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Game2Player.py
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import pyglet
from pyglet.window import key, FPSDisplay
from math import *
from pyglet.gl import *
from pyglet.sprite import Sprite
from random import uniform, randint
import numpy as np
INPUT_NUM = 22
windowHeight = 800
windowWidth = 800
gameName = "Battle Game"
playerLength = 50
playerWidth = 50
movementSpeed = 300
counter_games = 0
def preload_image(image):
img = pyglet.image.load('res/' + image)
return img
class GameObject:
def __init__(self, posx, posy, sprite=None):
self.posx = posx
self.posy = posy
self.velx = 0
self.vely = 0
if sprite is not None:
self.sprite = sprite
self.sprite.x=self.posx
self.sprite.y=self.posy
self.width = self.sprite.width
self.height = self.sprite.height
def draw(self):
self.sprite.draw()
def update(self):
self.sprite.x = self.posx
self.sprite.y = self.posy
class Player:
def __init__(self, posx,posy, color):
self.health = 100
self.posx = posx #left side of square
self.posy = posy #bottom side of square
self.velx = 0
self.vely = 0
self.width = playerWidth
self.height = playerLength
self.color = color + color + color + color
self.fire = False
self.fire_rate = 0;
self.kill = False
self.death = False
def draw(self):
pyglet.graphics.draw_indexed(4, pyglet.gl.GL_TRIANGLES, [0,1,2, 0,2,3],
('v2i', (self.posx, self.posy,
self.posx + playerWidth, self.posy,
self.posx + playerWidth, self.posy + playerLength,
self.posx, self.posy + playerLength)),
('c3B', self.color))
def update(self,dt):
self.posx +=int(self.velx*dt)
self.posy +=int(self.vely*dt)
if self.posx <= 0:
self.posx = 0
if self.posx >= windowWidth - playerWidth:
self.posx = windowWidth - playerWidth
if self.posy <= 0:
self.posy = 0
if self.posy >= windowHeight-playerLength:
self.posy = windowHeight-playerLength
class MainWindow(pyglet.window.Window):
def __init__(self):
super().__init__(windowWidth, windowHeight, gameName)
# The game loop
pyglet.clock.schedule_interval(self.update, 1 / 60.0)
self.fps_display = FPSDisplay(self)
self.player1 = Player(375,50,(255,0,0))
self.player_laser = preload_image('laser.png')
self.player1_laser_list = []
self.player2 = Player(375,700, (0,0,255))
self.player2_laser_list = []
def on_key_press(self, symbol, modifiers): # idk what agent does here
if symbol == key.RIGHT:
self.player1.velx += movementSpeed
if symbol == key.LEFT:
self.player1.velx += -movementSpeed
if symbol == key.UP:
self.player1.vely += movementSpeed
if symbol == key.DOWN:
self.player1.vely += -movementSpeed
if symbol == key.ESCAPE:
pyglet.app.exit()
if symbol == key.SPACE:
self.player1.fire = True
if symbol == key.D:
self.player2.velx += movementSpeed
if symbol == key.A:
self.player2.velx += -movementSpeed
if symbol == key.W:
self.player2.vely += movementSpeed
if symbol == key.S:
self.player2.vely += -movementSpeed
if symbol == key._1:
self.player2.fire = True
def on_key_release(self, symbol, modifiers):
if symbol == key.RIGHT:
self.player1.velx -= movementSpeed
if symbol == key.LEFT:
self.player1.velx += movementSpeed
if symbol == key.UP:
self.player1.vely -= movementSpeed
if symbol == key.DOWN:
self.player1.vely += movementSpeed
if symbol == key.SPACE:
self.player1.fire = False
if symbol == key.D:
self.player2.velx -= movementSpeed
if symbol == key.A:
self.player2.velx += movementSpeed
if symbol == key.W:
self.player2.vely -= movementSpeed
if symbol == key.S:
self.player2.vely += movementSpeed
if symbol == key._1:
self.player2.fire = False
def on_draw(self):
self.clear()
self.fps_display.draw()
self.player1.draw()
self.player2.draw()
for laser in self.player1_laser_list:
laser.draw()
for laser in self.player2_laser_list:
laser.draw()
def update_player_laser(self, dt):
for i in range(len(self.player1_laser_list)):
self.player1_laser_list[i].update()
if i % 4 == 0:
self.player1_laser_list[i].posy += 400 * dt
if i % 4 == 1:
self.player1_laser_list[i].posy -= 400 * dt
if i % 4 == 2:
self.player1_laser_list[i].posx += 400 * dt
if i % 4 == 3:
self.player1_laser_list[i].posx -= 400 * dt
for i in range(round(len(self.player1_laser_list)/4.0)):
if self.player1_laser_list[i].posy > 800 and self.player1_laser_list[i+1].posy < 0 and self.player1_laser_list[i+2].posx > 800 and self.player1_laser_list[i+3].posx < 0:
self.player1_laser_list.remove(self.player1_laser_list[i + 3])
self.player1_laser_list.remove(self.player1_laser_list[i + 2])
self.player1_laser_list.remove(self.player1_laser_list[i + 1])
self.player1_laser_list.remove(self.player1_laser_list[i])
for i in range(len(self.player2_laser_list)):
self.player2_laser_list[i].update()
if i % 4 == 0:
self.player2_laser_list[i].posy += 400 * dt
if i % 4 == 1:
self.player2_laser_list[i].posy -= 400 * dt
if i % 4 == 2:
self.player2_laser_list[i].posx += 400 * dt
if i % 4 == 3:
self.player2_laser_list[i].posx -= 400 * dt
for i in range(round(len(self.player2_laser_list)/4.0)):
if self.player2_laser_list[i].posy > 800 and self.player2_laser_list[i+1].posy < 0 and self.player2_laser_list[i+2].posx > 800 and self.player2_laser_list[i+3].posx < 0:
self.player2_laser_list.remove(self.player2_laser_list[i + 3])
self.player2_laser_list.remove(self.player2_laser_list[i + 2])
self.player2_laser_list.remove(self.player2_laser_list[i + 1])
self.player2_laser_list.remove(self.player2_laser_list[i])
def player1_fire(self,dt):
self.player1.fire_rate -= dt
if self.player1.fire_rate <= 0:
self.player1_laser_list.append(
GameObject(self.player1.posx + playerWidth / 4, self.player1.posy + playerLength,
Sprite(self.player_laser)))
self.player1_laser_list.append(
GameObject(self.player1.posx + playerWidth / 4, self.player1.posy - playerLength / 1.7,
Sprite(self.player_laser)))
self.player1_laser_list.append(
GameObject(self.player1.posx + playerWidth, self.player1.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player1_laser_list.append(
GameObject(self.player1.posx - playerWidth / 1.8, self.player1.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player1.fire_rate = 0.5
def player2_fire(self,dt):
self.player2.fire_rate -= dt
if self.player2.fire_rate <= 0:
self.player2_laser_list.append(
GameObject(self.player2.posx + playerWidth / 4, self.player2.posy + playerLength,
Sprite(self.player_laser)))
self.player2_laser_list.append(
GameObject(self.player2.posx + playerWidth / 4, self.player2.posy - playerLength / 1.7,
Sprite(self.player_laser)))
self.player2_laser_list.append(
GameObject(self.player2.posx + playerWidth, self.player2.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player2_laser_list.append(
GameObject(self.player2.posx - playerWidth / 1.8, self.player2.posy + playerLength / 4,
Sprite(self.player_laser)))
self.player2.fire_rate = 0.5
def bullet_collision(self, entity, bullet_list):
for lsr in bullet_list:
if lsr.posx < entity.posx + entity.width and lsr.posx + lsr.width > entity.posx \
and lsr.posy < entity.posy + entity.height and lsr.height + lsr.posy > entity.posy:
return True
def update(self, dt):
self.player1.update(dt)
if self.player1.fire:
self.player1_fire(dt)
self.player2.update(dt)
if self.player2.fire:
self.player2_fire(dt)
self.update_player_laser(dt)
if self.bullet_collision(self.player1, self.player2_laser_list):
print("Player 2 Wins!")
self.player2.kill = True
self.player1.death = True
#pyglet.app.exit()
pyglet.window.Window.close(self)
if self.bullet_collision(self.player2, self.player1_laser_list):
print("Player 1 Wins!")
self.player1.kill = True # Shouldn't be required for training
self.player2.death = True
#pyglet.app.exit()
pyglet.window.Window.close(self)
window = MainWindow()
pyglet.app.run()