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gameloop.py
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102 lines (84 loc) · 3.06 KB
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import random
import pygame
import variables
from background import ScrollingBackground
from classes.combat_manager import CombatManager
from classes.enemy_manager import EnemyManager
from classes.player import Player
from classes.skill_drop import SkillDrop
from classes.ui import UI
from classes.wave_spawner import WaveSpawner
def start_game(screen):
clock = pygame.time.Clock()
bg = ScrollingBackground(
"game_assets/backgrounds/3000x3000.png",
screen.get_size(),
speed_y=50,
)
player_bullets = pygame.sprite.Group()
enemy_bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
enemy_drops = pygame.sprite.Group()
player_image = pygame.image.load("game_assets/shipfullhealth.png").convert_alpha()
player = Player(
400,
300,
player_image,
bullets_group=player_bullets,
max_health=10,
)
player.apply_skilltree_buffs()
all_sprites = pygame.sprite.Group(player)
score = [
0
] # score is a list because we need to pass it to the combat manager (idea from CHATGPT)
combat_manager = CombatManager(
player, player_bullets, enemies, enemy_bullets, enemy_drops, score
)
enemy_manager = EnemyManager(enemies, enemy_bullets)
ui = UI(screen)
wave_spawner = WaveSpawner(
screen.get_width(), screen.get_height(), xml_path="waves.xml"
)
ui.start_wave_countdown()
running = True
while running:
dt = clock.tick(60) / 1000
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
bg.update(dt)
all_sprites.update(dt, screen.get_size())
player_bullets.update(dt)
enemy_bullets.update(dt)
enemy_drops.update(dt, screen.get_size())
if not wave_spawner.is_wave_active() and ui.is_wave_countdown_complete():
wave_spawner.start_wave()
wave_spawner.update(dt, enemies, enemy_bullets_group=enemy_bullets)
enemy_manager.update(dt, screen.get_size(), player.rect.center)
combat_manager.update()
# temp
if random.random() < variables.skill_drop_sky_chance:
x = random.randint(0, screen.get_width())
y = (
-SkillDrop.SIZE_PX // 2 + 1
) # Spawn just at/above the top edge so the drop is not immediately killed (CHATGPT)
enemy_drops.add(SkillDrop(x, y))
# temp
screen.fill((0, 0, 0))
bg.draw(screen)
all_sprites.draw(screen)
player_bullets.draw(screen)
enemy_bullets.draw(screen)
enemies.draw(screen)
enemy_drops.draw(screen)
ui.draw_health_bar(player)
ui.draw_ultimate_bar(player)
ui.draw_wave_info(wave_spawner.wave_number, len(enemies))
ui.draw_score(score[0])
ui.draw_boss_health_bars_from_enemies(enemies)
if not ui.is_wave_countdown_complete():
ui.draw_wave_countdown()
if not ui.handle_death_state(player):
running = False
pygame.display.flip()