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blade.py
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#!/usr/bin/env python3
# Setting up Python
import pygame, sys, math, random
import data.scripts.entities as e
import data.scripts.core_funcs as core_funcs
import data.scripts.text as text
# Setting up pygame
mainClock = pygame.time.Clock()
from pygame.locals import *
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
pygame.display.set_caption("The Rabbit's Blade, by Machorius ©")
screen = pygame.display.set_mode((920, 680),0,32)
pygame.mixer.set_num_channels(32)
base_screen_size = [720, 480]
display = pygame.Surface((240, 160))
pygame.mouse.set_visible(False)
def load_img(img_id):
img = pygame.image.load('data/images/' + img_id + '.png').convert()
img.set_colorkey((0, 0, 0))
return img
def load_map(map_id):
map_img = pygame.image.load('data/maps/' + map_id + '.png')
map_data = []
enemy_count = 0
for y in range(map_img.get_height()):
for x in range(map_img.get_width()):
c = map_img.get_at((x, y))
if c[1] == 100:
map_data.append({'type': 'grass', 'pos': [x, y], 'h_pos': 400, 'enemy': False})
if c[1] == 255:
map_data.append({'type': 'bush', 'pos': [x, y], 'h_pos': 400, 'enemy': False})
if c[2] == 100:
map_data.append({'type': 'rock', 'pos': [x, y], 'h_pos': 400, 'enemy': False})
if c[2] == 255:
map_data.append({'type': 'box', 'pos': [x, y], 'h_pos': 400, 'enemy': False})
if c[0] == 255:
spawn = [x, y]
if c[0] == 100:
map_data[-1]['enemy'] = True
enemy_count += 1
return map_data, spawn, enemy_count
def advance(pos, angle, amt):
return [pos[0] + math.cos(angle) * amt, pos[1] + math.sin(angle) * amt]
def outlined_text(bg_font, fg_font, t, surf, pos):
bg_font.render(t, surf, [pos[0] - 1, pos[1]])
bg_font.render(t, surf, [pos[0] + 1, pos[1]])
bg_font.render(t, surf, [pos[0], pos[1] - 1])
bg_font.render(t, surf, [pos[0], pos[1] + 1])
fg_font.render(t, surf, [pos[0], pos[1]])
e.set_global_colorkey((0, 0, 0))
e.load_animations2('data/images/animations')
e.load_particle_images('data/images/particles')
grass_tile = load_img('grass')
rock_tile = load_img('rock')
bush_tile = load_img('bush')
box_tile = load_img('box')
shadow_img = load_img('shadow')
shadow_img.set_alpha(150)
sword_img_raw = load_img('sword')
sword_img_covered = load_img('sword_covered')
sword_img_ground = load_img('sword_ground')
sword_img = sword_img_raw
border_img = load_img('border')
cursor_img_raw = pygame.transform.scale(load_img('cursor'), (33, 33))
cursor_img_red = pygame.transform.scale(load_img('cursor_red'), (33, 33))
cursor_img = cursor_img_raw
enemy_imgs = [load_img('enemy_0'), load_img('enemy_1')]
projectile_img = load_img('projectile')
p_shadow_img = load_img('p_shadow')
p_shadow_img.set_alpha(100)
icon_img = load_img('icon')
pygame.display.set_icon(icon_img)
jump_s = pygame.mixer.Sound('data/sfx/jump.wav')
spike_attack_s = pygame.mixer.Sound('data/sfx/spike_attack.wav')
spike_attack_hit_s = pygame.mixer.Sound('data/sfx/spike_attack_hit.wav')
destroy_enemy_s = pygame.mixer.Sound('data/sfx/destroy_enemy.wav')
hit_projectile_s = pygame.mixer.Sound('data/sfx/hit_projectile.wav')
hit_s = pygame.mixer.Sound('data/sfx/hit.wav')
land_s = pygame.mixer.Sound('data/sfx/land.wav')
spin_s = pygame.mixer.Sound('data/sfx/spin.wav')
hit_projectile_s.set_volume(0.2)
hit_s.set_volume(0.8)
land_s.set_volume(0.4)
spin_s.set_volume(0.3)
jump_s.set_volume(0.4)
spike_attack_s.set_volume(0.25)
pygame.mixer.music.load('data/music.ogg')
pygame.mixer.music.play(-1)
pygame.mixer.music.set_volume(0.5)
main_font = text.Font('data/fonts/small_font.png', (168, 217, 227))
bg_font = text.Font('data/fonts/small_font.png', (28, 17, 24))
spin_animation = [load_img('spin/spin_' + str(i)) for i in range(23)]
falls = 0
level = 1
game_map, spawn, enemy_count = load_map('map_' + str(level - 1))
enemies_left = enemy_count
true_game_scroll = [spawn[0] * 9 - spawn[1] * 9 - display.get_width() // 2, spawn[0] * 9 + spawn[1] * 9 - display.get_height() // 2]
game_scroll = [int(true_game_scroll[0]), int(true_game_scroll[1])]
player = e.entity(spawn[0] * 100, spawn[1] * 100, 20, 20, 'player')
player.offset[1] = -21
player.offset[0] = 1
recent_collision = 0
entities = [player]
down = False
right = False
spawn_frame = 1
allow_movement = 2
player_grounded = True
last_sword_angle = 0
attack_cooldown = 0
spin_attack = 0
dash_attack = 0
spike_attack = 0
jump_cooldown = 0
screen_shake = 0
display_offset = [0, 0]
projectiles = []
enemy_timer = 0
enemy_shots = 0
background_offset = 0
bar_offset = 0
sparks = []
particles = []
thanks_for_playing_pos = display.get_width() + 100
instructions_pos = display.get_width() + 300
instructions_timer = 60 * 8
# Loop ------------------------------------------------------- #
while True:
# Background --------------------------------------------- #
screen.fill((5, 18, 24))
display.fill((13, 32, 43))
instructions_timer = max(instructions_timer - 1, 0)
if instructions_timer:
instructions_pos += (display.get_width() // 2 - instructions_pos) / 10
else:
instructions_pos += (display.get_width() + 300 - instructions_pos) / 10
background_offset = (background_offset + 0.25) % 30
for i in range(9):
pygame.draw.line(display, (5, 18, 24), (-10, int(i * 30 + background_offset - 20)), (display.get_width() + 10, int(i * 30 - 110 + background_offset)), 15)
if (enemies_left == 0) and (level < 7):
player.h_vel = max(-12, player.h_vel - 0.11)
if random.randint(1, 3) == 1:
particles.append(e.particle(player_render_x + 8, player_render_y + player.h_pos, 'p', [-0.5, 0], 0.2, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 11, player_render_y + player.h_pos, 'p', [0.5, 0], 0.2, 1.7, (168, 217, 227)))
if player.h_pos < -800:
player.h_pos = 1001
falls -= 1
level += 1
if player.h_pos > 1000:
new_level = False
if enemies_left == 0:
new_level = True
player.h_pos = -250
game_map, spawn, enemy_count = load_map('map_' + str(level - 1))
player.set_pos((spawn[0] * 100, spawn[1] * 100))
player_render_x = (player.x - player.y) / 100 * 9
player_render_y = (player.x + player.y) / 100 * 9
true_game_scroll[1] = -display.get_height() + player_render_y + player.h_pos - 50
if new_level:
true_game_scroll[1] += 250
true_game_scroll[0] = -display.get_width() // 2 + player_render_x
allow_movement = 3
spawn_frame = 1
enemies_left = enemy_count
projectiles = []
sparks = []
particles = []
falls += 1
if level == 1:
instructions_timer = 60 * 5
for entity in entities:
entity.rendered = False
mx, my = pygame.mouse.get_pos()
true_mx = mx
true_my = my
mx -= (screen.get_width() - base_screen_size[0]) // 2
my -= (screen.get_height() - base_screen_size[1]) // 2
mx /= base_screen_size[0] / display.get_width()
my /= base_screen_size[1] / display.get_height()
game_mx = ((mx + game_scroll[0]) + (my + game_scroll[1])) / 18 * 100
game_my = ((-mx - game_scroll[0]) + (my + game_scroll[1])) / 18 * 100
player_offset_x = game_mx - 30 - player.x
player_offset_y = game_my + 60 - player.y
mouse_angle = math.atan2(player_offset_y, player_offset_x)
player_speed = min(1, max(0, math.sqrt(player_offset_x ** 2 + player_offset_y ** 2) - 100) / 150)
player_speed = player_speed ** 2
player_speed *= 10
player_render_x = (player.x - player.y) / 100 * 9
player_render_y = (player.x + player.y) / 100 * 9
true_game_scroll[0] -= (true_game_scroll[0] + display.get_width() // 2 - player_render_x) / 50
true_game_scroll[1] -= (true_game_scroll[1] + display.get_height() // 2 - (player_render_y + player.h_pos)) / 50
if allow_movement != 2:
true_game_scroll[1] -= (true_game_scroll[1] + display.get_height() // 2 - (player_render_y + player.h_pos)) / 40
if allow_movement == 3:
true_game_scroll[1] -= (true_game_scroll[1] + display.get_height() // 2 - (player_render_y + player.h_pos)) / 20
display_offset[0] = int(display_offset[0] / 1.2)
display_offset[1] = int(display_offset[1] / 1.2)
if screen_shake:
screen_shake -= 1
display_offset[0] += random.randint(0, 4) - 2
display_offset[1] += random.randint(0, 4) - 2
game_scroll = [int(true_game_scroll[0] + display_offset[0]), int(true_game_scroll[1] + display_offset[1])]
# Render ------------------------------------------------- #
tile_rects = []
floor_rects = []
enemies = []
for i, tile in enumerate(game_map):
for entity in entities:
if not entity.rendered:
if ((entity.x + 5) // 100 < tile['pos'][0]) and ((entity.y + 25) // 100 < tile['pos'][1] + 1):
if entity.type == 'player':
if player_grounded:
display.blit(shadow_img, (player_render_x - game_scroll[0] + 4, player_render_y - game_scroll[1] - 3))
entity.display(display, game_scroll)
if (entity.type == 'player') and (allow_movement < 2):
if player.flip:
e.blit_center(display, pygame.transform.rotate(pygame.transform.flip(sword_img, False, True), last_sword_angle), (player_render_x - game_scroll[0] + 7, player_render_y + player.h_pos - game_scroll[1] - 5))
else:
e.blit_center(display, pygame.transform.rotate(sword_img, last_sword_angle), (player_render_x - game_scroll[0] + 7, player_render_y + player.h_pos - game_scroll[1] - 5))
entity.rendered = True
render_x = tile['pos'][0] * 9 - tile['pos'][1] * 9 - game_scroll[0]
render_y = tile['pos'][0] * 9 + tile['pos'][1] * 9 - game_scroll[1]
if (tile['h_pos'] == 400):
if abs((player.x + 5) // 100 - tile['pos'][0]) + abs((player.y + 5) // 100 - tile['pos'][1]) < 8:
tile['h_pos'] = 399
if spawn_frame:
tile['h_pos'] = 0
if tile['enemy']:
if abs((player.x + 5) // 100 - tile['pos'][0]) + abs((player.y + 5) // 100 - tile['pos'][1]) < 14:
tile['h_pos'] = 399
else:
tile['h_pos'] -= tile['h_pos'] / 5
floor_rects.append(pygame.Rect(tile['pos'][0] * 100 + 10, tile['pos'][1] * 100 - 10, 100, 100))
if tile['type'] in ['bush', 'grass']:
display.blit(grass_tile, (render_x, render_y + tile['h_pos']))
if tile['type'] == 'bush':
display.blit(bush_tile, (render_x, render_y - 9 + tile['h_pos']))
tile_rects.append(pygame.Rect(tile['pos'][0] * 100 + 10, tile['pos'][1] * 100 - 10, 100, 100))
if tile['type'] in ['box', 'rock']:
display.blit(rock_tile, (render_x, render_y + tile['h_pos']))
if tile['type'] == 'box':
display.blit(box_tile, (render_x, render_y - 9 + tile['h_pos']))
tile_rects.append(pygame.Rect(tile['pos'][0] * 100 + 10, tile['pos'][1] * 100 - 10, 100, 100))
if tile['enemy']:
display.blit(enemy_imgs[enemy_timer // 30], (render_x, render_y - 7 + tile['h_pos']))
if tile['h_pos'] < 1:
enemies.append(pygame.Rect(tile['pos'][0] * 100 + 10, tile['pos'][1] * 100 - 10, 100, 100))
tile_rects.append(pygame.Rect(tile['pos'][0] * 100 + 10, tile['pos'][1] * 100 - 10, 100, 100))
for entity in entities:
if not entity.rendered:
entity.display(display, game_scroll)
entity.rendered = True
if allow_movement >= 2:
if spin_attack:
player_speed = 0
e.blit_center(display, spin_animation[22 - spin_attack], (player_render_x - game_scroll[0] + 7, player_render_y + player.h_pos - game_scroll[1] - 5))
if player.flip:
e.blit_center(display, pygame.transform.rotate(pygame.transform.flip(sword_img, False, True), last_sword_angle), (player_render_x - game_scroll[0] + 7, player_render_y + player.h_pos - game_scroll[1] - 5))
else:
e.blit_center(display, pygame.transform.rotate(sword_img, last_sword_angle), (player_render_x - game_scroll[0] + 7, player_render_y + player.h_pos - game_scroll[1] - 5))
# Enemies ------------------------------------------------ #
enemy_timer += 1
if enemy_timer > 40:
enemy_timer = 0
if enemy_timer == 30:
enemy_shots += 1
for enemy in enemies:
for i in range(8):
angle = math.radians(i * 45 + enemy_shots * 5)
vel = [math.cos(angle) * 5 - abs(math.cos(angle) + math.sin(angle)), math.sin(angle) * 5 - abs(math.cos(angle) + math.sin(angle))]
projectiles.append([[enemy.center[0] + vel[0] * 10, enemy.top + vel[1] * 10], vel, 0])
for enemy in enemies:
dis = math.sqrt((enemy.center[0] - player.x) ** 2 + (enemy.center[1] - player.y) ** 2)
remove = False
if spike_attack and (player.h_pos > -8):
if dis < 20 / 9 * 100:
remove = True
if spin_attack:
if dis < 15 / 9 * 100:
remove = True
if remove:
for tile in game_map:
if tile['pos'] == [int((enemy.x - 10) / 100), int((enemy.y + 10) / 100)]:
destroy_enemy_s.play()
enemy_colors = [(219, 51, 101), (48, 116, 102), (94, 32, 75), (37, 74, 92)]
for i in range(50):
particles.append(e.particle((enemy.x - enemy.y) / 100 * 9 + 3 + random.randint(0, 6), (enemy.x + enemy.y) / 100 * 9 + random.randint(0, 6) - 3, 'p', [random.randint(0, 8) / 4 - 1, random.randint(0, 12) / 6 - 2], 0.05, random.randint(12, 30) / 10, random.choice(enemy_colors)))
particles[-1].motion[1] += abs(particles[-1].motion[0]) * 0.5
for i in range(20):
sparks.append([[(enemy.x - enemy.y) / 100 * 9 + 3 + random.randint(0, 6), (enemy.x + enemy.y) / 100 * 9 + random.randint(0, 6) - 3], math.radians(random.randint(0, 359)), random.randint(4, 11), random.choice([(94, 32, 75), (219, 51, 101)])])
tile['enemy'] = False
enemies_left -= 1
# Player ------------------------------------------------- #
attack_cooldown = max(0, attack_cooldown - 1)
spin_attack = max(0, spin_attack - 1)
dash_attack = max(0, dash_attack - 1)
jump_cooldown = max(0, jump_cooldown - 1)
if spike_attack == 2:
player_speed *= 0.5
player.velocity[0] = core_funcs.normalize(player.velocity[0], 0.7)
player.velocity[1] = core_funcs.normalize(player.velocity[1], 0.7)
if jump_cooldown and (player.h_pos == 0):
player_speed = 0
if (player_speed == 0) or (player.h_pos != 0):
player.set_action('idle')
player.change_frame(1)
else:
player.set_action('move')
player.change_frame(int(player_speed / 2) + 3)
if (last_sword_angle >= 0) and (last_sword_angle <= 180):
sword_img = sword_img_covered
else:
sword_img = sword_img_raw
if jump_cooldown and (player.h_pos == 0):
sword_img = sword_img_ground
if (last_sword_angle >= -90) and (last_sword_angle <= 90):
player.flip = False
else:
player.flip = True
if allow_movement and allow_movement != 3:
player_collisions = player.move([math.cos(mouse_angle) * player_speed + player.velocity[0], math.sin(mouse_angle) * player_speed + player.velocity[1]], tile_rects, [], [])
if (spike_attack == 1) or (jump_cooldown):
last_sword_angle = -90
elif not spin_attack:
last_sword_angle = -math.degrees(mouse_angle) - 45
else:
last_sword_angle = (spin_attack * 45 + 225) % 360 - 180
if random.randint(1, 3) == 1:
offset = math.radians(random.randint(0, 30))
sparks.append([advance([player_render_x + 7, player_render_y - 5 + player.h_pos], math.radians(last_sword_angle) + offset, 20), math.radians(last_sword_angle) - offset, random.randint(3, 4), (219, 51, 101)])
player_grounded = False
for r in floor_rects:
if player.obj.rect.colliderect(r):
player_grounded = True
break
if allow_movement == 0:
player_grounded = False
player.h_vel = min(6, player.h_vel + 0.1)
if spike_attack == 1:
sparks.append([[player_render_x + 6, player_render_y + 30 + player.h_pos], math.radians(random.randint(260, 280)), random.randint(5, 8), (219, 51, 101)])
if random.randint(1, 2) == 1:
particles.append(e.particle(player_render_x + 9, player_render_y - 2 + player.h_pos, 'p', [-0.5 + random.randint(0, 10) / 30, -2], 0.05, random.randint(30, 35) / 10, (168, 217, 227)))
particles.append(e.particle(player_render_x + 11, player_render_y - 2 + player.h_pos, 'p', [0.5 - random.randint(0, 10) / 30, -2], 0.05, random.randint(30, 35) / 10, (168, 217, 227)))
if (spike_attack == 2) and (player.h_vel > 0):
spike_attack = 1
player.h_vel = 7
spike_attack_s.play()
for i in range(20):
sparks.append([[player_render_x + 6, player_render_y + 50 + player.h_pos], math.radians(random.randint(260, 280)), random.randint(8, 12), (219, 51, 101)])
if not player_grounded:
player.h_pos += player.h_vel
if player.h_pos > 0:
if allow_movement == 2:
allow_movement = 1
else:
player.h_pos += player.h_vel
if player.h_pos > 0:
if player.h_vel > 2:
land_s.play()
particles.append(e.particle(player_render_x + 9, player_render_y - 2 + player.h_pos, 'p', [-0.7, 0], 0.4, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 10, player_render_y + player.h_pos, 'p', [-0.25, 0], 0.25, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 10, player_render_y + player.h_pos, 'p', [0.25, 0], 0.25, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 11, player_render_y - 2 + player.h_pos, 'p', [0.7, 0], 0.4, 1.7, (168, 217, 227)))
if spike_attack == 1:
spike_attack_hit_s.play()
spike_attack = 0
screen_shake = 25
player.velocity = [0, 0]
for i in range(10):
sparks.append([[player_render_x + 7, player_render_y + 14], math.radians(random.randint(180, 360)), random.randint(6, 10)])
for i in range(12):
particles.append(e.particle(player_render_x + 9, player_render_y + 3 + player.h_pos, 'p', [random.randint(0, 20) / 20 - 0.5, random.randint(0, 20) / 20 - 1], 0.15, random.randint(15, 25) / 10, (168, 217, 227)))
if allow_movement == 1:
allow_movement = 0
else:
if allow_movement == 3:
allow_movement = 2
player.h_pos = 0
player.h_vel = 0
# Particles ---------------------------------------------- #
for i, particle in sorted(enumerate(particles), reverse=True):
alive = particle.update(1)
particle.motion[1] += 0.05
if not alive:
particles.pop(i)
else:
particle.draw(display, game_scroll)
# Sparks ------------------------------------------------- #
for i, spark in sorted(enumerate(sparks), reverse=True):
spark[1] = spark[1] % (math.pi * 2)
# pos, angle, speed
spark[0] = advance(spark[0], spark[1], spark[2])
spark_points = [
advance(spark[0], spark[1], spark[2] * 3),
advance(spark[0], spark[1] + math.radians(90), spark[2] * 0.25),
advance(spark[0], spark[1], spark[2] * -1.2),
advance(spark[0], spark[1] + math.radians(-90), spark[2] * 0.25),
]
if len(spark) != 5:
if (math.degrees(spark[1]) > 90) and (math.degrees(spark[1]) < 270):
spark[1] -= math.radians(3)
else:
spark[1] += math.radians(3)
spark_points = [[p[0] - game_scroll[0], p[1] - game_scroll[1]] for p in spark_points]
if len(spark) == 3:
pygame.draw.polygon(display, (168, 217, 227), spark_points)
else:
pygame.draw.polygon(display, spark[3], spark_points)
spark[2] -= 0.3
if spark[2] < 0:
sparks.pop(i)
# Projectiles -------------------------------------------- #
for projectile in projectiles:
projectile[0][0] += projectile[1][0]
projectile[0][1] += projectile[1][1]
render_x = (projectile[0][0] - projectile[0][1]) / 100 * 9
render_y = (projectile[0][0] + projectile[0][1]) / 100 * 9
try:
if display.get_at((int(render_x - game_scroll[0]), int(render_y + 8 - game_scroll[1])))[0] != 13:
display.blit(p_shadow_img, (render_x - game_scroll[0], render_y + 8 - game_scroll[1]))
except IndexError:
pass
for i, projectile in sorted(enumerate(projectiles), reverse=True):
render_x = (projectile[0][0] - projectile[0][1]) / 100 * 9
render_y = (projectile[0][0] + projectile[0][1]) / 100 * 9
dis = math.sqrt((render_x - player_render_x - 7) ** 2 + (render_y - player_render_y + 7) ** 2)
if spin_attack or (spike_attack and (player.h_pos > -8)):
if dis < 35:
if not projectile[2]:
hit_projectile_s.play()
angle = math.atan2(player_render_y - 7 - render_y, player_render_x + 7 - render_x)
angle += math.pi
projectile[1] = [math.cos(angle) * 20, math.sin(angle) * 20]
projectile[2] = 1
screen_shake = max(screen_shake, 1)
for i in range(4):
sparks.append([[render_x, render_y], angle, random.randint(3, 5)])
elif (player.h_pos > -4) and dis < 30:
head_dis = math.sqrt((render_x - player_render_x - 7) ** 2 + (render_y - player_render_y + 12) ** 2)
if dis < 12:
angle = math.atan2(player_render_y - 7 - render_y, player_render_x + 7 - render_x)
if not projectile[2]:
for i in range(4):
sparks.append([[render_x, render_y], math.radians(random.randint(0, 359)), random.randint(3, 4)])
force_reduction = 20 / (abs(player.velocity[0]) + abs(player.velocity[1]) + 20)
hit_s.play()
player.velocity[0] += math.cos(angle) * 12 * force_reduction
player.velocity[1] += math.sin(angle) * 12 * force_reduction
screen_shake = 3
angle += math.pi
projectile[1] = [math.cos(angle) * 20, math.sin(angle) * 20]
projectile[2] = 1
if dis > 300:
projectiles.pop(i)
display.blit(projectile_img, (render_x - game_scroll[0], render_y - game_scroll[1]))
# GUI ---------------------------------------------------- #
if player_speed >= 8:
bar_offset += (15 - bar_offset) / 20
cursor_img = cursor_img_red
else:
bar_offset += (-bar_offset) / 50
cursor_img = cursor_img_raw
pygame.draw.rect(display, (5, 18, 24), pygame.Rect(0, display.get_height() - bar_offset, display.get_width(), 15))
pygame.draw.rect(display, (5, 18, 24), pygame.Rect(0, -15 + bar_offset, display.get_width(), 15))
outlined_text(bg_font, main_font, 'Level - ' + str(level), display, (8, 5))
outlined_text(bg_font, main_font, str(enemy_count - enemies_left) + '/' + str(enemy_count), display, (8, 15))
outlined_text(bg_font, main_font, 'Left Click: Attack', display, (instructions_pos - main_font.width('Left Click: Attack') // 2, 110))
outlined_text(bg_font, main_font, 'Right Click: Jump', display, (instructions_pos - main_font.width('Right Click: Jump') // 2, 120))
outlined_text(bg_font, main_font, 'Destroy:', display, (instructions_pos - main_font.width('Destroy:') // 2, 15))
e.blit_center(display, enemy_imgs[enemy_timer // 30], (instructions_pos, 35))
if level == 7:
if allow_movement == 2:
thanks_for_playing_pos += ((display.get_width() // 2 - main_font.width('Thanks for playing!') // 2) - thanks_for_playing_pos) / 10
bg_font.render('Thanks for playing!', display, (thanks_for_playing_pos - 1, display.get_height() // 3))
bg_font.render('Thanks for playing!', display, (thanks_for_playing_pos + 1, display.get_height() // 3))
bg_font.render('Thanks for playing!', display, (thanks_for_playing_pos, display.get_height() // 3 - 1))
bg_font.render('Thanks for playing!', display, (thanks_for_playing_pos, display.get_height() // 3 + 1))
main_font.render('Thanks for playing!', display, (thanks_for_playing_pos, display.get_height() // 3))
# Buttons ------------------------------------------------ #
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 3:
if (player.h_pos < 3) and (player.h_pos >= 0) and (jump_cooldown == 0):
player.h_vel = -2.5
jump_s.play()
allow_movement = 2
particles.append(e.particle(player_render_x + 8, player_render_y - 2, 'p', [-0.5, 0], 0.2, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 10, player_render_y - 2, 'p', [0.5, 0], 0.2, 1.7, (168, 217, 227)))
if event.button == 1:
if attack_cooldown == 0:
if player.h_pos == 0:
spin_s.play()
if player_speed < 8:
attack_cooldown = 22
spin_attack = 22
else:
player.velocity[0] += math.cos(mouse_angle) * 30
player.velocity[1] += math.sin(mouse_angle) * 30
dash_attack = 20
spin_attack = 22
attack_cooldown = 45
for i in range(7):
sparks.append([[player_render_x + 7, player_render_y - 5 + player.h_pos], math.radians(math.degrees(mouse_angle) + 225 + random.randint(0, 60) - 30), random.randint(3, 9), (219, 51, 101), 1])
elif player.h_pos < 0:
attack_cooldown = 120
player.h_vel = -4
jump_s.play()
spike_attack = 2
jump_cooldown = 120
particles.append(e.particle(player_render_x + 8, player_render_y - 2 + player.h_pos, 'p', [-0.5, 0], 0.2, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 9, player_render_y - 2 + player.h_pos, 'p', [-0.25, 0], 0.2, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 9, player_render_y - 2 + player.h_pos, 'p', [0.25, 0], 0.2, 1.7, (168, 217, 227)))
particles.append(e.particle(player_render_x + 10, player_render_y - 2 + player.h_pos, 'p', [0.5, 0], 0.2, 1.7, (168, 217, 227)))
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
if event.key == K_e:
player.move([1, 0], [], [], [])
if event.key == K_q:
player.move([0, 1], [], [], [])
if event.key == K_s:
down = True
if event.key == K_d:
right = True
if event.type == KEYUP:
if event.key == K_s:
down = False
if event.key == K_d:
right = False
# Update ------------------------------------------------- #
spawn_frame = 0
screen.blit(pygame.transform.scale(display, base_screen_size), ((screen.get_width() - base_screen_size[0]) // 2, (screen.get_height() - base_screen_size[1]) // 2))
screen.blit(pygame.transform.scale(border_img, base_screen_size), ((screen.get_width() - base_screen_size[0]) // 2, (screen.get_height() - base_screen_size[1]) // 2 + bar_offset * 3))
screen.blit(pygame.transform.scale(border_img, base_screen_size), ((screen.get_width() - base_screen_size[0]) // 2, (screen.get_height() - base_screen_size[1]) // 2 - bar_offset * 3))
screen.blit(cursor_img, (true_mx // 3 * 3 + 1, true_my // 3 * 3 + 1))
pygame.display.update()
mainClock.tick(60)