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# 1 - Import library | |
import pygame | |
from pygame.locals import * | |
import math | |
import random | |
# 2 - Initialize the game | |
pygame.init() | |
width, height = 640, 480 | |
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 | |
pygame.mixer.init() | |
# 3 - Load image | |
player = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/dude.png") | |
grass = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/grass.png") | |
castle = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/castle.png") | |
arrow = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/bullet.png") | |
badguyimg1 = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/badguy.png") | |
badguyimg=badguyimg1 | |
healthbar = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/healthbar.png") | |
health = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/health.png") | |
gameover = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/gameover.png") | |
youwin = pygame.image.load("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/images/youwin.png") | |
# 3.1 - Load audio | |
hit = pygame.mixer.Sound("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/audio/explode.wav") | |
enemy = pygame.mixer.Sound("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/audio/enemy.wav") | |
shoot = pygame.mixer.Sound("C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/resources/audio/shoot.wav") | |
hit.set_volume(0.05) | |
enemy.set_volume(0.05) | |
shoot.set_volume(0.05) | |
pygame.mixer.music.load('C:/Users/HP/Desktop/recap/sem2/1/Programming Fundamentals/BB_FinalGame/PyGame/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: | |
badtimer-=1 | |
# 5 - clear the screen before drawing it again | |
screen.fill(0) | |
# 6 - draw the player on the screen at X:100, Y:100 | |
for x in range(grass.get_width()+1): | |
for y in range(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: | |
index=0 | |
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) | |
index1+=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==pygame.QUIT: | |
# if it is quit the game | |
pygame.quit() | |
exit(0) | |
if event.type == pygame.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 == pygame.KEYUP: | |
if event.key==pygame.K_w: | |
keys[0]=False | |
elif event.key==pygame.K_a: | |
keys[1]=False | |
elif event.key==pygame.K_s: | |
keys[2]=False | |
elif event.key==pygame.K_d: | |
keys[3]=False | |
if event.type==pygame.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 | |
#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 == pygame.QUIT: | |
pygame.quit() | |
exit(0) | |
pygame.display.flip() | |
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