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game1.py
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game1.py
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# 1 - Import library
import math
import random
import pygame
from pygame.locals import *
# 2 - Initialize the game
pygame.init()
pygame.mixer.init()
width, height = 640, 580
screen = pygame.display.set_mode((width, height))
keys = [False, False, False, False]
playerpos = [100, 100]
acc = [0, 0]
arrows = []
badtimer = 100
badtimer1 = 0
badguys = [[640, 100]]
healthvalue = 194
# 3 - Load images
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
badguyimg = badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")
# 3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load('resources/audio/moonlight.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)
# 4 - keep looping through
running = 1
exitcode = 0
while running:
# 5 - clear the screen before drawing it again
screen.fill(0)
# 6 - draw the screen elements
for x in range(width//grass.get_width()+1):
for y in range(height//grass.get_height()+1):
screen.blit(grass, (x*100, y*100))
screen.blit(castle, (0, 30))
screen.blit(castle, (0, 135))
screen.blit(castle, (0, 240))
screen.blit(castle, (0, 345))
# 6.1 - Set player position and rotation
position = pygame.mouse.get_pos()
angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))
playerrot = pygame.transform.rotate(player, 360-angle*57.29)
playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)
screen.blit(playerrot, playerpos1)
# 6.2 - Draw arrows
for bullet in arrows:
velx = math.cos(bullet[0])*10
vely = math.sin(bullet[0])*10
bullet[1] += velx
bullet[2] += vely
if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:
arrows.pop(index)
index += 1
for projectile in arrows:
arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29)
screen.blit(arrow1, (projectile[1], projectile[2]))
# 6.3 - Draw badgers
if badtimer == 0:
badguys.append([640, random.randint(50, 430)])
badtimer = 100 - (badtimer1 * 2)
if badtimer1 >= 35:
badtimer1 = 35
else:
badtimer1 += 5
index = 0
for badguy in badguys:
if badguy[0] < -64:
badguys.pop(index)
badguy[0] -= 7
# 6.3.1 - Attack castle
badrect = pygame.Rect(badguyimg.get_rect())
badrect.top = badguy[1]
badrect.left = badguy[0]
if badrect.left < 64:
hit.play()
healthvalue -= random.randint(5,20)
badguys.pop(index)
# 6.3.2 - Check for collisions
index1 = 0
for bullet in arrows:
bullrect = pygame.Rect(arrow.get_rect())
bullrect.left = bullet[1]
bullrect.top = bullet[2]
if badrect.colliderect(bullrect):
enemy.play()
acc[0] += 1
badguys.pop(index)
arrows.pop(index1)
index += 1
# 6.3.3 - Next bad guy
index += 1
for badguy in badguys:
screen.blit(badguyimg, badguy)
# 6.4 - Draw clock
font = pygame.font.Font(None, 24)
survivedtext = font.render(str((90000-pygame.time.get_ticks())//60000)+":"+str((90000-pygame.time.get_ticks())//1000%60).zfill(2), True, (0,0,0))
textRect = survivedtext.get_rect()
textRect.topright = [635, 5]
screen.blit(survivedtext, textRect)
# 6.5 - Draw health bar
screen.blit(healthbar, (5, 5))
for health1 in range(healthvalue):
screen.blit(health, (health1 + 8, 8))
# 7 - update the screen
pygame.display.flip()
# 8 - loop through the events
for event in pygame.event.get():
# check if the event is the X button
if event.type == KEYDOWN:
if event.key == K_w:
keys[0] = True
elif event.key == K_a:
keys[1] = True
elif event.key == K_s:
keys[2] = True
elif event.key == K_d:
keys[3] = True
if event.type == KEYUP:
if event.key == K_w:
keys[0] = False
elif event.key == K_a:
keys[1] = False
elif event.key == K_s:
keys[2] = False
elif event.key == K_d:
keys[3] = False
if event.type == QUIT:
# if it is quit the game
pygame.quit()
exit(0)
if event.type == MOUSEBUTTONDOWN:
shoot.play()
position = pygame.mouse.get_pos()
acc[1] += 1
arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])
# 9 - Move player
if keys[0]:
playerpos[1] -= 5
elif keys[2]:
playerpos[1] += 5
if keys[1]:
playerpos[0] -= 5
elif keys[3]:
playerpos[0] += 5
badtimer -= 1
# 10 - Win/Lose check
if pygame.time.get_ticks() >= 90000:
running = 0
exitcode = 1
if healthvalue <= 0:
running = 0
exitcode = 0
if acc[1] != 0:
accuracy = acc[0]*1.0/acc[1]*100
else:
accuracy = 0
# 11 - Win/lose display
if exitcode == 0:
pygame.font.init()
font = pygame.font.Font(None, 24)
text = font.render("Accuracy: "+str(accuracy)+"%", True, (255, 0, 0))
textRect = text.get_rect()
textRect.centerx = screen.get_rect().centerx
textRect.centery = screen.get_rect().centery+24
screen.blit(gameover, (0, 0))
screen.blit(text, textRect)
else:
pygame.font.init()
font = pygame.font.Font(None, 24)
text = font.render("Accuracy: "+str(accuracy)+"%", True, (0, 255, 0))
textRect = text.get_rect()
textRect.centerx = screen.get_rect().centerx
textRect.centery = screen.get_rect().centery+24
screen.blit(youwin, (0, 0))
screen.blit(text, textRect)
while 1:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit(0)
pygame.display.flip()