Game/Game_V2.py

428 lines
15 KiB
Python

import pygame
from random import randint
import math
import sys
SCREEN_X = 1280
SCREEN_Y = 720
# pygame setup
pygame.init()
pygame.display.set_caption("Rouglite")
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
self.time = 0
self.time_2 = 0
self.SCORE = 0
#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
pygame.mixer.Sound("Sounds/health_plus.mp3")
if self.target_health >= self.maximum_health:
self.target_health = self.maximum_health
def ahealth_bar(self):
self.current_health += (self.target_health-self.current_health)/10
transition_colour = (0, 255, 0)
health_bar_width = self.current_health/self.health_ratio
transition_bar_width = self.target_health/self.health_ratio
if self.current_health > self.target_health:
health_bar_width = self.target_health/self.health_ratio
transition_bar_width = self.current_health/self.health_ratio
transition_colour = (255, 255, 0)
health_bar_rect = pygame.Rect(10,45,health_bar_width,25)
transition_bar_rect = pygame.Rect(10,45,transition_bar_width,25)
pygame.draw.rect(screen, transition_colour, transition_bar_rect)
pygame.draw.rect(screen,(255,0,0),health_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()
self.shoot = True
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
for enemy in enemies2:
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, scale):
super().__init__(group)
self.original_image = pygame.image.load("Sprites/bomb.png").convert_alpha()
self.image = pygame.transform.scale(self.original_image, (int(self.original_image.get_width() * scale), int(self.original_image.get_height() * scale)))
self.phase_2 = pygame.image.load("Sprites/bomb_phase2.png").convert_alpha()
self.phase_2 = pygame.transform.scale(self.phase_2, (int(self.phase_2.get_width() * scale), int(self.phase_2.get_height() * scale)))
self.rect = self.image.get_rect(center=pos)
self.pos = self.rect.center
self.direction = pygame.math.Vector2()
self.speed = 2
self.health = 3
self.death = pygame.mixer.Sound("Sounds/explosion.wav")
self.image_direction = 1
def damage(self, damage):
self.health -= 1
if self.health == 1:
self.image = self.phase_2
if self.health <= 0:
enemies.remove(self)
self.kill()
self.death.play()
player.SCORE += 1
def update(self):
self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
if pygame.math.Vector2.length(self.direction) < 20:
if self.image == self.phase_2:
player.get_damage(100)
self.kill()
enemies.remove(self)
player.time = 0
self.death.play()
else:
player.get_damage(200)
self.kill()
enemies.remove(self)
player.time = 0
self.death.play()
self.pos += self.direction.normalize() * self.speed
self.rect.center = (round(self.pos.x), round(self.pos.y))
class Enemy_2(pygame.sprite.Sprite):
def __init__(self, pos, group, scale):
super().__init__(group)
self.original_image = pygame.image.load("Sprites/atom_bomb.png").convert_alpha()
self.image = pygame.transform.scale(self.original_image, (int(self.original_image.get_width() * scale), int(self.original_image.get_height() * scale)))
self.rect = self.image.get_rect(center = pos)
self.pos = self.rect.center
self.direction = pygame.math.Vector2()
self.speed = 1
self.health = 10
self.image_direction = 1
self.death = pygame.mixer.Sound("Sounds/explosion_atomic.wav")
def damage(self, damage):
self.health -= 1
if self.health <= 0:
enemies2.remove(self)
self.kill()
self.death.play()
player.SCORE += 3
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(500)
self.kill()
enemies2.remove(self)
player.time = 0
self.death.play()
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) < 5 + (player.time_2):
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, 0.05))
def spawn_enemy2():
if len(enemies2) < 2 + int(player.time_2):
random_x = randint(-1000, 1000)
random_y = randint(-1000, 1000)
enemies2.append(Enemy_2((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group, 0.5))
spawn_enemy_event = pygame.USEREVENT + 1
smallfont = pygame.font.Font("assets/font.ttf", 25)
def score(score):
text = smallfont.render("Score: " + str(score), True, "black")
screen.blit(text, [10,15])
#Setup
camera_group = CameraGroup()
enemies = []
enemies2 = []
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)
# Add a variable to track player's life status
player_alive = True
# Main game loop
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 == spawn_enemy_event:
spawn_enemy2()
if player.time > 3:
if player.current_health < 999 and player.target_health > 0:
player.get_health(100)
player.time -= 1
else:
pass
# Check if the player's health reaches zero
if player.target_health <= 0:
player_alive = False
if not player_alive: # Display death screen
screen.fill((0, 0, 0)) # Fill screen with black color
death_font = pygame.font.Font(None, 50)
death_text = smallfont.render("You Died! Your score was " + str(player.SCORE), True, (255, 255, 255))
screen.blit(death_text, (SCREEN_X // 2 - death_text.get_width() // 2, SCREEN_Y // 2 - death_text.get_height() // 2))
restart_text = smallfont.render("Press SPACE to restart", True, (255, 255, 255))
screen.blit(restart_text, (SCREEN_X // 2 - restart_text.get_width() // 2, SCREEN_Y // 2 + 50))
quit_text = smallfont.render("Press Q to quit", True, (255, 255, 255))
screen.blit(quit_text, (SCREEN_X // 2 - quit_text.get_width() // 2, SCREEN_Y // 2 + 100))
pygame.display.flip()
# Check for restart or quit input
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
# Reset player's health, score, and other relevant variables
player_alive = True
player.current_health = player.maximum_health
player.target_health = player.maximum_health
player.SCORE = 0
if keys[pygame.K_q]:
pygame.quit()
sys.exit()
else: # If player is alive, continue the game
screen.fill("cyan")
score(player.SCORE)
camera_group.update()
camera_group.custom_draw(player)
pygame.display.flip()
clock.tick(60)
player.time += 0.016
player.time_2 += 0.005