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main.py
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main.py
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import pygame
import pygame._sdl2 as pg_sdl2
import random
import sys
from src.utils import Config
from src.player import Player, Fumes
from src.background import Background
from src.enemy import Enemy, Boss
from src.explosion import Explosion
from src.dashboard import Dashboard
from src.powerup import PowerUp
from src.sound_manager import SoundManager
from src.game_screens import WelcomeScreen, GameOverScreen, CongratsScreen
from src.high_score import HighScoreManager
class Game:
def __init__(self):
# Load config
self.c = Config()
self.config_colors = self.c.color()
self.enemy_choice_for_level = self.c.enemy_choices()
self.enemy_speeds = self.c.enemy_speed()
self.enemy_spawning_intervals = self.c.enemy_spawning_times()
# Game constants
self.window_width = 320
self.window_height = 180
self.scale = 4
self.fps = 60
# Game variables
self.running = False
self.level = 1
self.enemy_kills = 0
self.boss_killed = False
# Game setup
pygame.init()
pygame.display.set_caption("Space Resistance by Paichiwo")
self.screen = pygame.display.set_mode((self.window_width, self.window_height),
flags=pygame.RESIZABLE | pygame.HIDDEN | pygame.SCALED,
vsync=1)
self.clock = pygame.time.Clock()
# Scaled window setup
self.window = pg_sdl2.Window.from_display_module()
self.window.size = (self.window_width * self.scale, self.window_height * self.scale)
self.window.position = pg_sdl2.WINDOWPOS_CENTERED
self.window.show()
# Sound manager
self.sound_manager = SoundManager()
# High-score manager
self.high_score_manager = HighScoreManager()
self.scores = self.high_score_manager.retrieve_all_scores()
self.score_entered = False
# Create game objects
self.welcome_screen = WelcomeScreen(self.screen, self.window_width, self.window_height, self.config_colors, self.scores)
self.game_over_screen = GameOverScreen(self.screen, self.window_width, self.window_height)
self.congrats_screen = CongratsScreen(self.screen, self.window_width, self.window_height)
self.dashboard = Dashboard(self.screen, self.config_colors)
self.bg = Background(self.screen, self.window_height)
self.player = Player(self.bg.bg.get_width(), self.window_height, self.sound_manager)
self.fumes = Fumes()
self.boss = Boss(self.screen, self.bg.bg.get_width(), self.window_height, self.player.rect)
# Create game sprites
self.player_sprite = pygame.sprite.Group(self.fumes, self.player)
self.enemy_sprite_group = pygame.sprite.Group()
self.boss_sprite = pygame.sprite.GroupSingle()
self.explosions = pygame.sprite.Group()
self.powerups = pygame.sprite.Group()
# Timers
self.enemy_timer_1 = pygame.USEREVENT + 1
pygame.time.set_timer(self.enemy_timer_1, 2000)
self.energy_powerup_timer = pygame.USEREVENT + 2
pygame.time.set_timer(self.energy_powerup_timer, 5000)
self.boss_killed_time = None
self.boss_killed_delay = 3000
# God mode when life lost
self.last_collision_time = 0
self.god_mode = False
self.god_timer = None
# Life lost message
self.font10 = pygame.font.Font("assets/font/visitor1.ttf", 10)
self.font = pygame.font.Font("assets/font/visitor1.ttf", 20)
self.life_lost_text = None
self.life_lost_outline = None
self.life_lost_timer = 0
# Start game with welcome screen
self.welcome_screen_active = True
self.first_level_message = False
# Game lost
self.game_over_screen_active = False
# Game won
self.congrats_screen_active = False
def handle_events(self, event):
"""Handle game events"""
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if self.welcome_screen_active:
self.game_over_screen_active = False
self.congrats_screen_active = False
self.bg.stop_scrolling()
self.running = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_s:
self.welcome_screen_active = False
self.reset_game_values()
self.running = True
self.bg.start_scrolling()
self.show_first_level_message()
if self.game_over_screen_active:
if event.type == pygame.KEYDOWN and event.key == pygame.K_s:
self.welcome_screen_active = True
if self.congrats_screen_active:
if event.type == pygame.KEYDOWN and event.key == pygame.K_r:
self.scores = self.high_score_manager.retrieve_all_scores()
self.welcome_screen = WelcomeScreen(self.screen, self.window_width, self.window_height,
self.config_colors, self.scores)
self.welcome_screen_active = True
else:
if self.running:
if event.type == self.enemy_timer_1:
self.set_timers_for_level()
self.set_enemies_for_level()
if event.type == self.energy_powerup_timer:
self.powerups.add(PowerUp("energy", self.bg.bg.get_width(), self.window_height))
pygame.time.set_timer(self.energy_powerup_timer, 15000)
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_r:
self.welcome_screen_active = True
def update_game(self):
"""Update all game objects"""
self.screen.fill("black")
# Change levels
self.change_level()
self.bg.update()
self.set_last_level()
# Draw game elements
self.player_sprite.draw(self.screen)
self.player.shots.draw(self.screen)
self.enemy_sprite_group.draw(self.screen)
self.boss_sprite.draw(self.screen)
self.explosions.draw(self.screen)
self.powerups.draw(self.screen)
# Update game elements
self.player.update(self.god_mode, self.boss_killed)
self.fumes.update((self.player.rect.midbottom[0], self.player.rect.midbottom[1] + 8))
self.enemy_sprite_group.update()
self.boss_sprite.update()
self.explosions.update()
self.powerups.update()
self.dashboard.update(self.player.lives, self.player.cur_energy, self.player.max_energy, self.level)
# Check collisions
self.player_shot_collision()
self.player_enemy_collision()
self.player_boss_collision()
self.enemy_shot_collision()
self.boss_shot_collision()
self.powerup_collision()
self.check_god_mode()
# Show messages
self.show_lost_life_msg()
# Check if boss is killed
self.is_boss_killed()
def set_music_for_game(self):
if self.welcome_screen_active:
self.sound_manager.play_welcome_screen_music()
elif self.level in [1, 2, 3] and not self.game_over_screen_active and not self.congrats_screen_active:
self.sound_manager.play_levels_1_3_music()
elif self.level == 4 and not self.game_over_screen_active and not self.congrats_screen_active:
self.sound_manager.play_level_4_music()
elif self.game_over_screen_active:
self.sound_manager.play_game_over_music()
elif self.congrats_screen_active:
self.sound_manager.play_congrats_music()
def set_timers_for_level(self):
min_interval, max_interval = self.enemy_spawning_intervals[str(self.level)]
pygame.time.set_timer(self.enemy_timer_1, random.randint(min_interval, max_interval))
print(f"Timer set for level {self.level} with interval {min_interval} to {max_interval} milliseconds.")
def set_enemies_for_level(self):
level = str(self.level)
if level in self.enemy_choice_for_level:
width = self.bg.bg.get_width()
height = self.window_height
choices = [entry["choice"] for entry in self.enemy_choice_for_level[level]]
probabilities = [entry["probability"] for entry in self.enemy_choice_for_level[level]]
enemy_choice = random.choices(choices, probabilities)[0]
enemy_speeds = self.set_enemy_speeds()
self.enemy_sprite_group.add(Enemy(self.screen, width, height, enemy_choice, self.player.rect, enemy_speeds))
def set_last_level(self):
if self.level == 4 and self.boss.energy > 0:
self.boss_sprite.add(self.boss)
def set_enemy_speeds(self):
level = str(self.level)
if level in self.enemy_speeds:
speeds = self.enemy_speeds[level]
return speeds
def change_level(self):
if self.bg.scroll_count == 5 and not self.level == 4:
self.level += 1
self.bg.change_bg(self.level)
self.show_level_message()
def show_level_message(self):
self.bg.stop_scrolling()
self.sound_manager.stop_all_music()
start = pygame.time.get_ticks()
level_text = self.font.render(f"Level {self.level}", False, self.config_colors["WHITE"])
level_rect = level_text.get_rect(midtop=(self.window_width // 2, self.window_height // 2))
kills_text = self.font10.render(f"Enemy Kills: {self.enemy_kills}", False, self.config_colors["WHITE"])
kills_rect = kills_text.get_rect(midtop=(self.window_width // 2, self.window_height // 2 + 30))
while pygame.time.get_ticks() - start < 3000:
self.screen.fill(self.config_colors["BLACK"])
self.screen.blit(level_text, level_rect)
self.screen.blit(kills_text, kills_rect)
pygame.display.flip()
self.reset_level_values()
self.bg.start_scrolling()
def show_first_level_message(self):
if not self.first_level_message:
self.bg.stop_scrolling()
self.first_level_message = True
self.sound_manager.stop_all_music()
start_time = pygame.time.get_ticks()
text = self.font.render(f"Level {self.level}", False, self.config_colors["WHITE"])
rect = text.get_rect(midtop=(self.window_width // 2, self.window_height // 2))
while pygame.time.get_ticks() - start_time < 2000:
self.screen.fill(self.config_colors["BLACK"])
self.screen.blit(text, rect)
pygame.display.flip()
self.reset_game_values()
self.screen.fill(self.config_colors["BLACK"])
pygame.display.flip()
self.first_level_message = False
self.bg.start_scrolling()
def player_shot_collision(self):
"""When shot collides with the Enemy"""
for shot in self.player.shots:
hits = pygame.sprite.spritecollide(shot, self.enemy_sprite_group, False)
if hits:
shot.kill()
for hit_enemy in hits:
hit_enemy.deduct_energy(self.player.shot_power)
self.dashboard.score += hit_enemy.shot_score
self.explosions.add(Explosion(hit_enemy.rect.center))
self.sound_manager.play_explosion_fx()
for enemy in self.enemy_sprite_group:
if enemy.energy <= 0:
self.explosions.add(Explosion(enemy.rect.center))
self.sound_manager.play_explosion_fx()
self.dashboard.score += enemy.kill_score
self.enemy_kills += 1
boss_hits = pygame.sprite.spritecollide(shot, self.boss_sprite, False)
if boss_hits:
shot.kill()
for hit_boss in boss_hits:
hit_boss.deduct_energy(self.player.shot_power)
print(self.boss_sprite.sprites()[0].energy) # print boss energy
self.dashboard.score += hit_boss.shot_score
self.explosions.add(Explosion(hit_boss.rect.center))
self.sound_manager.play_explosion_fx()
for boss in self.boss_sprite:
if boss.energy <= 0:
self.explosions.add(Explosion(boss.rect.center))
self.sound_manager.play_explosion_fx()
self.dashboard.score += boss.kill_score
self.enemy_kills += 1
def player_enemy_collision(self):
collision_detected = False
cur_time = pygame.time.get_ticks()
for enemy in self.enemy_sprite_group:
if (cur_time - self.last_collision_time >= 500
and pygame.sprite.collide_mask(self.player, enemy)
and not collision_detected
and not self.god_mode):
self.player.get_damage(enemy.bump_power)
self.explosions.add(Explosion(self.player.rect.center))
self.sound_manager.play_explosion_fx()
self.last_collision_time = pygame.time.get_ticks()
self.deduct_life()
def enemy_shot_collision(self):
for sprite in self.enemy_sprite_group.sprites():
for shot in sprite.shots:
hits = pygame.sprite.collide_mask(shot, self.player)
if hits:
shot.kill()
self.player.cur_energy -= sprite.shot_power
self.explosions.add(Explosion(shot.rect.center))
self.sound_manager.play_explosion_fx()
self.deduct_life()
def player_boss_collision(self):
collision_detected = False
cur_time = pygame.time.get_ticks()
for boss in self.boss_sprite:
if (cur_time - self.last_collision_time >= 500
and pygame.sprite.collide_mask(self.player, boss)
and not collision_detected
and not self.god_mode):
self.player.get_damage(boss.bump_power)
self.explosions.add(Explosion(self.player.rect.center))
self.sound_manager.play_explosion_fx()
self.last_collision_time = pygame.time.get_ticks()
self.deduct_life()
def boss_shot_collision(self):
for sprite in self.boss_sprite.sprites():
for shot in sprite.shots:
hits = pygame.sprite.collide_mask(shot, self.player)
if hits:
shot.kill()
self.player.cur_energy -= sprite.shot_power
self.explosions.add(Explosion(shot.rect.center))
self.sound_manager.play_explosion_fx()
self.deduct_life()
def powerup_collision(self):
for powerup in self.powerups:
if pygame.sprite.collide_mask(powerup, self.player):
self.player.cur_energy = powerup.action(self.player.cur_energy, self.player.max_energy)
self.sound_manager.play_power_up_fx()
powerup.kill()
def deduct_life(self):
if self.player.cur_energy <= 0:
self.player.cur_energy = self.player.max_energy
if self.player.lives > 0:
self.player.lives -= 1
self.sound_manager.play_lost_life_fx()
# set invincibility
self.god_mode = True
self.god_timer = pygame.time.get_ticks() + 4000
# stop spawning enemies for 2s
self.enemy_sprite_group.empty()
pygame.time.set_timer(self.enemy_timer_1, 2000)
# set data for a life-lost message
self.life_lost_outline = self.font.render("LIFE LOST", False, self.config_colors["BLACK"])
self.life_lost_text = self.font.render("LIFE LOST", False, self.config_colors["WHITE"])
self.life_lost_timer = self.god_timer - 500 # message display time
def check_god_mode(self):
if self.god_mode and pygame.time.get_ticks() >= self.god_timer:
self.god_mode = False
def show_lost_life_msg(self):
if self.life_lost_text and pygame.time.get_ticks() <= self.life_lost_timer:
self.screen.blit(self.life_lost_outline, (self.bg.bg_1.get_width() // 2 - 54, self.window_height // 2 - 19))
self.screen.blit(self.life_lost_text, (self.bg.bg_1.get_width() // 2 - 55, self.window_height // 2 - 20))
def game_over(self):
if self.player.lives > 0:
return True
else:
self.enter_high_score()
return False
def show_game_over_screen(self):
if self.game_over_screen_active:
self.game_over_screen.show()
def kill_leftover_enemies(self):
for enemy in self.enemy_sprite_group:
self.explosions.add(Explosion(enemy.rect.center))
enemy.kill()
def is_boss_killed(self):
if self.level == 4:
if not self.boss_sprite or self.boss_sprite.sprites()[0].energy <= 0:
self.kill_leftover_enemies()
self.player.shots.empty()
self.boss_killed = True
self.god_mode = False
if self.boss_killed_time is None:
self.boss_killed_time = pygame.time.get_ticks()
if pygame.time.get_ticks() - self.boss_killed_time >= self.boss_killed_delay:
self.running = False
self.congrats_screen_active = True
self.show_congrats_screen()
self.enter_high_score()
def show_congrats_screen(self):
if self.congrats_screen_active:
self.bg.stop_scrolling()
self.bg.scroll_count = 0
self.congrats_screen.show()
def enter_high_score(self):
if not self.score_entered:
self.high_score_manager.check_high_score(self.dashboard.score)
self.score_entered = True
def reset_level_values(self):
self.god_mode = False
self.enemy_sprite_group.empty()
self.powerups.empty()
self.enemy_kills = 0
self.boss_killed_time = None
self.boss_killed = False
pygame.time.set_timer(self.enemy_timer_1, 2000)
def reset_game_values(self):
self.level = 1
self.enemy_kills = 0
self.player.lives = 4
self.player.cur_energy = 100
self.player.rect.midbottom = (self.bg.bg.get_width() // 2, self.window_height - 10)
self.god_mode = False
self.boss_killed_time = None
self.boss_killed = False
self.game_over_screen_active = False
self.score_entered = False
self.boss.energy = 300
self.bg.bg = self.bg.level_images[0]
self.bg.scroll_count = 0
self.bg.scroll = 0
self.dashboard.score = 0
self.enemy_sprite_group.empty()
self.powerups.empty()
self.boss_sprite.empty()
self.set_timers_for_level()
pygame.time.set_timer(self.energy_powerup_timer, 5000)
self.scores = self.high_score_manager.retrieve_all_scores()
def main(self):
while True:
self.set_music_for_game()
for event in pygame.event.get():
self.handle_events(event)
if self.welcome_screen_active:
self.welcome_screen.show()
else:
if self.running:
self.update_game()
self.running = self.game_over()
else:
if self.player.lives <= 0:
self.game_over_screen_active = True
self.show_game_over_screen()
self.bg.stop_scrolling()
pygame.display.update()
self.clock.tick(self.fps)
if __name__ == "__main__":
Game().main()