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Game.py
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from tkinter import *
import RunningValues
import Invader
import Bunker
from tkinter import messagebox
colours = ("red", "yellow")
master = Tk()
RunningValues.invader_photo1 = PhotoImage(file="invader.gif")
RunningValues.invader_photo2 = PhotoImage(file="invader2.gif")
master.attributes("-fullscreen", True)
RunningValues.canvas_width = master.winfo_screenwidth()
RunningValues.canvas_height = master.winfo_screenheight()
text_canvas = Canvas(master, bg="black")
text_canvas.pack(fill=X)
RunningValues.score_variable = IntVar()
RunningValues.lives_variable = IntVar()
RunningValues.messages_variable = StringVar()
Label(text_canvas, text="score", bg="black", fg="white").pack(side=LEFT)
score_label = Label(text_canvas, textvariable=RunningValues.score_variable, bg="black", fg="white")
score_label.pack(side=LEFT)
Label(text_canvas, text="lives", bg="black", fg="white").pack(side=LEFT)
lives_label = Label(text_canvas, textvariable=RunningValues.lives_variable, bg="black", fg="white")
lives_label.pack(side=LEFT)
messages_label = Label(text_canvas, textvariable=RunningValues.messages_variable, bg="black", fg="white")
messages_label.pack(side=LEFT)
canvas = Canvas(master,
bg="black",
width=RunningValues.canvas_width,
height=RunningValues.canvas_height)
canvas.pack()
pressedStatus = {"Left": False, "Right": False, "space": False, "Escape": False}
def pressed(event):
pressedStatus[event.keysym] = True
def released(event):
pressedStatus[event.keysym] = False
def set_bindings():
for char in ["Left", "Right", "space", "Escape"]:
master.bind("<KeyPress-%s>" % char, pressed)
master.bind("<KeyRelease-%s>" % char, released)
tps_ticker=0
tps_last_ticker=0
time_taken=0
tps_last=0
def render():
global canvas,tps_ticker,tps_last,tps_last_ticker,time_taken
xx= RunningValues.unix_time_millis()
now = RunningValues.unix_time_millis()
tps_ticker=tps_ticker+1
if now-tps_last > 1000:
print(time_taken / (tps_ticker - tps_last_ticker),(tps_ticker - tps_last_ticker))
tps_last_ticker = tps_ticker
time_taken = 0
tps_last=now
if RunningValues.is_create_player:
RunningValues.create_player(canvas)
if pressedStatus["Left"]:
RunningValues.player.move(-1)
RunningValues.player_turret.move(-1)
if pressedStatus["Right"]:
RunningValues.player.move(1)
RunningValues.player_turret.move(1)
if pressedStatus["space"]:
RunningValues.player_turret.fire()
if pressedStatus["Escape"]:
sys.exit(0)
for f in RunningValues.render_list:
f.render()
for f in RunningValues.collision_list:
for o in RunningValues.render_list:
if o != f and f.collide(o):
f.hit(o)
o.hit(f)
for d in RunningValues.delete_list:
del d
RunningValues.delete_list.clear()
Invader.invader_group_change()
and_now = RunningValues.unix_time_millis()
diff = (and_now - now)
if Invader.all_dead():
canvas.delete("all")
RunningValues.player_dead()
start_game(RunningValues.score_variable.get(), RunningValues.lives_variable.get())
if not RunningValues.game_over:
master.after(int(10 - diff), render)
else:
play_again = messagebox.askyesno("Game Over", "score %i new game?" % (RunningValues.score_variable.get()))
if not play_again:
sys.exit(0)
canvas.delete("all")
RunningValues.player_dead()
start_game()
master.after(int(10 - diff), render)
time_taken = time_taken + RunningValues.unix_time_millis() - xx
def start_game(score=0, lives=3):
global canvas, pressedStatus
pressedStatus = {"Left": False, "Right": False, "space": False, "Escape": False}
for f in RunningValues.render_list:
del f
RunningValues.render_list.clear()
RunningValues.collision_list.clear()
RunningValues.game_over = False
Invader.setup(canvas)
Bunker.setup(canvas)
RunningValues.lives_variable.set(lives)
RunningValues.score_variable.set(score)
RunningValues.messages_variable.set("")
RunningValues.is_create_player = True
set_bindings()
start_game()
master.after(100, render)
mainloop()