debug
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__pycache__/mygame.cpython-37.pyc
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__pycache__/mygame.cpython-37.pyc
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@ -3,4 +3,5 @@
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WHITE=(245, 245, 245)
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BLACK=(10, 10, 10)
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RED=(245, 0, 0)
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BLUE=(0, 0, 245)
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BLUE=(0, 0, 245)
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BGCOLOR=(87,156,135)
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@ -9,6 +9,7 @@ FPS = 30
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WIN_NAME = "Kostschevsky's shooter"
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PLAYER_HP=100
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# Controls
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# player 1
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@ -16,7 +17,7 @@ P1_UP=pygame.K_w
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P1_DOWN=pygame.K_s
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P1_RIGHT=pygame.K_d
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P1_LEFT=pygame.K_a
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P1_SHOOT=pygame.K_z
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P1_SHOOT=pygame.K_LCTRL
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# player 2
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P2_UP=pygame.K_UP
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10
events.py
10
events.py
@ -4,6 +4,8 @@ from pygame.locals import *
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from sprites import *
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from config import *
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mainloop=True
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running=True
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players=[]
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@ -21,6 +23,7 @@ timer1=1000
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clock2=pygame.time.Clock()
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clock2.tick()
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timer2=1000
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def events():
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global running
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for event in pygame.event.get():
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@ -51,7 +54,7 @@ def collision_check(p):
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def bullethits():
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hits1=pygame.sprite.groupcollide(p2_group, p1_bullet_group, False, True)
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hits2=pygame.sprite.groupcollide(p1_group, p2_bullet_group, True, True)
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hits2=pygame.sprite.groupcollide(p1_group, p2_bullet_group, False, True)
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if hits1:
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players[1].gothit()
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if hits2:
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@ -104,6 +107,11 @@ def player2_input(keys):
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players[1].moveup()
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if keys[P2_DOWN]:
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players[1].movedown()
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def dead():
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if players[0].alive and players[1].alive:
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return False
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else:
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return True
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def event_handler():
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global timer1
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45
mygame.py
45
mygame.py
@ -1,6 +1,6 @@
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# import all files
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from config import *
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from sprites import *
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from sprites import Player, all_sprites, load_img, screen
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from colours import *
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import maps
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import events
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@ -14,7 +14,6 @@ from pygame.locals import *
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pygame.init()
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#pygame.mixer.init()
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screen=pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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pygame.display.set_caption(WIN_NAME)
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clock=pygame.time.Clock()
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@ -25,7 +24,6 @@ events.players.append(Player('p2', 430, 300, 10))
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events.p1_group.add(events.players[0])
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events.p2_group.add(events.players[1])
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all_sprites.add(events.players)
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events.running=True
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# debug text
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@ -34,10 +32,8 @@ font=pygame.font.SysFont("Arial", 12)
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def draw_debug_text():
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texts=[
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font.render("P1 facing: " + str(events.players[0].facing), True, (100,100,100)),
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font.render("P2 facing: " + str(events.players[1].facing), True, (100,100,100)),
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font.render("P1 bullets: " + str(len(events.p1_bullet)), True, (100,100,100)),
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font.render("P2 bullets: " + str(len(events.p2_bullet)), True, (100,100,100))
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font.render("P1 HP: " + str(events.players[0].hp), True, (100,100,100)),
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font.render("P2 HP: " + str(events.players[1].hp), True, (100,100,100))
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]
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count=0
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for text in texts:
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@ -46,20 +42,27 @@ def draw_debug_text():
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bg, bg_rect=load_img("bg.png")
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# game loop
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def startscreen():
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screen.fill(BGCOLOR)
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while events.running:
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clock.tick(FPS)
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# events
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pygame.event.pump()
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events.event_handler()
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# update
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all_sprites.update()
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screen.fill(BLACK)
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# draw
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screen.blit(bg,(0,0))
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draw_debug_text()
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all_sprites.draw(screen)
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pygame.display.flip()
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# game loop
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while events.mainloop:
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print('asd')
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while events.running:
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clock.tick(FPS)
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# events
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pygame.event.pump()
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events.event_handler()
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# update
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all_sprites.update()
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screen.fill(BLACK)
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if events.dead():
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break
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# draw
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screen.blit(bg,(0,0))
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draw_debug_text()
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all_sprites.draw(screen)
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pygame.display.flip()
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print('asd')
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pygame.quit()
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sys.exit()
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20
sprites.py
20
sprites.py
@ -6,9 +6,10 @@ import maps
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import os, sys
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import pygame
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from pygame.locals import *
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# resource handler
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screen=pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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def load_img(name):
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img_path=os.path.join('data/graphics', name)
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image=pygame.image.load(img_path).convert()
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@ -82,20 +83,12 @@ class Player(pygame.sprite.Sprite):
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return True
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return False
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def draw_healthbar(self):
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width=int(self.rect.width*self.hp/100)
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self.hp_bar=pygame.Rect(0, 0, width, 7)
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if self.hp_visible:
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pygame.draw.rect(pygame.display.get_surface(), (255,0,0), self.hp_bar)
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def gothit(self):
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self.hp_visible=True
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if self.hp>0:
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self.hp-=BULLET_DMG
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else:
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if self.hp<=0:
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self.alive=False
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print(self.hp)
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def move(self):
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if self.colliding or self.wallcollide():
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@ -112,16 +105,13 @@ class Player(pygame.sprite.Sprite):
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self.rect.center=self.pos
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def update(self):
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#if self.alive==False:
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#print("rip")
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self.move()
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#self.draw_healthbar()
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class Bullet(pygame.sprite.Sprite):
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def __init__(self, fname, x, y, direction):
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pygame.sprite.Sprite.__init__(self)
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self.image, self.rect=load_img(fname + '.png')
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self.rect.center=vec(x, y)
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self.rect.center=(x, y)
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self.speed=vec(0, 0)
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self.direction=direction
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