410 lines
14 KiB
Plaintext
410 lines
14 KiB
Plaintext
import pygame
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import sys
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import os
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import random
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# Initialize Pygame
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pygame.init()
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pygame.mixer.init()
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# Constants
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WIDTH, HEIGHT = 800, 600
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PADDLE_WIDTH, PADDLE_HEIGHT = 100, 10
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PADDLE_SPEED = 10
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BRICK_WIDTH, BRICK_HEIGHT = 80, 20
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BRICK_ROWS = 4
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BRICK_COLS = 10
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LINE_HEIGHT = 5
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CUPCAKE_WIDTH, CUPCAKE_HEIGHT = 30, 30
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FOOTBALL_WIDTH, FOOTBALL_HEIGHT = 40, 40
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TROLLFACE_WIDTH, TROLLFACE_HEIGHT = 50, 50
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# Colors
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WHITE = (255, 255, 255)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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PURPLE = (128, 0, 128)
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GREEN = (0, 255, 0)
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# Check if sound files exist before loading
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if os.path.exists("boing.wav"):
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boing_sound = pygame.mixer.Sound("boing.wav")
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if os.path.exists("wearethechampions.mp3"):
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win_sound = pygame.mixer.Sound("wearethechampions.mp3")
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if os.path.exists("lookatthisdude.mp3"):
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death_sound = pygame.mixer.Sound("lookatthisdude.mp3")
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if os.path.exists("waltzn2.mp3"):
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bg_music = pygame.mixer.Sound("waltzn2.mp3")
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if os.path.exists("dishesfall.mp3"):
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fall_sound = pygame.mixer.Sound("dishesfall.mp3")
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if os.path.exists("glassbreaking.mp3"):
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block_sound = pygame.mixer.Sound("glassbreaking.mp3")
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if os.path.exists("waltzn2.mp3"):
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chew_sound = pygame.mixer.Sound("waltzn2.mp3")
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if os.path.exists("meow.mp3"):
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meow_sound = pygame.mixer.Sound("meow.mp3")
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if os.path.exists("rimshot.mp3"):
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rimshot_sound = pygame.mixer.Sound("rimshot.mp3")
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# Load sound files
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sound_files = {
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win_sound: pygame.mixer.Sound("wearethechampions.mp3"),
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bg_music: pygame.mixer.Sound("waltzn2.mp3"),
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fall_sound: pygame.mixer.Sound("dishesfall.mp3"),
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boing_sound: pygame.mixer.Sound("boing.wav"),
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block_sound: pygame.mixer.Sound("glassbreaking.mp3"),
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death_sound: pygame.mixer.Sound("lookatthisdude.mp3"),
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chew_sound: pygame.mixer.Sound("chew.wav"),
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meow_sound: pygame.mixer.Sound("meow.mp3"),
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rimshot_sound: pygame.mixer.Sound("rimshot.mp3")
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}
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for file, name in sound_files.items():
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if os.path.exists(file):
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globals()[name] = pygame.mixer.Sound(file)
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# Create the game window
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("Arkanoid")
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# Load beach background image
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background_image = pygame.image.load("beach.jpg").convert()
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background_image = pygame.transform.scale(background_image, (WIDTH, HEIGHT))
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# Load cupcake image
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cupcake_original_image = pygame.image.load("cupcake.png").convert_alpha()
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cupcake_image = pygame.transform.scale(cupcake_original_image, (CUPCAKE_WIDTH, CUPCAKE_HEIGHT))
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# Load football image
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football_original_image = pygame.image.load("football.png").convert_alpha()
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football_image = pygame.transform.scale(football_original_image, (FOOTBALL_WIDTH, FOOTBALL_HEIGHT))
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# Load trollface image
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trollface_original_image = pygame.image.load("trollface.png").convert_alpha()
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trollface_image = pygame.transform.scale(trollface_original_image, (TROLLFACE_WIDTH, TROLLFACE_HEIGHT))
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# Load character images
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characters = {
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"Purple Cat": pygame.image.load("cat.png").convert_alpha(),
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"Orange Cat": pygame.image.load("orangecat.jpg").convert_alpha(),
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"Cool Tomato": pygame.image.load("tomato.png").convert_alpha(),
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"Confused Lemon": pygame.image.load("lemon.jpg").convert_alpha()
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}
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# Constants for character selection
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CHARACTER_WIDTH, CHARACTER_HEIGHT = 100, 100
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CHARACTER_SPACING = 50
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CHARACTER_Y = HEIGHT // 2 - CHARACTER_HEIGHT // 2
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CHARACTER_OPTIONS = [{"name": name, "image": pygame.transform.scale(image, (CHARACTER_WIDTH, CHARACTER_HEIGHT))}
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for name, image in characters.items()]
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SELECT_CHAR_FONT = pygame.font.Font(None, 36)
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SELECT_CHAR_TEXT = SELECT_CHAR_FONT.render("Select your character:", True, WHITE)
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SELECT_CHAR_TEXT_POS = SELECT_CHAR_TEXT.get_rect(center=(WIDTH // 2, HEIGHT // 4))
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# Variables for character selection
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selected_character_index = 0
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selected_character_rect = pygame.Rect(0, 0, CHARACTER_WIDTH + 10, CHARACTER_HEIGHT + 10)
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selected_character_rect.center = (WIDTH // 2, CHARACTER_Y + CHARACTER_HEIGHT // 2)
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# Function to draw character options
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def draw_character_options():
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character_x = (WIDTH - (CHARACTER_WIDTH + CHARACTER_SPACING) * len(CHARACTER_OPTIONS)) // 2
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for i, option in enumerate(CHARACTER_OPTIONS):
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character_rect = pygame.Rect(character_x, CHARACTER_Y, CHARACTER_WIDTH, CHARACTER_HEIGHT)
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pygame.draw.rect(screen, WHITE, character_rect, 2)
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if i == selected_character_index:
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pygame.draw.rect(screen, RED, character_rect, 2)
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screen.blit(option["image"], (character_x + 5, CHARACTER_Y + 5))
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character_x += CHARACTER_WIDTH + CHARACTER_SPACING
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# Function to handle character selection
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def handle_character_selection():
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global selected_character_index
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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selected_character_index = (selected_character_index - 1) % len(CHARACTER_OPTIONS)
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elif event.key == pygame.K_RIGHT:
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selected_character_index = (selected_character_index + 1) % len(CHARACTER_OPTIONS)
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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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# 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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while True:
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screen.fill(BLACK)
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screen.blit(SELECT_CHAR_TEXT, SELECT_CHAR_TEXT_POS)
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draw_character_options()
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pygame.display.flip()
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selected_character_image = handle_character_selection()
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if selected_character_image:
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break
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# Set the selected character image
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cat_image = selected_character_image
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CAT_WIDTH, CAT_HEIGHT = cat_image.get_size()
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# Create the paddle
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paddle = pygame.Rect((WIDTH - PADDLE_WIDTH) // 2, HEIGHT - PADDLE_HEIGHT - 20, PADDLE_WIDTH, PADDLE_HEIGHT)
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# Create the ball (cat)
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cat_rect = cat_image.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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cat_speed = [5, 5] # Cat movement speed
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# Create death line
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line = pygame.Rect(0, HEIGHT - LINE_HEIGHT, WIDTH, LINE_HEIGHT)
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# Create bricks
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bricks = []
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for row in range(BRICK_ROWS):
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for col in range(BRICK_COLS):
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brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
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bricks.append(brick)
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# Create a list to hold falling cupcakes
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falling_cupcakes = []
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# Create a list to hold falling footballs
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falling_footballs = []
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# Create a list to hold falling trollfaces
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falling_trollfaces = []
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# Scoring
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score = 0
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font = pygame.font.Font(None, 36)
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# Lives
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lives = 9 # Start with 9 lives
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# Game Over flag and text
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game_over = False
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game_started = False
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game_over_text = font.render("Game Over", True, WHITE)
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game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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# Winning flag and text
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winning = False
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winning_text = font.render("YOU WON!", True, WHITE)
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winning_rect = winning_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
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# Flags for paddle movement
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move_left = False
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move_right = False
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# Event to spawn falling objects
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SPAWN_OBJECTS = pygame.USEREVENT + 1
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pygame.time.set_timer(SPAWN_OBJECTS, 5000) # Spawn objects every 5 seconds
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# Function to draw heart
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def draw_heart(surface, color, pos):
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# Draw filled heart
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pygame.draw.polygon(surface, color, [(pos[0] + 5, pos[1] + 10), (pos[0] + 10, pos[1] + 5), (pos[0] + 15, pos[1] + 10),
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(pos[0] + 20, pos[1] + 5), (pos[0] + 25, pos[1] + 10), (pos[0] + 15, pos[1] + 25),
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(pos[0], pos[1] + 10)])
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class FallingObject:
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def __init__(self, image, width, height, speed):
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self.image = image
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self.width = width
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self.height = height
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self.x = random.randint(0, WIDTH - self.width)
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self.y = 0 - self.height
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self.speed = speed
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def update(self):
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self.y += self.speed # Adjust the falling speed as needed
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def draw(self, surface):
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surface.blit(self.image, (self.x, self.y))
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# Main game loop
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while True:
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while not game_over and not winning:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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move_left = True
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elif event.key == pygame.K_RIGHT:
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move_right = True
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT:
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move_left = False
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elif event.key == pygame.K_RIGHT:
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move_right = False
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elif event.type == SPAWN_OBJECTS:
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# Randomly spawn an object (cupcake, football, or trollface)
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spawn_type = random.choice(["cupcake", "football", "trollface"])
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if spawn_type == "cupcake":
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falling_cupcakes.append(FallingObject(cupcake_image, CUPCAKE_WIDTH, CUPCAKE_HEIGHT, 5))
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elif spawn_type == "football":
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falling_footballs.append(FallingObject(football_image, FOOTBALL_WIDTH, FOOTBALL_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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if move_left and paddle.left > 0:
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paddle.x -= PADDLE_SPEED
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if move_right and paddle.right < WIDTH:
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paddle.x += PADDLE_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.y += cat_speed[1]
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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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cat_speed[0] = -cat_speed[0]
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if boing_sound:
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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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cat_speed[1] = -cat_speed[1]
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if boing_sound:
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boing_sound.play()
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# Check for collision with bricks
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for brick in bricks[:]:
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if cat_rect.colliderect(brick):
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bricks.remove(brick)
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if block_sound:
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block_sound.play()
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score += 1
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# Check for collision with 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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falling_cupcakes.remove(cupcake)
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if chew_sound:
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chew_sound.play()
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# Update cat size and speed
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cat_rect.width += 10
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cat_rect.height += 10
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cat_speed[0] += 1
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cat_speed[1] += 1
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# Check for collision with 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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falling_footballs.remove(football)
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if meow_sound:
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meow_sound.play()
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# Update cat size and speed
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cat_rect.width -= 10
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cat_rect.height -= 10
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cat_speed[0] -= 1
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cat_speed[1] -= 1
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# Check for collision with 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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falling_trollfaces.remove(trollface)
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if rimshot_sound:
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rimshot_sound.play()
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# Grow a random brick
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brick = random.choice(bricks)
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brick.width += 10
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brick.height += 5
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# Check for loss of life
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if cat_rect.bottom >= HEIGHT:
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lives -= 1
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if fall_sound:
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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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if lives <= 0:
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game_over = True
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# Check for winning condition
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if len(bricks) == 0:
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winning = True
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# Clear the screen
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screen.fill(BLACK)
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# Draw background image
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screen.blit(background_image, (0, 0))
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# Draw paddle
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pygame.draw.rect(screen, GREEN, paddle)
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# Draw bricks
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for brick in bricks:
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pygame.draw.rect(screen, WHITE, brick)
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# Draw cat
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screen.blit(cat_image, cat_rect)
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# Draw falling cupcakes
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for cupcake in falling_cupcakes:
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cupcake.update()
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cupcake.draw(screen)
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# Draw falling footballs
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for football in falling_footballs:
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football.update()
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football.draw(screen)
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# Draw falling trollfaces
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for trollface in falling_trollfaces:
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trollface.update()
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trollface.draw(screen)
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# Draw heart bar representing 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 score
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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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# 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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# Check for button click
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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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if play_again_rect.collidepoint(event.pos):
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# Reset the game state
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game_over = False
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winning = False
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score = 0
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lives = 9
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cat_rect.center = (WIDTH // 2, HEIGHT // 2)
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bricks.clear()
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for row in range(BRICK_ROWS):
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for col in range(BRICK_COLS):
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brick = pygame.Rect(col * (BRICK_WIDTH + 5), row * (BRICK_HEIGHT + 5), BRICK_WIDTH, BRICK_HEIGHT)
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bricks.append(brick)
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falling_cupcakes.clear()
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falling_footballs.clear()
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falling_trollfaces.clear() |