From 5dcfcb05bdfdbd8f2176136c58c29379ab91e8d5 Mon Sep 17 00:00:00 2001
From: Gerhards Kristians Tillers <gerhardstillers3@gmail.com>
Date: Sun, 3 Mar 2024 09:45:19 +0000
Subject: [PATCH] Delete Game_V2.py

---
 Game_V2.py | 318 -----------------------------------------------------
 1 file changed, 318 deletions(-)
 delete mode 100644 Game_V2.py

diff --git a/Game_V2.py b/Game_V2.py
deleted file mode 100644
index 19c2511..0000000
--- a/Game_V2.py
+++ /dev/null
@@ -1,318 +0,0 @@
-import pygame
-from random import randint
-import math
-
-SCREEN_X = 1920
-SCREEN_Y = 1015
-
-# pygame setup
-pygame.init()
-pygame.display.set_caption("Vampire survivors")
-screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
-clock = pygame.time.Clock()
-running = True
-
-class Player(pygame.sprite.Sprite):
-    def __init__(self, pos, group):
-        super().__init__(group)
-        self.idle_image = self.image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha()
-        self.rect = self.image.get_rect(center = pos)
-        self.direction = pygame.math.Vector2()
-        self.speed = 2.25
-
-        #health
-        self.current_health = 1000 #health
-        self.maximum_health = 1000
-        self.health_bar_lenght = 500
-        self.health_ratio = self.maximum_health / self.health_bar_lenght
-        self.target_health = 1000
-        self.health_change_speed = 5
-
-        # Shooting
-        self.can_shoot = True
-        self.shoot_cooldown_time = 100  # Milliseconds
-        self.shoot_cooldown = 0
-
-        
-
-        # animations
-        self.image_direction = 1
-        self.animation_timer = 0
-        self.current_sprite = 0
-        self.running_sprites = []
-        for i in range(6):
-            self.running_sprites.append(pygame.image.load("Sprites/Running/Player_run_right_"+str(i+1)+".png").convert_alpha())
-
-
-    def get_damage(self, amount):
-        if self.target_health > 0:
-            self.target_health -= amount
-        if self.target_health <= 0:
-            self.target_health = 0
-
-
-    def get_health(self, amnount):
-        if self.target_health < self.maximum_health:
-            self.target_health += amnount
-        if self.target_health >= self.maximum_health:
-            self.target_health = self.maximum_health
-
-    def ahealth_bar(self):
-        transition_width = 0
-        transition_colour = (255,0,0)
-
-        if self.current_health < self.target_health:
-            self.current_health += self.health_change_speed
-            transition_width = int((self.target_health - self.current_health)/3)
-            transition_colour = (0, 255, 0)
-
-        elif self.current_health > self.target_health:
-            self.current_health -= self.health_change_speed
-            transition_width = int((self.target_health - self.current_health)/3)
-            transition_colour = (255, 255, 0)
-
-        health_bar_rect = pygame.Rect(10,45,self.current_health/self.health_ratio,25)
-        transition_bar_rect = pygame.Rect(health_bar_rect.right,45,transition_width,25)
-
-        pygame.draw.rect(screen,(255,0,0),health_bar_rect)
-        pygame.draw.rect(screen, transition_colour, transition_bar_rect)
-        pygame.draw.rect(screen,(255,255,255), (10,45,self.health_bar_lenght,25),4)
-
-    def input(self):
-        keys = pygame.key.get_pressed()
-        speed_multiplier_x = 0
-        speed_multiplier_y = 0
-
-        if self.direction.x > 0:
-            self.image_direction = 1
-        elif self.direction.x < 0:
-            self.image_direction = -1
-
-        if keys[pygame.K_w]:
-            speed_multiplier_y = -1
-        elif keys[pygame.K_s]:
-            speed_multiplier_y = 1
-    
-   # Check if A and D keys are pressed
-        if keys[pygame.K_a]:
-            speed_multiplier_x = -1
-        elif keys[pygame.K_d]:
-            speed_multiplier_x = 1
-
-         # Calculate movement direction based on keys pressed
-        self.direction.x = speed_multiplier_x
-        self.direction.y = speed_multiplier_y
-
-
-        self.direction.y = (keys[pygame.K_s]) - (keys[pygame.K_w])
-        self.direction.x = (keys[pygame.K_d]) - (keys[pygame.K_a])
-
-        if self.direction.x != 0 and self.direction.y != 0:
-            self.direction.normalize_ip()
-    
-        self.direction.x *= self.speed
-        self.direction.y *= self.speed
-
-
-        if pygame.mouse.get_pressed()[0] and self.can_shoot:
-                    direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
-                    direction = pygame.math.Vector2.normalize(direction)
-                    new_projectile = Projectile(self.rect.center, direction, camera_group)
-                    self.can_shoot = False
-                    self.shoot_cooldown = pygame.time.get_ticks()
-
-    def update(self):
-        self.input()
-        self.ahealth_bar()
-        self.rect.center += self.direction * self.speed
-
-        now = pygame.time.get_ticks()
-        if now - self.shoot_cooldown > self.shoot_cooldown_time:
-            self.can_shoot = True
-
-        if now - self.animation_timer > 50:
-            if pygame.Vector2.length(self.direction) == 0:
-                self.image = self.idle_image
-                self.current_sprite = 0
-            else:
-                self.animation_timer = pygame.time.get_ticks()
-                self.current_sprite += 1
-                if self.current_sprite > len(self.running_sprites)-1:
-                    self.current_sprite = 0
-                self.image = self.running_sprites[self.current_sprite]
-
-class Arm(pygame.sprite.Sprite):
-    def __init__(self, pos, group):
-        super().__init__(group)
-        self.base_image = pygame.image.load("Sprites/minigun.png").convert_alpha()
-        self.base_image = pygame.transform.scale(self.base_image, (40, 15))
-        
-        self.image_direction = 1
-        
-        self.direction = pygame.Vector2(0, 0)
-        self.speed = 10
-        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x)) 
-        self.image = pygame.transform.rotate(self.base_image, angle)
-        self.rect = self.image.get_rect(center = pos)
-
-    def update(self):
-        self.rect.center = player.rect.center
-        self.direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
-        self.direction = pygame.math.Vector2.normalize(self.direction)
-        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
-        if(abs(angle)<90):
-            self.image_direction = 1
-        else:
-            self.image_direction = -1
-        self.rect.center -= pygame.Vector2(math.sin(math.radians(angle-90))*20, math.cos(math.radians(angle-90))*20)
-        if(abs(angle)>90):
-            angle = math.degrees(math.atan2(self.direction.y, self.direction.x))+180
-        self.image = pygame.transform.rotate(self.base_image, angle)
-        
-
-class Projectile(pygame.sprite.Sprite):
-    def __init__(self, pos, direction, group):
-        super().__init__(group)
-        self.image = pygame.image.load("Sprites/bullet.png").convert_alpha()
-        self.image_direction = 1
-        
-        self.direction = direction
-        self.speed = 15
-        angle = math.degrees(math.atan2(-self.direction.y, self.direction.x)) 
-
-        self.image = pygame.transform.rotate(self.image, angle)
-        self.rect = self.image.get_rect(center = pos)
-        self.rect.center += self.direction * 50
-
-        self.life_timer = 10000 # Milliseconds
-        self.spawned_time = pygame.time.get_ticks()
-
-    def collision(self):
-        for enemy in enemies:
-            distance = pygame.math.Vector2.length(pygame.math.Vector2(enemy.rect.center) - self.rect.center)
-            if distance < 20:
-                enemy.damage(1)
-                self.kill()
-                break
-
-    def update(self):
-        self.rect.center += self.direction * self.speed
-        self.collision()
-
-        now = pygame.time.get_ticks()
-        if now - self.spawned_time > self.life_timer:
-            self.kill()
-
-class Enemy(pygame.sprite.Sprite):
-    def __init__(self, pos, group):
-        super().__init__(group)
-        self.image = pygame.surface.Surface((20, 20))
-        self.image.fill("red")
-        self.rect = self.image.get_rect(center = pos)
-        self.pos = self.rect.center
-        self.direction = pygame.math.Vector2()
-        self.speed = 2
-        self.health = 2
-
-        self.image_direction = 1
-
-    
-
-    def damage(self, damage):
-        self.health -= 1
-        if self.health <= 0:
-            enemies.remove(self)
-            self.kill()
-            
-
-    def update(self):
-        self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
-        if(pygame.math.Vector2.length(self.direction)<20):
-            player.get_damage(200)
-            self.kill()
-            enemies.remove(self)
-        self.pos += self.direction.normalize() * self.speed 
-        self.rect.center = (round(self.pos.x), round(self.pos.y))
-
-class CameraGroup(pygame.sprite.Group):
-    def __init__(self):
-        super().__init__()
-        self.display_surface = pygame.display.get_surface()
-
-        self.offset = pygame.math.Vector2(300, 100)
-        self.half_w = self.display_surface.get_size()[0] // 2
-        self.half_h = self.display_surface.get_size()[1] // 2
-
-    def center_target_camera(self, target):
-        self.offset.x = target.rect.centerx - self.half_w
-        self.offset.y = target.rect.centery - self.half_h
-
-    def custom_draw(self, player):
-        self.center_target_camera(player)
-
-        for sprite in sorted(self.sprites(), key=lambda sprite: sprite.rect.centery):
-            offset_pos = sprite.rect.topleft - self.offset
-            if sprite.image_direction == -1:
-                self.display_surface.blit(pygame.transform.flip(sprite.image, True, False), offset_pos)
-            else:
-                self.display_surface.blit(sprite.image, offset_pos)
-            
-def spawn_enemy():
-        if len(enemies) < 20:
-            random_x = randint(-1000, 1000)
-            random_y = randint(-1000, 1000)
-            enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group))
-
-
-spawn_enemy_event = pygame.USEREVENT + 1
-#Setup
-camera_group = CameraGroup()
-enemies = []
-
-
-
-
-player = Player((500, 500), camera_group)
-Arm((0, 0), camera_group)
-pygame.time.set_timer(spawn_enemy_event, 100)
-
-crosshair_img = pygame.transform.scale(pygame.image.load('Sprites/crosshair.png'), (30, 30))
-cursor = pygame.cursors.Cursor((0, 0), crosshair_img)
-pygame.mouse.set_cursor(cursor)
-pygame.mouse.set_visible(True | False)
-
-
-
-while running:
-    for e in pygame.event.get():
-        if e.type == pygame.QUIT:
-            running = False
-            pygame.quit()
-
-        if e.type == spawn_enemy_event:
-            spawn_enemy()
-
-        if e.type == pygame.KEYDOWN:
-            if e.key == pygame.K_UP:
-                player.get_health(200)
-
-        if e.type == pygame.KEYDOWN:
-            if e.key == pygame.K_DOWN:
-                player.get_damage(200)
-
-
-
-
-
-    screen.fill("cyan")
-
-    camera_group.update()
-    camera_group.custom_draw(player)
-
-    
-    pygame.display.flip()
-
-    clock.tick(60)
-
-
-