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RunGame.py
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RunGame.py
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import math
import Sprites
import pygame
from Segments import PlayerSegment
from Segments import Background
from EnemyRandom import RandomInit
import sys
import Obstacles
WHITE = (255, 255, 255)
RED = (255, 0, 0)
pygame.init()
clock = pygame.time.Clock()
display_surface = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
w, h = pygame.display.get_surface().get_size()
player_x, player_y = w / 2, h / 2
player_w, player_h = 0, 0
game_start = False
angle = 0
bullet_cool, cooling_time = pygame.USEREVENT + 1, 100
slope = 0
fire = True
dx = 0
bullet_list = []
mouse_pressed = False
right, left, up, down, shift = False, False, False, False, False
movement_speed = 20
background_x, background_y, background_x2, background_y2 = 0, 0, w, h
slope_e, dx_e = 0, 0
enemy_prepare = RandomInit(w, h)
end_sound, end_sound_time = pygame.USEREVENT + 1, 100
can_play_sound = True
enemy_coming, coming_time = pygame.USEREVENT + 2, 600
invincible_event, invincible_time = pygame.USEREVENT + 3, 1000
enemy_bullet_event, enemy_bullet = pygame.USEREVENT + 4, 100
enemy_shoot, shoot_time = pygame.USEREVENT + 5, 50
can_enemy_load = True
can_enemy_fire = True
can_enemy_come = True
can_enemy_add = False
enemy_list = []
player_health = 100
player_max_health = 100
invincible = False
bul_wid, bul_hie = 150, 50
game_fin = False
score = 0
explosions = []
explosion_limit = 11
levels = [[5, 4], [8, 5], [10, 7]]
curr_level = 0
max_level = 2
enemy_bullets = []
boss = False
music_loaded = True
music = [Sprites.music, Sprites.boss_music]
song_no = 0
platformer = False
stage_x = -1500
stage_y = -1000
max_stage_x = 20000
max_stage_y = 20000
player_sprite = 0
bullet_sprite = 0
pick_ups = []
obstacles = []
enems = []
initialized = False
can_scroll = True
can_scroll_y = True
protons = []
loop_list = []
enemy_appeared = False
level = 1
total_collects = [15, 25, 30]
to_collect = total_collects[level-1]
bounds = False
level_begins = [[-1500, -1000]]
level_totals = [[20000, 20000]]
def platform_initialize():
if not platformer:
return
global pick_ups, obstacles, initialized
if initialized:
return
pick_ups = Obstacles.give_picks(max_stage_x, max_stage_y)
initialized = True
def event_handling():
global mouse_pressed, fire, can_enemy_come, invincible, can_play_sound
global can_enemy_fire, can_enemy_load
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
quit()
sys.exit()
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pressed = True
# pygame.mouse.set_visible(False)
if event.type == pygame.MOUSEBUTTONUP:
mouse_pressed = False
if event.type == bullet_cool:
fire = True
if event.type == enemy_coming:
can_enemy_come = True
if event.type == invincible_event:
invincible = False
if event.type == end_sound:
can_play_sound = True
if event.type == enemy_bullet_event:
can_enemy_load = True
if event.type == enemy_bullet:
can_enemy_fire = True
def prepare_to_fire():
global bullet_list, fire, can_play_sound
if mouse_pressed and fire:
bullet_list.append([player_x, player_y, slope, angle, dx])
pygame.time.set_timer(bullet_cool, cooling_time)
fire = False
if can_play_sound:
play_sound(Sprites.bullet_sound)
can_play_sound = False
def load_enemy_bullet(x, y, ang, e_slope, p1, p2):
global can_enemy_fire, can_enemy_load, enemy_bullets
if can_enemy_load:
enemy_bullets.append([x, y, e_slope, ang, (p1 - p2)])
can_enemy_load = False
pygame.time.set_timer(enemy_bullet_event, enemy_bullet)
def calc_angle():
global angle, slope, dx
if game_start:
points2 = pygame.mouse.get_pos()
dx = points2[0] - player_x
dy = points2[1] - player_y
if dx != 0:
slope = dy / dx
angle = math.atan2(dy, dx)
angle = math.degrees(-angle) + 90
def draw_sprites():
global player_w, player_h, player_sprite
calc_angle()
segment = PlayerSegment(player_x, player_y, Sprites.player[player_sprite], angle1=angle, rotate=True)
display_surface.blit(segment.image, segment.rect)
player_sprite += 1
player_w = segment.width
player_h = segment.height
if invincible:
# pygame.draw.rect(display_surface, WHITE, (player_x-player_w/2, player_y-player_h/2, player_w, player_h), 1)
pygame.draw.circle(display_surface, RED, (int(player_x), int(player_y)), player_w // 2, 1)
# pygame.display.update(segment.rect)
if player_sprite == len(Sprites.player):
player_sprite = 0
def draw_bullet(all_bullets, fire_bullet=Sprites.sample_bullet2, width=150, height=50, speed_x=30, speed_y=30):
remove_list = []
x_speed = speed_x
y_speed = speed_y
for bullets in all_bullets:
if len(bullets) > 1:
segment2 = PlayerSegment(bullets[0], bullets[1], fire_bullet, rotate=True,
angle1=bullets[3], wid=width, hie=height)
display_surface.blit(segment2.image, segment2.rect)
# pygame.display.update(segment2.rect)
y_speed = bullets[2] * x_speed
if bullets[2] > 1:
y_speed = speed_y
x_speed = y_speed / bullets[2]
elif bullets[2] < -1:
y_speed = -speed_y
x_speed = y_speed / bullets[2]
if bullets[4] > 0:
bullets[0] += x_speed
bullets[1] += y_speed
else:
bullets[0] -= x_speed
bullets[1] -= y_speed
if bullets[0] > w or bullets[0] + segment2.width < 0 or bullets[1] + segment2.height < 0 or bullets[1] > h:
remove_list.append(bullets)
for rem in remove_list:
all_bullets.remove(rem)
def movements():
global player_x, player_y, player_w, player_h, movement_speed
if shift:
movement_speed = 20
elif not shift:
movement_speed = 10
if not platformer:
if right:
if player_x + player_w / 2 < w:
player_x += movement_speed
if left:
if player_x - player_w / 2 > 0:
player_x -= movement_speed
if up:
if player_y - player_h / 2 > 0:
player_y -= movement_speed
if down:
if player_y + player_h / 2 < h:
player_y += movement_speed
else:
if right:
if player_x + player_w / 2 < w * 0.75:
player_x += movement_speed
if left:
if player_x - player_w / 2 > w * 0.25:
player_x -= movement_speed
if up:
if player_y - player_h / 2 > h * 0.25:
player_y -= movement_speed
if down:
if player_y + player_h / 2 < h * 0.75:
player_y += movement_speed
def controls(key):
global right, left, up, down, shift
if key[pygame.K_d]:
right = True
left = False
if key[pygame.K_a]:
left = True
right = False
if key[pygame.K_w]:
up = True
down = False
if key[pygame.K_s]:
down = True
up = False
if key[pygame.K_RSHIFT] or key[pygame.K_LSHIFT]:
shift = True
def controls_released(key):
global right, left, up, down, shift
if not key[pygame.K_d]:
right = False
if not key[pygame.K_a]:
left = False
if not key[pygame.K_w]:
up = False
if not key[pygame.K_s]:
down = False
if not (key[pygame.K_RSHIFT] or key[pygame.K_LSHIFT]):
shift = False
def draw_background():
if platformer:
space1 = Background(background_x, background_y, Sprites.spacedark, wid=w, hie=w)
display_surface.blit(space1.image, space1.rect)
else:
space1 = Background(background_x, background_y, Sprites.spacedark, wid=w, hie=h)
display_surface.blit(space1.image, space1.rect)
def move_background():
global background_x, background_y, background_x2, background_y2, stage_x, stage_y, can_scroll, can_scroll_y
global player_x, player_y
if player_x + player_w / 2 >= w * 0.7 and right and can_scroll:
background_x -= movement_speed
stage_x -= movement_speed
if player_x - player_w / 2 <= w * 0.25 and left and can_scroll:
background_x += movement_speed
stage_x += movement_speed
if player_y + player_h / 2 >= 0.7 * h and down and can_scroll_y:
background_y -= movement_speed
stage_y -= movement_speed
if player_y - player_h / 2 <= h * 0.25 and up and can_scroll_y:
background_y += movement_speed
stage_y += movement_speed
if background_x < -w:
background_x = w
if background_x > w:
background_x = -w
if background_y < -h:
background_y = h
if background_y > h:
background_y = -h
if not can_scroll:
if stage_x > 0 and right:
stage_x -= movement_speed
if left and player_x - player_w / 2 > 0:
player_x -= movement_speed
if left and stage_x + max_stage_x <= w / 4:
stage_x += movement_speed
if right and player_x + player_w / 2 < w:
player_x += movement_speed
if not can_scroll_y:
if stage_y > 0 and down:
stage_y -= movement_speed
if up and player_y - player_h / 2 > 0:
player_y -= movement_speed
if up and stage_y + max_stage_y <= h / 4:
stage_y += movement_speed
if down and player_y + player_h / 2 < h:
player_y += movement_speed
if stage_x + max_stage_x <= w / 4 or stage_x > 0:
can_scroll = False
else:
can_scroll = True
if stage_y + max_stage_y <= h / 4 or stage_y > 0:
can_scroll_y = False
else:
can_scroll_y = True
def drawing_enemy(boss_ship=False):
if platformer:
draw_enemy_platform(boss_ship)
else:
draw_enemy()
def draw_enemy():
global enemy_list, can_enemy_come, can_enemy_add, player_health, levels, curr_level, boss, music_loaded, music_index
if levels[curr_level][1] == 0:
if curr_level < max_level and not boss:
curr_level += 1
enem_len = levels[curr_level][0]
if can_enemy_come and len(enemy_list) < enem_len and can_enemy_add and not boss:
e_list = enemy_prepare.get_random_enemy(player_x, player_y)
enemy_list.append(e_list)
pygame.time.set_timer(enemy_coming, coming_time)
can_enemy_come = False
if len(enemy_list) == 0 and not can_enemy_add and not game_fin and not boss:
can_enemy_add = True
if player_health + 45 >= 100:
player_health = 100
else:
player_health += 45
levels[curr_level][1] -= 1
if levels[curr_level][1] == 0:
boss = True
e_list = enemy_prepare.get_random_enemy(player_x, player_y, 1)
enemy_list.append(e_list)
# music_loaded = True
music_index = 1
if boss:
if len(enemy_list) == 0:
boss = False
if player_health + 60 >= 100:
player_health = 100
else:
player_health += 60
# music_loaded = True
music_index = 0
if len(enemy_list) == enem_len and can_enemy_add:
can_enemy_add = False
loop_enemy(enemy_list)
def loop_enemy(enemy_list):
global enemy_appeared, pick_ups, bounds
rem_list = []
for enem_list in enemy_list:
angle_e = calculate_player_pos(enem_list[0], enem_list[1])
enem_seg = PlayerSegment(angle_e[1], angle_e[2], Sprites.ships[enem_list[5]], angle1=angle_e[0], rotate=True,
wid=enem_list[8], hie=enem_list[9])
display_surface.blit(enem_seg.image, enem_seg.rect)
# pygame.display.update(enem_seg.rect)
move_enemy(enem_list)
if boss and not platformer:
load_enemy_bullet(angle_e[1], angle_e[2], angle_e[0], enem_list[2], player_x, enem_list[0])
elif platformer and enemy_appeared:
load_enemy_bullet(angle_e[1], angle_e[2], angle_e[0], enem_list[2], player_x, enem_list[0])
collision_detection(enem_seg.rect)
collision_detection_bullet(enem_seg.rect, enem_list)
if enem_list[0] < -100:
rem_list.append(enem_list)
for rem in rem_list:
enemy_list.remove(rem)
if platformer:
bounds = False
del pick_ups[0]
enemy_bullets.clear()
if enemy_appeared:
protons.append([player_x + player_w + 120 - stage_x, player_y - stage_y, 0])
enemy_appeared = False
break
def draw_enemy_platform(boss_ship=False):
global loop_list
if boss_ship:
if len(loop_list) == 0:
loop_list.append(enemy_prepare.get_platformer_enemy([pick_ups[0][0] + stage_x,
pick_ups[0][1] + stage_y],
[player_x, player_y],
6))
loop_enemy(loop_list)
def collision_detection_bullet(en_rect, e_list):
global bullet_list, score, explosions
for bullet in bullet_list:
bul_rect = pygame.Rect(bullet[0] - bul_wid / 2, bullet[1] - bul_hie / 2, bul_wid / 2, bul_hie / 2)
if type(bul_rect) == pygame.Rect and bul_rect.colliderect(en_rect):
e_list[6] -= 25
bullet[0] = -2000
pygame.draw.circle(display_surface, RED, (en_rect[0] + en_rect[2] // 2, en_rect[1] + en_rect[3] // 2),
en_rect[2] // 2, 1)
if e_list[6] < 0:
explosions.append([en_rect[0], en_rect[1], 0, 10, Sprites.blasts])
play_sound(Sprites.explosion_sound)
e_list[0] = -200
e_list[2] = 0
score += e_list[7]
def collision_detection_player():
global enemy_bullets, player_x, player_health
rem = []
player_rect = pygame.Rect(player_x - player_w * 0.75, player_y - player_h * 0.75, player_w * 0.75, player_h * 0.75)
for bull in enemy_bullets:
bul_rect = pygame.Rect(bull[0] - bul_wid / 4, bull[1] - bul_hie / 4, bul_wid / 4, bul_hie / 4)
if bul_rect.colliderect(player_rect) and not invincible:
play_sound(Sprites.collision2)
player_health -= 5
bull[0] = -2000
pygame.draw.circle(display_surface, RED, (int(player_x), int(player_y)), player_w // 2, 1)
if bull[0] < 0:
rem.append(bull)
for r in rem:
enemy_bullets.remove(r)
def collision_detection(enemy_rect):
global player_health, invincible, player_x
player_rect = pygame.Rect(player_x - 10, player_y - 10, 10, 10)
if enemy_rect.colliderect(player_rect):
if not invincible:
play_sound(Sprites.collision)
player_health -= 15
pygame.time.set_timer(invincible_event, invincible_time)
invincible = True
def draw_obstacles(all_obstacles, is_boss=False, sprite=Sprites.protons, obs_type="protons"):
global enemy_appeared, bounds
if not platformer:
return
if not is_boss:
for obstacle in all_obstacles:
if 0 <= obstacle[0] + stage_x <= w and 0 <= obstacle[1] + stage_y <= h:
segment = PlayerSegment(obstacle[0] + stage_x, obstacle[1] + stage_y, sprite[obstacle[2]])
display_surface.blit(segment.image, segment.rect)
collision_with_obstacles(segment.rect, obs_type, obstacle)
obstacle[2] += 1
if obstacle[2] == len(sprite):
obstacle[2] = 0
else:
item_p = [all_obstacles[0][0], all_obstacles[0][1]]
stage_p = [-stage_x, -stage_y]
dirs = Obstacles.give_direction(item_p, stage_p)
bounds = in_screen(all_obstacles[0][0] + stage_x, all_obstacles[0][1] + stage_y)
if bounds or enemy_appeared:
drawing_enemy(boss_ship=True)
write_text(str(stage_x) + "," + str(stage_y), w / 2, h - 140)
write_text(str(all_obstacles[0][0]) + "," + str(all_obstacles[0][1]), w / 2, h - 100)
p = PlayerSegment(player_x, player_y - 100, Sprites.arrow, rotate=True, angle1=dirs[1], wid=40, hie=40)
display_surface.blit(p.image, p.rect)
write_text("collected: "+str(to_collect)+"/"+str(total_collects[level-1]), w-150, h-30)
def distance(x_obs, y_obs):
dx = (stage_x + x_obs) - stage_x
dy = (y_obs + stage_y) - stage_y
dis = math.sqrt(dx**2 + dy**2)
return dis
def in_screen(object_x, object_y):
global enemy_appeared
if 0 <= object_x <= w and 0 <= object_y <= h:
enemy_appeared = True
return True
return False
def collision_with_obstacles(obs_rec, obs_type, removable):
global player_health, to_collect
p_rect = [player_x, player_y, player_w, player_h]
if obs_type == "protons":
if obs_rec.colliderect(p_rect):
player_health = 100
protons.remove(removable)
to_collect -= 1
def check_for_player_health():
global player_x, player_health
if player_health < 0:
if not game_fin:
explosions.append([player_x, player_y, 0, 125, Sprites.player_expl])
play_sound(Sprites.explosion_sound2)
player_x = -2000
stop_game()
game_over()
def draw_explosions():
global explosions
rem = []
for explosion in explosions:
exp = PlayerSegment(explosion[0], explosion[1], explosion[4][explosion[2]], wid=200, hie=200)
if explosion[2] < len(explosion[4]) - 1:
explosion[2] += 1
explosion[3] -= 1
display_surface.blit(exp.image, exp.rect)
if explosion[3] < 0:
rem.append(explosion)
for re in rem:
explosions.remove(re)
def stop_game():
global left, right, up, down
global game_fin
left, right, up, down, game_fin = False, False, False, False, True
def move_enemy(e_list):
x_speed = e_list[3]
y_speed = e_list[2] * x_speed
if e_list[2] > 1:
y_speed = e_list[3]
x_speed = y_speed / e_list[2]
elif e_list[2] < -1:
y_speed = -e_list[3]
x_speed = y_speed / e_list[2]
if e_list[4] < 0:
e_list[0] -= x_speed
e_list[1] -= y_speed
else:
e_list[0] += x_speed
e_list[1] += y_speed
if not 0 <= e_list[0] <= w:
enemy_prepare.renew_pos(e_list, [player_x, player_y])
if not 0 <= e_list[1] <= h:
enemy_prepare.renew_pos(e_list, [player_x, player_y])
def calculate_player_pos(enem_x, enem_y):
global slope_e, dx_e
dx_e = player_x - enem_x
dy = player_y - enem_y
rad = math.atan2(dy, dx_e)
angle_e = math.degrees(-rad) + 90
return [angle_e, enem_x, enem_y]
def draw_player_health():
global player_health
pygame.draw.rect(display_surface, WHITE, (w / 2 - 50, h - 40, player_max_health, 20), 5)
pygame.draw.rect(display_surface, WHITE, (w / 2 - 50, h - 40, player_health, 20))
# pygame.display.update(rect1)
def check_boss():
if boss:
write_text("BOSS", w - 60, h - 30)
def game_over():
if game_fin:
write_text("GAME OVER, WANT TO PLAY AGAIN? Y or N", w / 2 - 120, h / 2, size=18)
if pygame.key.get_pressed()[pygame.K_n]:
pygame.quit()
quit()
elif pygame.key.get_pressed()[pygame.K_y]:
reset()
def write_text(text, x, y, font_name='freesansbold.ttf', size=14, color=(255, 255, 255)):
font = pygame.font.Font(font_name, size)
text = font.render(text, True, color)
text_rect = text.get_rect()
text_rect.topleft = (x, y)
display_surface.blit(text, text_rect)
# pygame.display.update(text_rect)
def reset():
global player_x, player_y, player_health, can_enemy_add, can_enemy_come
global enemy_list, invincible, game_fin, bullet_list, game_start, stage_x, stage_y, protons, to_collect
global mouse_pressed, right, left, up, down, shift, fire, score, levels, curr_level, loop_list
global max_stage_x, max_stage_y, pick_ups, enemy_bullets
mouse_pressed = False
right, left, up, down, shift = False, False, False, False, False
fire = True
can_enemy_come = True
can_enemy_add = False
invincible = False
game_fin = False
enemy_list = []
bullet_list = []
player_x = w / 2
player_y = h / 2
player_health = 100
score = 0
levels = [[5, 4], [8, 5], [10, 7]]
curr_level = 0
game_start = False
protons = []
to_collect = total_collects[level-1]
stage_x = level_begins[level-1][0]
stage_y = level_begins[level-1][1]
max_stage_x = level_totals[level-1][0]
max_stage_y = level_totals[level-1][1]
pick_ups = Obstacles.give_picks(max_stage_x, max_stage_y)
loop_list = []
enemy_bullets = []
def play_music():
global music_loaded
if music_loaded:
pygame.mixer.music.load(Sprites.songs[song_no])
pygame.mixer.music.play()
pygame.mixer.music.set_volume(0.3)
write_text("Song: " + Sprites.songs[song_no][12:-4], w / 2 + 100, h - 20)
def play_sound(sound):
effect = pygame.mixer.Sound(sound)
effect.play()
if "click" in sound:
effect.set_volume(0.2)
else:
effect.set_volume(1.0)
pygame.time.set_timer(end_sound, end_sound_time)
def draw_score():
write_text("SCORE: " + str(score), 20, h - 20)
def update_bullet_sprite():
global bullet_sprite
bullet_sprite += 1
if bullet_sprite >= len(Sprites.bullets):
bullet_sprite = 0
def check_selection():
global game_start, platformer
p = [w/2-100, h/2-50, 200, 50]
a = [w/2-100, h/2+20, 200, 50]
q = [w / 2 - 100, h / 2 + 90, 200, 50]
m_p = pygame.mouse.get_pos()
if p[0] <= m_p[0] <= p[0]+p[2] and p[1] <= m_p[1] <= p[1]+p[3]:
if mouse_pressed:
platformer = True
game_start = True
if a[0] <= m_p[0] <= a[0]+a[2] and a[1] <= m_p[1] <= a[1]+a[3]:
if mouse_pressed:
platformer = False
game_start = True
if q[0] <= m_p[0] <= q[0]+q[2] and q[1] <= m_p[1] <= q[1]+q[3]:
if mouse_pressed:
pygame.quit()
sys.exit()
def start_the_game():
if not game_start:
display_surface.fill((0, 0, 0))
event_handling()
pygame.draw.rect(display_surface, RED, (w/2-100, h/2-50, 200, 50))
pygame.draw.rect(display_surface, RED, (w/2-100, h/2+20, 200, 50))
pygame.draw.rect(display_surface, RED, (w / 2 - 100, h / 2 + 90, 200, 50))
write_text("PLATFORMER", w/2-50, h/2-35)
write_text("ARCADE", w/2-50, h/2+35)
write_text("QUIT", w / 2 - 50, h / 2 + 105)
check_selection()
pygame.display.update()
clock.tick(30)
else:
run_the_game()
def run_the_game():
global music_loaded, song_no
display_surface.fill((0, 0, 0))
keys = pygame.key.get_pressed()
event_handling()
controls(keys)
controls_released(keys)
draw_background()
platform_initialize()
drawing_enemy()
if pygame.mixer.music.get_busy() == 0:
song_no = enemy_prepare.give_random(Sprites.songs)
music_loaded = True
play_music()
if music_loaded:
music_loaded = False
movements()
draw_sprites()
prepare_to_fire()
draw_bullet(bullet_list, Sprites.bullets[bullet_sprite], 30, 30, speed_x=100, speed_y=100)
update_bullet_sprite()
draw_bullet(enemy_bullets, speed_x=60, speed_y=60)
draw_player_health()
draw_score()
draw_explosions()
check_for_player_health()
collision_detection_player()
check_boss()
draw_obstacles(pick_ups, is_boss=True)
draw_obstacles(protons)
if platformer:
move_background()
pygame.display.update()
clock.tick(30)
while True:
start_the_game()