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road_to_the_moon.py
595 lines (547 loc) · 23 KB
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road_to_the_moon.py
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#-------------------------------------------------------------------------------
# Name: road_to_the_moon
#
# Purpose: Game Off 2020
#
# Author: Domenico Labaki
#
# Created: 02/11/2020
# Copyright: (c) Domenico Labaki 2020
# Licence: <your licence>
#-------------------------------------------------------------------------------
import pygame, random, math, os, time
image_src = r'.\images'+'/'
_image_library = {}
def get_image(path):
global _image_library
image = _image_library.get(path)
if image == None:
canonicalized_path = path.replace('/', os.sep).replace('\\', os.sep)
image = pygame.image.load(canonicalized_path)
_image_library[path] = image
return image
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
def render_number(number,startX,y):
number_str = str(number)
for num in range(len(number_str)):
screen.blit(get_image(image_src+'nums/'+number_str[num]+'.png'),(startX+num*40,y))
def slide_in(location,max_pos,speed):
if location[0] < max_pos:
location[0] += speed
return location
def move_player(location,delay):
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
location[1] -= yVel
if location[1] < 80:
location[1] = 80
else:
delay += yVel
if pressed[pygame.K_DOWN]:
location[1] += yVel
if location[1] > 510: #560-50=510 this is window height - player height
location[1] = 510
else:
delay -= yVel
return location,delay
def spawn_object(cooldown, data):
if cooldown > 0:
cooldown -= 1
else:
data.append([1000,random.randint(100,500)])
cooldown = 100
return cooldown, data
def move_object(object_list, objects_to_delete):
for i in range(len(object_list)):
location = object_list[i]
if location[0] < -69:
objects_to_delete.append(location)
else:
location[0] -= 7
object_list[i] = location
return object_list, objects_to_delete
def rotate_object(object_list,material,angle):
object_hitboxes = []
for i in range(len(object_list)):
straight = get_image(image_src+material+'.png')
rotated = pygame.transform.rotate(straight,angle)
if material == 'meteor': side = 50
elif material == 'crystal': side = 30
location = object_list[i]
item = screen.blit(rotated,(location[0]-int(rotated.get_width()/2),location[1]-int(rotated.get_height()/2)))
hitbox = pygame.Rect(location[0]-side/2,location[1]-side/2,side,side)
object_hitboxes.append(hitbox)
return object_hitboxes
def object_collision(object_list,object_hitboxes,objects_to_delete,particles,material):
global activity, score, lives, transition, transitionY, transition_timer, catch_crystal, player_gets_hit, player_dies
for i in range(len(object_hitboxes)):
location = object_list[i]
if player_hitbox.colliderect(object_hitboxes[i]):
if material == 'meteor':
color = (150,150,150)
elif material == 'crystal':
color = (171, 0, 157)
for p in range(random.randint(4,10)):
particles.append([[object_hitboxes[i][0]+object_hitboxes[i][2]/2,object_hitboxes[i][1]+object_hitboxes[i][3]/2],[random.randint(-3,3),random.randint(-3,3)],100,color])
objects_to_delete.append(location)
if material == 'meteor':
lives -= 1
if lives < 1:
player_dies.play()
activity = 'menu'
transition = 'lose'
transitionY = 0
transition_timer = 120
else:
player_gets_hit.play()
elif material == 'crystal':
score += 10
catch_crystal.play()
for m in range(len(objects_to_delete)):
object_list.remove(objects_to_delete[m])
objects_to_delete.clear()
return object_list, objects_to_delete, particles
def divide_in_waves(total,waves):
wave_list = []
single_wave = math.floor(total/waves)
total_check = 0
for w in range(waves):
wave_list.append(single_wave)
total_check += single_wave
if total_check < total:
bonus = total-total_check
wave_list[waves-1] += bonus
return wave_list
def spawn_enemies(enemy_list,wave_list,wave,total_enemy_hp,enemy_type):
if len(enemy_list) < 1 and enemy_cooldown == 0:
wave += 1
if wave < len(wave_list)+1:
enemies = wave_list[wave-1]
y = 560/(enemies+1)
if enemy_type == 'mover':
direction = 'up'
else:
direction = ''
for w in range(enemies):
ogYpos = 10+y*(w+1)
enemy_list.append([1000,ogYpos,total_enemy_hp,ogYpos-45,ogYpos+45,direction])
return enemy_list,wave
def move_enemies(enemy_list):
for e in range(len(enemy_list)):
data = enemy_list[e]
if data[0] > 650:
data[0] -= 5
if data[5] == 'up':
data[1] -= 1
elif data[5] == 'down':
data[1] += 1
if data[1] < data[3]:
data[5] = 'down'
elif data[1] > data[4]:
data[5] = 'up'
enemy_list[e] = data
return enemy_list
def spawn_laser(laser_list,location):
laser_list.append([location[0]+100,location[1]+25])
return laser_list
def spawn_enemy_laser(enemy_laser_list,location,total_lasers):
l = random.randint(1,total_lasers)
enemy_laser_list.append([location[0],location[1]+25*l])
return enemy_laser_list
def move_lasers(laser_list,owner):
lasers_to_delete = []
for l in range(len(laser_list)):
location = laser_list[l]
if location[0] > 999 or location[0] < -25:
lasers_to_delete.append(location)
else:
if owner == 'player':
location[0] += 15
elif owner == 'enemy':
location[0] -= 7
for l in range(len(lasers_to_delete)):
laser_list.remove(lasers_to_delete[l])
lasers_to_delete.clear()
return laser_list
def laser_collision(laser_list,enemy_list,player_hitbox,enemy_type,owner,particles):
global score, lives, activity, transition, transitionY, transition_timer, player_gets_hit, player_dies, enemy_gets_hit, enemy_dies, boss_dies
enemies_to_delete = []
lasers_to_delete = []
laser = get_image(image_src+owner+'_laser.png')
enemy = get_image(image_src+'enemies/'+enemy_type+'.png')
for l in range(len(laser_list)):
laser_location = laser_list[l]
laser_hitbox = pygame.Rect(laser_location[0],laser_location[1],laser.get_width(),laser.get_height())
if owner == 'player':
for e in range(len(enemy_list)):
enemy_data = enemy_list[e]
enemy_hitbox = pygame.Rect(enemy_data[0],enemy_data[1],enemy.get_width(),enemy.get_height())
if laser_hitbox.colliderect(enemy_hitbox):
enemy_data[2] -= 1
enemy_list[e] = enemy_data
if enemy_data[2] < 1:
if enemy_type == 'boss':
boss_dies.play()
score += 100
else:
enemy_dies.play()
score += 20
if not enemy_data in enemies_to_delete:
enemies_to_delete.append(enemy_data)
else:
enemy_gets_hit.play()
lasers_to_delete.append(laser_location)
for p in range(random.randint(4,10)):
particles.append([[math.floor(laser_location[0]+laser.get_width()),math.floor(laser_location[1])],[random.randint(-3,3),random.randint(-3,3)],100,(0, 212, 106)])
elif owner == 'enemy':
if laser_hitbox.colliderect(player_hitbox):
lives -= 1
if lives < 1:
player_dies.play()
activity = 'menu'
transition = 'lose'
transitionY = 0
transition_timer = 120
else:
player_gets_hit.play()
if score > 4:
score -= 5
lasers_to_delete.append(laser_location)
for p in range(random.randint(4,10)):
particles.append([[math.floor(laser_location[0]),math.floor(laser_location[1])],[random.randint(-3,3),random.randint(-3,3)],100,(255,100,0)])
for l in range(len(lasers_to_delete)):
laser_list.remove(lasers_to_delete[l])
lasers_to_delete.clear()
for e in range(len(enemies_to_delete)):
enemy_list.remove(enemies_to_delete[e])
enemies_to_delete.clear()
return laser_list, enemy_list, particles
def draw_fire(location,min_side,delay):
colors = [[245,228,0],[245,216,0],[245,170,0],[245,118,0],[245,0,0]]
for f in range(5):
side = min_side*(f+1)
x = location[0] - side
for i in range(f):
x -= min_side*(i+1)
y = location[1]+36-(side/2)
y += delay*(f/4)
rect = pygame.Rect(x,y,side,side)
pygame.draw.rect(screen,colors[f],rect)
pygame.draw.rect(screen,(70,70,70),rect,2)
def draw_particles(particles):
particles_to_delete = []
for p in range(len(particles)):
particle_data = particles[p]
pygame.draw.circle(screen,particle_data[3],particle_data[0],math.floor(particle_data[2]/10))
particle_location = particle_data[0]
particle_velocity = particle_data[1]
particle_location[0] += particle_velocity[0]
particle_location[1] += particle_velocity[1]
particle_data = [particle_location,particle_velocity,particle_data[2]-1,particle_data[3]]
particles[p] = particle_data
if particle_data[2] < 0:
particles_to_delete.append(particle_data)
elif particle_location[1] < 80:
particles_to_delete.append(particle_data)
for p in range(len(particles_to_delete)):
particles.remove(particles_to_delete[p])
particles_to_delete.clear()
return particles
def addlife(lives, add_count):
lives += add_count
if lives > 6:
lives -= lives-6
return lives
pygame.display.set_icon(get_image(image_src+'window_icon.ico'))
screen = pygame.display.set_mode((1000, 560))
pygame.display.set_caption('Road to the Moon')
bg_scrollX = 0
player_location = [-100,255]
yVel = 4
xVel = -100 #for slide in effect
delay = 0 #for fire animation
activity = 'menu'
transition = ''
transitionY = -560
transition_timer = 60
meteor_list = []
meteor_location = []
meteors_to_delete = []
meteor_hitboxes = []
crystal_list = []
crystal_location = []
crystals_to_delete = []
crystal_hitboxes = []
meteor_check = [0,0,0,0,0,0,1,1,1,1]
level_total_enemies = [7,14,18,10,16,1,25,20,28,1]
level_total_waves = [3,3,3,3,4,1,5,5,7,1]
level_enemy_types = ['ufo','ufo','ufo','mover','mover','boss','ufo','mover','mover','boss']
wave_list = []
enemy_list = []
enemy_cooldown = 0
enemy_shoot_cooldown = 120
wave = 0
laser_list = []
shoot_cooldown = 0
total_player_shots = 1
particles = []
angle = 0
object_spawn_cooldown = 180
lives = 6
score = 0
level = 1
total_levels = len(level_enemy_types)
pause = False
won = False
sound_src = r'.\sounds'+'/'
player_shot = pygame.mixer.Sound(sound_src+'sfx_weapon_singleshot7.wav')
enemy_shot = pygame.mixer.Sound(sound_src+'sfx_wpn_laser6.wav')
catch_crystal = pygame.mixer.Sound(sound_src+'sfx_coin_double1.wav')
player_gets_hit = pygame.mixer.Sound(sound_src+'sfx_sounds_damage1.wav')
player_dies = pygame.mixer.Sound(sound_src+'sfx_exp_double2.wav')
enemy_gets_hit = pygame.mixer.Sound(sound_src+'sfx_damage_hit5.wav')
enemy_dies = pygame.mixer.Sound(sound_src+'sfx_exp_shortest_soft1.wav')
boss_dies = pygame.mixer.Sound(sound_src+'sfx_exp_long6.wav')
button_click = pygame.mixer.Sound(sound_src+'sfx_menu_select2.wav')
pygame.mixer.music.load(r'.\music\underclocked_eric_skiff.mp3')
pygame.mixer.music.play(-1)
running = True
clock = pygame.time.Clock()
while running:
screen.fill((255, 255, 255))
#bg
if bg_scrollX < -1000:
bg_scrollX = 0
else:
bg_scrollX -= 2
screen.blit(get_image(image_src+'bg.png'), (bg_scrollX,0))
screen.blit(get_image(image_src+'bg.png'), (bg_scrollX+1000,0))
if activity == 'menu':
player_location = slide_in(player_location,350,6)
player_location[1] = 255
screen.blit(get_image(image_src+'title.png'),(88,20))
screen.blit(get_image(image_src+'text.png'),(0,425))
screen.blit(get_image(image_src+'credit_text.png'),(374,520))
screen.blit(get_image(image_src+'instructions.png'),(540,175))
#buttons
play_button = screen.blit(get_image(image_src+'buttons/play.png'),(540,50))
elif activity == 'playing' and not pause:
#angle
angle += 1
#player
player_location = slide_in(player_location,75,6)
if transition == '':
player_location,delay = move_player(player_location,delay)
player_hitbox = pygame.Rect(player_location[0],player_location[1],100,50)
#meteors
if wave < len(wave_list)+1 and meteor_check[level-1] == 1 and transition_timer == 0:
object_spawn_cooldown, meteor_list = spawn_object(object_spawn_cooldown,meteor_list)
meteor_list, meteors_to_delete = move_object(meteor_list, meteors_to_delete)
material = 'meteor'
meteor_hitboxes = rotate_object(meteor_list,material,angle)
meteor_list, meteors_to_delete, particles = object_collision(meteor_list,meteor_hitboxes,meteors_to_delete,particles,material)
#crystals
if wave < len(wave_list)+1 and transition_timer == 0:
object_spawn_cooldown, crystal_list = spawn_object(object_spawn_cooldown,crystal_list)
crystal_list, crystals_to_delete = move_object(crystal_list,crystals_to_delete)
material = 'crystal'
crystal_hitboxes = rotate_object(crystal_list,material,angle)
crystal_list, crystals_to_delete, particles = object_collision(crystal_list,crystal_hitboxes,crystals_to_delete,particles,material)
#enemies
if level_enemy_types[level-1] == 'ufo':
if level > 6:
total_enemy_hp = 3
total_lasers = 1
else:
total_enemy_hp = 1
total_lasers = 1
elif level_enemy_types[level-1] == 'mover':
if level > 7 :
total_enemy_hp = 5
total_lasers = 1
else:
total_enemy_hp = 3
total_lasers = 1
elif level_enemy_types[level-1] == 'boss':
if level == 6:
total_enemy_hp = 80
elif level == 10:
total_enemy_hp = 150
total_lasers = 5
if transition_timer == 0:
enemy_list, wave = spawn_enemies(enemy_list,wave_list,wave,total_enemy_hp, level_enemy_types[level-1])
enemy_list = move_enemies(enemy_list)
#enemies shoot lasers
if enemy_shoot_cooldown > 0 and len(enemy_list) > 0 and transition_timer == 0:
enemy_shoot_cooldown -= 1
if enemy_shoot_cooldown < 1 and len(enemy_list) > 0:
enemy_shot.play()
enemies = random.randint(1,3)
if enemies > len(enemy_list):
enemies = len(enemy_list)
old_choice = ''
choice = ''
for e in range(enemies):
old_choice = choice
while choice == old_choice:
choice = random.choice(enemy_list)
enemy_laser_list = spawn_enemy_laser(enemy_laser_list,choice,total_lasers)
enemy_shoot_cooldown = 180
if level_enemy_types[level-1] == 'boss':
enemy_shoot_cooldown = 50
elif level_enemy_types[level-1] == 'mover' and level > 7:
enemy_shoot_cooldown = 150
enemy_laser_list = move_lasers(enemy_laser_list,'enemy')
enemy_laser_list, enemy_list, particles = laser_collision(enemy_laser_list, enemy_list, player_hitbox, level_enemy_types[level-1], 'enemy', particles)
#player shoot lasers
if score > (total_player_shots*1000)-1:
if total_player_shots < 3:
total_player_shots += 1
pressed = pygame.key.get_pressed()
if shoot_cooldown < 1 and transition == '':
if pressed[pygame.K_SPACE]:
player_shot.play()
laser_list = spawn_laser(laser_list,player_location)
shoot_cooldown = 20
else:
shoot_cooldown -= 1
if total_player_shots > 1:
if shoot_cooldown == 15:
player_shot.play()
laser_list = spawn_laser(laser_list,(player_location[0],player_location[1]+20))
elif shoot_cooldown == 10 and total_player_shots > 2:
player_shot.play()
laser_list = spawn_laser(laser_list,(player_location[0],player_location[1]-20))
laser_list = move_lasers(laser_list,'player')
laser_list, enemy_list, particles = laser_collision(laser_list, enemy_list, player_hitbox, level_enemy_types[level-1], 'player', particles)
if activity == 'playing':
if pause:
meteor_hitboxes = rotate_object(meteor_list,material,angle)
crystal_hitboxes = rotate_object(crystal_list,material,angle)
#render lasers
for l in range(len(laser_list)):
screen.blit(get_image(image_src+'player_laser.png'),laser_list[l])
#render enemy lasers
for l in range(len(enemy_laser_list)):
screen.blit(get_image(image_src+'enemy_laser.png'),enemy_laser_list[l])
#render enemies
for e in range(len(enemy_list)):
enemy_data = enemy_list[e]
enemy = screen.blit(get_image(image_src+'enemies/'+level_enemy_types[level-1]+'.png'),(enemy_data[0],enemy_data[1]))
pygame.draw.rect(screen,(2, 235, 215),pygame.Rect(enemy_data[0],enemy_data[1]-15,(enemy[2]/total_enemy_hp)*enemy_data[2],8))
pygame.draw.rect(screen,(255,255,255),pygame.Rect(enemy_data[0],enemy_data[1]-15,enemy[2],8),1)
#enemy_cooldown
if len(enemy_list) < 1 and enemy_cooldown == 0: #it is important that this if statement remains before the next one or else there will be errors in the algorithm
enemy_cooldown = 100
enemy_shoot_cooldown = 180
if enemy_cooldown > 0:
enemy_cooldown -= 1
#top bar
screen.blit(get_image(image_src+'top_bar.png'),(0,0))
for l in range(lives):
screen.blit(get_image(image_src+'life.png'),(130+l*40,25))
render_number(level,530,15)
render_number(score,820,15)
#next level check
if wave > len(wave_list) and len(meteor_list) < 1 and len(crystal_list) < 1:
if level < total_levels:
level +=1
if level > 9:
lives = addlife(lives, 3)
elif level > 5:
lives = addlife(lives, 2)
else:
lives = addlife(lives, 1)
wave = 0
transition = str(level)
transitionY = 0
transition_timer = 1
player_location[0] = -100
meteor_list = []
meteors_to_delete = []
object_spawn_cooldown = 120
enemy_list = []
enemy_cooldown = 100
enemy_shoot_cooldown = 180
enemy_laser_list = []
wave = 0
shoot_cooldown = 0
pause = False
wave_list = divide_in_waves(level_total_enemies[level-1],level_total_waves[level-1])
else:
level += 1
activity = 'menu'
transition = 'win'
transitionY = 0
transition_timer = 120
won = True
#player rendering
if won:
skin = '_racer'
else:
skin = ''
player = get_image(image_src+'player'+skin+'.png')
screen.blit(player, (player_location[0],player_location[1]))
#render fire
delay = delay*0.9
draw_fire(player_location,4,delay)
#particles
particles = draw_particles(particles)
#pause
if pause:
screen.blit(get_image(image_src+'pause.png'),(0,0))
#transitions
if transition != '':
screen.blit(get_image(image_src+'transitions/'+transition+'.png'),(0,transitionY))
if transition_timer == 0:
transitionY += 10
if transitionY > 560:
transition = ''
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
transition_timer = 0
if event.key == pygame.K_p and activity == 'playing':
button_click.play()
pause = not pause
if event.key == pygame.K_m and pause:
button_click.play()
activity = 'menu'
transition = 'menu'
transitionY = 0
transition_timer = 60
pause = False
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
x, y = event.pos
if activity == 'menu' and transition == '':
if play_button.collidepoint(x, y):
button_click.play()
pause = False
activity = 'playing'
score = 0
level = 1
lives = 6
transition = str(level)
transitionY = 0
transition_timer = 1
angle = 0
player_location[0] = -100
delay = 0
meteor_list = []
meteors_to_delete = []
object_spawn_cooldown = 120
wave_list = divide_in_waves(level_total_enemies[level-1],level_total_waves[level-1])
enemy_list = []
enemy_cooldown = 100
enemy_shoot_cooldown = 180
enemy_laser_list = []
wave = 0
shoot_cooldown = 0
total_player_shots = 1
pause = False
pygame.display.flip()
clock.tick(60)
pygame.quit()