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Config.py
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import pygame, sys
from pygame.locals import *
import math
# Resolution
WIDTH = 1200
HEIGHT = 720
# WIDTH = 960
# HEIGHT = 480
# Color
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 200, 0)
DARK_GREEN = (0, 110, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
YELLLOW = (255, 204, 0)
TRANSPARENT = (0, 0, 0, 0)
# FPS
FPS = 60
# Game Command
CMD_QUIT = 0
CMD_MAP_1 = 1
CMD_MAP_2 = 2
CMD_MAP_3 = 3
GAME_LOGO = pygame.Surface((200, 100), SRCALPHA)
GAME_STAR = pygame.image.load("res/star.png")
gStar_rect = GAME_STAR.get_rect()
gStar_rect.center = (100, 35)
GAME_LOGO.blit(GAME_STAR, gStar_rect)
pygame.font.init()
gName_font = pygame.font.SysFont('comicsansms', 15, True, False)
GAME_NAME = gName_font.render("ROYALE BATTLE", True, YELLLOW)
gName_rect = GAME_NAME.get_rect()
gName_rect.center = (100, 75)
GAME_LOGO.blit(GAME_NAME, gName_rect)
pygame.mixer.init()
introSound = pygame.mixer.Sound('res/sound/intro.wav')
gameOverSound = pygame.mixer.Sound('res/sound/gameOver.wav')
fireSound = pygame.mixer.Sound('res/sound/fire.mp3')
getBulletSound = pygame.mixer.Sound('res/sound/getBullet.wav')
explosionSound = pygame.mixer.Sound('res/sound/explosion.wav')
hitSound = pygame.mixer.Sound('res/sound/hitOponent.wav')
pygame.mixer.music.load('res/sound/bgMusic.mp3')
# Game config
GAME_WAIT_NEW_ROUND_TIME = 3
GAME_SCORE_TO_WIN = 5
# Map
MAP_1 = [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 8, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 6, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 2, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 5, 5, 5, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
BLOCK_SIZE = BLOCK_WIDTH = BLOCK_HEIGHT = 30
MAP_1_ID = 0
MAP_2_ID = 1
MAP_3_ID = 2
NO_COLLISION = 0
COLLISON_X = 1
COLLISON_Y = 2
COLLISON_BOTH = 3
ITEM_BULLET_ID = 4
ITEM_SPEED_ID = 5
# Hero
HERO_SIZE = HERO_WIDTH = HERO_HEIGHT = 30
HERO_1_ID = 8
HERO_2_ID = 9
# keyName
K_ATTACK = "kAttack"
K_UP_DIRECTION = "kUpDirection"
K_DOWN_DIRECTION = "kDownDirection"
HERO_KEY = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
HERO_KEY[HERO_1_ID] = {
"kUp": K_w,
"kDown": K_s,
"kLeft": K_a,
"kRight": K_d,
K_ATTACK: K_SPACE,
K_UP_DIRECTION: K_q,
K_DOWN_DIRECTION: K_e,
}
HERO_KEY[HERO_2_ID] = {
"kUp": K_UP,
"kDown": K_DOWN,
"kLeft": K_LEFT,
"kRight": K_RIGHT,
K_ATTACK: K_PERIOD,
K_UP_DIRECTION: K_COMMA,
K_DOWN_DIRECTION: K_SLASH,
}
# Bullet
BULLET_SIZE = BULLET_WIDTH = BULLET_HEIGHT = 20
BULLET_SPEED = 1000 # 100pixel/s
BULLET_TIME_TO_DIE = 1
HERO_BASE_SPEED_PX_PER_FR = 2 #pixel per frame
NUM_SPEED_PER_ITEM = 0.5
HERO_MAX_SPEED_PX_PER_FR = 4
UP_DIRECTION_STATE = 0
DOWN_DIRECTION_STATE = 1
DIRECTION_SPEED = 2
DEGREE_TO_RADIAN = math.pi / 180
RADIAN_TO_DEGREE = 180 / math.pi
DETECT_SLICE = 10
NUM_BULLET_PER_ITEM = 10
INIT_NUM_BULLET = 2*NUM_BULLET_PER_ITEM