diff options
Diffstat (limited to 'src/game.py')
| -rw-r--r-- | src/game.py | 246 |
1 files changed, 164 insertions, 82 deletions
diff --git a/src/game.py b/src/game.py index 37739e3..a7efb67 100644 --- a/src/game.py +++ b/src/game.py @@ -1,21 +1,102 @@ -from blinky import Blinky -from clyde import Clyde from direction import DIRECTION -from inky import Inky -from pinky import Pinky -from player import Player +from game_state import GameState +from mode import MODE from settings import settings -import map as Map +from game_state import WIDTH, HEIGHT, TILE_WIDTH, TILE_HEIGHT import pygame -WIDTH = settings.width -HEIGHT = settings.height - class Game(): def __init__(self): self.settings = settings + def show_gameover_screen(self, screen, game_state, sprites): + font = pygame.font.SysFont(None, 64) + + # Render the "Game Over" text to a surface + game_over_text_1 = font.render( + "Game Over", True, (255, 255, 255)) + game_over_text_2 = font.render( + "Press R to try again or Q to quit.", True, (255, 255, 255)) + + # Blit the "Game Over" text onto the screen + text_rect_1 = game_over_text_1.get_rect( + center=(WIDTH/2, HEIGHT/2 - 75)) + text_rect_2 = game_over_text_2.get_rect( + center=(WIDTH/2, HEIGHT/2)) + + screen.blit(game_over_text_1, text_rect_1) + screen.blit(game_over_text_2, text_rect_2) + + # Update the display + pygame.display.flip() + + quit_game = False # Initialize the flag variable + while not quit_game: + for event in pygame.event.get(): + if event.type == pygame.KEYDOWN and event.key == pygame.K_r: + # Reset the game and start again + # Add your own code here to reset the game state + self.reset_game(game_state, sprites) + game_state.game_over = False + quit_game = True # Set the flag to True to break out of both loops + break + elif event.type == pygame.KEYDOWN and event.key == pygame.K_q: + game_state.game_over = True + quit_game = True + break + elif event.type == pygame.QUIT: + game_state.game_over = True + quit_game = True # Set the flag to True to break out of both loops + break + + def show_wining_screen(self, screen, game_state, sprites): + font = pygame.font.SysFont(None, 64) + + # Render the "Game Over" text to a surface + wining_text_1 = font.render( + "Congratulation You Won!!", True, (255, 255, 255)) + wining_text_2 = font.render( + "Press R to play again or Q to quit", True, (255, 255, 255)) + + text_rect_1 = wining_text_1.get_rect( + center=(WIDTH/2, HEIGHT/2 - 75)) + text_rect_2 = wining_text_2.get_rect( + center=(WIDTH/2, HEIGHT/2)) + + # Blit the "Game Over" text onto the screen + text_rect_1 = wining_text_1.get_rect( + center=(WIDTH/2, HEIGHT/2)) + text_rect_2 = wining_text_2.get_rect( + center=(WIDTH/2, HEIGHT/2 + 100)) + screen.blit(wining_text_1, text_rect_1) + screen.blit(wining_text_2, text_rect_2) + + # Update the display + pygame.display.flip() + + quit_game = False # Initialize the flag variable + while not quit_game: + for event in pygame.event.get(): + if event.type == pygame.KEYDOWN and event.key == pygame.K_r: + # Reset the game and start again + # Add your own code here to reset the game state + self.reset_game(game_state, sprites) + game_state.game_over = False + quit_game = True # Set the flag to True to break out of both loops + break + elif event.type == pygame.KEYDOWN and event.key == pygame.K_q: + game_state.game_over = True + quit_game = True + break + elif event.type == pygame.QUIT: + game_state.game_over = True + quit_game = True # Set the flag to True to break out of both loops + break + + def reset_game(self, game_state, sprites): + game_state.reset(sprites) + def run(self): # Initialize Pygame pygame.init() @@ -24,27 +105,24 @@ class Game(): screen = pygame.display.set_mode((WIDTH, HEIGHT)) # Sprite sheet for pacman - sprite_sheet = pygame.image.load( '../assets/pacman_left_sprite.png').convert_alpha() + sprite_sheet = pygame.image.load( + '../assets/pacman_left_sprite.png').convert_alpha() # Sprite sheets for the ghosts - blinky_sprite = pygame.image.load('../assets/blinky.png').convert_alpha() - pinky_sprite = pygame.image.load( '../assets/pinky.png').convert_alpha() - clyde_sprite = pygame.image.load( '../assets/clyde.png').convert_alpha() - inky_sprite = pygame.image.load( '../assets/inky.png').convert_alpha() + blinky_sprite = pygame.image.load( + '../assets/blinky.png').convert_alpha() + pinky_sprite = pygame.image.load('../assets/pinky.png').convert_alpha() + clyde_sprite = pygame.image.load('../assets/clyde.png').convert_alpha() + inky_sprite = pygame.image.load('../assets/inky.png').convert_alpha() - # our beautiful maze - maze = Map.Map() + sprites = [sprite_sheet, blinky_sprite, + pinky_sprite, inky_sprite, clyde_sprite] - # length of the map grid size - TILE_WIDTH = WIDTH // len(maze.maze[0]) - TILE_HEIGHT = HEIGHT // len(maze.maze) + # Set the timer to trigger after 10,000 milliseconds (10 seconds) + timer_event = pygame.USEREVENT + 1 + pygame.time.set_timer(timer_event, 1000 * 10, 1) - # Initialize the player and the ghosts - player = Player(sprite_sheet) - blinky = Blinky(blinky_sprite,75, 75) - pinky = Pinky(pinky_sprite, 27 * 30, 30 * 30 + 15) - inky = Inky(inky_sprite, 75, 30 * 30 + 15) - clyde = Clyde(clyde_sprite, 27 * 30 + 15, 75) + game_state = GameState(sprites) # Set the pacman velocity dx = 0 @@ -57,15 +135,13 @@ class Game(): pygame.mixer.music.load('../assets/sfx/game_start.wav') siren_sound = pygame.mixer.Sound('../assets/sfx/siren_1.wav') - munch_sound = pygame.mixer.Sound('../assets/sfx/munch_1.wav') - - pygame.mixer.music.play() - siren_sound.play(-1) - is_game_over = [False] + if settings.sound: + pygame.mixer.music.play() + siren_sound.play(-1) # Main game loop - while not is_game_over[0]: + while not game_state.game_over: # setting game fps clock.tick(settings.fps) @@ -84,95 +160,101 @@ class Game(): # Handling events for event in pygame.event.get(): if event.type == pygame.QUIT: - is_game_over = False + game_state.game_over = True elif event.type == pygame.KEYDOWN: # Move the circle based on the pressed key if event.key == pygame.K_w: - player.direction = DIRECTION.UP - ty = -player.speed + game_state.pacman.direction = DIRECTION.UP + ty = -game_state.pacman.speed tx = 0 # Necssarry to move only horizontal or vertical elif event.key == pygame.K_s: - player.direction = DIRECTION.DOWN - ty = player.speed + game_state.pacman.direction = DIRECTION.DOWN + ty = game_state.pacman.speed tx = 0 # Necssarry to move only horizontal or vertical elif event.key == pygame.K_a: - player.direction = DIRECTION.LEFT - tx = -player.speed + game_state.pacman.direction = DIRECTION.LEFT + tx = -game_state.pacman.speed ty = 0 # Necssarry to move only horizontal or vertical elif event.key == pygame.K_d: - player.direction = DIRECTION.RIGHT - tx = player.speed + game_state.pacman.direction = DIRECTION.RIGHT + tx = game_state.pacman.speed ty = 0 # Necssarry to move only horizontal or vertical + # Check for the timer event + if event.type == timer_event: + game_state.pinky.mode = MODE.CHASING + game_state.inky.mode = MODE.CHASING + game_state.blinky.mode = MODE.CHASING + game_state.clyde.mode = MODE.CHASING keys = pygame.key.get_pressed() # Simulates holding the key which adds better playability for pacman if keys[pygame.K_w]: - player.direction = DIRECTION.UP - ty = -player.speed + game_state.pacman.direction = DIRECTION.UP + ty = -game_state.pacman.speed tx = 0 elif keys[pygame.K_s]: - player.direction = DIRECTION.DOWN - ty = player.speed + game_state.pacman.direction = DIRECTION.DOWN + ty = game_state.pacman.speed tx = 0 elif keys[pygame.K_a]: - player.direction = DIRECTION.LEFT - tx = -player.speed + game_state.pacman.direction = DIRECTION.LEFT + tx = -game_state.pacman.speed ty = 0 elif keys[pygame.K_d]: - player.direction = DIRECTION.RIGHT - tx = player.speed + game_state.pacman.direction = DIRECTION.RIGHT + tx = game_state.pacman.speed ty = 0 - - # if tx and ty doesn't lead to colliding change the current dx and dy to them and other wise + # if tx and ty doesn't lead to colliding change the current + # dx and dy to them and other wise # let pacman move in his previous direction - if player.check_collision(maze, tx, ty, TILE_WIDTH, TILE_HEIGHT): + if game_state.pacman.check_collision(game_state, tx, ty, TILE_WIDTH, TILE_HEIGHT): dx = tx dy = ty if dx < 0: - player.direction = DIRECTION.LEFT + game_state.pacman.direction = DIRECTION.LEFT elif dx > 0: - player.direction = DIRECTION.RIGHT + game_state.pacman.direction = DIRECTION.RIGHT elif dy < 0: - player.direction = DIRECTION.UP + game_state.pacman.direction = DIRECTION.UP elif dy > 0: - player.direction = DIRECTION.DOWN - - if player.check_collision(maze, dx, dy, TILE_WIDTH, TILE_HEIGHT): - player.x += dx - player.y += dy - player.x %= 900 + game_state.pacman.direction = DIRECTION.DOWN + if game_state.pacman.check_collision(game_state, dx, dy, TILE_WIDTH, TILE_HEIGHT): + game_state.pacman.x += dx + game_state.pacman.y += dy + game_state.pacman.x %= 900 # logic for portal # Move ghosts - blinky.move(maze.maze, player, screen, is_game_over) - pinky.move(maze.maze, player, screen, is_game_over) - inky.move(maze.maze, player, screen, is_game_over) - clyde.move(maze.maze, player, screen, is_game_over) + game_state.blinky.move(game_state, screen) + game_state.pinky.move(game_state, screen) + game_state.inky.move(game_state, screen) + game_state.clyde.move(game_state, screen) # Draw the map on each frame - maze.draw_map(screen) - - # Draw the player and the ghosts - player.draw(screen, counter) - blinky.draw(screen) - pinky.draw(screen) - inky.draw(screen) - clyde.draw(screen) + game_state.map.draw_map(screen) + # Draw the game_state.pacman and the ghosts + game_state.pacman.draw(screen, counter) + game_state.blinky.draw(screen, game_state.pacman.powerup, counter) + game_state.pinky.draw(screen, game_state.pacman.powerup, counter) + game_state.inky.draw(screen, game_state.pacman.powerup, counter) + game_state.clyde.draw(screen, game_state.pacman.powerup, counter) - # Update the screen - pygame.display.flip() - - # Quit Pygame - - #pygame.quit() - screen = pygame.display.set_mode((1280, 720)) - pygame.mixer.music.stop() - siren_sound.stop() - + if game_state.food == 246: + self.show_wining_screen(screen, game_state, sprites) + if not game_state.is_pacman_alive: + self.show_gameover_screen( + screen, game_state, sprites) + game_state.is_pacman_alive = True + else: + # Update the screen + pygame.display.flip() + # Quit Pygame + print(game_state.score) + pygame.quit() |
