-
-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathmain.py
476 lines (363 loc) · 13.4 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
import pygame
import random
from itertools import repeat
pygame.init()
pygame.font.get_init()
# Constants
IS_DEBUG = False
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
WINDOW_SIZE = (1280, 720)
WINDOW_TITLE = "Baller Knight"
FRAME_RATE = 60
BOUNDS_X = (66, 1214)
BOUNDS_Y = (50, 620)
DOWN, HORIZONTAL, UP = 0, 1, 2
PLAYER_SIZE = ENEMY_SIZE = PARTICLES_SIZE = (72, 72)
BULLET_SIZE = (16, 16)
CURSOR_MIN_SIZE = 50
CURSOR_INCREASE_EFFECT = 25
CURSOR_SHRINK_SPEED = 3
BACKGROUND = "assets/background.png"
PLAYER_TILESET = "assets/player-Sheet.png"
ENEMY_TILESET = "assets/enemy-Sheet.png"
BULLET = "assets/bullet.png"
CURSOR = "assets/cursor.png"
HEART_FULL = "assets/heart.png"
HEART_EMPTY = "assets/heart_empty.png"
PARTICLES = "assets/particles.png"
SAVE_FILE = "save_file.txt"
START_GAME_TEXT = "Press 'SPACE' to Start!"
GAME_OVER_TEXT = "Game Over! Press 'R' to Restart."
# Game Settings
DIFFICULTY = 1
PLAYER_MAX_HEALTH = 3
PLAYER_SPEED = 4
ENEMY_MAX_HEALTH = 3
ENEMY_SPEED = 1.5
BULLET_SPEED = 10
ENEMY_SPAWN_DISTANCE = 250
BULLETS_RICOCHET = False
SHAKE_WINDOW = pygame.display.set_mode(WINDOW_SIZE)
WINDOW = SHAKE_WINDOW.copy()
clock = pygame.time.Clock()
text_font = pygame.font.Font("assets/font.otf", 32)
objects = []
offset = repeat((0, 0))
class Object:
def __init__(self, x, y, width, height, image):
self.x = x
self.y = y
self.width = width
self.height = height
self.image = None if image is None else pygame.image.load(image).convert_alpha()
self.collider = [width, height]
self.velocity = [0, 0]
objects.append(self)
def draw(self):
WINDOW.blit(pygame.transform.scale(self.image, (self.width, self.height)), (self.x, self.y))
def update(self):
self.x += self.velocity[0]
self.y += self.velocity[1]
self.draw()
def get_center(self):
return self.x + self.width / 2, self.y + self.height / 2
class Entity(Object):
def __init__(self, x, y, width, height, tileset, speed):
super().__init__(x, y, width, height, None)
self.speed = speed
self.tileset = load_tileset(tileset, 16, 16)
self.direction = 0
self.flipX = False
self.frame = 0
self.frames = [0, 1, 0, 2]
self.frame_timer = 0
def change_direction(self):
if self.velocity[0] < 0:
self.direction = HORIZONTAL
self.flipX = True
elif self.velocity[0] > 0:
self.direction = HORIZONTAL
self.flipX = False
elif self.velocity[1] > 0:
self.direction = DOWN
elif self.velocity[1] < 0:
self.direction = UP
def draw(self):
img = pygame.transform.scale(self.tileset[self.frames[self.frame]][self.direction], (self.width, self.height))
self.change_direction()
img = pygame.transform.flip(img, self.flipX, False)
WINDOW.blit(img, (self.x, self.y))
if IS_DEBUG:
x, y = self.get_center()
pygame.draw.rect(WINDOW, RED, (x - self.collider[0] / 2, y - self.collider[1] / 2, self.collider[0], self.collider[1]), width=1)
if self.velocity[0] == 0 and self.velocity[1] == 0:
self.frame = 0
return
self.frame_timer += 1
if self.frame_timer < 10:
return
self.frame += 1
if self.frame >= 4:
self.frame = 0
self.frame_timer = 0
def load_tileset(filename, width, height):
image = pygame.image.load(filename).convert_alpha()
image_width, image_height = image.get_size()
tileset = []
for tile_x in range(0, image_width // width):
line = []
tileset.append(line)
for tile_y in range(0, image_height // height):
rect = (tile_x * width, tile_y * height, width, height)
line.append(image.subsurface(rect))
return tileset
class Player(Entity):
def __init__(self, x, y, width, height, tileset, speed):
super().__init__(x, y, width, height, tileset, speed)
self.health = self.max_health = PLAYER_MAX_HEALTH
class Enemy(Entity):
def __init__(self, x, y, width, height, tileset, speed):
super().__init__(x, y, width, height, tileset, speed)
self.m_width = width
self.m_height = height
self.width = 0
self.height = 0
self.grow_speed = 2
self.collider = [width / 2.5, height / 1.5]
self.health = ENEMY_MAX_HEALTH
enemies.append(self)
def update(self):
if self.width < self.m_width:
self.width += self.grow_speed
if self.height < self.m_height:
self.height += self.grow_speed
player_center = player.get_center()
enemy_center = self.get_center()
self.velocity = [player_center[0] - enemy_center[0], player_center[1] - enemy_center[1]]
length = (self.velocity[0] ** 2 + self.velocity[1] ** 2) ** 0.5
self.velocity = [self.velocity[0] / length, self.velocity[1] / length]
self.velocity = [self.velocity[0] * self.speed, self.velocity[1] * self.speed]
super().update()
def change_direction(self):
if self.velocity[0] < 0:
self.direction = HORIZONTAL
self.flipX = True
elif self.velocity[0] > 0:
self.direction = HORIZONTAL
self.flipX = False
if self.velocity[1] > self.velocity[0] > 0:
self.direction = DOWN
elif self.velocity[1] < self.velocity[0] < 0:
self.direction = UP
def take_damage(self, damage):
self.health -= damage
if self.health > 0:
return
global score, offset
score += 1
offset = screen_shake(6, 7)
spawn_particles(self.x, self.y)
self.destroy()
def destroy(self):
objects.remove(self)
enemies.remove(self)
# Objects
global player, bullets
target = Object(100, 100, CURSOR_MIN_SIZE, CURSOR_MIN_SIZE, CURSOR)
enemies = []
particles = []
# Game Variables
global score, high_score, save_file
has_game_started = False
is_game_over = False
# Functions
def load_high_score():
global high_score, save_file
save_file = open(SAVE_FILE, "r")
high_score = int(save_file.read())
save_file.close()
def start():
global player, bullets, score
player = Player(WINDOW_SIZE[0] / 2 - 37.5, WINDOW_SIZE[1] / 2 - 37.5, 75, 75, PLAYER_TILESET, PLAYER_SPEED)
player.collider = [player.width / 2.5, player.height / 2]
bullets = []
score = 0
load_high_score()
def game_over():
global is_game_over, high_score, save_file
if score > high_score:
save_file = open(SAVE_FILE, "w")
save_file.write(str(score))
save_file.close()
is_game_over = True
def shoot():
player_center = player.get_center()
bullet = Object(player_center[0], player_center[1], BULLET_SIZE[0], BULLET_SIZE[1], BULLET)
bullet.velocity = [target.x + target.width / 2 - bullet.x, target.y + target.height / 2 - bullet.y]
length = (bullet.velocity[0] ** 2 + bullet.velocity[1] ** 2) ** 0.5
bullet.velocity = [bullet.velocity[0] / length, bullet.velocity[1] / length]
bullet.velocity = [bullet.velocity[0] * BULLET_SPEED, bullet.velocity[1] * BULLET_SPEED]
bullets.append(bullet)
target.width += CURSOR_INCREASE_EFFECT
target.height += CURSOR_INCREASE_EFFECT
def restart():
global player, enemies, bullets, particles, objects, score, is_game_over
objects.remove(player)
start()
for x in enemies:
x.destroy()
for x in bullets:
objects.remove(x)
bullets.remove(x)
for x in particles:
objects.remove(x)
particles.remove(x)
score = 0
load_high_score()
is_game_over = False
def check_collisions(obj1, obj2):
x1, y1 = obj1.get_center()
x2, y2 = obj2.get_center()
if x1 + obj1.collider[0] / 2 > x2 - obj2.collider[0] / 2 and x1 - obj1.collider[0] / 2 < x2 + obj2.collider[0] / 2:
return y1 + obj1.collider[1] / 2 > y2 - obj2.collider[1] / 2 and y1 - obj1.collider[1] / 2 < y2 + obj2.collider[1] / 2
return False
def handle_event(evt):
if evt.type == pygame.QUIT:
exit()
elif evt.type == pygame.KEYDOWN:
if evt.key == pygame.K_a:
player.velocity[0] = -player.speed
elif evt.key == pygame.K_d:
player.velocity[0] = player.speed
elif evt.key == pygame.K_w:
player.velocity[1] = -player.speed
elif evt.key == pygame.K_s:
player.velocity[1] = player.speed
elif evt.key == pygame.K_r:
restart()
elif evt.key == pygame.K_SPACE:
global has_game_started
has_game_started = True
elif evt.type == pygame.KEYUP:
if evt.key == pygame.K_a or evt.key == pygame.K_d:
player.velocity[0] = 0
elif evt.key == pygame.K_w or evt.key == pygame.K_s:
player.velocity[1] = 0
elif evt.type == pygame.MOUSEBUTTONDOWN:
shoot()
def display_ui():
if not has_game_started:
game_over_text = text_font.render(START_GAME_TEXT, True, BLACK)
WINDOW.blit(game_over_text, (WINDOW_SIZE[0] / 2 - game_over_text.get_width() / 2,
WINDOW_SIZE[1] / 2 - game_over_text.get_height() / 2))
return
for i in range(player.max_health):
img = pygame.image.load(HEART_EMPTY if i >= player.health else HEART_FULL)
img = pygame.transform.scale(img, (50, 50))
WINDOW.blit(img, (i * 50 + WINDOW_SIZE[0] / 2 - player.max_health * 25, 25))
score_text = text_font.render(f'Score: {score}', True, BLACK)
WINDOW.blit(score_text, (score_text.get_width() / 2, 0 + 25))
high_score_text = text_font.render(f'High Score: {high_score}', True, BLACK)
WINDOW.blit(high_score_text, (WINDOW_SIZE[0] - high_score_text.get_width() - 75, 0 + 25))
if is_game_over:
game_over_text = text_font.render(GAME_OVER_TEXT, True, BLACK)
WINDOW.blit(game_over_text, (WINDOW_SIZE[0] / 2 - game_over_text.get_width() / 2,
WINDOW_SIZE[1] / 2 - game_over_text.get_height() / 2))
def enemy_spawner():
if len(enemies) > (score + 10) // (10 / DIFFICULTY):
return
randomX = random.randint(BOUNDS_X[0], BOUNDS_X[1] - ENEMY_SIZE[0])
randomY = random.randint(BOUNDS_Y[0], BOUNDS_Y[1] - ENEMY_SIZE[1])
en = Enemy(randomX, randomY, ENEMY_SIZE[0], ENEMY_SIZE[1], ENEMY_TILESET, ENEMY_SPEED)
player_center = player.get_center()
if abs(player_center[0] - en.x) < ENEMY_SPAWN_DISTANCE and abs(player_center[1] - en.y) < ENEMY_SPAWN_DISTANCE:
objects.remove(en)
enemies.remove(en)
def screen_shake(intensity, amplitude=20):
s = -1
for _ in range(0, 3):
for x in range(0, amplitude, intensity):
yield x * s, 0
for x in range(amplitude, 0, intensity):
yield x * s, 0
s *= -1
while True:
yield 0, 0
def spawn_particles(x, y):
particle = Object(x, y, PARTICLES_SIZE[0], PARTICLES_SIZE[1], PARTICLES)
particles.append(particle)
def update_screen():
clock.tick(FRAME_RATE)
SHAKE_WINDOW.blit(WINDOW, next(offset))
pygame.display.update()
player_tileset = load_tileset(PLAYER_TILESET, 16, 16)
pygame.display.set_icon(player_tileset[0][0])
pygame.display.set_caption(WINDOW_TITLE)
start()
# Game loop
while True:
for event in pygame.event.get():
handle_event(event)
player.x = max(BOUNDS_X[0], min(player.x, BOUNDS_X[1] - player.width))
player.y = max(BOUNDS_Y[0], min(player.y, BOUNDS_Y[1] - player.height))
background = pygame.transform.scale(pygame.image.load(BACKGROUND), (1280, 720))
WINDOW.blit(background, (0, 0))
display_ui()
if not has_game_started:
update_screen()
continue
if player.health <= 0:
if not is_game_over:
game_over()
pygame.mouse.set_visible(True)
update_screen()
continue
objects.remove(target)
objects.sort(key=lambda o: o.y)
objects.append(target)
for p in particles:
p.image.set_alpha(p.image.get_alpha() - 1)
if p.image.get_alpha() == 0:
objects.remove(p)
particles.remove(p)
continue
objects.remove(p)
objects.insert(0, p)
pygame.mouse.set_visible(False)
mousePos = pygame.mouse.get_pos()
target.x = mousePos[0] - target.width / 2
target.y = mousePos[1] - target.height / 2
if target.width > CURSOR_MIN_SIZE:
target.width -= CURSOR_SHRINK_SPEED
if target.height > CURSOR_MIN_SIZE:
target.height -= CURSOR_SHRINK_SPEED
for obj in objects:
obj.update()
for b in bullets:
if BULLETS_RICOCHET:
if BOUNDS_X[0] > b.x or b.x > BOUNDS_X[1]:
b.velocity[0] *= -1
elif BOUNDS_Y[0] > b.y or b.y > BOUNDS_Y[1]:
b.velocity[1] *= -1
continue
if BOUNDS_X[0] <= b.x <= BOUNDS_X[1] and BOUNDS_Y[0] <= b.y <= BOUNDS_Y[1]:
continue
bullets.remove(b)
objects.remove(b)
for e in enemies:
if check_collisions(e, player):
player.health -= 1
objects.remove(e)
enemies.remove(e)
offset = screen_shake(5)
spawn_particles(e.x, e.y)
continue
for b in bullets:
if check_collisions(e, b):
e.take_damage(1)
bullets.remove(b)
objects.remove(b)
enemy_spawner()
update_screen()