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CarRace.py
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CarRace.py
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import time
from EnemyPos import enemypos
from PLAYERS.Player import Player
from PLAYERS.Enemy import Enemy
from BULLET.Bullet import Bullet
import helperFunctions
from Lobby import Text
import pygame
pygame.init()
winx=winy=500
screen =pygame.display.set_mode((winx,winy))
pygame.display.set_caption("CARSZ")
# ENEMY
enemyCountPerLine=10
# enemylist={x:0 for x in range(enemyCountPerLine)}
enemylist={i:(enemypos[0][i][0],enemypos[0][i][1]) for i in range(len(enemypos[0]))}
for i in enemylist:
enemylist[i]=Enemy(winx,enemylist[i][0],enemylist[i][1])
player1=Player()
# DISPLAY
def displayObject(img, posX, posY):
screen.blit(img, (posX, posY))
# BULLET
bulletlist=[]
lastbullet=0
now=time.time()
timeBtwnBullet=Bullet.timeBtwnBullet
enemybulletlist=list()
# SCORE DEF
score_val=0
level_val=0
k=0
level=Text('LEVEL:'+str(level_val))
# SCORE END
# MAIN INGAME FUNC
def insideLvl():
global enemylist,bulletlist,now,enemybulletlist,score_val
# PLAYER---------------------------------------------------------------------
# CAPTUREING BULLET SHOT
if key[pygame.K_SPACE] and time.time() - now > timeBtwnBullet:
bullet1 = Bullet(player1.player1X + (player1.player1Width / 2) - (Bullet.width / 2), player1.player1Y)
bulletlist.append(bullet1)
now = time.time()
# DETECTION COLLISION ON PLAYER BULLET
prevEnemyLen=len(enemylist)
enemylist, bulletlist = (helperFunctions.isCollision(enemylist, bulletlist))
remove_bullet = list()
for i in bulletlist:
if (i.posY < 0):
remove_bullet.append(i)
else:
i.doMovement()
displayObject(i.bullet, i.posX, i.posY)
bulletlist = [x for x in bulletlist if x not in remove_bullet]
# PLAYER MOVEMENT
player1.doMovement(key, winx, winy)
displayObject(player1.player1, player1.player1X, player1.player1Y)
# ENEMY----------------------------------------------------------------------
# SHOOTING ENEMY BULLET
for i in enemylist:
enemybullet=helperFunctions.shootEnemyBullet(enemylist[i])
enemylist[i].doMovement()
if enemybullet:
enemybulletlist.append(enemybullet)
# DISPLAY ENEMY
for i in enemylist:
displayObject(enemylist[i].player1, enemylist[i].player1X, enemylist[i].player1Y)
# DISPLAY ENEMY BULLETS
for i in enemybulletlist:
i.doMovement()
displayObject(i.bullet,i.posX,i.posY)
# SCORE-------------------------------------------------------------------------
score_val += prevEnemyLen-len(enemylist)
score = Text('SCORE:' + str(score_val))
displayObject(level.text,10,20)
displayObject(score.text, 10, 50)
# INCASE PLAYER IS DEAD---------------------------------------------------------
if(helperFunctions.isplayerdead(player1,enemybulletlist)):
return 0
if len(enemylist) < 1:
return 0
return 1
# IN LOBBY
def inLobby():
global score_val,enemylist,enemybulletlist,bulletlist,level_val,enemypos,level
if level_val<1:
START = Text("START (S) ")
displayObject(START.text, winx / 2 - 20, winy / 2 - 200)
if key[pygame.K_s]:
level_val+=1
return 1
return 0
else:
enemybulletlist = []
enemylist = []
bulletlist = []
player1.restoreDefaults()
level = Text('LEVEL:' + str(level_val))
displayObject(level.text,winx/2-20 ,winy/2-200)
score=Text("SCORE: "+str(score_val))
displayObject(score.text, winx / 2 - 20, winy / 2 + 30 - 200)
if(score_val>=len(enemypos[level_val-1])):
next_Level = Text("NEXT LEVEL (N)")
displayObject(next_Level.text, winx / 2 - 100, winy / 2 + 30)
if key[pygame.K_n]:
score_val = 0
if level_val < len(enemypos):
level_val += 1
enemylist = {i: (enemypos[level_val - 1][i][0], enemypos[level_val - 1][i][1]) for i in
range(len(enemypos[level_val - 1]))}
for i in enemylist:
enemylist[i] = Enemy(winx, enemylist[i][0], enemylist[i][1])
return 1
try_Again = Text("RETRY (R)")
displayObject(try_Again.text, winx / 2 + 50, winy / 2 + 30)
if key[pygame.K_r]:
score_val = 0
enemylist = {i: (enemypos[level_val-1][i][0], enemypos[level_val-1][i][1]) for i in range(len(enemypos[level_val-1]))}
for i in enemylist:
enemylist[i] = Enemy(winx, enemylist[i][0], enemylist[i][1])
return 1
return 0
running = True
while running:
screen.fill((10, 20, 50))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if k==1:
k=insideLvl()
if(k==0):
k=inLobby()
pygame.display.update()