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main.py
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#!/usr/bin/env python3
import pygame, sys, os, time, math
# Width screen. Pixels
screenWidth = 800
# Height screen
screenHeight = 600
#
squareSize = 50
# Original upscaled (Frames per second)
fps = 30
enemyList = []
towerList = []
bulletList = []
iconList = []
senderList = []
# initalize empty arrays of items on new map
colors = { # R,G,B
'yellow': (255,255,0),
'lime': (0,255,0),
'darkblue': (0,0,255),
'aqua': (0,255,255),
'magenta': (255,0,255),
'purple': (128,0,128),
'green': (97,144,0),
'purple': (197,125,190),
'brown': (110,73,32),}
# Optional music
def play_music(file, volume=0.65, loop=-1):
pygame.mixer.music.load(file)
# load music from file mp3
pygame.mixer.music.set_volume(volume)
pygame.mixer.music.play(loop)
# comment out if you don't want music
def stop_music(): pygame.mixer.music.stop()
#
def imgLoad(file,size=None):
image = pygame.image.load(file).convert_alpha()
return pygame.transform.scale(image,size) if size else image
class Player:
towers = [ # Name of monkey tower
'Dart Monkey',
'Tack Shooter',
'Sniper Monkey',
'Boomerang Thrower',
'Ninja Monkey',
'Bomb Tower',
'Ice Tower',
'Glue Gunner',
'Monkey Buccaneer',
'Super Monkey',
'Monkey Apprentice',
'Spike Factory',
'Road Spikes',
'Exploding Pineapple',]
def __init__(self):
self.health = 100
self.money = 650
player = Player()
# store images using a dictionary
EnemyImageArray = dict()
TowerImageArray = dict()
def loadImages():
for tower in player.towers: TowerImageArray[tower] = imgLoad('towers/'+tower.lower()+'.png')
# load selected tower
bloon = imgLoad('enemies/bloonImg.png')
EnemyImageArray['red'] = bloon
width,height = bloon.get_size()
for name in colors:
image = bloon.copy()
for x in range(width):
for y in range(height):
p = image.get_at((x,y))[:-1]
if p not in ((0,0,0),(255,255,255)):
# check if in rgb colour bounds
c = colors[name]
r,g,b = p[0]*c[0]/255, p[0]*c[1]/255, p[0]*c[2]/255
image.set_at((x,y),(min(int(r),255),min(int(g),255),min(int(b),255)))
EnemyImageArray[name] = image
def get_angle(a,b):
return 180-(math.atan2(b[0]-a[0],b[1]-a[1]))/(math.pi/180)
class Map:
# setup map
def __init__(self):
self.map = 'monkey lane'
self.loadmap()
def loadmap(self):
self.targets = eval(open('maps/%s/targets.txt' % self.map,'r').read())
self.waves = eval(open('maps/%s/waves.txt' % self.map,'r').read())
def getmovelist(self):
self.pathpoints = []
for i in range(len(self.targets)-1):
a,b = self.targets[i:i+2]
self.pathpoints+=[0]
def get_background(self):
# load from background png
background = imgLoad('maps/%s/image.png' % self.map)
background2 = imgLoad('maps/%s/image2.png' % self.map).convert_alpha()
background3 = imgLoad('maps/%s/image3.png' % self.map).convert_alpha()
for i in range(len(self.targets)-1):
pygame.draw.line(background,(0,0,0),self.targets[i],self.targets[i+1])
return background,background2,background3
mapvar = Map()
class Enemy:
layers = [ # Name Health Speed CashReward
('red', 1, 1.0, 0),
# ('Name' Health, Speed, CashReward),
('darkblue', 1, 1.0, 0),
('green', 1, 1.2, 0),
('yellow', 1, 2.0, 0),]
# initalize enemy
def __init__(self,layer):
self.layer = layer
self.setLayer()
self.targets = mapvar.targets
self.pos = list(self.targets[0])
self.target = 0
self.next_target()
self.rect = self.image.get_rect(center=self.pos)
self.distance = 0
enemyList.append(self)
def setLayer(self): self.name,self.health,self.speed,self.cashprize = self.layers[self.layer]; self.image = EnemyImageArray[self.name]
def nextLayer(self): self.layer-=1; self.setLayer()
def next_target(self):
# check if bloons reached the ending
if self.target<len(self.targets)-1:
self.target+=1; t=self.targets[self.target]; self.angle = 180-(math.atan2(t[0]-self.pos[0],t[1]-self.pos[1]))/(math.pi/180)
self.vx,self.vy = math.sin(math.radians(self.angle)),-math.cos(math.radians(self.angle))
# end game / player if so (no health)
else: self.kill(); player.health -= (self.layer+1)
def hit(self,damage):
player.money+=1
self.health -= damage
if self.health<=0:
player.money+=self.cashprize
self.nextLayer() if self.layer>0 else self.kill()
def kill(self): enemyList.remove(self)
def move(self,frametime):
speed = frametime*fps*self.speed
a,b = self.pos,self.targets[self.target]
a[0] += self.vx*speed
#
a[1] += self.vy*speed
if (b[0]-a[0])**2+(b[1]-a[1])**2<=speed**2: self.next_target()
self.rect.center = self.pos
self.distance+=speed
class Tower:
def __init__(self,pos):
self.targetTimer = 0
self.rect = self.image.get_rect(center=pos)
towerList.append(self)
def takeTurn(self,frametime,screen):
self.startTargetTimer = self.firerate
self.targetTimer -= frametime
if self.targetTimer<=0:
enemypoint = self.target()
if enemypoint:
pygame.draw.line(screen,(255,255,255),self.rect.center,enemypoint)
self.targetTimer=self.startTargetTimer
def target(self):
# for each enemy loop
for enemy in sorted(enemyList,key=lambda i: i.distance,reverse=True):
if (self.rect.centerx-enemy.rect.centerx)**2+(self.rect.centery-enemy.rect.centery)**2<=self.rangesq:
self.angle = int(get_angle(self.rect.center,enemy.rect.center))
self.image = pygame.transform.rotate(self.imagecopy,-self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
enemy.hit(self.damage)
return enemy.rect.center
class createTower(Tower):
# generate the tower
def __init__(self,tower,pos,info):
self.tower = tower
self.cost,self.firerate,self.range,self.damage = info
self.rangesq = self.range**2
# set properties (damage, firerate, range)
self.image = TowerImageArray[tower]
self.imagecopy = self.image.copy()
self.angle = 0
Tower.__init__(self,pos)
class Icon:
# adjust icons of the towers here
towers = { # Cost Fire Rate Range Damage
'Dart Monkey' : [ 215, 1.3, 100, 1],
# [ Cost, Fire Rate, Range, Damage]
'Tack Shooter' : [ 360, 1.0, 70, 1],
'Sniper Monkey' : [ 430, 2.9, 300, 2],
'Boomerang Thrower' : [ 430, 1.0, 90, 1],
'Ninja Monkey' : [ 650, 1.0, 90, 1],
'Bomb Tower' : [ 700, 1, 90, 2],
'Ice Tower' : [ 410, 1.3, 90, 1],
'Glue Gunner' : [ 325, 1.1, 100, 1],
'Monkey Buccaneer' : [ 650, 0.99, 100, 1],
'Super Monkey' : [ 3000, 0.15, 200, 1],
'Monkey Apprentice' : [ 595, 1.0, 60, 1],
'Spike Factory' : [ 650, 2.0, 40, 1],
'Road Spikes' : [ 30, 5.0, 40, 1],
'Exploding Pineapple' : [ 25, 2.0, 60, 1],}
# based off the official 2011 Ninja Kiwi game
def __init__(self,tower):
# initalize tower and it's properties
self.tower = tower
self.cost,self.firerate,self.range,self.damage = self.towers[tower]
iconList.append(self)
self.img = pygame.transform.scale(TowerImageArray[tower],(41,41))
i = player.towers.index(tower); x,y = i%2,i//2
self.rect = self.img.get_rect(x=700+x*(41+6)+6,y=100+y*(41+6)+6)
def dispText(screen,wavenum):
#font = pygame.font.Font('C:/Windows/Fonts/ARCHRISTY.ttf',18)
font = pygame.font.SysFont('arial', 18)
# Feel free to change the font here
h = font.get_height()+2
strings = [('Round: %d/%d' % (wavenum,len(mapvar.waves)),(200,20)),
(str(player.money),(730,15)),
# adjust player values here
(str(max(player.health,0)),(730,45))]
# set player health
for string,pos in strings:
text = font.render(string,2,(0,0,0))
screen.blit(text,text.get_rect(midleft=pos))
# https://realpython.com/lessons/using-blit-and-flip/
# Block Transfer, and .blit() is how you copy the contents of one Surface to another
def drawTower(screen,tower,selected):
screen.blit(tower.image,tower.rect)
if tower == selected:
rn = tower.range
surface = pygame.Surface((2*rn,2*rn)).convert_alpha(); surface.fill((0,0,0,0))
pygame.draw.circle(surface,(0,255,0,85),(rn,rn),rn)
screen.blit(surface,tower.rect.move((-1*rn,-1*rn)).center)
elif tower.rect.collidepoint(pygame.mouse.get_pos()):
rn = tower.range
surface = pygame.Surface((2*rn,2*rn)).convert_alpha(); surface.fill((0,0,0,0))
pygame.draw.circle(surface,(255,255,255,85),(rn,rn),rn)
screen.blit(surface,tower.rect.move((-1*rn,-1*rn)).center)
def selectedIcon(screen,selected):
mpos = pygame.mouse.get_pos()
# using active mouse position
image = TowerImageArray[selected.tower]
rect = image.get_rect(center=mpos)
screen.blit(image,rect)
collide = False
rn = selected.range
surface = pygame.Surface((2*rn,2*rn)).convert_alpha(); surface.fill((0,0,0,0))
pygame.draw.circle(surface,(255,0,0,75) if collide else (0,0,255,75),(rn,rn),rn)
screen.blit(surface,surface.get_rect(center=mpos))
def selectedTower(screen,selected,mousepos):
#testing
selected.genButtons(screen)
for img,rect,info,infopos,cb in selected.buttonlist:
screen.blit(img,rect)
if rect.collidepoint(mousepos): screen.blit(info,infopos)
def drawIcon(screen,icon,mpos,font):
screen.blit(icon.img,icon.rect)
if icon.rect.collidepoint(mpos):
text = font.render("%s Tower (%d)" % (icon.tower,icon.cost),2,(0,0,0))
textpos = text.get_rect(right=700-6,centery=icon.rect.centery)
screen.blit(text,textpos)
class Sender:
def __init__(self,wave):
self.wave = wave; self.timer = 0; self.rate = 1
self.enemies = []; enemies = mapvar.waves[wave-1].split(',')
for enemy in enemies:
amount,layer = enemy.split('*')
self.enemies += [eval(layer)-1]*eval(amount)
senderList.append(self)
def update(self,frametime,wave):
if not self.enemies:
if not enemyList: senderList.remove(self); wave+=1; player.money+=99+self.wave
elif self.timer > 0: self.timer -= frametime
else: self.timer = self.rate; Enemy(self.enemies[0]); del self.enemies[0]
return wave
def workEvents(selected,wave,speed):
for event in pygame.event.get():
if event.type == pygame.QUIT: pygame.quit(); sys.exit()
elif event.type == pygame.MOUSEBUTTONUP and event.button == 3: selected = None
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
if selected in towerList: selected = None
elif selected in iconList:
if player.money>=selected.cost:
rect = selected.img.get_rect(center=event.pos)
collide = False
if not collide: player.money-=selected.cost; selected = createTower(selected.tower,event.pos,selected.towers[selected.tower])
for obj in iconList + (towerList if not selected else []):
if obj.rect.collidepoint(event.pos): selected = obj; break
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and not enemyList:
if wave<=len(mapvar.waves): Sender(wave)
else: print('Congratulations!! You survived the swarm')
if event.key == pygame.K_k and selected in towerList: player.money+=int(selected.cost*0.9); towerList.remove(selected); selected = None
if event.key == pygame.K_w and speed<10: speed+=1
if event.key == pygame.K_s and speed>1: speed-=1
return selected,wave,speed
# main file
def main():
pygame.init()
# https://www.pygame.org/docs/ref/pygame.html
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.display.set_caption('Bloons Tower Defence')
screen = pygame.display.set_mode((screenWidth,screenHeight))
clock = pygame.time.Clock()
font = pygame.font.Font(None,20)
mapvar.getmovelist()
background = pygame.Surface((800,600)); background.set_colorkey((0,0,0))
# load values of heart (lives), money (cash to spend), and plank interface
heart,money,plank = imgLoad('images/hearts.png'),imgLoad('images/moneySign.png'),imgLoad('images/plankBlank.png')
w,h = plank.get_size()
for y in range(screenHeight//h): background.blit(plank,(screenWidth-w,y*h))
for y in range(3):
for x in range(screenWidth//w): background.blit(plank,(x*w,screenHeight-(y+1)*h))
background.blit(money,(screenWidth-w+6,h//2-money.get_height()//2))
background.blit(heart,(screenWidth-w+6,h+h//2-heart.get_height()//2))
level_img,t1,t2 = mapvar.get_background()
loadImages()
for tower in player.towers: Icon(tower)
selected = None
speed = 3
wave = 1
# optional music
play_music('music/maintheme.mp3')
# application running
while True:
starttime = time.time()
clock.tick(fps)
frametime = (time.time()-starttime)*speed
screen.blit(level_img,(0,0))
mpos = pygame.mouse.get_pos()
if senderList: wave = senderList[0].update(frametime,wave)
z0,z1 = [],[]
for enemy in enemyList:
d = enemy.distance
if d<580: z1+=[enemy]
elif d<950: z0+=[enemy]
elif d<2392: z1+=[enemy]
elif d<2580: z0+=[enemy]
else: z0+=[enemy]
for enemy in z0: enemy.move(frametime); screen.blit(enemy.image,enemy.rect)
screen.blit(t1,(0,0))
screen.blit(t2,(0,0))
for enemy in z1: enemy.move(frametime); screen.blit(enemy.image,enemy.rect)
for tower in towerList: tower.takeTurn(frametime,screen); drawTower(screen,tower,selected)
screen.blit(background,(0,0))
for icon in iconList: drawIcon(screen,icon,mpos,font)
selected,wave,speed = workEvents(selected,wave,speed)
if selected and selected.__class__ == Icon: selectedIcon(screen,selected)
dispText(screen,wave)
pygame.display.flip()
if __name__ == '__main__':
main()