None, size=(100, 100)):
if not image:
image = "virus.png"
super().__init__(position, lives, speed, image, size)
class Jogador(Nave):
"""
A classe Player é uma classe derivada da classe GameObject.
No entanto, o personagem não morre quando passa da borda, este só
interrompe o seu movimento (vide update()).
E possui experiência, que o fará mudar de nivel e melhorar seu tiro.
A função get_pos() só foi redefinida para que os tiros não saissem da
parte da frente da nave do personagem, por esta estar virada ao contrário
das outras.
"""
def __init__(self, position, lives=10, image=None, new_size=[83, 248]):
if not image:
image = "seringa.png"
super().__init__(position, lives, [0, 0], image, new_size)
self.pontos = 0
def update(self, dt):
move_speed = (self.speed[0] * dt / 16,
self.speed[1] * dt / 16)
self.rect = self.rect.move(move_speed)
if (self.rect.right > self.area.right):
self.rect.right = self.area.right
elif (self.rect.left < 0):
self.rect.left = 0
if (self.rect.bottom > self.area.bottom):
self.rect.bottom = self.area.bottom
elif (self.rect.top < 0):
self.rect.top = 0
def get_pos(self):
return (self.rect.center[0], self.rect.top)
def get_pontos(self):
return self.pontos
def set_pontos(self, pontos):
self.pontos = pontos
def atira(self, lista_de_tiros, image=None):
l = 1
if self.pontos > 10: l = 3
if self.pontos > 50: l = 5
p = self.get_pos()
speeds = self.get_fire_speed(l)
for s in speeds:
Tiro(p, s, image, lista_de_tiros)
def get_fire_speed(self, shots):
speeds = []
if shots <= 0:
return speeds
if shots == 1:
speeds += [(0, -5)]
if shots > 1 and shots <= 3:
speeds += [(0, -5)]
speeds += [(-2, -3)]
speeds += [(2, -3)]
if shots > 3 and shots <= 5:
speeds += [(0, -5)]
speeds += [(-2, -3)]
speeds += [(2, -3)]
speeds += [(-4, -2)]
speeds += [(4, -2)]
return speeds
class Tiro(ElementoSprite):
def __init__(self, position, speed=None, image=None, list=None):
if not image:
image = "tiro.png"
super().__init__(image, position, speed)
if list is not None:
self.add(list)
if __name__ == '__main__':
J = Jogo()
J.loop()