134 lines
3.8 KiB
Python
134 lines
3.8 KiB
Python
import os, sys
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import pygame
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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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p1_group=pygame.sprite.Group()
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p2_group=pygame.sprite.Group()
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p1_bullet=[]
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p2_bullet=[]
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p1_bullet_group=pygame.sprite.Group()
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p2_bullet_group=pygame.sprite.Group()
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clock=pygame.time.Clock()
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clock.tick()
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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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bars=[]
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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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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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#running=False
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def collision_check(p):
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# collision between players
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if players[0].rect.colliderect(players[1].rect):
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if p==1:
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players[0].colliding=True
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direction=players[1].facing
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players[0].image=pygame.transform.rotate(players[0].image, players[0].facing*90-((direction+2)%4)*90)
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players[0].facing=(direction+2)%4
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return True
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elif p==0:
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players[1].colliding=True
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direction=players[0].facing
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players[1].image=pygame.transform.rotate(players[1].image, players[1].facing*90-((direction+2)%4)*90)
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players[1].facing=(direction+2)%4
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return True
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else:
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players[0].colliding=True
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players[1].colliding=True
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else:
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return False
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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, False, True)
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if hits1:
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players[1].gothit()
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bars[1].gothit()
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if hits2:
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players[0].gothit()
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bars[0].gothit()
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def player1_input(keys):
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if keys[P1_SHOOT]:
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global timer1
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p1_bullet.append(Bullet('bullet', players[0].pos.x, players[0].pos.y, players[0].facing))
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if timer1>SHOOT_SPEED:
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p1_bullet_group.add(p1_bullet[-1])
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all_sprites.add(p1_bullet[-1])
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p1_bullet[-1].direction=players[0].facing
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p1_bullet[-1].shoot()
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timer1=clock.tick()
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else:
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del p1_bullet[-1]
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if not (keys[P1_UP] or keys[P1_DOWN] or keys[P1_RIGHT] or keys[P1_LEFT]):
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players[0].stopmoving()
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elif not collision_check(0):
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if keys[P1_RIGHT]:
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players[0].moveright()
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if keys[P1_LEFT]:
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players[0].moveleft()
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if keys[P1_UP]:
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players[0].moveup()
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if keys[P1_DOWN]:
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players[0].movedown()
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def player2_input(keys):
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if keys[P2_SHOOT]:
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global timer2
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p2_bullet.append(Bullet('bullet', players[1].pos.x, players[1].pos.y, players[1].facing))
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if timer2>SHOOT_SPEED:
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p2_bullet_group.add(p2_bullet[-1])
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all_sprites.add(p2_bullet[-1])
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p2_bullet[-1].direction=players[1].facing
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p2_bullet[-1].shoot()
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timer2=clock.tick()
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else:
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del p2_bullet[-1]
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if not (keys[P2_UP] or keys[P2_DOWN] or keys[P2_RIGHT] or keys[P2_LEFT]):
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players[1].stopmoving()
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elif not collision_check(1):
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if keys[P2_RIGHT]:
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players[1].moveright()
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if keys[P2_LEFT]:
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players[1].moveleft()
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if keys[P2_UP]:
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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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global timer2
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events()
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keys=pygame.key.get_pressed()
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collision_check(-1)
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bullethits()
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timer1+=clock.tick()
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timer2+=clock2.tick()
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player1_input(keys)
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player2_input(keys)
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