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state_game.py
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import pygame
from state import State
from input_listener import InputListener
from player import Player
from invaders_manager import InvadersManager
from client import Client, myname
#from Invaders import Invaders
'''
Main game state. Might be the class where the whole game will run at.
'''
class StateGame(State, InputListener):
global myname
player = Player(myname)
players_list = {}
#invader = Invaders(0)
invader_manager = InvadersManager()
def __init__(self, screen, inputManager, client):
State.__init__(self, screen, inputManager)
self.client = client
inputManager.attach(self)
self.board_bounds = pygame.Rect(0,0,screen.get_width(),screen.get_height())
self.fontObj = pygame.font.Font('freesansbold.ttf', 22)
def destroy(self):
self.inputManager.detach(self)
'''Update'''
def update(self, dt):
State.update(self, dt)
#Updates the game objects
#self.player.update(dt)
for player in self.players_list:
player.update(dt)
#self.invader.update(dt)
self.invader_manager.update(dt)
#treats projectiles hits
self._treat_invader_projectiles()
self._treat_players_projectiles()
'''
'Make invaders projectiles collisions and perform the consequences'
def _treat_invader_projectiles(self):
if self.invader_manager.projectile_list.__len__() > 0:
#Goes through all the invaders projectiles
for shot in self.invader_manager.projectile_list:
#If it is out of the board game box, it is removed
if not self._remove_if_out_of_board(self.invader_manager.projectile_list, shot):
#If it collides with the player, the player receives the damage and the projectile is removed
if shot.is_colliding_with(self.player):
self.player.receive_hit()
self.invader_manager.projectile_list.remove(shot)
'Make players projectiles collisions and perform the consequences'
def _treat_players_projectiles(self):
if self.player.projectile_list.__len__() > 0:
#Goes through all the invaders projectiles
for shot in self.player.projectile_list:
#If it is out of the board game box, it is removed
if not self._remove_if_out_of_board(self.player.projectile_list, shot):
collided = False
for invader in self.invader_manager.invaders_list:
if not collided and shot.is_colliding_with(invader):
self.player.projectile_list.remove(shot)
self.invader_manager.invaders_list.remove(invader)
self.player.increase_score(15)
#self.invader_manager.speedUp()
collided = True
'''
'Make invaders projectiles collisions and perform the consequences'
def _treat_invader_projectiles(self):
if self.invader_manager.projectile_list.__len__() > 0:
#Goes through all the invaders projectiles
for shot in self.invader_manager.projectile_list:
#If it is out of the board game box, it is removed
if not self._remove_if_out_of_board(self.invader_manager.projectile_list, shot):
#If it collides with the player, the player receives the damage and the projectile is removed
collided = False
for player in self.players_list:
if shot.is_colliding_with(player):
player.receive_hit()
collided = True
if collided:
self.invader_manager.projectile_list.remove(shot)
'Make players projectiles collisions and perform the consequences'
def _treat_players_projectiles(self):
for player in self.players_list:
if player.projectile_list.__len__() > 0:
#Goes through all the invaders projectiles
for shot in player.projectile_list:
#If it is out of the board game box, it is removed
if not self._remove_if_out_of_board(player.projectile_list, shot):
collided = False
for invader in self.invader_manager.invaders_list:
if not collided and shot.is_colliding_with(invader):
player.projectile_list.remove(shot)
self.invader_manager.invaders_list.remove(invader)
player.increase_score(15)
#self.invader_manager.speedUp()
collided = True
'Removes a projectile from a projectile list if it is out of the board bounds.'
'Returns True if it is removed and False if it is not.'
def _remove_if_out_of_board(self, projectile_list, projectile):
#If it is out of the board game box, it is removed
if not self.board_bounds.colliderect(projectile.get_collision_box()):
projectile_list.remove(projectile)
return True
return False
'''Render'''
def render(self):
if self.player.life > 0:
State.render(self)
#background
self.screen.fill(pygame.Color(0,0,0))
#self.player.render(self.screen)
for player in self.players_list:
player.render(self.screen)
#self.invader.render(self.screen)
self.invader_manager.render(self.screen)
self.draw_player_score()
elif self.player.life <= 0:
self.draw_game_over_screen()
'Draws the main player score'
def draw_player_score(self):
msgSurfaceObject = self.fontObj.render("Score: "+str(self.player.score), False, pygame.Color(205,255,205))
msgRectObject = msgSurfaceObject.get_rect()
msgRectObject.topleft = (25, 25)
self.screen.blit(msgSurfaceObject, msgRectObject)
'Draws the game over screen'
def draw_game_over_screen(self):
self.screen.fill(pygame.Color(0,0,0))
msgSurfaceObject = self.fontObj.render("Game Over", False, pygame.Color(205,255,205))
msgRectObject = msgSurfaceObject.get_rect()
msgRectObject.topleft = (425, 300)
self.screen.blit(msgSurfaceObject, msgRectObject)
'''***** Input receiver: *****'''
'Receives inputs and treats them if they corresponds to moving or firing'
def receive_input(self, event):
#Starts moving
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
self.player.move_left(True)
self.client.player_event("left")
elif event.key == pygame.K_d:
self.player.move_right(True)
self.client.player_event("right")
#Finishes moving
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a:
self.player.move_left(False)
elif event.key == pygame.K_d:
self.player.move_right(False)
self.client.player_event("stop")
#Starts firing projectile
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.player.fire_shot(True)
self.client.player_event("shot")
#Finishes firing projectile
elif event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
self.player.fire_shot(False)
self.client.player_event("stop shot")