Update game2
parent
b3b5c6e7dc
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5dcdc5faf1
308
game2
308
game2
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@ -112,6 +112,14 @@ def handle_character_selection():
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elif event.key == pygame.K_RETURN:
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elif event.key == pygame.K_RETURN:
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return CHARACTER_OPTIONS[selected_character_index]["image"]
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return CHARACTER_OPTIONS[selected_character_index]["image"]
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# Function to create a button
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def draw_button():
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play_again_text = font.render("Play Again", True, WHITE)
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play_again_rect = play_again_text.get_rect(center=(WIDTH // 2, HEIGHT // 2 + 50))
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pygame.draw.rect(screen, GREEN, play_again_rect, border_radius=5)
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screen.blit(play_again_text, play_again_rect)
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return play_again_rect
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# Main loop for character selection screen
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# Main loop for character selection screen
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while True:
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while True:
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screen.fill(BLACK)
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screen.fill(BLACK)
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@ -201,168 +209,182 @@ class FallingObject:
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surface.blit(self.image, (self.x, self.y))
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surface.blit(self.image, (self.x, self.y))
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# Main game loop
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# Main game loop
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while not game_over and not winning:
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while True:
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for event in pygame.event.get():
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while not game_over and not winning:
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if event.type == pygame.QUIT:
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for event in pygame.event.get():
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pygame.quit()
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if event.type == pygame.QUIT:
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sys.exit()
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pygame.quit()
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elif event.type == pygame.KEYDOWN:
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sys.exit()
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if event.key == pygame.K_LEFT:
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elif event.type == pygame.KEYDOWN:
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move_left = True
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if event.key == pygame.K_LEFT:
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elif event.key == pygame.K_RIGHT:
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move_left = True
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move_right = True
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elif event.key == pygame.K_RIGHT:
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elif event.type == pygame.KEYUP:
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move_right = True
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if event.key == pygame.K_LEFT:
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elif event.type == pygame.KEYUP:
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move_left = False
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if event.key == pygame.K_LEFT:
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elif event.key == pygame.K_RIGHT:
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move_left = False
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move_right = False
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elif event.key == pygame.K_RIGHT:
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elif event.type == SPAWN_OBJECTS:
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move_right = False
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# Randomly spawn an object (cupcake, football, or trollface)
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elif event.type == SPAWN_OBJECTS:
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spawn_type = random.choice(["cupcake", "football", "trollface"])
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# Randomly spawn an object (cupcake, football, or trollface)
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if spawn_type == "cupcake":
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spawn_type = random.choice(["cupcake", "football", "trollface"])
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falling_cupcakes.append(FallingObject(cupcake_image, CUPCAKE_WIDTH, CUPCAKE_HEIGHT, 5))
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if spawn_type == "cupcake":
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elif spawn_type == "football":
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falling_cupcakes.append(FallingObject(cupcake_image, CUPCAKE_WIDTH, CUPCAKE_HEIGHT, 5))
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falling_footballs.append(FallingObject(football_image, FOOTBALL_WIDTH, FOOTBALL_HEIGHT, 5))
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elif spawn_type == "football":
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else:
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falling_footballs.append(FallingObject(football_image, FOOTBALL_WIDTH, FOOTBALL_HEIGHT, 5))
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falling_trollfaces.append(FallingObject(trollface_image, TROLLFACE_WIDTH, TROLLFACE_HEIGHT, 5))
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else:
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falling_trollfaces.append(FallingObject(trollface_image, TROLLFACE_WIDTH, TROLLFACE_HEIGHT, 5))
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# Move the paddle based on flags
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# Move the paddle based on flags
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if move_left and paddle.left > 0:
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if move_left and paddle.left > 0:
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paddle.x -= PADDLE_SPEED
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paddle.x -= PADDLE_SPEED
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if move_right and paddle.right < WIDTH:
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if move_right and paddle.right < WIDTH:
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paddle.x += PADDLE_SPEED
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paddle.x += PADDLE_SPEED
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# Update cat position based on speed
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# Update cat position based on speed
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cat_rect.x += cat_speed[0]
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cat_rect.x += cat_speed[0]
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cat_rect.y += cat_speed[1]
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cat_rect.y += cat_speed[1]
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# Check for collision with walls
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# Check for collision with walls
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if cat_rect.left <= 0 or cat_rect.right >= WIDTH:
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if cat_rect.left <= 0 or cat_rect.right >= WIDTH:
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cat_speed[0] = -cat_speed[0]
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cat_speed[0] = -cat_speed[0]
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if boing_sound:
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if boing_sound:
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boing_sound.play()
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boing_sound.play()
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if cat_rect.top <= 0 or cat_rect.colliderect(paddle):
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if cat_rect.top <= 0 or cat_rect.colliderect(paddle):
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cat_speed[1] = -cat_speed[1]
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cat_speed[1] = -cat_speed[1]
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if boing_sound:
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if boing_sound:
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boing_sound.play()
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boing_sound.play()
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# Check for collision with bricks
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# Check for collision with bricks
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for brick in bricks[:]:
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for brick in bricks[:]:
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if cat_rect.colliderect(brick):
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if cat_rect.colliderect(brick):
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bricks.remove(brick)
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bricks.remove(brick)
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if block_sound:
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if block_sound:
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block_sound.play()
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block_sound.play()
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score += 1
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score += 1
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# Check for collision with cupcakes
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# Check for collision with cupcakes
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for cupcake in falling_cupcakes[:]:
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for cupcake in falling_cupcakes[:]:
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if paddle.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height):
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if paddle.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height):
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falling_cupcakes.remove(cupcake)
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falling_cupcakes.remove(cupcake)
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if chew_sound:
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if chew_sound:
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chew_sound.play()
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chew_sound.play()
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# Update cat size and speed
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# Update cat size and speed
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cat_rect.width += 10
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cat_rect.width += 10
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cat_rect.height += 10
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cat_rect.height += 10
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cat_speed[0] += 1
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cat_speed[0] += 1
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cat_speed[1] += 1
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cat_speed[1] += 1
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# Check for collision with footballs
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# Check for collision with footballs
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for football in falling_footballs[:]:
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for football in falling_footballs[:]:
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if paddle.colliderect(football.x, football.y, football.width, football.height):
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if paddle.colliderect(football.x, football.y, football.width, football.height):
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falling_footballs.remove(football)
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falling_footballs.remove(football)
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if meow_sound:
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if meow_sound:
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meow_sound.play()
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meow_sound.play()
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# Update cat size and speed
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# Update cat size and speed
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cat_rect.width -= 10
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cat_rect.width -= 10
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cat_rect.height -= 10
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cat_rect.height -= 10
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cat_speed[0] -= 1
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cat_speed[0] -= 1
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cat_speed[1] -= 1
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cat_speed[1] -= 1
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# Check for collision with trollfaces
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# Check for collision with trollfaces
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for trollface in falling_trollfaces[:]:
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for trollface in falling_trollfaces[:]:
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if paddle.colliderect(trollface.x, trollface.y, trollface.width, trollface.height):
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if paddle.colliderect(trollface.x, trollface.y, trollface.width, trollface.height):
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falling_trollfaces.remove(trollface)
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falling_trollfaces.remove(trollface)
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if rimshot_sound:
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if rimshot_sound:
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rimshot_sound.play()
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rimshot_sound.play()
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# Grow a random brick
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# Grow a random brick
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brick = random.choice(bricks)
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brick = random.choice(bricks)
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brick.width += 10
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brick.width += 10
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brick.height += 5
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brick.height += 5
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# Check for loss of life
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# Check for loss of life
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if cat_rect.bottom >= HEIGHT:
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if cat_rect.bottom >= HEIGHT:
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lives -= 1
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lives -= 1
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if fall_sound:
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if fall_sound:
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fall_sound.play()
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fall_sound.play()
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cat_rect.center = (WIDTH // 2, HEIGHT // 2) # Reset cat position to the center
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cat_rect.center = (WIDTH // 2, HEIGHT // 2) # Reset cat position to the center
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if lives <= 0:
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if lives <= 0:
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game_over = True
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game_over = True
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# Check for winning condition
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# Check for winning condition
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if len(bricks) == 0:
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if len(bricks) == 0:
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winning = True
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winning = True
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# Clear the screen
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# Clear the screen
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screen.fill(BLACK)
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screen.fill(BLACK)
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# Draw background image
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# Draw background image
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screen.blit(background_image, (0, 0))
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screen.blit(background_image, (0, 0))
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# Draw paddle
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# Draw paddle
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pygame.draw.rect(screen, GREEN, paddle)
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pygame.draw.rect(screen, GREEN, paddle)
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# Draw bricks
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# Draw bricks
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for brick in bricks:
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for brick in bricks:
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pygame.draw.rect(screen, WHITE, brick)
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pygame.draw.rect(screen, WHITE, brick)
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# Draw cat
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# Draw cat
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screen.blit(cat_image, cat_rect)
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screen.blit(cat_image, cat_rect)
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# Draw falling cupcakes
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# Draw falling cupcakes
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for cupcake in falling_cupcakes:
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for cupcake in falling_cupcakes:
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cupcake.update()
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cupcake.update()
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cupcake.draw(screen)
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cupcake.draw(screen)
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# Draw falling footballs
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# Draw falling footballs
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for football in falling_footballs:
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for football in falling_footballs:
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football.update()
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football.update()
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football.draw(screen)
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football.draw(screen)
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# Draw falling trollfaces
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# Draw falling trollfaces
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for trollface in falling_trollfaces:
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for trollface in falling_trollfaces:
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trollface.update()
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trollface.update()
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trollface.draw(screen)
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trollface.draw(screen)
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# Draw heart bar representing lives
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# Draw heart bar representing lives
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for i in range(lives):
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for i in range(lives):
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draw_heart(screen, RED, (10 + i * 30, 10)) # Adjust the heart position and color as needed
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draw_heart(screen, RED, (10 + i * 30, 10)) # Adjust the heart position and color as needed
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# Draw score
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# Draw score
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score_text = font.render(f"Score: {score}", True, PURPLE)
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score_text = font.render(f"Score: {score}", True, PURPLE)
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screen.blit(score_text, (10, 50))
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screen.blit(score_text, (10, 50))
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# Update the display
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# Update the display
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pygame.display.flip()
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# Cap the frame rate
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pygame.time.Clock().tick(60)
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# Play appropriate sound and display text
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if game_over:
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if death_sound:
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death_sound.play()
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screen.blit(game_over_text, game_over_rect)
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elif winning:
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if win_sound:
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win_sound.play()
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screen.blit(winning_text, winning_rect)
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# Draw play again button
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play_again_rect = draw_button()
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pygame.display.flip()
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pygame.display.flip()
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# Cap the frame rate
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# Check for button click
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pygame.time.Clock().tick(60)
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for event in pygame.event.get():
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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# Play appropriate sound and display text
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if play_again_rect.collidepoint(event.pos):
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if game_over:
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# Reset the game state
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if death_sound:
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game_over = False
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death_sound.play()
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winning = False
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screen.blit(game_over_text, game_over_rect)
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score = 0
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elif winning:
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lives = 9
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if win_sound:
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cat_rect.center = (WIDTH // 2, HEIGHT // 2)
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win_sound.play()
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bricks.clear()
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screen.blit(winning_text, winning_rect)
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for row in range(BRICK_ROWS):
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for col in range(BRICK_COLS):
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# Update the display
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brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
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pygame.display.flip()
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bricks.append(brick)
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falling_cupcakes.clear()
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# Wait for a few seconds before quitting
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falling_footballs.clear()
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pygame.time.wait(5000)
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falling_trollfaces.clear()
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# Quit Pygame
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pygame.quit()
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sys.exit()
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