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tanks.py
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tanks.py
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import pygame
from pygame.locals import *
from sys import exit
import os, sys, random
pygame.init()
def load_image(name, colorkey=None):
fullname = os.path.join(name)
try:
image = pygame.image.load(fullname)
except pygame.error, message:
print 'Cannot load image:', name
raise SystemExit, message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image
class figure(pygame.sprite.Sprite):
def __init__(self, x, y, i_u, i_d, i_l, i_r):
pygame.sprite.Sprite.__init__(self)
sprites.add(self)
self.x = x
self.y = y
self.i_u = i_u
self.i_d = i_d
self.i_l = i_l
self.i_r = i_r
self.image = load_image(self.i_u)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.direc = 'u'
self.move_time = 0
def move(self, dx, dy):
if self.move_time < pygame.time.get_ticks():
self.rect.x += dx
self.rect.y += dy
for wall in walls:
if self.rect.colliderect(wall.rect):
if dx > 0:
self.rect.right = wall.rect.left
if dx < 0:
self.rect.left = wall.rect.right
if dy > 0:
self.rect.bottom = wall.rect.top
if dy < 0:
self.rect.top = wall.rect.bottom
def rotateL(self):
one = 0
if self.move_time < pygame.time.get_ticks():
if self.direc == 'u' and one == 0:
self.direc = 'l'
self.image = load_image(self.i_l)
one = 1
if self.direc == 'l' and one == 0:
self.direc = 'd'
self.image = load_image(self.i_d)
one = 1
if self.direc == 'd'and one == 0:
self.direc = 'r'
self.image = load_image(self.i_r)
one = 1
if self.direc == 'r'and one == 0:
self.direc = 'u'
self.image = load_image(self.i_u)
one = 1
def rotateR(self):
one = 0
if self.move_time < pygame.time.get_ticks():
if self.direc == 'u' and one == 0:
self.direc = 'r'
self.image = load_image(self.i_r)
one = 1
if self.direc == 'r' and one == 0:
self.direc = 'd'
self.image = load_image(self.i_d)
one = 1
if self.direc == 'd' and one == 0:
self.direc = 'l'
self.image = load_image(self.i_l)
one = 1
if self.direc == 'l' and one == 0:
self.direc = 'u'
self.image = load_image(self.i_u)
one = 1
def shot(self, start):
self.move_time = pygame.time.get_ticks() + 5000
self.image = load_image(self.i_u)
self.direc = 'u'
self.rect = self.image.get_rect()
self.rect.center = (start.x, start.y)
class bullet(pygame.sprite.Sprite):
def __init__(self, x, y, figure, bullets):
pygame.sprite.Sprite.__init__(self)
sprites.add(self)
bullets.add(self)
self.x = x
self.y = y
self.image = pygame.Surface((3, 3))
self.image.fill((250, 250, 250))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
self.shooting = False
if figure.direc == 'u':
self.direc = 'u'
if figure.direc == 'd':
self.direc = 'd'
if figure.direc == 'l':
self.direc = 'l'
if figure.direc == 'r':
self.direc = 'r'
def move(self, dx, dy, width, height):
self.rect.x += dx
self.rect.y += dy
if self.rect.y < 0:
self.rect.y = height - 20
if self.rect.y > height - 20:
self.rect.y = 0
if self.rect.x > width:
self.rect.x = 0
if self.rect.x < 0:
self.rect.x = width
if pygame.sprite.spritecollide(self, walls, False):
self.kill()
def update(self, figure):
if self.direc == 'u':
self.move(0, -4, width, height)
if self.direc == 'd':
self.move(0, 4, width, height)
if self.direc == 'l':
self.move(-4, 0, width, height)
if self.direc == 'r':
self.move(4, 0, width, height)
class wall(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
walls.add(self)
sprites.add(self)
self.x = x
self.y = y
self.image = pygame.Surface((10, 10))
self.image.fill((212, 212, 212))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
class start_point(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.image = pygame.Surface((10, 10))
self.image.fill((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
class flag(pygame.sprite.Sprite):
def __init__(self, x, y, pic):
pygame.sprite.Sprite.__init__(self)
sprites.add(self)
self.x = x
self.y = y
self.pic = pic
self.image = load_image(self.pic, -1)
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def capture(self, figure, flag):
if self.rect.colliderect(figure.rect):
self.rect = figure.rect
self.rect.center = figure.rect.center
if self.rect.colliderect(flag.rect):
if flag == l.flag1:
team1.score += 1
print team1.score
print 'team1 wins!'
if flag == l.flag2:
team2.score += 1
print team2.score
print 'team2 wins!'
pygame.time.wait(1000)
bullets1.empty()
bullets2.empty()
bullets3.empty()
bullets4.empty()
team1.empty()
team2.empty()
starts.empty()
walls.empty()
sprites.empty()
l.new_level = True
class teams(pygame.sprite.RenderUpdates):
def __init__(self, name):
pygame.sprite.RenderUpdates.__init__(self)
self.name = name
self.score = 0
class score(pygame.sprite.Sprite):
def __init__(self, team, x, y):
pygame.sprite.Sprite.__init__(self)
sprites.add(self)
self.team = team
self.score= team.score
self.font = pygame.font.Font(None, 20)
if self.team == team1:
self.text = "Team1: %i" % (self.score)
if self.team == team2:
self.text = "Team2: %i" % (self.score)
self.image = self.font.render(self.text, False, (255, 255, 255))
self.rect = x, y
def update(self):
if self.team == team1:
self.image = self.font.render("TEAM1: %i" % (self.score), False, (255, 255, 255))
if self.team == team2:
self.image = self.font.render("TEAM2: %i" % (self.score), False, (255, 255, 255))
def create_player(figure, move, shoot, speed, bullets):
key = pygame.key.get_pressed()
if key[move]:
if figure.direc == 'u':
figure.move(0, -speed)
if figure.rect.y <= 0:
figure.rect.y = height - 20
if figure.direc == 'r':
figure.move(speed, 0)
if figure.rect.x >= width:
figure.rect.x = 0
if figure.direc == 'd':
figure.move(0, speed)
if figure.rect.y >= height - 20:
figure.rect.y = 0
if figure.direc == 'l':
figure.move(-speed, 0)
if figure.rect.x <= 0:
figure.rect.x = width
if key[shoot] and figure.alive() and figure.move_time < pygame.time.get_ticks():
if len(bullets) < 1:
b = bullet(figure.rect.x + 4, figure.rect.y + 4, figure, bullets)
def rotate_player(figure, left, right):
if event.key == left:
figure.rotateL()
if event.key == right:
figure.rotateR()
#creates screeen#
width = 350
height = 320
depth = 0
fullscreen = 0
screen = pygame.display.set_mode((width, height), fullscreen , depth)
clock = pygame.time.Clock()
running = True
bullets1 = pygame.sprite.RenderUpdates()
bullets2 = pygame.sprite.RenderUpdates()
bullets3 = pygame.sprite.RenderUpdates()
bullets4 = pygame.sprite.RenderUpdates()
team1 = teams('team1')
team2 = teams('team2')
starts = pygame.sprite.RenderUpdates()
walls = pygame.sprite.RenderUpdates()
sprites = pygame.sprite.RenderUpdates()
class game():
def __init__(self):
self.new_level = True
def create(self):
if self.new_level:
level = [
"WWWWWWWWW WWWWWWW WWWWWWWWW",
"WRR RR RR RRR RRRR RRRW",
"WR f 1 R RWWWWRRWWWWR RR 3 RRW",
"WRR RR RRR RRRR R RR RRRW",
"WRR WWWWW RRR RRRWWWWWRRRRW",
"WRR W R R R RW RRRRW",
"WRRRRW RR RRRWWWWRWWWWWRWRR RRW",
"WRR R RRR R RRRR RRRW",
"WRRRWWRRWWRR RR R RR RRW",
"WRRR RWRR RR W R RRW",
"WRR R RRWRRRWRRR RW RRRRW",
"WRWRWRR RRWWWWRRRWRRRR W R RRRRRW",
"WRRR W R RR RRRWRRR RR RRW",
" RRRR RR RR RRRRWWWWWRR RR ",
" W RR RR sS RRRR RRRRR ",
" W RRR RR tT RRRR RRRR ",
" RRR RR RRRR R RR RRR ",
"WRRRWWWRRWWWWRR RR RRRRRRW",
"WRRR RRR RRR RR R RRW",
"W RR RRWRR RRRWWWRWWWRRRRRRW",
"WRRR RRRWRRRR R RR RRRRRW",
"W R R RR RRR RR RRWWWWWWRRW",
"W R RRRWWWWRRWWWWWRRRRR RRRRW",
"W R RRRR RR R RRWR RRW",
"WR R R RRRWWWRR RRWRRRRRWRRR RRW",
"WR RWWR RR R RRRWR RRWRR RRRW",
"WRRR RRWW RR RRRRR RR RRW",
"WRR 2 RRRRRWWWWWWRR RR 4 F RW",
"WRRR RRRR RRRRRR RR RRW",
"WWWWWWWWW WWWWWWW WWWWWWWWW",
]
x = y = 5
for row in level:
for col in row:
if col == "1":
self.f_1 = figure(x, y, 'B_u.jpg', 'B_d.jpg', 'B_l.jpg', 'B_r.jpg')
if col == "2":
self.f_2 = figure(x, y, 'B_u.jpg', 'B_d.jpg', 'B_l.jpg', 'B_r.jpg')
if col == "3":
self.f_3 = figure(x, y, 'G_u.jpg', 'G_d.jpg', 'G_l.jpg', 'G_r.jpg')
if col == "4":
self.f_4 = figure(x, y, 'G_u.jpg', 'G_d.jpg', 'G_l.jpg', 'G_r.jpg')
if col == "W":
wall(x,y)
if col == "R":
r = random.choice('n' 'n' 'n' 'n' 'n' 'n' ' n' 'n' 'n' 'W')
if r == 'W':
wall(x,y)
if col == "f":
self.flag1 = flag(x, y, 'B_f.jpg')
if col == "F":
self.flag2 = flag(x, y, 'G_f.jpg')
if col == "s":
self.start1 = start_point(x, y)
if col == "S":
self.start2 = start_point(x, y)
if col == "t":
self.start3 = start_point(x, y)
if col == "T":
self.start4 = start_point(x, y)
x += 10
y += 10
x = 5
team1.add(self.f_1, self.f_2)
s1 = score(team1, 40, 304)
team2.add(self.f_3, self.f_4)
s2 = score(team2, 260, 304)
self.new_level = False
l = game()
while running:
screen.fill((0, 0, 0))
clock.tick(30)
l.create()
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
if event.key == K_f:
full = pygame.FULLSCREEN
screen = pygame.display.set_mode((width, height), full , depth)
rotate_player(l.f_1, K_a, K_d)
rotate_player(l.f_2, K_g, K_j)
rotate_player(l.f_3, K_k, K_SEMICOLON)
rotate_player(l.f_4, K_LEFT, K_RIGHT)
create_player(l.f_1, pygame.K_w, K_s, 2, bullets1)
create_player(l.f_2, pygame.K_y, K_h, 2, bullets2)
create_player(l.f_3, pygame.K_o, K_l, 2, bullets3)
create_player(l.f_4, pygame.K_UP, K_DOWN, 2, bullets4)
bullets1.update(l.f_1)
bullets2.update(l.f_2)
bullets3.update(l.f_3)
bullets4.update(l.f_4)
if pygame.sprite.spritecollide(l.f_1, bullets3 or bullets4, True):
l.f_1.shot(l.start1)
if pygame.sprite.spritecollide(l.f_2, bullets3 or bullets4, True):
l.f_2.shot(l.start2)
if pygame.sprite.spritecollide(l.f_3, bullets1 or bullets2, True):
l.f_3.shot(l.start3)
if pygame.sprite.spritecollide(l.f_4, bullets1 or bullets2, True):
l.f_4.shot(l.start4)
for player in team1:
l.flag2.capture(player, l.flag1)
for player in team2:
l.flag1.capture(player, l.flag2)
rect_list = sprites.draw(screen)
pygame.display.update(rect_list)
exit()