sugarmania/main.py

203 lines
6.1 KiB
Python

import random
import pygame
pygame.init()
WIDTH, HEIGHT = 640, 480
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Sugarmania")
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 36)
class ChaserEnemy:
def __init__(self, avoid_rect):
self.rect = pygame.Rect(0, 0, 36, 36)
while True:
self.rect.x = random.randint(0, WIDTH - 36)
self.rect.y = random.randint(0, HEIGHT - 36)
if abs(self.rect.x - avoid_rect.x) > 150 or abs(self.rect.y - avoid_rect.y) > 150:
break
self.speed = 2
self.spawn_timer = 60
def update(self, target):
if self.rect.centerx < target.centerx:
self.rect.x += self.speed
elif self.rect.centerx > target.centerx:
self.rect.x -= self.speed
if self.rect.y < target.centery:
self.rect.y += self.speed
elif self.rect.centery > target.centery:
self.rect.y -= self.speed
class DasherEnemy:
def __init__(self, avoid_rect):
self.rect = pygame.Rect(0, 0, 36, 36)
while True:
self.rect.x = random.randint(0, WIDTH - 36)
self.rect.y = random.randint(0, HEIGHT - 36)
if abs(self.rect.x - avoid_rect.x) > 150 or abs(self.rect.y - avoid_rect.y) > 150:
break
self.x = float(self.rect.x)
self.y = float(self.rect.y)
self.vx = 0
self.vy = 0
self.state = "wait"
self.timer = 90
self.spawn_timer = 60
def update(self, target):
self.timer -= 1
if self.state == "wait":
dx = target.centerx - self.rect.centerx
dy = target.centery - self.rect.centery
dist = max(1, (dx ** 2 + dy ** 2) ** 0,5)
self.vx = dx / dist * 9
self.vy = dy / dist * 9
self.state = "dash"
self.timer = 30
else:
self.x += self.vx
self.y += self.vy
self.rect.x = int(self.x)
self.rect.y = int(self.y)
self.rect.clamp_ip(screen.get_rect())
self.x, self.y = float(self.rect.x), float(self.rect.y)
if self.timer <= 0:
self.state = "wait"
self.timer = 90
class BouncerEnemy:
def __init__(self, avoid_rect):
self.rect = pygame.Rect(0, 0, 36, 36)
while True:
self.rect.x = random.randint(0, WIDTH - 36)
self.rect.y = random.randint(0, HEIGHT - 36)
if abs(self.rect.x - avoid_rect.x) > 150 or abs(self.rect.y - avoid_rect.y) > 150:
break
self.vx = random.choice([-3, -2, 2, 3])
self.vy = random.choice([-3, -2, 2, 3])
self.spawn_timer = 60
def update(self):
self.rect.x += self.vx
self.rect.y += self.vy
if self.rect.left < 0 or self.rect.right > WIDTH:
self.vx = -self.vx
if self.rect.top < 0 or self.rect.bottom > HEIGHT:
self.vy = -self.vy
def enemy_for_level(level): #idk if I'll add the levels
if level == 2:
return ChaserEnemy
if level == 3:
return DasherEnemy
if level == 4:
return DasherEnemy
return random.choice([BouncerEnemy, DasherEnemy, ChaserEnemy])
player_img = pygame.image.load("player.png").convert_alpha()
player_img = pygame.transform.scale(player_img, (40, 60))
player = pygame.Rect(300, 220, 40, 60)
speed = 5
Bouncer_img = pygame.image.load("Bouncer.png").convert_alpha()
Bouncer_img = pygame.transform.scale(Bouncer_img, (30, 45))
Chaser_img = pygame.image.load("Chaser.png").convert_alpha()
Chaser_img = pygame.transform.scale(Chaser_img, (30, 45))
Dasher_img = pygame.image.load("Dasher.png").convert_alpha()
Dasher_img = pygame.transform.scale(Dasher_img, (30, 45))
sugar_img = pygame.image.load("honey.png").convert_alpha()
sugar_img = pygame.transform.scale(sugar_img, (50, 50))
score = 0
Enemies = []
heart_img = pygame.image.load("Heart.png").convert_alpha()
heart_img = pygame.transform.scale(heart_img,(40, 40))
def new_sugar():
return pygame.Rect(random.randint(0, WIDTH - 20),
random.randint(0, HEIGHT - 20), 50, 50) #20,s
sugar = new_sugar()
lives = 3
hit_timer = 0
#game loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
player.x -= speed
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
player.x += speed
if keys[pygame.K_UP] or keys[pygame.K_w]:
player.y -= speed
if keys[pygame.K_DOWN] or keys[pygame.K_s]:
player.y += speed
for enemy in Enemies:
if enemy.spawn_timer > 0:
enemy.spawn_timer -= 1
else:
enemy.update()
if hit_timer > 0:
hit_timer -= 1
else:
for enemy in Enemies:
if enemy.spawn_timer <= 0 and player.colliderect(enemy.rect):
lives -= 1
hit_timer = 90
break
if lives <= 0:
running = False
#keep player in
player.clamp_ip(screen.get_rect())
# score
if player.colliderect(sugar):
score += 1
sugar = new_sugar()
if score % 10 == 0:
Enemies.append(BouncerEnemy(player))
screen.fill((255, 228, 240)) # screen
screen.blit(sugar_img, sugar) #sugar
screen.blit(player_img, player) #player
if hit_timer % 10 < 5:
screen.blit(player_img, player)
text = font.render(f"score: {score}", True, (90, 30, 60))
screen.blit(text, (10, 10))
for enemy in Enemies:
if enemy.spawn_timer % 10 < 5:
screen.blit(Bouncer_img, enemy.rect)
screen.blit(player_img, player)
if hit_timer > 0 and hit_timer % 10 < 5:
red = player_img.copy()
red.fill((255, 40, 40, 0), special_flags=pygame.BLEND_RGBA_ADD)
screen.blit(red, player)
for i in range(lives):
screen.blit(heart_img, (10 + i * 35, 40))
pygame.display.flip()
clock.tick(60)
pygame.quit()