mirror of
https://github.com/csd4ni3l/fleet-commander.git
synced 2026-01-01 04:23:47 +01:00
92 lines
3.2 KiB
Python
92 lines
3.2 KiB
Python
import arcade, arcade.gui, random, time
|
|
|
|
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() |