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game.py
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import pygame
from player import Player
from tank import Tank
import pickle
from tank_event import TankEntranceEvent
from enemies import Enemies
class Game:
def __init__(self):
self.all_players = pygame.sprite.Group()
self.player = Player(self)
self.spawned_zombie = 0
self.tank = Tank(self)
self.all_players.add(self.player)
self.best_score = 0
self.before_boss = 6
self.killed_zombie = 0
self.killed_tank = 0
self.best_killed_zombie = 0
self.best_killed_tank = 0
self.difficulty = 2
self.all_tanks = pygame.sprite.Group()
self.TankEntranceEvent = TankEntranceEvent(self)
self.pressed = {}
self.all_monsters = pygame.sprite.Group()
self.score = 0
self.is_playing = 0
self.chance = 3
def start(self):
if self.difficulty == 1:
self.chance = 3
elif self.difficulty == 2:
self.chance = 2
elif self.difficulty == 3:
self.chance = 2
elif self.difficulty == 4:
self.chance = 1
elif self.difficulty == 5:
self.chance = 0
self.killed_zombie = 0
self.killed_tank = 0
self.is_playing = 1
self.player.rect = self.player.normal_rect
if self.difficulty == 1:
self.spawn_monster()
self.spawn_monster()
self.spawned_zombie += 2
elif self.difficulty == 2:
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawned_zombie += 3
elif self.difficulty == 3:
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawned_zombie += 4
elif self.difficulty == 4:
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawned_zombie += 6
elif self.difficulty == 5:
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawn_monster()
self.spawned_zombie += 4
self.spawn_tank()
def setting(self):
self.is_playing = 2
def game_over(self):
self.save()
self.all_monsters = pygame.sprite.Group()
self.player.all_projectiles = pygame.sprite.Group()
self.player.health = self.player.normal_health
self.TankEntranceEvent.percent = 0
self.score = 0
self.is_playing = 0
def save(self):
file = open('assets/saves/save', 'wb')
sauvegarde = [
self.difficulty,
self.best_score,
self.best_killed_zombie,
self.best_killed_tank
]
pickle.dump(sauvegarde, file)
file.close()
def update(self, screen):
if self.killed_zombie > self.best_killed_zombie:
self.best_killed_zombie = self.killed_zombie
if self.killed_tank > self.best_killed_tank:
self.best_killed_tank = self.killed_tank
if self.score > self.best_score:
self.best_score = self.score
font = pygame.font.SysFont("monospace", 16)
killed_zombie_text = font.render(f"killed zombie : {self.killed_zombie}", 1, (0, 0, 0))
killed_tank_text = font.render(f"killed tank : {self.killed_tank}", 1, (0, 0, 0))
best_killed_zombie_text = font.render(f"best killed zombie : {self.best_killed_zombie}", 1, (0, 0, 0))
best_killed_tank_text = font.render(f"best killed tank : {self.best_killed_tank}", 1, (0, 0, 0))
life_text = font.render(f"life : {self.chance + 1}", 1, (0, 0, 0))
score_text = font.render(f"Score : {self.score}", 1, (0, 0, 0))
best_score_text = font.render(f"Best score : {self.best_score}", 1, (0, 0, 0))
rocket_ammo_text = font.render(f"rocket ammo : {self.player.rocket_ammo}", 1, (0, 0, 0))
zombie_fraction_text = font.render(f"you killed : {self.killed_zombie} / {self.spawned_zombie}", 1, (0, 0, 0))
screen.blit(score_text, (100, 20))
screen.blit(best_score_text, (100, 40))
screen.blit(rocket_ammo_text, (100, 60))
screen.blit(killed_zombie_text, (100, 80))
screen.blit(killed_tank_text, (100, 100))
screen.blit(best_killed_zombie_text, (100, 120))
screen.blit(best_killed_tank_text, (100, 140))
screen.blit(life_text, (100, 160))
screen.blit(zombie_fraction_text, (100, 180))
self.all_monsters.draw(screen)
self.all_tanks.draw(screen)
self.player.all_projectiles.draw(screen)
self.player.update_health_bar(screen)
screen.blit(self.player.image, self.player.rect)
for projectile in self.player.all_projectiles:
projectile.move()
for monster in self.all_monsters:
monster.forward()
monster.update_health_bar(screen)
for tank in self.all_tanks:
tank.forward()
tank.update_health_bar(screen)
self.TankEntranceEvent.update_bar(screen)
if self.pressed.get(pygame.K_RIGHT) and self.player.rect.x < 1100:
self.player.move_right()
elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
self.player.move_left()
pygame.display.flip()
def spawn_monster(self):
self.all_monsters.add(Enemies(self))
def spawn_tank(self):
self.all_tanks.add(Tank(self))
def add_score(self, add):
self.score += add
def restart_cycle(self):
self.TankEntranceEvent.is_wait = False