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GalaxyDefender.py
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GalaxyDefender.py
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#!/usr/bin/python
import pygame, timeit, random, ButtonMod, pickle, sys, math, time
from random import randint as rand
from pygame.locals import *
pygame.init()
clock=pygame.time.Clock()
sound=pygame.mixer.Sound('Resources/Sound_Effects/shoot.wav')
GOsound = pygame.mixer.Sound('Resources/Sound_Effects/GameOver.wav')
global tbosskills, coins, totalkills, collateral, doubleh, doublec, perkselector
locked=pygame.image.load('Resources/Images/locked.png')
locked=pygame.transform.scale(locked,(70,70))
bossimg=pygame.image.load('Resources/Images/Boss.PNG')
bossimg=pygame.transform.scale(bossimg,(100,113))
arrow = pygame.image.load('Resources/Images/arrow.png')
arrow = pygame.transform.scale(arrow, (30,30))
shield = pygame.image.load('Resources/Images/Shield.png')
width=800
height=600
BLACK=(0,0,0)
WHITE=(255,255,255)
RED=(255,0,0)
YELLOW=(255,225,0)
GREEN=(0,255,0)
PURPLE=(200,0,200)
BLUE=(0,0,200)
class preferences():
def __init__(self, perk, sens):
self.perk = perk
self.sens = sens
plPref = preferences(0,100)
class pship():
def __init__(self, image, price, purchased, damage, cooldown, movespeed):
self.image=pygame.transform.scale(image, (75,75))
self.price=price
self.purchased=purchased
self.srect=self.image.get_rect()
self.damage = damage
self.cooldown = cooldown
self.movespeed = movespeed
def draw(self,x):
global coins, curship
font=pygame.font.Font(None,25)
self.srect.centerx=(width*((x+1)/float(len(ships)+1)))
self.srect.centery=height/4
if curship==x:
pygame.draw.rect(screen,(100,0,0),self.srect)
screen.blit(self.image,self.srect)
if not self.purchased:
screen.blit(locked,self.srect)
t=font.render('Price: '+str(self.price),1,YELLOW)
tp=t.get_rect()
tp.centerx=self.srect.centerx
tp.centery=height/4-60
screen.blit(t,tp)
a,b,c=pygame.mouse.get_pressed()
if a and self.srect.collidepoint(pygame.mouse.get_pos()):
if not self.purchased and self.price<=coins:
coins-=self.price
self.purchased=True
curship=x
elif self.purchased:
curship=x
class perks():
def __init__(self, icon, function, reqrank, description, x):
font=pygame.font.Font(None,35)
self.icon=pygame.transform.scale(icon,(75,75))
self.function=function
self.reqrank=reqrank
self.description=font.render(description,1,GREEN)
self.descrect=self.description.get_rect()
self.descrect.centerx=width/2
self.descrect.centery=height-40
self.prect=(self.icon.get_rect())
self.prect.centerx=(width*((x+1)/float(5)))
self.prect.centery=height*3/4
def draw(self, x):
global rank, curperk
font=pygame.font.Font(None,30)
screen.blit(self.icon,self.prect)
if not rank>=self.reqrank:
screen.blit(locked,self.prect)
t=font.render('Rank: '+str(self.reqrank),1,GREEN)
tp=t.get_rect()
tp.centerx=self.prect.centerx
tp.centery=height*3/4-60
screen.blit(t,tp)
a,b,c=pygame.mouse.get_pressed()
if a and self.prect.collidepoint(pygame.mouse.get_pos()) and rank>=self.reqrank:
self.function(self.prect.centerx, self.prect.centery)
if self.prect.collidepoint(pygame.mouse.get_pos()):
screen.blit(self.description,self.descrect)
class Achievement():
def __init__(self, description, reqkills, reqhealth, reqmulti, reqscore, reqdiff, reqtotalk, reqtbossk, rewcoins, rewxp, notice):
self.desc=description
self.reqkills=reqkills
self.reqhealth=reqhealth
self.reqmulti=reqmulti
self.reqscore=reqscore
self.reqdiff=reqdiff
self.reqtotalk=reqtotalk
self.reqtbossk=reqtbossk
self.rewcoins=rewcoins
self.rewxp=rewxp
self.notice=notice
self.achieved=False
self.bantime=None
font=pygame.font.Font(None, 40)
self.a=font.render('Achievement Unlocked!',1,(YELLOW))
self.n=font.render(str(self.notice),1,(GREEN))
self.apos=self.a.get_rect()
self.apos.centerx=width/2
self.apos.centery=25
self.npos=self.n.get_rect()
self.npos.centerx=width/2
self.npos.centery=50
self.anrect=pygame.Rect.union(self.apos,self.npos)
def check(self):
global difficulty, kills, score, health, coins, xp
if self.bantime:
if self.bantime>timeit.default_timer():
self.banner()
else:
self.achieved=True
else:
if self.cscore() and self.cmulti() and self.ckills() and self.cdiff() and self.chealth() and self.ctotalk() and self.ctbossk():
self.bantime=timeit.default_timer()+3
xp+=self.rewxp
coins+=self.rewcoins
def cscore(self):
global score
if self.reqscore:
if self.reqscore<=score:
return True
else:
return False
else:
return True
def ckills(self):
global kills
if self.reqkills:
if self.reqkills<=kills:
return True
else:
return False
else:
return True
def cdiff(self):
global difficulty
if self.reqdiff:
if self.reqdiff==difficulty:
return True
else:
return False
else:
return True
def chealth(self):
global health, doubleh
if self.reqhealth:
if self.reqhealth*(doubleh/100)<=health:
return True
else:
return False
else:
return True
def cmulti(self):
if self.reqmulti:
for i in pbullets:
if i.hits>=self.reqmulti:
return True
else:
return False
else:
return True
def ctotalk(self):
global totalkills
if self.reqtotalk:
if self.reqtotalk<=totalkills:
return True
else:
return False
else:
return True
def ctbossk(self):
global tbosskills
if self.reqtbossk:
if self.reqtbossk<=tbosskills:
return True
else:
return False
else:
return True
def banner(self):
pygame.draw.rect(screen,(155,10,10),self.anrect)
screen.blit(self.a,self.apos)
screen.blit(self.n,self.npos)
ship1=pship(pygame.image.load('Resources/Images/PlayerShip1.PNG'), 0, True, 10, .5, 12)
ship2=pship(pygame.image.load('Resources/Images/PlayerShip2.PNG'), 60, False, 20, .38, 14)
ship3=pship(pygame.image.load('Resources/Images/PlayerShip3.PNG'), 140, False, 40, .3, 16)
ship4=pship(pygame.image.load('Resources/Images/PlayerShip4.PNG'), 300, False, 80, .21, 18)
ship5=pship(pygame.image.load('Resources/Images/PlayerShip5.PNG'), 650, False, 150, .15, 20)
ship6=pship(pygame.image.load('Resources/Images/PlayerShip6.PNG'), 1200, False, 250, .1, 22)
ship7=pship(pygame.image.load('Resources/Images/PlayerShip7.PNG'), 3000, False, 400, .06, 24)
ships=[ship1,ship2,ship3,ship4,ship5,ship6,ship7]
def No_perk(cx, cy):
global collateral, doublec, doubleh, perkselector, curperk
collateral = False
doublec = 1
doubleh = 100
perkselector.centerx = cx
perkselector.centery = cy
curperk = 0
def perk1_init(cx,cy):
global collateral, doublec, doubleh, perkselector, curperk
collateral=True
doublec=1
doubleh=100
perkselector.centerx=cx
perkselector.centery=cy
curperk = 1
def perk2_init(cx,cy):
global collateral, doublec, doubleh, perkselector, curperk
collateral=False
doublec=1
doubleh=200
perkselector.centerx=cx
perkselector.centery=cy
curperk = 2
def perk3_init(cx,cy):
global collateral, doublec, doubleh, perkselector, curperk
collateral=False
doublec=2
doubleh=100
perkselector.centerx=cx
perkselector.centery=cy
curperk = 3
noPerk=perks(pygame.image.load('Resources/Images/EmptyIcon.png'),No_perk,0,'No Perks', 0)
perk1=perks(pygame.image.load('Resources/Images/perk1.PNG'),perk1_init,3,'Bullets May Pass Through Up To 2 Targets', 1)
perk2=perks(pygame.image.load('Resources/Images/perk2.PNG'),perk2_init,5,'Double Health. Does not affect direct hits', 2)
perk3=perks(pygame.image.load('Resources/Images/perk3.PNG'),perk3_init,7,'Coins are worth twice as much', 3)
allperks=[noPerk,perk1,perk2,perk3]
perkselector = pygame.Rect(0,0,90,90)
achv1=Achievement('Get ONE kill',None,None,None,None,None,1,None,5,10,'First Kill')
achv2=Achievement('Kill One Boss',None,None,None,None,None,None,1,6,15,'First Boss Kill')
achv3=Achievement('Kill TWENTY enemies in one game',20,None,None,None,None,None,None,5,30,'Killed 20 enemies in one game')
achv4=Achievement('Kill TWO or more enemies with the same bullet', None,None,2,None,None,None,None,15,40,'Kill 2 or more enemies with the same bullet')
achv5=Achievement('Kill FIFTY enemies in one game on EASY without taking damage',50,100,None,None,1,None,None,10,100,'Killed 50 enemies on Easy without taking damage')
achv6=Achievement('Kill FOURTY enemies in one game on MEDIUM without taking damage',40,100,None,None,2,None,None,15,120,'Killed 40 enemies on Medium without taking damage')
achv7=Achievement('Kill THIRTY enemies in one game on HARD without taking damage',30,100,None,None,3,None,None,25,150,'Killed 30 enemies on Hard without taking damage')
achv8=Achievement('Kill FOURTY enemies in one game on HARD without taking damage',40,100,None,None,3,None,None,30,200,'Killed 40 enemies on Hard without taking damage')
achv9=Achievement('Kill ONE THOUSAND enemies',None,None,None,None,None,1000,None,30,500,'1,000th Kill')
achv10=Achievement('Kill TEN THOUSAND enemies',None,None,None,None,None,10000,None,75,1000,'10,000th Kill')
achv11=Achievement('Kill 25 Bosses',None,None,None,None,None,None,25,30,150,"25th Boss Kill")
achv12=Achievement('Kill 100 Bosses',None,None,None,None,None,None,100,150,650,"100th Boss Kill")
achv13=Achievement('Score 10,000 points on Easy',None,None,None,10000,1,None,None,15,45,"Scored 10,000 points on Easy")
achv14=Achievement('Score 10,000 points on Medium',None,None,None,10000,2,None,None,25,60,"Scored 10,000 points on Medium")
achv15=Achievement('Score 10,000 points on Hard',None,None,None,10000,3,None,None,45,90,"Scored 10,000 points on Hard")
achievements = [achv1, achv2, achv3, achv4, achv5, achv6, achv7, achv8, achv9, achv10, achv11, achv12, achv13, achv14, achv15]
global highscore, curperk
try:
f=open('Saves/GDstats.pickle')
sdamages, scooldowns, smovespeeds, curperk, tbosskills, achv1.achieved, achv2.achieved, achv3.achieved, achv4.achieved, achv5.achieved, achv6.achieved, achv7.achieved, achv8.achieved, achv9.achieved, achv10.achieved, achv11.achieved, achv12.achieved, achv13.achieved, achv14.achieved, achv15.achieved, xp, totalkills, curship, coins, ship1.purchased, ship2.purchased, ship3.purchased, ship4.purchased, ship5.purchased, ship6.purchased, ship7.purchased, highscore = pickle.load(f)
f.close()
for i,x in enumerate(ships):
x.damage = sdamages[i]
x.cooldown = scooldowns[i]
x.movespeed = smovespeeds[i]
except:
print 'No previous stats'
print "Unexpected error:", sys.exc_info()[0]
tbosskills = 0
coins = 0
curship = 0
totalkills = 0
xp = 0
highscore = [0, 0, 0]
curperk = 0
allperks[curperk].function(allperks[curperk].prect.centerx, allperks[curperk].prect.centery)
enshipimg=pygame.image.load('Resources/Images/EnemyShip.PNG')
enbugimg=pygame.image.load('Resources/Images/EnemyBug.PNG')
enemyimgs=[enshipimg,enbugimg]
expsmall=pygame.image.load('Resources/Images/SmallExp.PNG')
expbig=pygame.image.load('Resources/Images/BigExp.PNG')
expbig=pygame.transform.scale(expbig,(75,75))
enspecks=pygame.image.load('Resources/Images/EnemySpecks.PNG')
enspecks=pygame.transform.scale(enspecks,(100,100))
expsmall=pygame.transform.scale(expsmall,(45,45))
coinimg=pygame.image.load('Resources/Images/CoinImage.PNG')
version=3.1
screen=pygame.display.set_mode((width, height))
pygame.display.set_caption('Galaxy Defender V'+str(version))
background=pygame.Surface(screen.get_size())
background=background.convert()
background.fill(BLACK)
backimg = pygame.image.load('Resources/Images/full-background.png')
w, h = backimg.get_size()
backimg = pygame.transform.scale(backimg, (width,int(h/(w/float(width)))))
backw, backh = backimg.get_size()
backheights = [height-backh, height-(backh*2), height-(backh*3)]
def breaker():
return True
class explosion():
def __init__(self, x, y):
self.x=x
self.y=y
self.num=0
self.rect=pygame.Rect(x-15,y-15,30,30)
self.rect.centerx=x
self.rect.centery=y
def draw(self):
self.num+=1
if self.num>10:
explosions.pop()
else:
if self.num>7:
width=100
height=100
self.rect=enspecks.get_rect()
self.rect.centerx=self.x
self.rect.centery=self.y
screen.blit(enspecks,self.rect)
else:
if self.num>4:
width=80
height=80
self.rect=expbig.get_rect()
self.rect.centerx=self.x
self.rect.centery=self.y
screen.blit(expbig,self.rect)
else:
width=45
height=45
self.rect=expsmall.get_rect()
self.rect.centerx=self.x
self.rect.centery=self.y
screen.blit(expsmall,self.rect)
class enemy():
def __init__(self, x, y, image, mhealth, sway=True):
self.x=x
self.image=image
self.rect = self.image.get_rect()
self.rect.centery = y
self.active=True
self.maxhealth = mhealth
self.shealth = mhealth
self.sway = sway
def draw(self):
global health, speed, kills, totalkills, score
self.rect.centery+=speed
if self.sway:
self.rect.centerx=self.x+(60*math.sin(self.rect.centery/50.0))
else:
self.rect.centerx=self.x
if self.rect.bottom > 0:
if self.rect.centery>height:
if self.active:
health-=10
enemies.remove(self)
if self.active==True:
if not self.maxhealth == self.shealth:
pygame.draw.rect(screen,(175,175,175),(self.rect.centerx - 30, self.rect.top - 20, 60, 6))
pygame.draw.rect(screen,RED,(self.rect.centerx - 30, self.rect.top - 20, 60 * (float(self.shealth)/float(self.maxhealth)), 6))
screen.blit(self.image,self.rect)
else:
enemies.remove(self)
kills += 1
totalkills += 1
score += 100
class Boss():
def __init__(self, x):
global difficulty
self.img=bossimg
self.rect=self.img.get_rect()
self.rect.centerx=x
self.y=float(-60)
self.rect.centery=self.y
self.shealth=(400*difficulty/2)+(score/10)
self.health=self.shealth
self.sheild=False
self.shieldimg = pygame.transform.scale(shield,(self.rect.height + 25, self.rect.height + 25))
self.shieldrect = self.shieldimg.get_rect()
self.sheilds=[]
self.intervals=[]
for i in range(1,5):
self.intervals.append(self.health*i/5)
def draw(self):
global multiplier,score,xp,tbosskills,gameover,enhealth,spawnTimer
self.y+=.7
self.rect.centery=self.y
if self.check_intervals() and not self.sheild:
self.intervals.pop()
self.sheild=True
a=rand(0,360)
self.sheilds=[Boss_sheild(a,0),Boss_sheild(a+(6.28/4),1),Boss_sheild(a+3.14,2),Boss_sheild(a-(3.14/2),3)]
enhealth = score / 1000
enhealth = (enhealth + 1) * 10
enemies.insert(0,enemy(self.rect.right + 100, -30, enemyimgs[rand(0,len(enemyimgs)-1)], enhealth))
enemies.insert(0,enemy(self.rect.left - 100, -30, enemyimgs[rand(0,len(enemyimgs)-1)], enhealth))
if self.sheilds:
self.shieldrect.centerx = self.rect.centerx
self.shieldrect.centery = self.rect.centery - 5
screen.blit(self.shieldimg,self.shieldrect)
for i in self.sheilds:
i.draw(self.rect.centerx,self.rect.centery)
else:
self.sheild=False
if self.health<=0:
bosses.remove(self)
score+=500
xp+=30*multiplier
tbosskills+=1
x = rand(1,2)
if x == 1:
enemies.insert(0, enemy(width / 2, -50, enemyimgs[0], enhealth, False))
for i in range(1,5):
x = 50*i
enemies.insert(0,enemy(width/2-x,-1*(50+x),enemyimgs[0],enhealth, False))
enemies.insert(0,enemy(width/2+x,-1*(50+x),enemyimgs[0],enhealth, False))
elif x == 2:
for i in range(1,5):
enemies.insert(0,enemy(width/2,-50*i,enemyimgs[1],enhealth,False))
for x in range(1,3):
enemies.insert(0,enemy(width/2 + (50*x), -50*i, enemyimgs[1],enhealth,False))
enemies.insert(0,enemy(width/2 - (50*x), -50*i, enemyimgs[1],enhealth,False))
spawnTimer = timeit.default_timer() + 5
for i in range(0,2+int(score/3000)):
coinslist.insert(0,coinob(-1*rand(15, 115),rand(0,height*3/5)))
thr=pygame.Rect(self.rect.left,self.rect.top-5, self.rect.width,10)
hr=pygame.Rect(self.rect.left,self.rect.top-5,(self.rect.width*self.health/self.shealth),10)
pygame.draw.rect(screen,(100,100,100),thr)
pygame.draw.rect(screen,GREEN,hr)
screen.blit(self.img,self.rect)
if self.rect.centery > height:
gameover = True
def check_intervals(self):
for i in self.intervals:
if self.health<i:
return True
class Boss_sheild():
def __init__(self,deg,lpos):
self.deg=deg
self.col=(50,150,255)
self.lpos=lpos
self.radius=10
self.rect=pygame.Rect(1000,1000,self.radius*2,self.radius*2)
def draw(self,Bx,By):
self.deg+=0.07
self.x=Bx+(100*(math.cos(float(self.deg))))
self.y=By+(100*(math.sin(float(self.deg))))
self.rect.centerx=self.x
self.rect.centery=self.y
pygame.draw.circle(screen,self.col,(int(self.x),int(self.y)),self.radius,0)
class coinob():
def __init__(self, x, y):
self.img=pygame.transform.scale(coinimg,(35,35))
self.rect=self.img.get_rect()
self.rect.centerx=x
self.rect.centery=y
self.active=True
def draw(self):
self.rect.centerx+=5
if self.active:
screen.blit(self.img,self.rect)
if self.rect.centerx>width+20:
coinslist.remove(self)
class playerbullet():
def __init__(self,x,y):
self.rect=pygame.Rect(x-5,y-15,10,30)
self.active=True
self.hits=0
self.speed = 25
self.hitenemies = []
self.damage = ships[curship].damage
def run(self):
global spawnrate, score, coins, kills, totalkills
self.rect.centery-=self.speed
if self.active:
pygame.draw.rect(screen,(255,255,255),self.rect)
for i in enemies:
if not i in self.hitenemies:
if self.rect.colliderect(i.rect) and i.active:
if not collateral:
self.active = False
else:
self.hitenemies.append(i)
if len(self.hitenemies)>=2:
self.active = False
i.shealth -= self.damage
if i.shealth<=0:
i.active=False
explosions.insert(0,explosion(i.rect.centerx,i.rect.centery))
spawnrate=spawnrate*.95
if spawnrate<.3:
spawnrate=.15
self.hits+=1
for i in coinslist:
if self.rect.colliderect(i.rect) and i.active:
if not collateral:
self.active=False
i.active=False
coins+=doublec*(int(score/1000)+1)
for i in bosses:
if i.sheilds:
for x in i.sheilds:
if self.rect.colliderect(x.rect):
i.sheilds.pop(x.lpos)
for a,b in enumerate(i.sheilds):
b.lpos=a
break
if self.rect.colliderect(i.rect):
self.active=False
if not i.sheild:
i.health-=self.damage
if self.rect.centery<=-15:
pbullets.pop()
class player():
def __init__(self,x,y,image):
self.image=pygame.transform.scale(image,(60,60))
self.rect=self.image.get_rect()
self.rect.centerx=x
self.rect.centery=y
self.basey = y
self.shootvar=True
self.speed = ships[curship].movespeed
self.cooldown = ships[curship].cooldown
self.shoottimer = 0
def draw(self):
global gameover
k=pygame.key.get_pressed()
self.rect.centery = self.basey +(math.sin(timeit.default_timer()*5)*2)
if k[pygame.K_RIGHT]:
self.rect.centerx+=self.speed*plPref.sens/100
if self.rect.centerx>width-30:
self.rect.centerx=width-30
if k[pygame.K_LEFT]:
self.rect.centerx-=self.speed*plPref.sens/100
if self.rect.centerx<30:
self.rect.centerx=30
if k[pygame.K_SPACE]:
if self.shoottimer<timeit.default_timer():
self.shoottimer=timeit.default_timer() + self.cooldown
sound.play()
pbullets.insert(0,playerbullet(self.rect.centerx,self.rect.centery-30))
screen.blit(self.image,self.rect)
for i in enemies:
if self.rect.colliderect(i.rect) and i.active:
gameover=True
for i in bosses:
if self.rect.colliderect(i.rect):
gameover=True
for x in i.sheilds:
if self.rect.colliderect(x.rect):
gameover=True
def spawnEnemies():
global spawnTimer, spawnrate, score
if spawnrate<.6:
spawnrate = .6
enhealth = score/1000
enhealth = (enhealth + difficulty) * 10
if timeit.default_timer()-spawnTimer>0:
enemies.insert(0,enemy(rand(60, width-60),-50, enemyimgs[rand(0,len(enemyimgs)-1)], enhealth))
spawnTimer=timeit.default_timer()+spawnrate
def spawnCoins():
global cspawnTimer, coinslist
if timeit.default_timer()-cspawnTimer>0:
coinslist.insert(0,coinob(-20,rand(0,height/2)))
cspawnTimer=timeit.default_timer()+rand(5,12)
def Results():
global kills, newcoins, score, totalkills, xp, multiplier, highscore
newhs = False
if score > highscore[difficulty - 1]:
highscore[difficulty - 1] = score
newhs = True
xp+=(kills*multiplier)
font=pygame.font.SysFont('droidserif', 120,bold = True, italic = True)
stcolor = RED
if newhs:
stcolor = (0,255,0)
st=font.render(str(score),1,stcolor)
stp=st.get_rect()
stp.centerx=width/2
stp.bottom=height/2
screen.blit(background,(0,0))
screen.blit(st,stp)
if newhs:
font = pygame.font.SysFont("droidserif", 30)
nhst = font.render("NEW HIGHSCORE!",1,RED)
nhst = pygame.transform.rotate(nhst,-40)
nhsrect = nhst.get_rect()
nhsrect.centerx = stp.right
nhsrect.centery = stp.top
screen.blit(nhst,nhsrect)
font=pygame.font.SysFont('droidserif',50)
kt=font.render(('Kills: '+str(kills)),1,(255,255,255))
ktp=kt.get_rect()
ktp.centerx=width/2
ktp.centery=height/2+75
screen.blit(kt,ktp)
contb=ButtonMod.button(width-120,height-50,None,'Continue',60,BLACK,YELLOW, breaker, screen, pygame)
clickvar = False
while True:
x=contb.draw()
if x and clickvar:
break
elif not pygame.mouse.get_pressed()[0]:
clickvar = True
for event in pygame.event.get():
if event.type==QUIT:
save()
pygame.display.quit()
pygame.display.flip()
save()
def health_bar():
global health, gameover, doubleh
if health>0:
pygame.draw.rect(screen, GREEN, (0,height-15,(width*health/doubleh),15))
else:
gameover=True
def draw_score():
global coins, score, coinsicon, cirect
font=pygame.font.Font(None,50)
st=font.render(str(score),1,(250,250,250))
ct=font.render(str(coins),1,YELLOW)
stp=st.get_rect()
ctp=ct.get_rect()
stp.right=width-20
ctp.left=50
stp.top=20
ctp.top=20
screen.blit(background,(0,0))
for i in backheights:
screen.blit(backimg, (0, i))
screen.blit(coinsicon,cirect)
screen.blit(st,stp)
screen.blit(ct,ctp)
def Paused():
global escVar, gameover
escVar = False
breaker = False
while True:
draw_score()
font = pygame.font.SysFont("droidserif", 75, bold=True)
pt = font.render("PAUSED",1,RED)
ptpos = pt.get_rect()
ptpos.centerx = width/2
ptpos.centery = 40
screen.blit(pt, ptpos)
font = pygame.font.SysFont("droidserif", 50)
senst = font.render("Sensitivity",1,GREEN)
senstpos = senst.get_rect()
senstpos.left = 30
senstpos.centery = 100
screen.blit(senst, senstpos)
k = pygame.key.get_pressed()
if k[K_ESCAPE] and escVar:
escVar = False
break
elif not k[K_ESCAPE]:
escVar = True
sliderect = pygame.Rect(((2*plPref.sens)+20,132.5,20,20))
pygame.draw.rect(screen,BLACK,(10,125,250,40))
pygame.draw.rect(screen, WHITE, (30, 138, 200, 9))
pygame.draw.rect(screen, WHITE, (15, 130, 15, 25))
pygame.draw.rect(screen, WHITE, (230, 130, 15, 25))
pygame.draw.rect(screen, RED, sliderect)
if pygame.mouse.get_pressed()[0]:
if sliderect.collidepoint(pygame.mouse.get_pos()):
while pygame.mouse.get_pressed()[0]:
x, y = pygame.mouse.get_pos()
sliderect.centerx = x
if sliderect.centerx>230:
sliderect.centerx = 230
elif sliderect.centerx < 30:
sliderect.centerx = 30
pygame.draw.rect(screen, BLACK, (10, 125, 250, 40))
pygame.draw.rect(screen, WHITE, (30, 138, 200, 9))
pygame.draw.rect(screen, WHITE, (15, 130, 15, 25))
pygame.draw.rect(screen, WHITE, (230, 130, 15, 25))
pygame.draw.rect(screen, RED, sliderect)
pygame.display.flip()
for i in pygame.event.get():
if i.type == QUIT:
pygame.display.quit()
quit()
plPref.sens = (sliderect.centerx - 30)/2
qt = font.render("Quit Game",1,GREEN)
qtp = qt.get_rect()
qtp.right = width - 30
qtp.bottom = height - 30
qtb = pygame.Rect(0,0,0,0)
qtb.width = qtp.width + 10
qtb.height = qtp.height + 10
qtb.centerx = qtp.centerx
qtb.centery = qtp.centery
if qtb.collidepoint(pygame.mouse.get_pos()):
pygame.draw.rect(screen,(100,0,0),qtb)
if pygame.mouse.get_pressed()[0]:
gameover = True
breaker = True
screen.blit(qt,qtp)
pygame.display.flip()
if breaker:
break
for i in pygame.event.get():
if i.type == QUIT:
pygame.display.quit()
quit()
def Play():
global escVar, bosses, coinsicon, cirect, doubleh, health, kills, newcoins, coinslist, cspawnTimer, player1, pbullets, enemies, explosions, spawnrate, spawnTimer, gameover, score
bosses=[]
health=doubleh
kills=0
newcoins=0
player1=player(width/2,height-50,ships[curship].image)
pbullets=[]
enemies=[]
explosions=[]
spawnrate=3.5
spawnTimer=timeit.default_timer()+2
cspawnTimer=timeit.default_timer()+rand(15,25)
score=0
coinslist=[]
font=pygame.font.Font(None,50)
coinsicon=pygame.transform.scale(coinimg,(30,30))
cirect=coinsicon.get_rect()
cirect.top=20
cirect.left=10
escVar = False
while True:
for i in range(0, len(backheights)):
backheights[i]+=3
if backheights[i] > height:
backheights[i] -= backh*len(backheights)
draw_score()
player1.draw()
spawnEnemies()
spawnCoins()
for i in coinslist:
i.draw()
for i in pbullets:
i.run()
for i in enemies:
i.draw()
for i in explosions:
i.draw()
k = pygame.key.get_pressed()
if k[K_ESCAPE] and escVar:
Paused()
elif not k[K_ESCAPE]:
escVar = True
if score in [1500,5000] or score/10000.0 == int(score/10000) and score > 1:
while enemies:
for i in range(0, len(backheights)):
backheights[i] += 3
if backheights[i] > height:
backheights[i] -= backh * len(backheights)
draw_score()
player1.draw()
for i in coinslist:
i.draw()
for i in pbullets:
i.run()
for i in enemies:
i.draw()
for i in explosions:
i.draw()
health_bar()
k = pygame.key.get_pressed()
if k[K_ESCAPE] and escVar:
Paused()
elif not k[K_ESCAPE]:
escVar = True
for event in pygame.event.get():
if event.type==QUIT:
pygame.display.quit()
pygame.display.flip()
clock.tick(33)
if gameover:
GOsound.play()
break
for i in achievements:
if not i.achieved:
i.check()
if score > 7500:
bosses=[Boss(width/3),Boss(width*2/3)]
else:
bosses=[Boss(width/2)]
while bosses:
for i in range(0, len(backheights)):
backheights[i] += 3
if backheights[i] > height:
backheights[i] -= backh * len(backheights)
draw_score()
player1.draw()
for i in pbullets:
i.run()
for i in bosses:
i.draw()
for i in enemies:
i.draw()
for i in explosions:
i.draw()
for i in coinslist:
i.draw()
health_bar()
for i in achievements:
if not i.achieved:
i.check()
for i in achievements:
if not i.achieved:
i.check()
k = pygame.key.get_pressed()
if k[K_ESCAPE] and escVar:
Paused()
elif not k[K_ESCAPE]:
escVar = True
for event in pygame.event.get():
if event.type==QUIT:
pygame.display.quit()
pygame.display.flip()
clock.tick(33)
if gameover:
GOsound.play()
break
health_bar()
for i in achievements:
if not i.achieved:
i.check()
for event in pygame.event.get():
if event.type==QUIT:
pygame.display.quit()
pygame.display.flip()
clock.tick(33)
if gameover:
GOsound.play()
break
Results()
def draw_Rank():
global xp, rank
rvar=1+(0.1*math.sqrt(2*xp))
rank=int(rvar)
font=pygame.font.Font(None,40)
rt=font.render(('RANK '+str(rank)),1,(0,130,0))
rtpos=rt.get_rect()
rtpos.centerx=width/2
rtpos.centery=25
pygame.draw.rect(screen,(100,100,100),(rtpos.left,rtpos.bottom,rtpos.width,10))
pygame.draw.rect(screen,GREEN,(rtpos.left,rtpos.bottom,(rvar-rank)*(rtpos.width),10))
screen.blit(rt,rtpos)
def shop():
global coins, perkselector
coinsicon=pygame.transform.scale(coinimg,(30,30))
cirect=coinsicon.get_rect()
cirect.top=20
cirect.left=width-150
bbut=ButtonMod.button(width-70,height-50,None,'Back',50,BLACK,YELLOW,breaker,screen,pygame)
shipselect = None
cvar = False
while True:
font=pygame.font.Font(None,60)
ct=font.render(str(coins),1,YELLOW)
ctp=ct.get_rect()
ctp.top=10
ctp.left=width-100
screen.blit(background,(0,0))
draw_Rank()
st=font.render('Ships',1,WHITE)
plt=font.render("Perks",1,WHITE)
stp=st.get_rect()
stp.left=25
stp.centery=50
pltp = plt.get_rect()
pltp.left = 25
pltp.centery = height*3/5
screen.blit(plt,pltp)
screen.blit(coinsicon,cirect)
screen.blit(ct,ctp)
screen.blit(st,stp)
x=bbut.draw()
if x:
break
for i,x in enumerate(ships):
x.draw(i)
if x.srect.collidepoint(pygame.mouse.get_pos()):
shipselect = x
if shipselect:
arect = arrow.get_rect()
arect.centerx = shipselect.srect.centerx
arect.top = shipselect.srect.bottom
screen.blit(arrow,arect)
font = pygame.font.Font(None,35)
dt = font.render("Damage: "+str(shipselect.damage),1,(RED))
dtp = dt.get_rect()
dtp.centerx = width/4
dtp.centery = height*2/5
screen.blit(dt,dtp)
if shipselect.purchased:
dut = font.render("UPGRADE",1,(RED))
dutp = dut.get_rect()
dutp.centerx = width/4
dutp.centery = height/2-10
pygame.draw.rect(screen,GREEN,dutp)
screen.blit(dut,dutp)
if dutp.collidepoint(pygame.mouse.get_pos()):
ut = font.render("+"+str(int(shipselect.damage**.3011))+" Damage Cost: " + str(int(shipselect.damage ** 1.1)),1,YELLOW)
utp = ut.get_rect()
utp.centerx = width/2
utp.centery = dutp.centery + 30
screen.blit(ut, utp)
if pygame.mouse.get_pressed()[0] and coins >= int(shipselect.damage ** 1.1) and not cvar:
cvar = True
coins -= int(shipselect.damage ** .6)
shipselect.damage += int(shipselect.damage**.3011)
ct = font.render("Cooldown: "+str(round(shipselect.cooldown,3)),1,(RED))
ctp = ct.get_rect()
ctp.centerx = width/2
ctp.centery = height*2/5
screen.blit(ct,ctp)
if shipselect.purchased:
cut = font.render("UPGRADE",1,(RED))