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main.py
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import pygame
import sys
from pygame.locals import *
import random as r
import time
#basic info
clock = pygame.time.Clock()
pygame.init()
gameState = 2
score = -6
#fonts
scorefont = pygame.font.Font("font/Pixeltype.ttf",50)
overfont = pygame.font.Font("font/Pixeltype.ttf",200)
endfont = pygame.font.Font("font/Pixeltype.ttf",50)
#Screen Dimensions
HEIGHT = 740
WIDTH = 1366
#Keyboard Keys Check
RightKey = False
LeftKey = False
UpKey = False
DownKey = False
#state images
startImg = pygame.image.load("images/start.png")
helpImg= pygame.image.load("images/help.jpg")
overImg = pygame.image.load("images/over.png")
pauseImg = pygame.image.load("images/pause.png")
#main window
screen = pygame.display.set_mode((WIDTH,HEIGHT),RESIZABLE)
pygame.display.set_caption("Emoji Mania")
bg = pygame.image.load("images/bg.jpg")
#score File
with open("high.txt","r") as ScoreFile:
highscore = ScoreFile.read()
#player settings
playerHieght = 70
playerWidth = 70
playerX = 300
playerY = 300
playerSpeed = 8
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("images/chr.png").convert_alpha()
self.image = pygame.transform.scale(self.image,(playerHieght,playerWidth))
self.rect = self.image.get_rect(center = (playerX,playerY))
def Movement(self):
if RightKey and self.rect.right<=1366:
self.rect.right += playerSpeed
if LeftKey and self.rect.left>=0:
self.rect.left -= playerSpeed
if UpKey and self.rect.top>=0:
self.rect.top -= playerSpeed
if DownKey and self.rect.bottom <=740:
self.rect.bottom += playerSpeed
def shield(self):
if shieldUsed:
self.image = pygame.image.load("images/chrShield.png").convert_alpha()
self.image = pygame.transform.scale(self.image,(playerHieght,playerWidth))
if not shieldUsed:
self.image = pygame.image.load("images/chr.png").convert_alpha()
self.image = pygame.transform.scale(self.image,(playerHieght,playerWidth))
def update(self):
self.Movement()
self.shield()
#character defination
player = pygame.sprite.GroupSingle()
player.add(Player())
#enemy images
enemyimage1 = pygame.image.load("images/enemy1.png")
enemyimage2 = pygame.image.load("images/enemy2.png")
enemyimage3 = pygame.image.load("images/enemy3.png")
#Enemy Settings
EnemySpeed = 6
EnemyMaxSpeed = 10
EnemyColors = ["red","blue","green"]
enemyHeight = 120
enemyWidth = 150
class Enemy(pygame.sprite.Sprite):
def __init__(self,color):
super().__init__()
if color == "red":
self.image = pygame.transform.scale(enemyimage1,(80,80)).convert_alpha()
elif color == "green":
self.image = pygame.transform.scale(enemyimage2,(80,80)).convert_alpha()
elif color == "blue":
self.image = pygame.transform.scale(enemyimage3,(80,80)).convert_alpha()
self.rect = self.image.get_rect(center = (-111,500))
self.EnemySpeed = 5
def Movement(self):
global score,Tscore,EnemySpeed,EnemyMaxSpeed
if gameState == 1:
if score>100:
EnemyMaxSpeed = score//10
if self.rect.left>=-100:
self.rect.left -= self.EnemySpeed
else:
self.rect.right = 1400
self.rect.top = r.randint(0,720)
self.EnemySpeed = r.randint(5,EnemyMaxSpeed)
score += 1
tnum = 5
Tscore = score
while len(enemies.sprites()) < 6:
enemies.add(Enemy(r.choice(EnemyColors)))
elif gameState == 0 or gameState == 2:
EnemyMaxSpeed = 20
self.kill()
while len(enemies.sprites()) < 6:
enemies.add(Enemy(r.choice(EnemyColors)))
score = -6
def update(self):
self.Movement()
#making Enemies
enemies = pygame.sprite.Group()
enemies.add(Enemy("red"))
enemies.add(Enemy("red"))
enemies.add(Enemy("blue"))
enemies.add(Enemy("blue"))
enemies.add(Enemy("green"))
enemies.add(Enemy("green"))
fire = False
knifePos = (100,100)
makeKnife = True
knifeSpeed = 20
class KnifePower(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("images/knife.png")
self.image = pygame.transform.scale(self.image,(60,60))
self.rect = self.image.get_rect(right = 0)
def shoot(self):
global fire,makeKnife,KnifeCount
if fire == True and makeKnife == True and KnifeCount != 0:
self.rect.center = knifePos
fire = False
makeKnife = False
KnifeCount -= 1
if self.rect.right != 0:
self.rect.right += knifeSpeed
if self.rect.left > 1370:
self.kill()
makeKnife = True
if gameState == 0:
self.kill()
makeKnife = True
if knifeGroup.sprite is not None:
if pygame.sprite.spritecollide(knifeGroup.sprite,enemies,True):
self.kill()
enemies.add(Enemy(r.choice(EnemyColors)))
makeKnife = True
def update(self):
self.shoot()
knifeGroup = pygame.sprite.GroupSingle()
knifeGroup.add(KnifePower())
KnifeCount = 2 #default Knife Count
ShieldCount = 1 #DEFAULT SHIELD COUNT
spawn = True #to check if if Powerup is Already Spawned or Not
shieldUsed = False #checks for user input
shieldActivated = False
LivesCount = 0
class PowerUps(pygame.sprite.Sprite):
def __init__(self,pwr):
super().__init__()
if pwr == "knife":
self.power = "knife"
self.image = pygame.image.load("images/knife.png")
self.image = pygame.transform.scale(self.image,(50,50))
self.rect = self.image.get_rect(right = -50)
if pwr == "shield":
self.power = "shield"
self.image = pygame.image.load("images/shield.png")
self.image = pygame.transform.scale(self.image,(50,50))
self.rect = self.image.get_rect(right = -50)
if pwr == "heart":
self.power = "heart"
self.image = pygame.image.load("images/heart.png")
self.image = pygame.transform.scale(self.image,(50,50))
self.rect = self.image.get_rect(right = -50)
def spawn(self):
global KnifeCount,ShieldCount,spawn,shieldUsed
if score%20 == 0 and score>1 and spawn == True:
self.rect.center = (r.randint(50,600),r.randint(50,600))
spawn = False
if gameState == 0 or gameState == 2:
self.rect.right = 0
spawn = True
def ability(self):
global KnifeCount,ShieldCount,spawn,shieldUsed,LivesCount
if pygame.sprite.spritecollide(player.sprite,Powers,True):
if self.power == "knife":
KnifeCount += 1
Powers.add(PowerUps(r.choice(pList)))
spawn = True
self.kill()
if self.power == "shield":
ShieldCount += 1
Powers.add(PowerUps(r.choice(pList)))
spawn = True
self.kill()
if self.power == "heart":
LivesCount += 1
Powers.add(PowerUps(r.choice(pList)))
spawn = True
self.kill()
if shieldUsed == True:
if score == shieldScore + 20:
shieldUsed = False
def update(self):
self.spawn()
self.ability()
pList = ["heart","shield","knife","knife","knife","knife","shield","heart","knife","shield"]
Powers = pygame.sprite.Group()
Powers.add(PowerUps(r.choice(pList)))
#collions between Player and Enemy
def collions():
global LivesCount
if pygame.sprite.spritecollide(player.sprite,enemies,False) and shieldUsed == False:
if LivesCount > 0:
LivesCount -= 1
pygame.sprite.spritecollide(player.sprite,enemies,True)
return 1
else:
return 0
else:
return 1
knifeImg = pygame.image.load("images/knife.png").convert_alpha()
knifeImg = pygame.transform.scale(knifeImg,(35,35))
KnifeRect = knifeImg.get_rect(center = (60,35))
ShieldImg = pygame.image.load("images/shield.png").convert_alpha()
ShieldImg = pygame.transform.scale(ShieldImg,(35,35))
ShieldRect = ShieldImg.get_rect(center = (200,35))
HeartImg = pygame.image.load("images/heart.png").convert_alpha()
HeartImg = pygame.transform.scale(HeartImg,(35,35))
HeartRect = HeartImg.get_rect(center = (340,35))
#display During Game
def displayStats():
global KnifeRect,ShieldRect,HeartRect
scoreD = scorefont.render(f'Score: {score}',False,(0,0,0))
scoreR = scoreD.get_rect(center = (650,50))
Kcount = scorefont.render(f'x {KnifeCount}',False,(0,0,0))
KcountRect = Kcount.get_rect(center = (100,40))
Scount = scorefont.render(f'x {ShieldCount}',False,(0,0,0))
ScountRect = Scount.get_rect(center = (240,40))
Lcount = scorefont.render(f'x {LivesCount}',False,(0,0,0))
LcountRect = Lcount.get_rect(center = (390,40))
screen.blit(scoreD,scoreR)
screen.blit(Kcount,KcountRect)
screen.blit(knifeImg,KnifeRect)
screen.blit(Scount,ScountRect)
screen.blit(ShieldImg,ShieldRect)
screen.blit(Lcount,LcountRect)
screen.blit(HeartImg,HeartRect)
screen.blit(scoreD,scoreR)
return score
#Score After Dying
def endScore():
scoreD = scorefont.render(f'Your Score: {Tscore}',False,(0,0,0))
scoreR = scoreD.get_rect(center = (650,600))
screen.blit(scoreD,scoreR)
highscoreD = scorefont.render(f'High Score: {highscore}',False,(0,0,0))
highscoreR = highscoreD.get_rect(center = (650,650))
screen.blit(highscoreD,highscoreR)
#active window
def window():
screen.blit(bg,(0,0))
player.draw(screen)
enemies.draw(screen)
knifeGroup.draw(screen)
Powers.draw(screen)
score = displayStats()
#main Loop
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
RightKey = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
RightKey = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
LeftKey = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
LeftKey = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w or event.key == pygame.K_UP:
UpKey = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_w or event.key == pygame.K_UP:
UpKey = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s or event.key == pygame.K_DOWN:
DownKey = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_s or event.key == pygame.K_DOWN:
DownKey = False
if pygame.mouse.get_pressed()[0] and KnifeCount!= 0 and gameState == 1:
knifePos = player.sprite.rect.center
if len(knifeGroup.sprites()) == 0:
knifeGroup.add(KnifePower())
fire = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and KnifeCount!= 0 and gameState == 1:
knifePos = player.sprite.rect.center
if len(knifeGroup.sprites()) == 0:
knifeGroup.add(KnifePower())
fire = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_LSHIFT and ShieldCount !=0 and gameState == 1:
shieldScore = score
shieldUsed = True
ShieldCount -= 1
if pygame.mouse.get_pressed()[2] and ShieldCount != 0 and gameState == 1:
shieldScore = score
shieldUsed = True
ShieldCount -= 1
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN and (gameState==0 or gameState ==2 or gameState==4):
gameState = 1
Tscore = 0
if event.type == pygame.KEYDOWN and event.key == pygame.K_BACKSPACE:
gameState = 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_TAB and gameState == 2:
gameState = 3
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and gameState == 1:
gameState = 4
if gameState ==1: #main game
window()
player.update()
enemies.update()
knifeGroup.update()
Powers.update()
gameState = collions()
pygame.mouse.set_visible(False)
elif gameState== 0:#game Over State
with open("high.txt","w") as ScoreFile:
if int(highscore) < Tscore:
highscore = Tscore
ScoreFile.write(str(highscore))
enemies.draw(screen)
screen.blit(overImg,(0,0))
enemies.update()
knifeGroup.update()
Powers.update()
KnifeCount = 2
ShieldCount = 1
LivesCount = 0
pygame.mouse.set_visible(True)
endScore()
elif gameState == 2: #main menu
screen.blit(startImg,(0,0))
pygame.mouse.set_visible(True)
enemies.update()
knifeGroup.update()
Powers.update()
KnifeCount = 2
ShieldCount = 1
LivesCount = 0
elif gameState== 3: #help
screen.blit(helpImg,(0,0))
pygame.mouse.set_visible(True)
elif gameState ==4: #paused game
screen.blit(pauseImg,(0,0))
pygame.mouse.set_visible(True)
#fps
clock.tick(60)
pygame.display.update()