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main.py
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main.py
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@namespace
class SpriteKind:
goal = SpriteKind.create()
treasure = SpriteKind.create()
switch = SpriteKind.create()
poopy = SpriteKind.create()
yellow_card = SpriteKind.create()
red_card = SpriteKind.create()
ball = SpriteKind.create()
heart = SpriteKind.create()
menu = SpriteKind.create()
selector = SpriteKind.create()
treasure_sprite: Sprite = None
stair_sprite: Sprite = None
switch_sprite: Sprite = None
switch_sprite_two: Sprite = None
heart_sprite: Sprite = None
ball_sprite: Sprite = None
play_sprite: Sprite = None
player_sprite: Sprite = None
how_to_play_sprite: Sprite = None
credits_sprite: Sprite = None
exit_sprite: Sprite = None
maxLevel = 4
current_level = 1
player_direction = 1
ball_found = False
enemy_list: List[Sprite] = []
changed_level = False
level_three_enemies_defeated = 0
last_pressed = 0
kick_cooldown_time = 500
menu_option = 1
selector_sprite: Sprite = None
in_menu = True
@namespace
class Player:
player_sprite = sprites.create(assets.image("""
tete front
"""), SpriteKind.player)
# Shows the menu and it's options
def start_menu():
global selector_sprite, play_sprite, how_to_play_sprite, credits_sprite, exit_sprite
music.set_volume(50)
music.play(music.create_song(assets.song("""introSong""")),music.PlaybackMode.LOOPING_IN_BACKGROUND)
scene.set_background_image(sprites.background.cityscape)
Player.player_sprite.set_position(20,90)
play_sprite = sprites.create(assets.image("""PlayButtonSelected"""), SpriteKind.menu)
play_sprite.set_position(80, 30)
how_to_play_sprite = sprites.create(assets.image("""HowToButton"""), SpriteKind.menu)
how_to_play_sprite.set_position(80, 50)
credits_sprite = sprites.create(assets.image("""CreditsButton"""), SpriteKind.menu)
credits_sprite.set_position(80, 70)
exit_sprite = sprites.create(assets.image("""ExitButton"""), SpriteKind.menu)
exit_sprite.set_position(80, 90)
selector_sprite = sprites.create(assets.image("""selector"""), SpriteKind.selector)
selector_sprite.set_position(30, 30)
# Moves the selector sprite through the menu
def select_option():
global selector_sprite, menu_option, play_sprite, how_to_play_sprite, credits_sprite, exit_sprite
if menu_option == 1:
selector_sprite.set_position(30, 30)
paint_menu_buttons(1)
elif menu_option == 2:
selector_sprite.set_position(30, 50)
paint_menu_buttons(2)
elif menu_option == 3:
selector_sprite.set_position(30, 70)
paint_menu_buttons(3)
elif menu_option == 4:
selector_sprite.set_position(30, 90)
paint_menu_buttons(4)
# Paints the menu buttons based on the position
def paint_menu_buttons(menu_option: int):
global selector_sprite, menu_option, play_sprite, how_to_play_sprite, credits_sprite, exit_sprite
if menu_option == 1:
play_sprite.set_image(assets.image("""PlayButtonSelected"""))
how_to_play_sprite.set_image(assets.image("""HowToButton"""))
credits_sprite.set_image(assets.image("""CreditsButton"""))
exit_sprite.set_image(assets.image("""ExitButton"""))
elif menu_option == 2:
play_sprite.set_image(assets.image("""PlayButton"""))
how_to_play_sprite.set_image(assets.image("""HowToButtonSelected"""))
credits_sprite.set_image(assets.image("""CreditsButton"""))
exit_sprite.set_image(assets.image("""ExitButton"""))
elif menu_option == 3:
play_sprite.set_image(assets.image("""PlayButton"""))
how_to_play_sprite.set_image(assets.image("""HowToButton"""))
credits_sprite.set_image(assets.image("""CreditsButtonSelected"""))
exit_sprite.set_image(assets.image("""ExitButton"""))
elif menu_option == 4:
play_sprite.set_image(assets.image("""PlayButton"""))
how_to_play_sprite.set_image(assets.image("""HowToButton"""))
credits_sprite.set_image(assets.image("""CreditsButton"""))
exit_sprite.set_image(assets.image("""ExitButtonSelected"""))
# Destroy the menu sprites
def destroy_menu():
global selector_sprite, menu_option, play_sprite, how_to_play_sprite, credits_sprite, exit_sprite
selector_sprite.destroy()
play_sprite.destroy()
how_to_play_sprite.destroy()
credits_sprite.destroy()
exit_sprite.destroy()
# Behavior of the Poopy enemy (follows the player and animates based in the direction they are facing)
def poopy_behavior():
for poopy in sprites.all_of_kind(SpriteKind.poopy):
# follow the player
if poopy.x < Player.player_sprite.x:
poopy.vx = 20
animation.run_image_animation(poopy, assets.animation("""poopy animated right"""), 200, True)
poopy.set_image(assets.image(""" poopy right """))
else:
poopy.vx = -20
animation.run_image_animation(poopy, assets.animation("""poopy animated left"""), 200, True)
poopy.set_image(assets.image(""" poopy left """))
if poopy.y < Player.player_sprite.y:
poopy.vy = 20
else:
poopy.vy = -20
# Generates a number enemies of type Poopy
def generate_poopies(poopies_number: int):
for index in range(poopies_number):
poopy = sprites.create(assets.image("""poopy left """), SpriteKind.poopy)
poopy.set_position(Math.random_range(32, 240), Math.random_range(16, 220))
# Generates a number of enemies of type Red Card
def generate_red_cards(red_cards_number: int):
for index in range(red_cards_number):
red_card = sprites.create(assets.image("""redCard base """), SpriteKind.red_card)
red_card.set_position(Math.random_range(32, 240), Math.random_range(16, 220))
red_card_animation(red_card)
# Generates a number of enemies of type Yellow Card
def generate_yellow_cards(yellow_cards_number: int):
for index in range(yellow_cards_number):
yellow_card = sprites.create(assets.image("""yellowCard base """), SpriteKind.red_card)
yellow_card.set_position(Math.random_range(32, 240), Math.random_range(10, 220))
yellow_card_animation(yellow_card)
yellow_card.follow(Player.player_sprite, 60, 60)
def on_update_interval():
global current_level, enemy_list, level_three_enemies_defeated, changed_level
if current_level == 1:
poopy_behavior()
if current_level == 2:
poopy_behavior()
red_card_one = enemy_list[0]
red_card_two = enemy_list[1]
yellow_card_one = enemy_list[2]
yellow_card_two = enemy_list[3]
# The red card one activates when the player passes that location
if Player.player_sprite.x >= 8 and Player.player_sprite.x <= 40 and Player.player_sprite.y <= 232:
red_card_animation(red_card_one)
yellow_card_animation(yellow_card_one)
yellow_card_animation(yellow_card_two)
if yellow_card_one.x == 216:
yellow_card_one.vx = 60
elif yellow_card_one.x == 296:
yellow_card_one.vx = -60
if yellow_card_two.y == 24:
yellow_card_two.vy = 60
elif yellow_card_two.y == 56:
yellow_card_two.vy = -60
if Player.player_sprite.x <= 398 and Player.player_sprite.y >= 376 and Player.player_sprite.y <= 398:
red_card_animation(red_card_two)
elif current_level == 3:
spawn_enemy = Math.random_range(0,100)
if level_three_enemies_defeated < 15:
if spawn_enemy < 10:
generate_red_cards(1)
elif spawn_enemy < 20 :
generate_yellow_cards(1)
elif spawn_enemy < 35:
generate_poopies(1)
poopy_behavior()
elif level_three_enemies_defeated >= 15 and changed_level == False:
changed_level = True
pause(500)
music.play(music.melody_playable(music.big_crash), music.PlaybackMode.UNTIL_DONE)
scene.camera_shake(8, 500)
reset_level()
scene.set_tile_map_level(assets.tilemap("""level three exit """))
if Player.player_sprite.y == 248:
current_level = current_level + 1
select_levels()
elif current_level == 4:
if Player.player_sprite.y >= 69:
game.game_over(True)
game.on_update_interval(500, on_update_interval)
# Interval for spawning poopies in floor 2
def on_update_interval_plus():
global current_level
if current_level == 2:
spawn_enemy = Math.random_range(0,100)
if spawn_enemy < 35:
generate_poopies(1)
game.on_update_interval(1500, on_update_interval_plus)
# Changes the animation and the direction the player is facing
def on_right_pressed():
global player_direction
animation.run_image_animation(Player.player_sprite, assets.animation("""walkRight"""), 200, True)
Player.player_sprite.set_image(assets.image("""
tete right
"""))
player_direction = 3
controller.right.on_event(ControllerButtonEvent.PRESSED, on_right_pressed)
def on_left_pressed():
global player_direction
animation.run_image_animation(Player.player_sprite, assets.animation(""" walkLeft """), 200, True)
Player.player_sprite.set_image(assets.image(""" tete left """))
player_direction = 4
controller.left.on_event(ControllerButtonEvent.PRESSED, on_left_pressed)
def on_up_pressed():
global player_direction, menu_option, in_menu
if in_menu == True:
if menu_option > 1:
menu_option = menu_option - 1
select_option()
else:
animation.run_image_animation(Player.player_sprite, assets.animation(""" backWalk """), 200, True)
Player.player_sprite.set_image(assets.image(""" tete back """))
player_direction = 1
controller.up.on_event(ControllerButtonEvent.PRESSED, on_up_pressed)
def on_down_pressed():
global player_direction, in_menu, menu_option
if in_menu == True:
if menu_option < 4:
menu_option = menu_option + 1
select_option()
else:
animation.run_image_animation(Player.player_sprite, assets.animation("""frontWalk"""), 200, True)
Player.player_sprite.set_image(assets.image(""" tete front """))
player_direction = 2
controller.down.on_event(ControllerButtonEvent.PRESSED, on_down_pressed)
# Fires a projectile when A is pressed in the direction the player is facing
def on_a_pressed():
global player_direction, ball_found, last_pressed, kick_cooldown_time, menu_option, in_menu
if in_menu == True:
if menu_option == 1:
select_levels()
destroy_menu()
in_menu = False
elif menu_option == 2:
game.show_long_text("How To Play\n \n Joystick\n Use the joystick to move your character around the map.\n \n A button\n Once you unlock the football you can shoot your enemies with a kick attack.", DialogLayout.FULL)
elif menu_option == 3:
game.show_long_text("Credits\n \nGame made by Ivan Martinez and Joao Lopes.\n \n Inspired by the greatest team in the World \n Real Betis Balompié!", DialogLayout.FULL)
elif menu_option == 4:
game.reset()
else:
if ball_found and game.runtime() - last_pressed >= kick_cooldown_time:
if player_direction == 1:
projectileSprite = sprites.createProjectileFromSprite(assets.image("""ball idle"""), Player.player_sprite, 0, -110)
music.pewPew.play()
animation.run_image_animation(projectileSprite, assets.animation("""ballAttack"""), 50, True)
last_pressed = game.runtime()
elif player_direction == 2:
projectileSprite = sprites.createProjectileFromSprite(assets.image("""ball idle"""), Player.player_sprite, 0, 110)
music.pewPew.play()
animation.run_image_animation(projectileSprite, assets.animation("""ballAttack"""), 50, True)
last_pressed = game.runtime()
elif player_direction == 3:
projectileSprite = sprites.createProjectileFromSprite(assets.image("""ball idle"""), Player.player_sprite, 110, 0)
music.pewPew.play()
animation.run_image_animation(projectileSprite, assets.animation("""ballAttack"""), 50, True)
last_pressed = game.runtime()
elif player_direction == 4:
projectileSprite = sprites.createProjectileFromSprite(assets.image("""ball idle"""), Player.player_sprite, -110, 0)
music.pewPew.play()
animation.run_image_animation(projectileSprite, assets.animation("""ballAttack"""), 50, True)
last_pressed = game.runtime()
controller.A.on_event(ControllerButtonEvent.PRESSED, on_a_pressed)
# Overlap enemy on hit projectile
def on_overlap_projectile_with_enemy(sprite, otherSprite):
global level_three_enemies_defeated
if current_level == 3:
level_three_enemies_defeated = level_three_enemies_defeated + 1
drop_hearts(otherSprite)
sprites.destroy(otherSprite, effects.spray, 200)
sprites.destroy(sprite, effects.cool_radial, 200)
info.set_score(info.score()+50)
sprites.on_overlap(SpriteKind.projectile, SpriteKind.yellow_card, on_overlap_projectile_with_enemy)
sprites.on_overlap(SpriteKind.projectile, SpriteKind.red_card, on_overlap_projectile_with_enemy)
sprites.on_overlap(SpriteKind.projectile, SpriteKind.poopy, on_overlap_projectile_with_enemy)
# On overlap with lava tiles (no mercy)
def on_overlap_tile(sprite, location):
info.set_life(0)
scene.on_overlap_tile(SpriteKind.player, sprites.dungeon.hazard_lava0, on_overlap_tile)
scene.on_overlap_tile(SpriteKind.player, sprites.dungeon.hazard_lava1, on_overlap_tile)
# On hit wall interacts with the switches
def on_hit_wall(sprite, location):
global current_level
if current_level == 1:
if location.x == 136 and location.y == 8:
if (switch_sprite.image == sprites.dungeon.green_switch_up):
info.set_score(info.score()+200)
switch_sprite.set_image(sprites.dungeon.green_switch_down)
scene.set_tile_map_level(tilemap("""
level one switched
"""))
pause(500)
music.play(music.melody_playable(music.big_crash), music.PlaybackMode.UNTIL_DONE)
scene.camera_shake(3, 500)
else:
game.splash("The switch broke")
elif current_level == 2:
if location.x == 136 and location.y == 424:
if (switch_sprite.image == sprites.dungeon.purple_switch_up):
info.set_score(info.score()+200)
switch_sprite.set_image(sprites.dungeon.purple_switch_down)
scene.set_tile_map_level(tilemap("""
level two bridge
"""))
pause(500)
music.play(music.melody_playable(music.big_crash), music.PlaybackMode.UNTIL_DONE)
scene.camera_shake(3, 500)
else:
game.splash("The switch broke")
elif location.x == 40 and location.y == 8:
if (switch_sprite_two.image == sprites.dungeon.purple_switch_up):
info.set_score(info.score()+200)
switch_sprite_two.set_image(sprites.dungeon.purple_switch_down)
scene.set_tile_map_level(tilemap("""
level two bridge two
"""))
pause(500)
music.play(music.melody_playable(music.big_crash), music.PlaybackMode.UNTIL_DONE)
scene.camera_shake(3, 500)
else:
game.splash("The switch broke")
else:
pass
scene.on_hit_wall(SpriteKind.player, on_hit_wall)
# Create enemies
def create_enemies():
global current_level, enemy_list
if current_level == 1:
enemy_list = []
generate_poopies(3)
elif current_level == 2:
enemy_list = []
red_card_one = sprites.create(assets.image("""redCard base """), SpriteKind.red_card)
red_card_two = sprites.create(assets.image("""redCard base """), SpriteKind.red_card)
yellow_card_one = sprites.create(assets.image("""yellowCard base """), SpriteKind.yellow_card)
yellow_card_two = sprites.create(assets.image("""yellowCard base """), SpriteKind.yellow_card)
enemy_list.append(red_card_one)
enemy_list.append(red_card_two)
enemy_list.append(yellow_card_one)
enemy_list.append(yellow_card_two)
red_card_one.set_position(25,150)
red_card_two.set_position(300,460)
yellow_card_one.set_position(216,170)
yellow_card_two.set_position(400,56)
# Destroys the sprites of the current level
def reset_level():
global current_level, switch_sprite, switch_sprite_two, treasure_sprite, ball_sprite, enemy_list
if current_level == 1:
for poopy in sprites.all_of_kind(SpriteKind.poopy):
poopy.destroy()
switch_sprite.destroy()
treasure_sprite.destroy()
elif current_level == 2:
for poopy_two in sprites.all_of_kind(SpriteKind.poopy):
poopy_two.destroy()
switch_sprite.destroy()
treasure_sprite.destroy()
switch_sprite_two.destroy()
for enemy_level_two in enemy_list:
enemy_level_two.destroy()
elif current_level == 3:
for poopy_three in sprites.all_of_kind(SpriteKind.poopy):
poopy_three.destroy()
for yellow_card in sprites.all_of_kind(SpriteKind.yellow_card):
yellow_card.destroy()
for red_card in sprites.all_of_kind(SpriteKind.red_card):
red_card.destroy()
# 15% chance for an enemy to drop a heart
def drop_hearts(enemy_sprite: Sprite):
if Math.random_range(0,100) <= 15:
heart_sprite_generated = sprites.create(assets.image("""heart"""), SpriteKind.heart)
heart_sprite_generated.set_position(enemy_sprite.x, enemy_sprite.y)
# On overlap hearts (Max 5 hearts) the player recovers health
def on_on_overlap_hearts(SpriteKind, otherSprite):
if info.life() < 5:
info.set_life(info.life()+1)
sprites.destroy(otherSprite, effects.hearts, 200)
sprites.on_overlap(SpriteKind.player, SpriteKind.heart, on_on_overlap_hearts)
# On overlap stairs changes the current level
def on_on_overlap_stairs(SpriteKind, otherSprite):
global current_level
if current_level == maxLevel:
game.over(True)
else:
stair_sprite.destroy()
reset_level()
current_level = current_level + 1
select_levels()
sprites.on_overlap(SpriteKind.player, SpriteKind.goal, on_on_overlap_stairs)
# On overlap treasure the score raises by 100
def on_on_overlap_treasure(SpriteKind, otherSprite):
if (treasure_sprite.image == sprites.dungeon.chest_closed):
info.set_score(info.score()+100)
treasure_sprite.set_image(sprites.dungeon.chest_open)
music.ba_ding.play()
sprites.on_overlap(SpriteKind.player, SpriteKind.treasure, on_on_overlap_treasure)
# On overlap player with ball (item) allows the player to throw projectiles
def on_on_overlap_ball(SpriteKind, otherSprite):
global ball_found
ball_found = True
game.show_long_text("You found your precious ball! Now you can kick it with button A.", DialogLayout.BOTTOM)
Player.player_sprite.say_text("My precious...", 1000, None, 1, 7)
ball_sprite.destroy()
sprites.on_overlap(SpriteKind.player, SpriteKind.ball, on_on_overlap_ball)
# On enemy collision, the lives are consumed by one and the enemy is destroyed with an effect
def on_on_overlap_enemy(SpriteKind, otherSprite):
info.changeLifeBy(-1)
sprites.destroy(otherSprite, effects.ashes, 200)
music.thump.play()
sprites.on_overlap(SpriteKind.player, SpriteKind.poopy, on_on_overlap_enemy)
sprites.on_overlap(SpriteKind.player, SpriteKind.yellow_card, on_on_overlap_enemy)
sprites.on_overlap(SpriteKind.player, SpriteKind.red_card, on_on_overlap_enemy)
# Creates the first floor level
def create_level_one():
global treasure_sprite, stair_sprite, switch_sprite
scene.set_tile_map_level(tilemap("""
level one
"""))
scene.set_background_image(img("""
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"""))
music.stop_all_sounds()
music.play(music.create_song(assets.song("""dungeonFloorsSong""")),music.PlaybackMode.LOOPING_IN_BACKGROUND)
treasure_sprite = sprites.create(sprites.dungeon.chest_closed, SpriteKind.treasure)
treasure_sprite.set_position(25, 140)
stair_sprite = sprites.create(sprites.dungeon.stair_large, SpriteKind.goal)
stair_sprite.set_position(232, 200)
switch_sprite = sprites.create(sprites.dungeon.green_switch_up, SpriteKind.switch)
switch_sprite.set_position(136, 8)
scene.camera_follow_sprite(Player.player_sprite)
controller.move_sprite(Player.player_sprite, 100, 100)
info.set_life(3)
Player.player_sprite.set_position(33, 188)
create_enemies()
# Creates the second floor level
def create_level_two():
global treasure_sprite, stair_sprite, switch_sprite, switch_sprite_two, ball_sprite
scene.set_tile_map_level(tilemap("""
level two base
"""))
Player.player_sprite.set_position(228,23)
treasure_sprite = sprites.create(sprites.dungeon.chest_closed, SpriteKind.treasure)
treasure_sprite.set_position(484, 58)
stair_sprite = sprites.create(sprites.dungeon.stair_large, SpriteKind.goal)
stair_sprite.set_position(25, 492)
switch_sprite = sprites.create(sprites.dungeon.purple_switch_up, SpriteKind.switch)
switch_sprite.set_position(142, 424)
switch_sprite_two = sprites.create(sprites.dungeon.purple_switch_up, SpriteKind.switch)
switch_sprite_two.set_position(50, 8)
ball_sprite = sprites.create(assets.image("""ball idle"""), SpriteKind.ball)
ball_sprite.set_position(258, 46)
create_enemies()
# Creates the arena level
def create_level_three():
global level_three_enemies_defeated, ball_found
ball_found = True
music.stop_all_sounds()
music.play(music.create_song(assets.song("""arenaSong""")),music.PlaybackMode.LOOPING_IN_BACKGROUND)
scene.set_tile_map_level(tilemap("""
level three no exit
"""))
Player.player_sprite.set_position(129,46)
game.splash("Welcome to the arena!")
game.show_long_text("Defeat 15 enemies to be victorious, watch your step, the lava is hot.", DialogLayout.BOTTOM)
if info.life() < 5:
heart_sprite = sprites.create(assets.image("""heart"""), SpriteKind.heart)
heart_sprite.set_position(150, 50)
create_enemies()
# Creates the final level
def create_level_four():
scene.set_tile_map_level(tilemap("""level four"""))
Player.player_sprite.set_position(96,6)
Player.player_sprite.say_text("Finally...",1000, None, 1, 7)
# Animates the Red Card enemy and starts to follow the player
def red_card_animation(red_card_sprite: Sprite):
if Player.player_sprite.y > red_card_sprite.y:
animation.run_image_animation(red_card_sprite, assets.animation("""redCardFront"""), 200, True)
else:
animation.run_image_animation(red_card_sprite, assets.animation("""redCardBack"""), 200, True)
red_card_sprite.follow(Player.player_sprite, 80, 80)
chance_to_say = Math.random_range(0,100)
if chance_to_say < 20:
red_card_sprite.say_text("HEY FOUL", 1000, None, 1, 2)
# Animates the Yellow Card enemy
def yellow_card_animation(yellow_card_sprite: Sprite):
if Player.player_sprite.y > yellow_card_sprite.y:
animation.run_image_animation(yellow_card_sprite, assets.animation("""yellowCardFront"""), 200, True)
else:
animation.run_image_animation(yellow_card_sprite, assets.animation("""yellowCardBack"""), 200, True)
# Function to control the levels
def select_levels():
global current_level
if current_level == 1:
create_level_one()
elif current_level == 2:
create_level_two()
elif current_level == 3:
create_level_three()
else:
create_level_four()
# Game over when the lives reaches 0
def on_life_zero():
music.stop_all_sounds()
sprites.destroy(Player.player_sprite, effects.ashes, 200)
music.wawawawaa.play()
game.game_over(False)
info.on_life_zero(on_life_zero)
start_menu()