Update game2

main
Anna Marija Redžepova 2024-03-03 15:03:03 +00:00
parent 3cac41c2d6
commit e4044183b5
1 changed files with 142 additions and 44 deletions

186
game2
View File

@ -16,12 +16,15 @@ BRICK_ROWS = 4
BRICK_COLS = 10
LINE_HEIGHT = 5
CUPCAKE_WIDTH, CUPCAKE_HEIGHT = 30, 30
FOOTBALL_WIDTH, FOOTBALL_HEIGHT = 40, 40
TROLLFACE_WIDTH, TROLLFACE_HEIGHT = 50, 50
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
PURPLE = (128, 0, 128)
GREEN = (0, 255, 0)
# Load additional sound files
if os.path.exists("wearethechampions.mp3"):
@ -38,6 +41,10 @@ if os.path.exists("lookatthisdude.mp3"):
death_sound = pygame.mixer.Sound("lookatthisdude.mp3")
if os.path.exists("chew.wav"):
chew_sound = pygame.mixer.Sound("chew.wav")
if os.path.exists("meow.mp3"):
meow_sound = pygame.mixer.Sound("meow.mp3")
if os.path.exists("rimshot.mp3"):
rimshot_sound = pygame.mixer.Sound("rimshot.mp3")
# Create the game window
screen = pygame.display.set_mode((WIDTH, HEIGHT))
@ -47,15 +54,83 @@ pygame.display.set_caption("Arkanoid")
background_image = pygame.image.load("beach.jpg").convert()
background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT))
# Load cat image
cat_original_image = pygame.image.load("cat.png").convert_alpha()
CAT_WIDTH, CAT_HEIGHT = 50, 50
cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH, CAT_HEIGHT))
# Load cupcake image
cupcake_original_image = pygame.image.load("cupcake.png").convert_alpha()
cupcake_image = pygame.transform.scale(cupcake_original_image, (CUPCAKE_WIDTH, CUPCAKE_HEIGHT))
# Load football image
football_original_image = pygame.image.load("football.png").convert_alpha()
football_image = pygame.transform.scale(football_original_image, (FOOTBALL_WIDTH, FOOTBALL_HEIGHT))
# Load trollface image
trollface_original_image = pygame.image.load("trollface.png").convert_alpha()
trollface_image = pygame.transform.scale(trollface_original_image, (TROLLFACE_WIDTH, TROLLFACE_HEIGHT))
# Load character images
purple_cat_original_image = pygame.image.load("cat.png").convert_alpha()
orange_cat_original_image = pygame.image.load("orangecat.jpg").convert_alpha()
cool_tomato_original_image = pygame.image.load("tomato.png").convert_alpha()
confused_lemon_original_image = pygame.image.load("lemon.jpg").convert_alpha()
# Constants for character selection
CHARACTER_WIDTH, CHARACTER_HEIGHT = 100, 100
CHARACTER_SPACING = 50
CHARACTER_Y = HEIGHT // 2 - CHARACTER_HEIGHT // 2
CHARACTER_OPTIONS = [
{"name": "Purple Cat", "image": pygame.transform.scale(purple_cat_original_image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))},
{"name": "Orange Cat", "image": pygame.transform.scale(orange_cat_original_image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))},
{"name": "Cool Tomato", "image": pygame.transform.scale(cool_tomato_original_image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))},
{"name": "Confused Lemon", "image": pygame.transform.scale(confused_lemon_original_image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))}
]
SELECT_CHAR_FONT = pygame.font.Font(None, 36)
SELECT_CHAR_TEXT = SELECT_CHAR_FONT.render("Select your character:", True, WHITE)
SELECT_CHAR_TEXT_POS = SELECT_CHAR_TEXT.get_rect(center=(WIDTH // 2, HEIGHT // 4))
# Variables for character selection
selected_character_index = 0
selected_character_rect = pygame.Rect(0, 0, CHARACTER_WIDTH + 10, CHARACTER_HEIGHT + 10)
selected_character_rect.center = (WIDTH // 2, CHARACTER_Y + CHARACTER_HEIGHT // 2)
# Function to draw character options
def draw_character_options():
character_x = (WIDTH - (CHARACTER_WIDTH + CHARACTER_SPACING) * len(CHARACTER_OPTIONS)) // 2
for i, option in enumerate(CHARACTER_OPTIONS):
character_rect = pygame.Rect(character_x, CHARACTER_Y, CHARACTER_WIDTH, CHARACTER_HEIGHT)
pygame.draw.rect(screen, WHITE, character_rect, 2)
if i == selected_character_index:
pygame.draw.rect(screen, RED, character_rect, 2)
screen.blit(option["image"], (character_x + 5, CHARACTER_Y + 5))
character_x += CHARACTER_WIDTH + CHARACTER_SPACING
# Function to handle character selection
def handle_character_selection():
global selected_character_index
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
selected_character_index = (selected_character_index - 1) % len(CHARACTER_OPTIONS)
elif event.key == pygame.K_RIGHT:
selected_character_index = (selected_character_index + 1) % len(CHARACTER_OPTIONS)
elif event.key == pygame.K_RETURN:
return CHARACTER_OPTIONS[selected_character_index]["image"]
# Main loop for character selection screen
while True:
screen.fill(BLACK)
screen.blit(SELECT_CHAR_TEXT, SELECT_CHAR_TEXT_POS)
draw_character_options()
pygame.display.flip()
selected_character_image = handle_character_selection()
if selected_character_image:
break
# Set the selected character image
cat_image = selected_character_image
CAT_WIDTH, CAT_HEIGHT = cat_image.get_size()
# Create the paddle
paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT)
@ -73,28 +148,14 @@ for row in range(BRICK_ROWS):
brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
bricks.append(brick)
# Falling Cupcakes
class Cupcake:
def __init__(self):
self.width = CUPCAKE_WIDTH
self.height = CUPCAKE_HEIGHT
self.x = random.randint(0, WIDTH - self.width)
self.y = 0
self.speed = random.randint(1, 3)
def update(self):
self.y += self.speed
def draw(self, surface):
surface.blit(cupcake_image, (self.x, self.y))
# Create a list to hold falling cupcakes
falling_cupcakes = []
# Function to spawn falling cupcakes
def spawn_cupcakes():
if len(falling_cupcakes) < 2: # Maximum 2 cupcakes on screen
falling_cupcakes.append(Cupcake())
# Create a list to hold falling footballs
falling_footballs = []
# Create a list to hold falling trollfaces
falling_trollfaces = []
# Scoring
score = 0
@ -118,6 +179,10 @@ winning_rect = winning_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
move_left = False
move_right = False
# Event to spawn falling objects
SPAWN_OBJECTS = pygame.USEREVENT + 1
pygame.time.set_timer(SPAWN_OBJECTS, 5000) # Spawn objects every 5 seconds
# Function to draw heart
def draw_heart(surface, color, pos):
# Draw filled heart
@ -131,18 +196,25 @@ while not game_over:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Key pressed
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
move_left = True
elif event.key == pygame.K_RIGHT:
move_right = True
# Key released
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
move_left = False
elif event.key == pygame.K_RIGHT:
move_right = False
elif event.type == SPAWN_OBJECTS:
# Randomly spawn an object (cupcake, football, or trollface)
spawn_type = random.choice(["cupcake", "football", "trollface"])
if spawn_type == "cupcake":
falling_cupcakes.append(Cupcake())
elif spawn_type == "football":
falling_footballs.append(Football())
else:
falling_trollfaces.append(Trollface())
# Move the paddle based on flags
if move_left and paddle.left > 0:
@ -150,10 +222,6 @@ while not game_over:
if move_right and paddle.right < WIDTH:
paddle.x += PADDLE_SPEED
# Move the cat
cat_rect.x += cat_speed[0]
cat_rect.y += cat_speed[1]
# Check for collision with walls
if cat_rect.left <= 0 or cat_rect.right >= WIDTH:
cat_speed[0] = -cat_speed[0]
@ -174,14 +242,38 @@ while not game_over:
# Check for collision with cupcakes
for cupcake in falling_cupcakes[:]:
if cat_rect.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height):
if paddle.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height):
falling_cupcakes.remove(cupcake)
if chew_sound:
chew_sound.play()
lives += 1 # Restore one life
# Increase the size of the cat
cat_image = pygame.transform.scale(cat_original_image, (CAT_WIDTH + 10, CAT_HEIGHT + 10))
cat_rect = cat_image.get_rect(center=cat_rect.center)
# Update cat size and speed
cat_rect.width += 10
cat_rect.height += 10
cat_speed[0] += 1
cat_speed[1] += 1
# Check for collision with footballs
for football in falling_footballs[:]:
if paddle.colliderect(football.x, football.y, football.width, football.height):
falling_footballs.remove(football)
if meow_sound:
meow_sound.play()
# Update cat size and speed
cat_rect.width -= 10
cat_rect.height -= 10
cat_speed[0] -= 1
cat_speed[1] -= 1
# Check for collision with trollfaces
for trollface in falling_trollfaces[:]:
if paddle.colliderect(trollface.x, trollface.y, trollface.width, trollface.height):
falling_trollfaces.remove(trollface)
if rimshot_sound:
rimshot_sound.play()
# Grow a random brick
brick = random.choice(bricks)
brick.width += 10
brick.height += 5
# Check for loss of life
if cat_rect.bottom >= HEIGHT:
@ -203,7 +295,7 @@ while not game_over:
screen.blit(background_image, (0, 0))
# Draw paddle
pygame.draw.rect(screen, WHITE, paddle)
pygame.draw.rect(screen, GREEN, paddle)
# Draw bricks
for brick in bricks:
@ -217,6 +309,16 @@ while not game_over:
cupcake.update()
cupcake.draw(screen)
# Draw falling footballs
for football in falling_footballs:
football.update()
football.draw(screen)
# Draw falling trollfaces
for trollface in falling_trollfaces:
trollface.update()
trollface.draw(screen)
# Draw heart bar representing lives
for i in range(lives):
draw_heart(screen, RED, (10 + i * 30, 10)) # Adjust the heart position and color as needed
@ -225,9 +327,6 @@ while not game_over:
score_text = font.render(f"Score: {score}", True, PURPLE)
screen.blit(score_text, (10, 50))
# Spawn falling cupcakes
spawn_cupcakes()
# Update the display
pygame.display.flip()
@ -243,14 +342,13 @@ elif winning:
if win_sound:
win_sound.play()
screen.blit(winning_text, winning_rect)
# Update the display
pygame.display.flip()
# Stop background music when game is over
if bg_music:
bg_music.stop()
# Wait for a few seconds before quitting
pygame.time.delay(1500)
pygame.time.wait(5000)
# Quit Pygame
pygame.quit()
sys.exit()