PythonGame/pygame_04_03_24

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import pygame
import sys
import os
import random
# Initialize Pygame
pygame.init()
pygame.mixer.init()
# Constants
WIDTH, HEIGHT = 800, 600
PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10
PADDLE_SPEED = 10
BRICK_WIDTH, BRICK_HEIGHT = 80, 20
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)
# Check if sound files exist before loading
if os.path.exists("boing.wav"):
boing_sound = pygame.mixer.Sound("boing.wav")
if os.path.exists("wearethechampions.mp3"):
win_sound = pygame.mixer.Sound("wearethechampions.mp3")
if os.path.exists("lookatthisdude.mp3"):
death_sound = pygame.mixer.Sound("lookatthisdude.mp3")
if os.path.exists("waltzn2.mp3"):
bg_music = pygame.mixer.Sound("waltzn2.mp3")
if os.path.exists("dishesfall.mp3"):
fall_sound = pygame.mixer.Sound("dishesfall.mp3")
if os.path.exists("glassbreaking.mp3"):
block_sound = pygame.mixer.Sound("glassbreaking.mp3")
if os.path.exists("waltzn2.mp3"):
chew_sound = pygame.mixer.Sound("waltzn2.mp3")
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")
# Load sound files
sound_files = {
win_sound: pygame.mixer.Sound("wearethechampions.mp3"),
bg_music: pygame.mixer.Sound("waltzn2.mp3"),
fall_sound: pygame.mixer.Sound("dishesfall.mp3"),
boing_sound: pygame.mixer.Sound("boing.wav"),
block_sound: pygame.mixer.Sound("glassbreaking.mp3"),
death_sound: pygame.mixer.Sound("lookatthisdude.mp3"),
chew_sound: pygame.mixer.Sound("chew.wav"),
meow_sound: pygame.mixer.Sound("meow.mp3"),
rimshot_sound: pygame.mixer.Sound("rimshot.mp3")
}
for file, name in sound_files.items():
if os.path.exists(file):
globals()[name] = pygame.mixer.Sound(file)
# Create the game window
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Arkanoid")
# Load beach background image
background_image = pygame.image.load("beach.jpg").convert()
background_image = pygame.transform.scale(background_image, (WIDTH, 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
characters = {
"Purple Cat": pygame.image.load("cat.png").convert_alpha(),
"Orange Cat": pygame.image.load("orangecat.jpg").convert_alpha(),
"Cool Tomato": pygame.image.load("tomato.png").convert_alpha(),
"Confused Lemon": 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": name, "image": pygame.transform.scale(image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))}
for name, image in characters.items()]
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"]
# Function to create a button
def draw_button():
play_again_text = font.render("Play Again", True, WHITE)
play_again_rect = play_again_text.get_rect(center=(WIDTH // 2, HEIGHT // 2 + 50))
pygame.draw.rect(screen, GREEN, play_again_rect, border_radius=5)
screen.blit(play_again_text, play_again_rect)
return play_again_rect
# 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)
# Create the ball (cat)
cat_rect = cat_image.get_rect(center=(WIDTH // 2, HEIGHT // 2))
cat_speed = [5, 5] # Cat movement speed
# Create death line
line = pygame.Rect(0, HEIGHT - LINE_HEIGHT, WIDTH, LINE_HEIGHT)
# Create bricks
bricks = []
for row in range(BRICK_ROWS):
for col in range(BRICK_COLS):
brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
bricks.append(brick)
# Create a list to hold falling cupcakes
falling_cupcakes = []
# Create a list to hold falling footballs
falling_footballs = []
# Create a list to hold falling trollfaces
falling_trollfaces = []
# Scoring
score = 0
font = pygame.font.Font(None, 36)
# Lives
lives = 9 # Start with 9 lives
# Game Over flag and text
game_over = False
game_started = False
game_over_text = font.render("Game Over", True, WHITE)
game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
# Winning flag and text
winning = False
winning_text = font.render("YOU WON!", True, WHITE)
winning_rect = winning_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
# Flags for paddle movement
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
pygame.draw.polygon(surface, color, [(pos[0] + 5, pos[1] + 10), (pos[0] + 10, pos[1] + 5), (pos[0] + 15, pos[1] + 10),
(pos[0] + 20, pos[1] + 5), (pos[0] + 25, pos[1] + 10), (pos[0] + 15, pos[1] + 25),
(pos[0], pos[1] + 10)])
class FallingObject:
def __init__(self, image, width, height, speed):
self.image = image
self.width = width
self.height = height
self.x = random.randint(0, WIDTH - self.width)
self.y = 0 - self.height
self.speed = speed
def update(self):
self.y += self.speed # Adjust the falling speed as needed
def draw(self, surface):
surface.blit(self.image, (self.x, self.y))
# Main game loop
while True:
while not game_over and not winning:
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:
move_left = True
elif event.key == pygame.K_RIGHT:
move_right = True
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(FallingObject(cupcake_image, CUPCAKE_WIDTH, CUPCAKE_HEIGHT, 5))
elif spawn_type == "football":
falling_footballs.append(FallingObject(football_image, FOOTBALL_WIDTH, FOOTBALL_HEIGHT, 5))
else:
falling_trollfaces.append(FallingObject(trollface_image, TROLLFACE_WIDTH, TROLLFACE_HEIGHT, 5))
# Move the paddle based on flags
if move_left and paddle.left > 0:
paddle.x -= PADDLE_SPEED
if move_right and paddle.right < WIDTH:
paddle.x += PADDLE_SPEED
# Update cat position based on speed
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]
if boing_sound:
boing_sound.play()
if cat_rect.top <= 0 or cat_rect.colliderect(paddle):
cat_speed[1] = -cat_speed[1]
if boing_sound:
boing_sound.play()
# Check for collision with bricks
for brick in bricks[:]:
if cat_rect.colliderect(brick):
bricks.remove(brick)
if block_sound:
block_sound.play()
score += 1
# Check for collision with cupcakes
for cupcake in falling_cupcakes[:]:
if paddle.colliderect(cupcake.x, cupcake.y, cupcake.width, cupcake.height):
falling_cupcakes.remove(cupcake)
if chew_sound:
chew_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 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:
lives -= 1
if fall_sound:
fall_sound.play()
cat_rect.center = (WIDTH // 2, HEIGHT // 2) # Reset cat position to the center
if lives <= 0:
game_over = True
# Check for winning condition
if len(bricks) == 0:
winning = True
# Clear the screen
screen.fill(BLACK)
# Draw background image
screen.blit(background_image, (0, 0))
# Draw paddle
pygame.draw.rect(screen, GREEN, paddle)
# Draw bricks
for brick in bricks:
pygame.draw.rect(screen, WHITE, brick)
# Draw cat
screen.blit(cat_image, cat_rect)
# Draw falling cupcakes
for cupcake in falling_cupcakes:
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
# Draw score
score_text = font.render(f"Score: {score}", True, PURPLE)
screen.blit(score_text, (10, 50))
# Update the display
pygame.display.flip()
# Cap the frame rate
pygame.time.Clock().tick(60)
# Play appropriate sound and display text
if game_over:
if death_sound:
death_sound.play()
screen.blit(game_over_text, game_over_rect)
elif winning:
if win_sound:
win_sound.play()
screen.blit(winning_text, winning_rect)
# Draw play again button
play_again_rect = draw_button()
pygame.display.flip()
# Check for button click
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if play_again_rect.collidepoint(event.pos):
# Reset the game state
game_over = False
winning = False
score = 0
lives = 9
cat_rect.center = (WIDTH // 2, HEIGHT // 2)
bricks.clear()
for row in range(BRICK_ROWS):
for col in range(BRICK_COLS):
brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
bricks.append(brick)
falling_cupcakes.clear()
falling_footballs.clear()
falling_trollfaces.clear()