Add basic mechanics, like shooting and some basic textures

This commit is contained in:
csd4ni3l
2025-11-14 20:32:06 +01:00
parent edfe5e7f9d
commit 032f38f4ce
9 changed files with 290 additions and 106 deletions

View File

@@ -1,13 +1,92 @@
import arcade, arcade.gui, pyglet, json
import arcade, arcade.gui, random, time
from PIL import Image
from utils.constants import menu_background_color, button_style
from utils.constants import button_style, ENEMY_ROWS, ENEMY_COLS, PLAYER_ATTACK_SPEED
from utils.preload import button_texture, button_hovered_texture
from game.sprites import Enemy, Player, Bullet
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client):
super().__init__()
self.pypresence_client = pypresence_client
self.pypresence_client.update(state="Invading Space")
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.spritelist = arcade.SpriteList()
self.player = Player(100, 100) # not actually player
self.spritelist.append(self.player)
self.last_player_shoot = time.perf_counter() # not actually player
self.enemies: list[Enemy] = []
self.bullets: list[Bullet] = []
self.summon_enemies()
def on_show_view(self):
super().on_show_view()
def summon_enemies(self):
enemy_start_x = self.window.width * 0.15
enemy_start_y = self.window.height * 0.9
for row in range(ENEMY_ROWS):
for col in range(ENEMY_COLS):
enemy_sprite = Enemy(enemy_start_x + col * 100, enemy_start_y - row * 100)
self.spritelist.append(enemy_sprite)
self.enemies.append(enemy_sprite)
def on_update(self, delta_time):
for enemy in self.enemies:
enemy.update()
bullets_to_remove = []
for bullet in self.bullets:
bullet.update()
bullet_hit = False
if bullet.direction_y == 1:
for enemy in self.enemies:
if bullet.rect.intersection(enemy.rect):
self.spritelist.remove(enemy)
self.enemies.remove(enemy)
self.player.target = None
bullets_to_remove.append(bullet)
bullet_hit = True
break
else:
if bullet.rect.intersection(self.player.rect):
bullets_to_remove.append(bullet)
bullet_hit = True
if not bullet_hit and bullet.center_y > self.window.height or bullet.center_y < 0:
bullets_to_remove.append(bullet)
for bullet_to_remove in bullets_to_remove:
self.spritelist.remove(bullet_to_remove)
self.bullets.remove(bullet_to_remove)
self.player.update(self.enemies) # not actually player
if time.perf_counter() - self.last_player_shoot >= PLAYER_ATTACK_SPEED:
self.last_player_shoot = time.perf_counter()
self.shoot(self.player.center_x, self.player.center_y, 1)
def shoot(self, x, y, direction_y):
bullet = Bullet(x, y, direction_y)
self.spritelist.append(bullet)
self.bullets.append(bullet)
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.SPACE:
enemy = random.choice(self.enemies)
self.shoot(enemy.center_x, enemy.center_y, -1)
def on_draw(self):
super().on_draw()
self.spritelist.draw()