-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.py
More file actions
128 lines (100 loc) · 3.29 KB
/
main.py
File metadata and controls
128 lines (100 loc) · 3.29 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
from bullet import Bullet
from enemy_manager import EnemyManager
import pygame
import sys
from pygame.locals import *
import os
from enemy import Enemy
from ship import Ship
from object_manager import ObjectManager
os.environ['SDL_VIDEO_WINDOW_POS'] = f'{1000},{200}'
pygame.init()
pause = False
one_frame = True
canvas = pygame.display.set_mode((480, 640))
pygame.display.set_caption('space invaders')
clock = pygame.time.Clock()
object_manager = ObjectManager()
shoot = pygame.mixer.Sound('res/sound/shoot.wav')
enemy_manager = EnemyManager()
ship = Ship()
object_manager.append(ship)
enemies = [Enemy(enemy_manager), Enemy(enemy_manager), Enemy(enemy_manager),
Enemy(enemy_manager), Enemy(enemy_manager), ]
ship.enemies = enemies
for index, enemy in enumerate(enemies):
enemy.set_x(index * enemy.get_width())
object_manager.append(enemy)
ship.set_initial_position(canvas)
b_collision = False
screen = "splash"
splash = pygame.image.load("res/image/splash.jpg")
# 상수
# 사용자 입력
# 연산
# 그리기
# 애니메이션 연산
next_screen = False
def collision(a_x1, a_x2, a_y1, a_y2, b_x1, b_x2, b_y1, b_y2):
if a_x2 < b_x1:
return False
elif b_x2 < a_x1:
return False
elif b_y2 < a_y1:
return False
elif a_y2 < b_y1:
return False
else:
return True
while True:
# 입력
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == pygame.K_ESCAPE):
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == ord("p"):
ship.move_to_left = False
ship.move_to_right = False
pause = not pause
if event.key == ord("."): # (.):(>)키
one_frame = True
if not pause and event.type == KEYDOWN:
if screen == "splash":
if event.key == ord('x'):
next_screen = True
elif screen == "game":
if event.key == ord("a"):
ship.move_to_left = True
if event.key == ord("d"):
ship.move_to_right = True
if event.key == pygame.K_SPACE:
print(Bullet.bulletcount)
if Bullet.bulletcount == 0:
Bullet.bulletcount += 1
ship.fire(object_manager)
if not pause and event.type == KEYUP:
next_screen = False
if event.key == ord("a"):
ship.move_to_left = False
if event.key == ord("d"):
ship.move_to_right = False
# 연산
if not pause or one_frame:
one_frame = False
if screen == "splash":
if next_screen == True:
screen = "game"
elif screen == "game":
enemy_manager.update()
object_manager.update(canvas)
enemy_manager.clear()
# 그리기
canvas.fill((255, 255, 255))
if screen == "splash":
canvas.blit(splash, (canvas.get_width() / 2 - splash.get_width() / 2,
canvas.get_height() / 2 - splash.get_height() / 2))
elif screen == "game":
object_manager.render(canvas)
pygame.display.update()
clock.tick(60)