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level4.py
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236 lines (191 loc) · 8.4 KB
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from player import Player
from enemies import *
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 576
ES = 6
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
class Game4(object):
def __init__(self):
self.font = pygame.font.Font("font/Pokemon GB.ttf", 33)
self.font2 = pygame.font.Font("font/Pokemon GB.ttf", 20)
self.about = False
self.game_over = True
self.font = pygame.font.Font("font/Pokemon GB.ttf", 25)
self.score = 1421
with open('score.txt', 'w'):
pass
self.lives = 0
self.player = Player(32, 128, "images/player.png")
self.horizontal_blocks = pygame.sprite.Group()
self.vertical_blocks = pygame.sprite.Group()
self.vertical_blocks = pygame.sprite.Group()
self.dots_group = pygame.sprite.Group()
for i, row in enumerate(enviroment()):
for j, item in enumerate(row):
if item == 1:
self.horizontal_blocks.add(Block(j * 32 + 8, i * 32 + 8, BLACK, 16, 16))
if item == 2:
self.vertical_blocks.add(Block(j * 32 + 8, i * 32 + 8, BLACK, 16, 16))
self.enemies = pygame.sprite.Group()
self.enemies.add(Slime(291, 99, 0, ES))
self.enemies.add(Slime1(291, 323, 0, -ES))
self.enemies.add(Slime3(675, 131, 0, ES))
self.enemies.add(Slime1(35, 227, 0, ES))
self.enemies.add(Slime(163, 67, ES, 0))
self.enemies.add(Slime1(452, 67, -ES, 0))
self.enemies.add(Slime3(547, 451, ES, 0))
self.enemies.add(Slime1(451, 355, ES, 0))
self.enemies.add(Slime1(675, 357, 0, -ES))
self.enemies.add(Slime3(547, 451, -ES, 0))
self.enemies.add(Slime2(35, 357, 0, ES))
self.enemies.add(Slime3(163, 131, ES, 0))
self.enemies.add(Slime3(547, 227, -ES, 0))
for i, row in enumerate(enviroment()):
for j, item in enumerate(row):
if item == 1:
self.dots_group.add(Ellipse(j * 32 + 12, i * 32 + 12, WHITE, 8, 8))
elif item == 2:
self.dots_group.add(Ellipse(j * 32 + 12, i * 32 + 12, WHITE, 8, 8))
elif item == 3:
self.dots_group.add(Ellipse(j * 32 + 12, i * 32 + 12, WHITE, 8, 8))
self.pacman_sound = pygame.mixer.Sound("sounds/pacman_sound.ogg")
self.game_over_sound = pygame.mixer.Sound("sounds/game_over_sound.ogg")
self.ouch_sound = pygame.mixer.Sound("sounds/ouch_sound.ogg")
def process_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
return True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
if self.game_over and not self.about:
self.__init__()
self.game_over = False
elif event.key == pygame.K_RIGHT:
self.player.move_right()
elif event.key == pygame.K_LEFT:
self.player.move_left()
elif event.key == pygame.K_UP:
self.player.move_up()
elif event.key == pygame.K_DOWN:
self.player.move_down()
elif event.key == pygame.K_ESCAPE:
self.game_over = True
def full_death():
import main
main.main1()
full_death()
self.about = False
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
self.player.stop_move_right()
elif event.key == pygame.K_LEFT:
self.player.stop_move_left()
elif event.key == pygame.K_UP:
self.player.stop_move_up()
elif event.key == pygame.K_DOWN:
self.player.stop_move_down()
elif event.type == pygame.MOUSEBUTTONDOWN:
self.player.explosion = True
return False
def run_logic(self):
if not self.game_over:
self.player.update(self.horizontal_blocks, self.vertical_blocks)
block_hit_list = pygame.sprite.spritecollide(self.player, self.dots_group, True)
if len(block_hit_list) > 0:
self.pacman_sound.play()
self.score += 8
from pathlib import Path
hsc = Path('files/highscore.txt').read_text()
if self.score > int(hsc):
hsc = self.score
file_1 = open("files/highscore.txt", "w")
file_1.write(str(hsc))
print(self.score)
def func():
import main
main.main5()
if self.score == 3045:
func()
block_hit_list = pygame.sprite.spritecollide(self.player, self.enemies, True)
if len(block_hit_list) > 0:
self.lives += 1
self.ouch_sound.play()
if self.lives == 3:
self.player.explosion = True
self.game_over_sound.play()
def full_death():
import main
main.main1()
full_death()
self.game_over = self.player.game_over
self.enemies.update(self.horizontal_blocks, self.vertical_blocks)
file_1 = open("files/score.txt", "w")
file_1.write(str(self.score))
file_1.close()
def display_frame(self, screen):
screen.fill(BLACK)
self.display_message(screen, "Press ENTER to continue...")
text2 = self.font2.render("Points X8", True, WHITE)
screen.blit(text2, [SCREEN_WIDTH / 2 - (text2.get_width() / 2), SCREEN_HEIGHT / 2 + 50])
if self.game_over:
if self.about:
self.display_message(screen, "It is an arcade Game")
else:
screen.fill(BLACK)
self.horizontal_blocks.draw(screen)
self.vertical_blocks.draw(screen)
draw_enviroment(screen)
self.dots_group.draw(screen)
self.enemies.draw(screen)
screen.blit(self.player.image, self.player.rect)
text = self.font.render("Score: " + str(self.score), True, GREEN)
file_2 = open("files/score.txt", "w")
file_2.write(str(self.score))
file_2.close()
screen.blit(text, [20, 530])
heart3 = pygame.image.load('images/heart.png')
screen.blit(heart3, (572, 524))
text = self.font.render(" left: " + str(3 - self.lives), True, WHITE)
screen.blit(text, [580, 530])
text2 = self.font.render("Level 4", True, RED)
screen.blit(text2, [480, 180])
pygame.display.flip()
def display_message(self, screen, message, color=(255, 0, 0)):
label = self.font.render(message, True, color)
width = label.get_width()
height = label.get_height()
posX = (SCREEN_WIDTH / 2) - (width / 2)
posY = (SCREEN_HEIGHT / 2) - (height / 2)
screen.blit(label, (posX, posY))
class Menu(object):
state = 0
def __init__(self, items, font_color=(0, 0, 0), select_color=(255, 0, 0), ttf_font="font/Pokemon GB.ttf",
font_size=25):
self.font_color = font_color
self.select_color = select_color
self.items = items
self.font = pygame.font.Font(ttf_font, font_size)
def display_frame(self, screen):
for index, item in enumerate(self.items):
if self.state == index:
label = self.font.render(item, True, self.select_color)
else:
label = self.font.render(item, True, self.font_color)
width = label.get_width()
height = label.get_height()
posX = (SCREEN_WIDTH / 2) - (width / 2)
t_h = len(self.items) * height
posY = (SCREEN_HEIGHT / 2) - (t_h / 2) + (index * height)
screen.blit(label, (posX, posY))
def event_handler(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
if self.state > 0:
self.state -= 1
elif event.key == pygame.K_DOWN:
if self.state < len(self.items) - 1:
self.state += 1