Menu done, 3 gamemodes done, 3 enemies spawning done. Deathscreen sooon maybe
BIN
background.png
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After Width: | Height: | Size: 4.5 KiB |
BIN
button.png
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After Width: | Height: | Size: 2.7 KiB |
BIN
button_hover.png
Normal file
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After Width: | Height: | Size: 2.5 KiB |
320
main.py
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@ -11,6 +11,8 @@ font = pygame.font.SysFont(None, 36)
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big_font = pygame.font.SysFont(None, 64)
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small_font = pygame.font.SysFont(None, 26)
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tiny_font = pygame.font.SysFont(None, 20)
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MENU_OPTIONS = ["Play", "Quit"]
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MODE_NAMES = ["easy", "medium", "hard"]
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@ -33,7 +35,7 @@ class ChaserEnemy:
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self.rect.y = random.randint(0, HEIGHT - 36)
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if abs(self.rect.x - avoid_rect.x) > 150 or abs(self.rect.y - avoid_rect.y) > 150:
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break
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self.speed = 2
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self.speed = 1
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self.spawn_timer = 60
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def update(self, target):
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@ -46,6 +48,10 @@ class ChaserEnemy:
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elif self.rect.centery > target.centery:
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self.rect.y -= self.speed
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class DasherEnemy:
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WAIT_BEFORE_FIRST_DASH = 90
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DASH_FRAMES = 30
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WAIT_AFTER_DASH = 120
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DASH_SPEED = 6
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def __init__(self, avoid_rect):
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self.rect = pygame.Rect(0, 0, 36, 36)
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while True:
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@ -58,29 +64,36 @@ class DasherEnemy:
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self.vx = 0
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self.vy = 0
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self.state = "wait"
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self.timer = 90
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self.timer = self.WAIT_BEFORE_FIRST_DASH
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self.spawn_timer = 60
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def update(self, target):
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self.timer -= 1
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if self.state == "wait":
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if self.timer > 0:
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return
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dx = target.centerx - self.rect.centerx
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dy = target.centery - self.rect.centery
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dist = max(1, (dx ** 2 + dy ** 2) ** 0.5)
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self.vx = dx / dist * 9
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self.vy = dy / dist * 9
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self.vx = dx / dist * self.DASH_SPEED
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self.vy = dy / dist * self.DASH_SPEED
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self.state = "dash"
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self.timer = 30
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else:
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self.x += self.vx
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self.y += self.vy
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self.rect.x = int(self.x)
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self.rect.y = int(self.y)
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self.rect.clamp_ip(screen.get_rect())
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self.x, self.y = float(self.rect.x), float(self.rect.y)
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if self.timer <= 0:
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self.state = "wait"
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self.timer = 90
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self.timer = self.DASH_FRAMES
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return
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self.x += self.vx
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self.y += self.vy
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self.rect.x = int(self.x)
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self.rect.y = int(self.y)
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self.rect.clamp_ip(screen.get_rect())
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self.x, self.y = float(self.rect.x), float(self.rect.y)
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if self.timer <= 0:
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self.state = "wait"
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self.vx = 0
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self.vy = 0
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self.timer = self.WAIT_AFTER_DASH
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class BouncerEnemy:
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def __init__(self, avoid_rect):
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self.rect = pygame.Rect(0, 0, 36, 36)
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@ -119,6 +132,12 @@ Chaser_img = pygame.transform.scale(Chaser_img, (30, 45))
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Dasher_img = pygame.image.load("Dasher.png").convert_alpha()
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Dasher_img = pygame.transform.scale(Dasher_img, (30, 45))
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ENEMY_IMAGES = {
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"Bouncer": Bouncer_img,
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"Dasher": Dasher_img,
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"Chaser": Chaser_img
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}
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sugar_img = pygame.image.load("honey.png").convert_alpha()
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sugar_img = pygame.transform.scale(sugar_img, (50, 50))
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@ -127,6 +146,19 @@ sugar_img = pygame.transform.scale(sugar_img, (50, 50))
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heart_img = pygame.image.load("Heart.png").convert_alpha()
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heart_img = pygame.transform.scale(heart_img,(40, 40))
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background_img = pygame.image.load("background.png").convert_alpha()
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background_img = pygame.transform.scale(background_img, (WIDTH, HEIGHT))
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title_img = pygame.image.load("titles.png").convert_alpha()
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button_img = pygame.image.load("button.png").convert_alpha()
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button_hover_img = pygame.image.load("button_hover.png").convert_alpha()
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quit_img = pygame.image.load("quit.png").convert_alpha()
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quit_hover_img = pygame.image.load("quit_hover.png").convert_alpha()
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panel_img = pygame.image.load("panel.png").convert_alpha()
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def new_sugar():
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return pygame.Rect(random.randint(0, WIDTH - 20),
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@ -152,69 +184,225 @@ def game_screen(mode):
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if event.type == pygame.QUIT:
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return "quit", score
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if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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return "menu", score
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#movement
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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player.x -= speed
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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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player.x += speed
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if keys[pygame.K_UP] or keys[pygame.K_w]:
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player.y -= speed
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if keys[pygame.K_DOWN] or keys[pygame.K_s]:
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player.y += speed
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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player.x -= speed
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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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player.x += speed
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if keys[pygame.K_UP] or keys[pygame.K_w]:
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player.y -= speed
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if keys[pygame.K_DOWN] or keys[pygame.K_s]:
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player.y += speed
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for enemy in Enemies:
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if enemy.spawn_timer > 0:
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enemy.spawn_timer -= 1
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else:
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enemy.update(player)
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if hit_timer > 0:
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hit_timer -= 1
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for enemy in Enemies:
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if enemy.spawn_timer > 0:
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enemy.spawn_timer -= 1
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else:
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for enemy in Enemies:
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if enemy.spawn_timer <= 0 and player.colliderect(enemy.rect):
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lives -= 1
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hit_timer = 90
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break
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if lives <= 0:
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return "gameover", score
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enemy.update(player)
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if hit_timer > 0:
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hit_timer -= 1
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else:
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for enemy in Enemies:
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if enemy.spawn_timer <= 0 and player.colliderect(enemy.rect):
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lives -= 1
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hit_timer = 90
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break
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if lives <= 0:
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return "gameover", score
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#keep player in
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player.clamp_ip(screen.get_rect())
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player.clamp_ip(screen.get_rect())
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# score
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if player.colliderect(sugar):
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score += 1
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sugar = new_sugar()
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if score % cfg["spawn_every"] == 0 and cfg["enemy_pool"]:
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enemy_name = random.choice(cfg["enemy_pool"])
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Enemies.append(ENEMY_CLASSES[enemy_name](player))
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if player.colliderect(sugar):
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score += 1
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sugar = new_sugar()
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if score % cfg["spawn_every"] == 0 and cfg["enemy_pool"]:
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enemy_name = random.choice(cfg["enemy_pool"])
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enemy = ENEMY_CLASSES[enemy_name](player)
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enemy.image = ENEMY_IMAGES[enemy_name]
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Enemies.append(enemy)
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screen.fill((255, 228, 240)) # screen
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screen.blit(sugar_img, sugar) #sugar
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screen.blit(player_img, player) #player
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if hit_timer % 10 < 5:
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screen.blit(player_img, player)
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text = font.render(f"score: {score}", True, (90, 30, 60))
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screen.blit(text, (10, 10))
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for enemy in Enemies:
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if enemy.spawn_timer % 10 < 5:
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screen.blit(Bouncer_img, enemy.rect)
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screen.blit(player_img, player)
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if hit_timer > 0 and hit_timer % 10 < 5:
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red = player_img.copy()
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red.fill((255, 40, 40, 0), special_flags=pygame.BLEND_RGBA_ADD)
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screen.blit(red, player)
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for i in range(lives):
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screen.blit(heart_img, (10 + i * 35, 40))
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pygame.display.flip()
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clock.tick(60)
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pygame.quit()
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screen.fill((255, 228, 240)) # screen
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screen.blit(sugar_img, sugar) #sugar
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text = font.render(f"score: {score}", True, (90, 30, 60))
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screen.blit(text, (10, 10))
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for enemy in Enemies:
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if enemy.spawn_timer % 10 < 5:
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screen.blit(enemy.image, enemy.image.get_rect(center=enemy.rect.center))
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screen.blit(player_img, player)
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if hit_timer > 0 and hit_timer % 10 < 5:
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red = player_img.copy()
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red.fill((255, 40, 40, 0), special_flags=pygame.BLEND_RGBA_ADD)
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screen.blit(red, player)
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for i in range(lives):
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screen.blit(heart_img, (10 + i * 35, 40))
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pygame.display.flip()
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clock.tick(60)
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class MenuButton:
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def __init__(self, center, action, image, hover_image):
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self.action = action
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self.image = image
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self.hover_image = hover_image
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self.rect = self.image.get_rect(center = center)
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def hovered(self, mouse_pos):
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return self.rect.collidepoint(mouse_pos)
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def draw(self, surface, highlighted):
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picture = self.hover_image if highlighted else self.image
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surface.blit(picture, self.rect)
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def menu_screen():
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selected = 0
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buttons = [
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MenuButton((WIDTH // 2, 250), "mode", button_img, button_hover_img),
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MenuButton((WIDTH // 2, 340), "quit", quit_img, quit_hover_img),
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]
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while True:
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for
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return "quit"
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if event.type == pygame.KEYDOWN:
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if event.key in (pygame.K_UP, pygame.K_w):
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selected = (selected - 1) % len(buttons)
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elif event.key in (pygame.K_DOWN, pygame.K_s):
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selected = (selected + 1) % len(buttons)
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elif event.key == pygame.K_RETURN:
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if selected == -1:
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selected = 0
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return buttons [selected].action
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elif event.key == pygame.K_ESCAPE:
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return "quit"
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if event.type == pygame.MOUSEMOTION:
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selected = -1
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for i, button in enumerate(buttons):
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if button.hovered(event.pos):
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selected = i
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if event.type == pygame.WINDOWLEAVE:
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selected = -1
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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for button in buttons:
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if button.hovered(event.pos):
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return button.action
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screen.blit(background_img, (0, 0))
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screen.blit(title_img, title_img.get_rect(center=(WIDTH // 2, 80)))
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for i, button in enumerate(buttons):
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button.draw(screen, i == selected)
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pygame.display.flip()
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clock.tick(60)
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def mode_screen():
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selected = 0
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hovered = -1
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play_button = MenuButton((210, 405), "game", button_img, button_hover_img)
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back_button = MenuButton((430, 405), "menu", quit_img, quit_hover_img)
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buttons = [play_button, back_button]
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panel_rect = panel_img.get_rect(center=(WIDTH // 2, 225))
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slot_rects = [
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pygame.Rect(panel_rect.x + 22, panel_rect.y + 22, 78, 68),
|
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pygame.Rect(panel_rect.x + 133, panel_rect.y + 22, 77, 68),
|
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pygame.Rect(panel_rect.x + 234, panel_rect.y + 28, 73, 66),
|
||||
]
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while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
return "quit", None
|
||||
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||||
if event.type == pygame.KEYDOWN:
|
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if event.key in (pygame.K_LEFT, pygame.K_a):
|
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selected = (selected - 1) % len(MODE_NAMES)
|
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elif event.key in (pygame.K_RIGHT, pygame.K_d):
|
||||
selected = (selected + 1) % len(MODE_NAMES)
|
||||
elif event.key == pygame.K_RETURN:
|
||||
return "game", MODE_NAMES[selected]
|
||||
elif event.key == pygame.K_ESCAPE:
|
||||
return "menu", None
|
||||
|
||||
if event.type == pygame.MOUSEMOTION:
|
||||
hovered = -1
|
||||
for i, button in enumerate(buttons):
|
||||
if button.hovered(event.pos):
|
||||
hovered = i
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||||
|
||||
if event.type == pygame.WINDOWLEAVE:
|
||||
hovered = -1
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
|
||||
for i, slot in enumerate(slot_rects):
|
||||
if slot.collidepoint(event.pos):
|
||||
selected = i
|
||||
for button in buttons:
|
||||
if button.hovered(event.pos):
|
||||
if button.action == "game":
|
||||
return "game", MODE_NAMES[selected]
|
||||
return "menu", None
|
||||
|
||||
screen.blit(background_img, (0, 0))
|
||||
screen.blit(title_img, title_img.get_rect(center=(WIDTH // 2, 70)))
|
||||
|
||||
pygame.draw.rect(screen, (255, 129, 195), panel_rect)
|
||||
screen.blit(panel_img, panel_rect)
|
||||
|
||||
for i, slot in enumerate(slot_rects):
|
||||
fill = (255, 200, 225) if i == selected else (227, 89, 161)
|
||||
pygame.draw.rect(screen, fill, slot.inflate (-4, -4), border_radius=6)
|
||||
|
||||
for i, slot in enumerate(slot_rects):
|
||||
name = small_font.render(MODE_NAMES[i].upper(), True, (255, 240, 8))
|
||||
screen.blit(name, name.get_rect(center=slot.center))
|
||||
|
||||
cfg = MODES[MODE_NAMES[selected]]
|
||||
first_sentence, second_sentence = cfg["desc"].split(". ", 1)
|
||||
line1 = tiny_font.render(first_sentence + ".", True, (255, 240, 8))
|
||||
line2 = tiny_font.render(second_sentence, True, (255, 240, 8))
|
||||
screen.blit(line1, line1.get_rect(center=(panel_rect.centerx, panel_rect.top + 108)))
|
||||
screen.blit(line2, line2.get_rect(center=(panel_rect.centerx, panel_rect.top + 132)))
|
||||
|
||||
for i, button in enumerate(buttons):
|
||||
button.draw(screen, i == hovered)
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(60)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
state = "menu"
|
||||
mode = None
|
||||
score = 0
|
||||
|
||||
while state != "quit":
|
||||
if state == "menu":
|
||||
state = menu_screen()
|
||||
elif state == "mode":
|
||||
state, mode = mode_screen()
|
||||
elif state == "game":
|
||||
state, score = game_screen(mode)
|
||||
elif state == "gameover":
|
||||
print(f"Game Over - score: {score}")
|
||||
state = "menu"
|
||||
|
||||
pygame.quit()
|
||||
|
|
|
|||
BIN
panel.png
Normal file
|
After Width: | Height: | Size: 697 B |
BIN
quit.png
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
quit_hover.png
Normal file
|
After Width: | Height: | Size: 2.5 KiB |
BIN
titles.png
Normal file
|
After Width: | Height: | Size: 2.9 KiB |