Пример #1
0
 def __init__(self):
     self.width = 1600
     self.height = 1000
     self.win = pygame.display.set_mode((self.width, self.height))
     self.enemys = []
     self.units = []
     self.attack_towers = []
     self.support_towers = []
     self.lives = 10
     self.points = 30
     self.money = 5000
     self.bg = pygame.transform.scale(pygame.image.load(os.path.join("game_assets/support_stuff", "map.png")),
                                      (1600, 1000))
     self.timer = time.time()
     self.font = pygame.font.SysFont("comicsans", 70)
     self.clicks = []
     self.selected_tower = None
     self.wave = 0
     self.current_wave = waves[self.wave][:]
     self.pause = True
     self.music_on = True
     self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 10, self.height - 85)
     self.soundButton = PlayPauseButton(sound_btn, sound_btn_off, 10 + self.playPauseButton.width, self.height - 85)
     self.menu = VerticalMenu(self.width - vertical_img.get_width() - 5, 200, vertical_img)
     self.menu.add_btn(longRangeshortcut, "longRangeTower", 500)
     self.menu.add_btn(rangeShortcut, "rangeTower", 750)
     self.menu.add_btn(damageShortcut, "damageTower", 1000)
     self.moving_object = None
Пример #2
0
 def __init__(self):
     self.active = True
     self.timer = time.time()
     self.pb_timer = time.time()
     # initalize main window settings
     self.screen = pygame.display.set_mode((settings.win_width, settings.win_height))
     settings.bg = settings.bg.convert_alpha()
     loader.convert_alpha()
     # Enemies:
     self.powerups = pygame.sprite.Group()
     self.enemies = []
     # For towers:
     self.attack_towers = []
     self.support_towers = []
     self.selected_tower = None
     self.moving_object = None
     # Player resources
     self.lives = 10
     self.money = 600
     # Gameplay values:
     self.pause = True
     self.wave_num = 1
     self.current_wave = waves[self.wave_num - 1][:]
     # Buttons:
     self.buy_menu = VerticalMenu(settings.win_width, 170)
     self.play_pause_btn = PlayPauseButton(10, settings.win_height - 120)
     self.music_btn = PlayPauseButton(self.play_pause_btn.width + 30, settings.win_height - 120)
     self.music_btn.play_img = loader.music_img
     self.music_btn.img = loader.music_img
     self.music_btn.pause_img = loader.musicoff_img
Пример #3
0
 def __init__(self, win):
     self.width = 1350
     self.height = 700
     self.win = win
     self.enemys = []
     self.attack_towers = []
     self.support_towers = []
     self.lives = 10
     self.money = 2000
     self.bg = pygame.image.load(os.path.join("game_assets", "bg.png"))
     self.bg = pygame.transform.scale(self.bg, (self.width, self.height))
     self.timer = time.time()
     self.life_font = pygame.font.SysFont("comicsans", 65)
     self.selected_tower = None
     self.menu = VerticalMenu(self.width - side_img.get_width() + 70, 250, side_img)
     self.menu.add_btn(buy_archer, "buy_archer", 500)
     self.menu.add_btn(buy_archer_2, "buy_archer_2", 750)
     self.menu.add_btn(buy_damage, "buy_damage", 1000)
     self.menu.add_btn(buy_range, "buy_range", 1000)
     self.moving_object = None
     self.wave = 0
     self.current_wave = waves[self.wave][:]
     self.pause = True
     self.music_on = True
     self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 10, self.height - 85)
     self.soundButton = PlayPauseButton(sound_btn, sound_btn_off, 90, self.height - 85)
Пример #4
0
 def __init__(self):
     # super().__init__()
     self.width = 1600
     self.height = 1000
     self.win = pygame.display.set_mode((self.width, self.height))
     self.player1 = Game()
     self.player1.win = self.win
     self.player2 = Game()
     self.player2.win = self.win
     self.current_player = self.player1
     self.playersTurn = 0
     self.pointsGained = 0
     self.timer = time.time()
     self.font = pygame.font.SysFont("comicsans", 35)
     self.selected_tower = None
     self.switchButton = PlayPauseButton(play_btn, pause_btn, 100, 20)
     self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 10, self.height - 85)
     self.soundButton = PlayPauseButton(sound_btn, sound_btn_off, 10 + self.playPauseButton.width, self.height - 85)
     self.startRoundButton = PlayPauseButton(pause_btn, play_btn, 100, 100)
     self.current_wave = []
     self.pause = True
     self.switch = False
     self.start = False
     self.music_on = True
     self.startRoundButton.paused = self.start  # this line is made so the image will be drawn correctly
     self.menu = VerticalMenu(self.width - vertical_img.get_width() - 5, 200, vertical_img)
     self.menu.add_btn(longRangeshortcut, "longRangeTower", 500)
     self.menu.add_btn(rangeShortcut, "rangeTower", 750)
     self.menu.add_btn(damageShortcut, "damageTower", 1000)
     self.moving_object = None
Пример #5
0
    def __init__(self, win, username):
        self.__width = 1250
        self.__height = 700
        self.win = win
        self.enemies = []
        self.attack_towers = []
        self.support_towers = []
        self.traps = []
        self.__lives = 10
        self.__money = 200000
        self.__enemy_kill = 0
        self.bg = pygame.image.load(
            os.path.join("../game_assets/background_3.png")).convert_alpha()
        self.bg = pygame.transform.scale(self.bg,
                                         (self.__width, self.__height))
        self.game_map = None
        self.__timer = time.time()
        self.life_font = pygame.font.SysFont("life count", 30)
        self.username_font = pygame.font.SysFont(
            pygame.font.get_default_font(), 40)
        self.selected_tower = None
        self.object_orientation = []
        self.moving_object = None
        self.moving_effect = None
        self.wave = 15
        self.__current_wave = waves[self.wave][:]
        self.pause = True
        self.music_on = True
        self.username = username
        self.play_pause_button = PlayPauseButton(play_btn.convert_alpha(),
                                                 pause_btn.convert_alpha(), 10,
                                                 self.__height - 85)
        self.sound_button = PlayPauseButton(sound_btn.convert_alpha(),
                                            sound_btn_off.convert_alpha(), 90,
                                            self.__height - 85)

        self.stop_trap_btn = PlayPauseButton(stop_trap_img.convert_alpha(),
                                             stop_trap_img.convert_alpha(),
                                             1000, self.__height - 90)
        self.destroy_trap_btn = PlayPauseButton(
            destroying_trap_img.convert_alpha(),
            destroying_trap_img.convert_alpha(), 915, self.__height - 90)

        self.menu = VerticalMenu(self.__width - side_img.get_width() + 80, 190,
                                 side_img)
        self.menu.add_btn(tower_icon_img.images[3].convert_alpha(),
                          "buy_archer_1", 500)
        self.menu.add_btn(tower_icon_img.images[0].convert_alpha(),
                          "buy_archer_2", 750)
        self.menu.add_btn(tower_icon_img.images[2].convert_alpha(),
                          "buy_damage", 1000)
        self.menu.add_btn(tower_icon_img.images[1].convert_alpha(),
                          "buy_range", 1000)

        self.is_input_chit = False
        self.current_chit_code = ""
Пример #6
0
    def __init__(self,tencentprice,aliprice,jdprice,appleprice,googleprice,twitterprice):
        self.tencentprice = tencentprice
        self.aliprice = aliprice
        self.jdprice = jdprice
        self.appleprice = appleprice
        self.googleprice = googleprice
        self.twitterprice = twitterprice
        self.width = 1080
        self.height = 720
        self.win = pygame.display.set_mode((self.width, self.height))
        self.enemys = []
        self.towers = []
        self.support_tower = []
        self.lives = 10
        # self.towers = 10
        self.money = 5000
        self.score = 0
        self.rank = rank()
        self.StartMenu = StartMenu(startmenu_img)
        self.bg = bg
        self.bg = pygame.transform.scale(self.bg, (self.width, self.height))
        self.bg_index = 0
        self.timer = time.time()
        self.selected_tower = None
        self.menu = VerticalMenu(self.width, 0, verticalMenu)
        self.menu.add_button(buy_archer, 'buy_archer', appleprice)
        self.menu.add_button(buy_archer_2, 'buy_archer_2', googleprice)
        self.menu.add_button(buy_damage, 'buy_damage', 0)
        self.menu.add_button(buy_range, 'buy_range', twitterprice)
        # self.moving_object = False
        self.moving_object = None
        self.wave = 0
        self.current_wave = waves[self.wave][:]
        self.pause = False
        self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 20, self.height - 85)
        self.font = pygame.font.Font(r'../Fonts/DINCond-BlackExpert.otf', 28)
        self.path = []
        self.score_list = []
        self.situation = False
        # self.clicks = []

        self.lives = 10
Пример #7
0
class Game:

    def __init__(self):
        self.active = True
        self.timer = time.time()
        self.pb_timer = time.time()
        # initalize main window settings
        self.screen = pygame.display.set_mode((settings.win_width, settings.win_height))
        settings.bg = settings.bg.convert_alpha()
        loader.convert_alpha()
        # Enemies:
        self.powerups = pygame.sprite.Group()
        self.enemies = []
        # For towers:
        self.attack_towers = []
        self.support_towers = []
        self.selected_tower = None
        self.moving_object = None
        # Player resources
        self.lives = 10
        self.money = 600
        # Gameplay values:
        self.pause = True
        self.wave_num = 1
        self.current_wave = waves[self.wave_num - 1][:]
        # Buttons:
        self.buy_menu = VerticalMenu(settings.win_width, 170)
        self.play_pause_btn = PlayPauseButton(10, settings.win_height - 120)
        self.music_btn = PlayPauseButton(self.play_pause_btn.width + 30, settings.win_height - 120)
        self.music_btn.play_img = loader.music_img
        self.music_btn.img = loader.music_img
        self.music_btn.pause_img = loader.musicoff_img

    def run(self):
        """Function to run game"""
        self._update_screen()
        clock = pygame.time.Clock()
        pygame.mixer.music.play(1)
        while self.active:
            clock.tick(60)  # Limit framerate
            self._check_events()
            if not self.pause:
                # spawn powerboost:
                if (time.time() - self.pb_timer) >= random.randrange(5, 6) and len(self.powerups) <= 5:
                    self.pb_timer = time.time()
                    self.spawn_powerboost()
                # spawn new enemies:
                if time.time() - self.timer >= random.randrange(1, 6) / 3:
                    self.timer = time.time()
                    self._spawn_wave()
                self._handle_enemies()
                if self.lives == 0:
                    print("Lost")
                    self.active = False
                    break
            self._handle_towers()
            self._update_screen()
        pygame.quit()

    def _spawn_wave(self):
        """
        generate the next enemy or enemies to show
        :return: enemy
        """
        if sum(self.current_wave) == 0:
            if len(self.enemies) == 0:
                self.wave_num += 1
                self.current_wave = waves[self.wave_num - 1]
                self.pause = True
                self.moving_object = None
                self.selected_tower = None
                self.play_pause_btn.change_img()
        else:
            wave_enemies = [Scorpion(), Wizard(), Clubber()]
            for x in range(len(self.current_wave)):
                if self.current_wave[x] != 0:
                    self.enemies.append(wave_enemies[x])
                    self.current_wave[x] = self.current_wave[x] - 1
                    break

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                print("Exit")
                self.active = False
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == pygame.BUTTON_RIGHT:
                    self.moving_object = None
                else:
                    self._mouse_down_events()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_p:
                    pos = pygame.mouse.get_pos()
                    self.powerups.add(Powerup(pos))

    def _mouse_down_events(self):
        """
        Handles mouse press events
        :return: None
        """
        pos = pygame.mouse.get_pos()
        # click on music button:
        if self.music_btn.clicked(pos[0], pos[1]):
            self.music_btn.change_img()
            if self.music_btn.img == self.music_btn.pause_img:
                pygame.mixer.music.pause()
            else:
                pygame.mixer.music.unpause()
            self.music_btn.draw(self.screen)
            pygame.display.update()
        # Click on play btn:
        if self.play_pause_btn.clicked(pos[0], pos[1]):
            self.pause = not self.pause
            self.play_pause_btn.change_img()
            self.play_pause_btn.draw(self.screen)
            pygame.display.update()
        # Handle tower placement:
        if self.moving_object:
            self._place_tower(pos)
        # Handle click on tower:
        elif not self._tower_press(pos):
            # Handle click on buy menu:
            self._menu_press(pos)

    def _tower_press(self, pos):
        """
        Handles if clicked on tower and returns if clicked
        :param pos: x,y
        :return: bool
        """
        clicked = False
        # Selected tower:
        btn_clicked = None
        if self.selected_tower:
            btn_clicked = self.selected_tower.menu.is_clicked(pos[0], pos[1])
            if btn_clicked:
                if btn_clicked == "upgrade":
                    price = self.selected_tower.upgrade(self.money)
                    self.money -= price
                    clicked = True
        if not btn_clicked:
            for tower in (self.support_towers + self.attack_towers):
                if tower.click(pos[0], pos[1]):
                    self.selected_tower = tower
                    clicked = True
        return clicked

    def _menu_press(self, pos):
        """
        Handles if clicked on menu and returns if clicked
        :param pos: x,y
        :return: bool
        """
        x, y = pos[:]
        name_list = ["range", "speed", "long", "short"]
        # Selected purchase:
        btn_clicked = self.buy_menu.is_clicked(x, y)
        if btn_clicked:
            cost = self.buy_menu.items_costs[btn_clicked]
            if cost <= self.money:
                obj_list = [RangeTower(x, y), SpeedTower(x, y), LongArcher(x, y), ShortArcher(x, y)]
                self.moving_object = obj_list[name_list.index(btn_clicked)]
                self.moving_object.cost = cost
                self.moving_object.moving = True

    def _place_tower(self, pos):
        if not self._is_valid_position(pos):
            return False
        # Place it.
        self.moving_object.moving = False
        if self.moving_object.type == "attack":
            self.attack_towers.append(self.moving_object)
        else:
            self.support_towers.append(self.moving_object)
        self.money -= self.moving_object.cost
        self.moving_object = None

    def _is_valid_position(self, pos):
        """
        Returns if not on menu,buttons,path..
        :param pos:
        :return: bool
        """
        r, c = asp.get_reverse_pos(pos)
        # check Tower not on path or other tower
        for tower in (self.support_towers + self.attack_towers):
            if self.moving_object.has_collided(tower):
                self.moving_object = None
                return False
        if loader.map_grid[r, c]:
            return False
        # Check tower not on menu:
        if self.buy_menu.is_clicked(pos[0], pos[1]):
            return False
        # Check buttons:
        if self.play_pause_btn.clicked(pos[0], pos[1]) or self.music_btn.clicked(pos[0], pos[1]):
            return False
        return True

    def _update_screen(self):
        # Draw background
        self.screen.blit(settings.bg, (0, 0))
        self._draw_objects()
        self._draw_possesions()
        # Draw buy menu
        self.buy_menu.draw(self.screen)

        pygame.display.update()

    def _draw_possesions(self):
        self.powerups.draw(self.screen)
        # Draw play btn
        self.play_pause_btn.draw(self.screen)
        self.music_btn.draw(self.screen)
        # Draw lives
        txt = font.render(str(self.lives), 1, (255, 255, 255))
        self.screen.blit(heart, (self.screen.get_width() - heart.get_width() - 10, 10))
        self.screen.blit(txt, (self.screen.get_width() - heart.get_width() - txt.get_width() - 10, 10))
        # Draw money
        txt = font.render(str(self.money), 1, (255, 255, 255))
        self.screen.blit(star_img, (self.screen.get_width() - star_img.get_width() - 10, 10 + heart.get_height()))
        self.screen.blit(txt, (
            self.screen.get_width() - star_img.get_width() - txt.get_width() - 10, 10 + heart.get_height()))
        # Draw wave
        txt = font.render("Wave #" + str(self.wave_num), 1, (255, 255, 255))
        self.screen.blit(wave_img, (10, 10))
        self.screen.blit(txt, (40, 40))

    def _draw_objects(self):

        # Draw objects
        for enemy in self.enemies:
            enemy.draw(self.screen)
        for tower in (self.support_towers + self.attack_towers):
            if self.moving_object:
                tower.draw_placement(self.screen)
            tower.draw(self.screen, self.pause)

        if self.moving_object:
            self.moving_object.draw(self.screen, self.pause)

    def _handle_towers(self):
        # Check attack_towers:
        if not self.pause:
            if self.enemies:
                for tw in self.attack_towers:
                    self.money += tw.attack(self.enemies)
            # Support towers:
            for tower in self.support_towers:
                tower.support(self.attack_towers)
                tower.support(self.support_towers)
        if self.moving_object:
            pos = pygame.mouse.get_pos()
            self.moving_object.move(pos[0], pos[1])

    def _handle_enemies(self):
        # Check enemies:
        for e in self.enemies:
            # Enemies passed end.
            if e.out:
                self.lives -= 1
                self.enemies.remove(e)
                continue
            elif e.dead:  # killed
                self.enemies.remove(e)
                continue
            # Reached powerup:
            if isinstance(e.targeting, Powerup):
                if e.reached_powerup():
                    self.powerups.remove(e.targeting)
                    e.targeting = -1
            e.move()
        # Move to powerup
        for pb in self.powerups:
            if not pb.is_targeted:
                for e in self.enemies:
                    if e.targeting is None:
                        e.move_to_powerup(pb)
                        break

    def spawn_powerboost(self):
        r = c = 0
        rows, cols = map_grid.shape
        while not map_grid[r + 2, c] or not map_grid[r, c + 2] or not map_grid[r - 2, c]:
            r = random.randrange(10, rows - 10)
            c = random.randrange(10, cols - 2)
        x, y = asp.get_pos((r, c))
        self.powerups.add(Powerup((x, y)))
Пример #8
0
class Game:
    path = []

    def __init__(self, win, username):
        self.__width = 1250
        self.__height = 700
        self.win = win
        self.enemies = []
        self.attack_towers = []
        self.support_towers = []
        self.traps = []
        self.__lives = 10
        self.__money = 200000
        self.__enemy_kill = 0
        self.bg = pygame.image.load(
            os.path.join("../game_assets/background_3.png")).convert_alpha()
        self.bg = pygame.transform.scale(self.bg,
                                         (self.__width, self.__height))
        self.game_map = None
        self.__timer = time.time()
        self.life_font = pygame.font.SysFont("life count", 30)
        self.username_font = pygame.font.SysFont(
            pygame.font.get_default_font(), 40)
        self.selected_tower = None
        self.object_orientation = []
        self.moving_object = None
        self.moving_effect = None
        self.wave = 15
        self.__current_wave = waves[self.wave][:]
        self.pause = True
        self.music_on = True
        self.username = username
        self.play_pause_button = PlayPauseButton(play_btn.convert_alpha(),
                                                 pause_btn.convert_alpha(), 10,
                                                 self.__height - 85)
        self.sound_button = PlayPauseButton(sound_btn.convert_alpha(),
                                            sound_btn_off.convert_alpha(), 90,
                                            self.__height - 85)

        self.stop_trap_btn = PlayPauseButton(stop_trap_img.convert_alpha(),
                                             stop_trap_img.convert_alpha(),
                                             1000, self.__height - 90)
        self.destroy_trap_btn = PlayPauseButton(
            destroying_trap_img.convert_alpha(),
            destroying_trap_img.convert_alpha(), 915, self.__height - 90)

        self.menu = VerticalMenu(self.__width - side_img.get_width() + 80, 190,
                                 side_img)
        self.menu.add_btn(tower_icon_img.images[3].convert_alpha(),
                          "buy_archer_1", 500)
        self.menu.add_btn(tower_icon_img.images[0].convert_alpha(),
                          "buy_archer_2", 750)
        self.menu.add_btn(tower_icon_img.images[2].convert_alpha(),
                          "buy_damage", 1000)
        self.menu.add_btn(tower_icon_img.images[1].convert_alpha(),
                          "buy_range", 1000)

        self.is_input_chit = False
        self.current_chit_code = ""

    def game_map(self):
        return self.game_map

    def set_game_map(self, value):
        self.game_map = value
        if self.game_map == Map.FIRST_MAP:
            self.bg = pygame.image.load(
                os.path.join(
                    "../game_assets/background_1.png")).convert_alpha()
            self.bg = pygame.transform.scale(self.bg,
                                             (self.__width, self.__height))
        elif self.game_map == Map.SECOND_MAP:
            self.bg = pygame.image.load(
                os.path.join(
                    "../game_assets/background_3.png")).convert_alpha()
            self.bg = pygame.transform.scale(self.bg,
                                             (self.__width, self.__height))
        elif self.game_map == Map.THIRD_MAP:
            self.bg = pygame.image.load(
                os.path.join(
                    "../game_assets/background_2.png")).convert_alpha()
            self.bg = pygame.transform.scale(self.bg,
                                             (self.__width, self.__height))
        elif self.game_map == Map.FOURTH_MAP:
            self.bg = pygame.image.load(
                os.path.join(
                    "../game_assets/background_4.png")).convert_alpha()
            self.bg = pygame.transform.scale(self.bg,
                                             (self.__width, self.__height))

        Game.path = Path.get_path(self.game_map)

    @property
    def enemy_kill(self):
        return self.__enemy_kill

    @enemy_kill.setter
    def enemy_kill(self, value):
        self.__enemy_kill = value

    @property
    def lives(self):
        return self.__lives

    @lives.setter
    def lives(self, value):
        self.__lives = value

    @property
    def money(self):
        return self.__money

    @money.setter
    def money(self, value):
        self.__money = value

    def generate_enemies(self):
        """
        Generate the next enemy or enemies
        :return: enemy
        """
        if sum(self.__current_wave) == 0:
            if len(self.enemies) == 0:
                if self.wave == 10 and self.__money > 2000 and self.__enemy_kill > 100:
                    self.__current_wave = bonus_wave
                elif (self.wave + 1) % 5 == 0 and self.__lives == 10:
                    self.__current_wave = challenge_waves[self.wave // 5]
                else:
                    self.wave += 1
                    self.__current_wave = waves[self.wave]
                self.pause = True
                self.play_pause_button.pause = self.pause
        else:
            wave_enemies = [
                Scorpion(Game.path, self.game_map),
                Wizard(Game.path, self.game_map),
                Club(Game.path, self.game_map),
                Troll(Game.path, self.game_map),
                Sword(Game.path, self.game_map),
                Goblin(Game.path, self.game_map)
            ]

            for x in range(len(self.__current_wave)):
                if self.__current_wave[x] != 0:
                    self.enemies.append(wave_enemies[x])
                    self.__current_wave[x] = self.__current_wave[x] - 1
                    break

    def run(self):
        # load music
        if self.game_map == Map.FIRST_MAP:
            pygame.mixer.music.load(
                os.path.join("../game_assets", "bensound-funnysong.wav"))
        elif self.game_map == Map.SECOND_MAP:
            pygame.mixer.music.load(
                os.path.join("../game_assets", "Fender_Bender.mp3"))
        elif self.game_map == Map.THIRD_MAP:
            pygame.mixer.music.load(
                os.path.join("../game_assets", "Shibuya.mp3"))
        elif self.game_map == Map.FOURTH_MAP:
            pygame.mixer.music.load(
                os.path.join("../game_assets", "Snow_Princess.mp3"))

        pygame.mixer.music.play(loops=-1)
        run = True

        clock = pygame.time.Clock()
        while run:
            clock.tick(100)

            if not self.pause:
                # generate monsters
                if time.time() - self.__timer >= random.randrange(
                        1, 5) / 3:  # change speed of spanning enemies
                    self.__timer = time.time()
                    try:
                        self.generate_enemies()
                    except IndexError:
                        return True

            pos = pygame.mouse.get_pos()

            # check for moving effect
            if self.moving_effect:
                self.moving_effect.move(pos[0], pos[1])
                if self.point_to_line():
                    self.moving_effect.place_color = (255, 0, 0, 100)
                else:
                    self.moving_effect.place_color = (0, 255, 0, 100)

            # check for moving object
            if self.moving_object:
                self.moving_object.move(pos[0], pos[1])
                tower_list = self.attack_towers[:] + self.support_towers[:]
                collide = False
                if not self.point_to_line():
                    collide = True
                    self.moving_object.place_color = (255, 0, 0, 100)
                else:
                    if not collide:
                        self.moving_object.place_color = (0, 255, 0, 100)

                for tower in tower_list:
                    if tower.collide(self.moving_object):
                        collide = True
                        tower.place_color = (255, 0, 0, 100)
                        self.moving_object.place_color = (255, 0, 0, 100)
                    else:
                        tower.place_color = (0, 255, 0, 100)
                        if not collide:
                            self.moving_object.place_color = (0, 255, 0, 100)

            # main events loop
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

                # get pressed key
                if event.type == pygame.KEYDOWN:

                    if event.key == 96:  # ~
                        if self.is_input_chit:
                            self.is_input_chit = False
                            self.current_chit_code = ""
                        else:
                            self.is_input_chit = True

                    if event.key == 13:  # Enter
                        self.is_input_chit = False
                        if self.current_chit_code == "money":
                            self.__money += 1000
                        elif self.current_chit_code == "lives":
                            self.__lives += 5
                        elif self.current_chit_code == "killall":
                            for enemy in self.enemies:
                                enemy.to_dying()

                        self.current_chit_code = ""

                    if self.is_input_chit:
                        pressed_keys = event.dict['unicode']

                        if event.key == pygame.K_BACKSPACE:
                            self.current_chit_code = self.current_chit_code[:
                                                                            -1]

                        if pressed_keys in string.ascii_letters or pressed_keys in string.digits:
                            if len(self.current_chit_code) <= 17:
                                self.current_chit_code += pressed_keys
                    """if event.key == 96:  # ~
                        self.key_phrase_input = True
                        self.pause = True
                        self.moving_effect = None

                    if event.key == 13:
                        if len(self.__key_phrase) == len(self.input_key_phrase) and self.__key_phrase == self.input_key_phrase:
                            self.__money += 1000
                        self.key_phrase_input = False
                        self.input_key_phrase.clear()

                    if self.key_phrase_input and event.key != 96:
                        self.input_key_phrase.append(event.key)"""

                if event.type == pygame.MOUSEBUTTONUP:
                    # points.append(pos)
                    # print(points)

                    if self.moving_effect:
                        if event.button == 3:
                            self.moving_effect = None
                        else:
                            destroy = False
                            if not self.point_to_line():
                                self.traps.append(self.moving_effect)
                                self.__money -= self.moving_effect.cost
                                destroy = True

                            if destroy:
                                self.moving_effect = None

                    # if your moving an object and click
                    if self.moving_object:
                        not_allowed = False
                        tower_list = self.attack_towers[:] + self.support_towers[:]
                        for tower in tower_list:
                            if tower.collide(self.moving_object):
                                not_allowed = True

                        # check if you try to place something on vertical menu surface
                        is_behind_menu = all(
                            [1110 < pos[0] < 1250, 120 < pos[1] < 670])

                        if is_behind_menu:
                            not_allowed = True

                        not_place_tower = False
                        if not not_allowed and self.point_to_line():
                            if self.moving_object.name in attack_tower_names:
                                self.attack_towers.append(self.moving_object)
                            elif self.moving_object.name in support_tower_names:
                                self.support_towers.append(self.moving_object)

                            not_place_tower = True

                        # delete moving object if you click right mouse button
                        if event.button == 3:  # right mouse click
                            if self.attack_towers and self.attack_towers[
                                    -1] is self.moving_object:
                                self.__money += self.moving_object.price
                                self.attack_towers = self.attack_towers[:-1]
                            elif self.support_towers and self.support_towers[
                                    -1] is self.moving_object:
                                self.__money += self.moving_object.price
                                self.support_towers = self.support_towers[:-1]

                        if not_place_tower:
                            self.moving_object.moving = False
                            self.moving_object = None

                    else:

                        if self.stop_trap_btn.click(pos[0], pos[1]):
                            if self.__money >= 150:
                                self.add_trap("stop_trap")
                        elif self.destroy_trap_btn.click(pos[0], pos[1]):
                            if self.__money >= 200:
                                self.add_trap("destroy_trap")

                        # check for play or pause
                        if self.play_pause_button.click(pos[0], pos[1]):
                            self.pause = not self.pause
                            ArcherTowerLong.is_game_pause = self.pause
                            self.play_pause_button.pause = self.pause

                        if self.sound_button.click(pos[0], pos[1]):
                            self.music_on = not self.music_on
                            self.sound_button.pause = self.music_on
                            if self.music_on:
                                pygame.mixer.music.unpause()
                            else:
                                pygame.mixer.music.pause()

                        # look is you click on side menu
                        side_menu_button = self.menu.get_clicked(
                            pos[0], pos[1])
                        if side_menu_button:
                            cost = self.menu.get_item_cost(side_menu_button)
                            if self.__money >= cost:
                                self.__money -= cost
                                self.add_tower(side_menu_button)

                        # look is you click on attack tower
                        btn_clicked = None
                        if self.selected_tower:
                            btn_clicked = self.selected_tower.menu.get_clicked(
                                pos[0], pos[1])
                            if btn_clicked:
                                if btn_clicked == "Upgrade":
                                    cost = self.selected_tower.get_upgrade_cost(
                                    )
                                    if isinstance(
                                            cost,
                                            int) and self.__money >= cost:
                                        self.__money -= cost
                                        self.selected_tower.upgrade()

                        if not btn_clicked:
                            for tw in self.attack_towers:
                                if tw.click(pos[0], pos[1]):
                                    tw.selected = True
                                    self.selected_tower = tw
                                else:
                                    tw.selected = False

                            # look is you click on support tower
                            for tw in self.support_towers:
                                if tw.click(pos[0], pos[1]):
                                    tw.selected = True
                                    self.selected_tower = tw
                                else:
                                    tw.selected = False

            if not self.pause:
                # loop through traps
                for trap in self.traps:
                    trap.stop_enemy(self.enemies)

                for trap in self.traps:
                    if trap.is_destroyed:
                        trap.destroy(self.traps, self.enemies)

                # loop through enemies
                to_del = []
                for en in self.enemies:
                    if en.is_die:
                        if en.animate_die(self.enemies):
                            self.__enemy_kill += 1
                    elif en.is_stopped_by_trap:
                        en.animate_attack()
                        en.stop_by_trap.is_attacked = True
                    else:
                        en.move()
                        if self.game_map == Map.SECOND_MAP or self.game_map == Map.THIRD_MAP:
                            if en.y > 715:
                                to_del.append(en)
                        elif self.game_map == Map.FIRST_MAP:
                            if en.x < -15:
                                to_del.append(en)
                        elif self.game_map == Map.FOURTH_MAP:
                            if en.x > 1265:
                                to_del.append(en)

                for enemy in self.enemies:
                    enemy.attack(self.traps)

                # delete all enemies off the screen
                for d in to_del:
                    self.__lives -= 1
                    self.enemies.remove(d)

                # if you lose
                if self.__lives <= 0:
                    print("You lose")
                    run = False

                # loop through attack towers
                for tw in self.attack_towers:
                    self.__money += tw.attack(self.enemies)

                # loop through support towers
                for tw in self.support_towers:
                    tw.support(self.attack_towers)

            self.draw()
        if self.__lives <= 0:
            return False
        pygame.quit()

    @staticmethod
    def point_to_line():
        """
        Returns if you can place tower based on distance from path
        :return: Bool
        """
        # find two closest points
        tower_x, tower_y = pygame.mouse.get_pos()
        first_closest_point = Game.path[0]

        for position, point in enumerate(Game.path[1:]):
            dis = math.sqrt((point[0] - tower_x)**2 + (point[1] - tower_y)**2)
            if math.sqrt((first_closest_point[0] - tower_x)**2 +
                         (first_closest_point[1] - tower_y)**2) > dis:
                first_closest_point = (point[0], point[1], position)

        if (first_closest_point[0], first_closest_point[1]) != Game.path[0]:
            prev_point, next_point = Game.path[
                first_closest_point[2] - 1], Game.path[first_closest_point[2] +
                                                       1]
            first_distance = math.sqrt((prev_point[0] - tower_x)**2 +
                                       (prev_point[1] - tower_y)**2)
            second_distance = math.sqrt((next_point[0] - tower_x)**2 +
                                        (next_point[1] - tower_y)**2)
            if first_distance > second_distance:
                second_closest_point = prev_point
            else:
                second_closest_point = next_point
        else:
            second_closest_point = Game.path[1]

        # |ax + by + c|/(sqrt(a^2 + b^2))
        a = second_closest_point[1] - first_closest_point[1]
        b = -(second_closest_point[0] - first_closest_point[0])
        c = second_closest_point[0] * first_closest_point[
            1] - second_closest_point[1] * first_closest_point[0]
        denominator = math.sqrt(a**2 + b**2)

        distance = abs(a * tower_x + b * tower_y + c) / denominator
        if distance < 60:
            return False
        return True

    def draw(self):
        # draw background
        self.win.blit(self.bg, (0, 0))

        # for point in points:
        #     pygame.draw.circle(self.win, (255, 0, 0), point, 3)

        # draw placement rings
        if self.moving_object:
            for tower in self.attack_towers:
                tower.draw_placement(self.win)
            for tower in self.support_towers:
                tower.draw_placement(self.win)

            self.moving_object.draw_placement(self.win)

        # redraw selected tower
        if self.selected_tower:
            self.selected_tower.draw(self.win)

        # redraw moving trap
        if self.moving_effect:
            self.moving_effect.draw_placement(self.win)

        # sort such objects for y coordinate and draw them in such sequence
        object_list = self.attack_towers[:] + self.support_towers[:] + self.enemies[:] + self.traps[:]
        object_list.sort(key=lambda x: x.y, reverse=False)
        for element in object_list:
            element.draw(self.win)
        """# loop through traps and draw health bar
        for trap in self.traps:
            if trap.is_attacked:
                trap.draw_health_bar(self.win)
                
        # loop through enemies and draw health bar
        for enemy in self.enemies:
            enemy.draw_health_bar(self.win)"""
        """# draw attack towers
        for tw in self.attack_towers:
            tw.draw(self.win)

        # draw support towers
        for tw in self.support_towers:
            tw.draw(self.win)

        # draw enemies
        for en in self.enemies:
            en.draw(self.win)"""

        # draw vertical menu
        self.menu.draw(self.win)

        # draw moving object
        if self.moving_object:
            self.moving_object.draw_placement(self.win)
            self.moving_object.draw(self.win)

        # draw moving effect
        if self.moving_effect:
            self.moving_effect.draw_placement(self.win)
            self.moving_effect.draw(self.win)

        # draw play/pause button
        self.play_pause_button.draw(self.win)

        # draw traps buttons
        self.stop_trap_btn.draw(self.win)
        text = self.stop_trap_btn.font.render("150", 1, (255, 255, 255))
        self.win.blit(text, (self.stop_trap_btn.x + 35, self.stop_trap_btn.y +
                             self.stop_trap_btn.height // 2 + 25))

        # self.kill_trap_btn.draw(self.win)
        self.destroy_trap_btn.draw(self.win)
        text = self.destroy_trap_btn.font.render("200", 1, (255, 255, 255))
        self.win.blit(text,
                      (self.destroy_trap_btn.x + 35, self.destroy_trap_btn.y +
                       self.destroy_trap_btn.height // 2 + 25))

        # draw music toggle button
        self.sound_button.draw(self.win)

        if self.game_map == Map.FOURTH_MAP:
            statistic_color = (0, 0, 0)
        else:
            statistic_color = (255, 255, 255)

        # draw lives
        text = self.life_font.render(str(self.__lives), 1, statistic_color)
        life = lives_img
        start_x = self.__width - life.get_width() - 10

        self.win.blit(text, (start_x - text.get_width(), 20))
        self.win.blit(life, (start_x, 8))

        # draw username
        username = self.username_font.render(self.username, 1, (255, 255, 255))
        username_bg_transformed = pygame.transform.scale(
            username_bg,
            (username.get_width() + 100, username.get_height() + 25))
        start_x = self.__width - life.get_width() - text.get_width() - 30
        self.win.blit(username_bg_transformed,
                      (start_x - username_bg_transformed.get_width(), 5))
        self.win.blit(username,
                      (start_x - username_bg_transformed.get_width() + 55, 23))

        # draw currency
        text = self.life_font.render(str(self.__money), 1, statistic_color)
        start_x = self.__width - life.get_width() - 10

        self.win.blit(text, (start_x - text.get_width(), 55))
        self.win.blit(star_img, (start_x, 40))

        # draw kills
        number_of_kills = self.life_font.render(str(self.__enemy_kill), 1,
                                                statistic_color)
        start_x = self.__width - life.get_width() - 10

        self.win.blit(number_of_kills,
                      (start_x - number_of_kills.get_width(), 85))
        self.win.blit(enemy_head, (start_x + 8, 80))

        # draw wave
        self.win.blit(wave_bg, (10, 10))
        text = self.life_font.render("Wave #" + str(self.wave), 1,
                                     (255, 255, 255))
        self.win.blit(
            text, (10 + wave_bg.get_width() / 2 - text.get_width() / 2, 40))

        # draw chit code input table
        if self.is_input_chit:
            self.win.blit(chit_code_table,
                          (self.__width // 2 - 150, self.__height - 60))

        if self.is_input_chit and self.current_chit_code:
            output_chit_string = self.life_font.render(self.current_chit_code,
                                                       1, (0, 0, 0))
            self.win.blit(output_chit_string,
                          (self.__width // 2 - 100, self.__height - 40))

        pygame.display.update()

    def add_tower(self, name):
        x, y = pygame.mouse.get_pos()
        name_list = ["buy_archer_1", "buy_archer_2", "buy_damage", "buy_range"]
        object_list = [
            ArcherTowerLong(x, y),
            ArcherTowerShort(x, y),
            DamageTower(x, y),
            RangeTower(x, y)
        ]

        try:
            obj = object_list[name_list.index(name)]
            self.moving_object = obj
            obj.moving = True
        except Exception as e:
            print(str(e) + "NOT VALID NAME")

    def add_trap(self, name):
        x, y = pygame.mouse.get_pos()
        name_list = ["stop_trap", "kill_trap", "destroy_trap"]
        object_list = [StopTrap(x, y), KillTrap(x, y), DestroyTrap(x, y)]

        try:
            obj = object_list[name_list.index(name)]
            self.moving_effect = obj
        except Exception as e:
            print(str(e) + "NOT VALID NAME")

    def get_score(self):
        return self.wave, self.enemy_kill

    def clear_settings(self):
        self.__money = 2000
        self.__lives = 10
        self.wave = 0
        self.enemies.clear()
        self.attack_towers.clear()
        self.support_towers.clear()
        self.traps.clear()
        self.__enemy_kill = 0
        self.__timer = time.time()
        self.selected_tower = None
        self.object_orientation.clear()
        self.moving_object = None
        self.moving_effect = None
        self.__current_wave = waves[0][:]
        self.pause = True
        self.music_on = True
        self.is_input_chit = False
        self.current_chit_code = ""
        self.play_pause_button.pause = True
        self.sound_button.pause = True
Пример #9
0
class Game:
    def __init__(self, win):
        self.width = 1350
        self.height = 700
        self.win = win
        self.enemys = []
        self.attack_towers = []
        self.support_towers = []
        self.lives = 10
        self.money = 2000
        self.bg = pygame.image.load(os.path.join("game_assets", "bg.png"))
        self.bg = pygame.transform.scale(self.bg, (self.width, self.height))
        self.timer = time.time()
        self.life_font = pygame.font.SysFont("comicsans", 65)
        self.selected_tower = None
        self.menu = VerticalMenu(self.width - side_img.get_width() + 70, 250, side_img)
        self.menu.add_btn(buy_archer, "buy_archer", 500)
        self.menu.add_btn(buy_archer_2, "buy_archer_2", 750)
        self.menu.add_btn(buy_damage, "buy_damage", 1000)
        self.menu.add_btn(buy_range, "buy_range", 1000)
        self.moving_object = None
        self.wave = 0
        self.current_wave = waves[self.wave][:]
        self.pause = True
        self.music_on = True
        self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 10, self.height - 85)
        self.soundButton = PlayPauseButton(sound_btn, sound_btn_off, 90, self.height - 85)

    def gen_enemies(self):
        """
        generate the next enemy or enemies to show
        :return: enemy
        """
        if sum(self.current_wave) == 0:
            if len(self.enemys) == 0:
                self.wave += 1
                self.current_wave = waves[self.wave]
                self.pause = True
                self.playPauseButton.paused = self.pause
        else:
            wave_enemies = [Scorpion(), Wizard(), Club(), Sword()]
            for x in range(len(self.current_wave)):
                if self.current_wave[x] != 0:
                    self.enemys.append(wave_enemies[x])
                    self.current_wave[x] = self.current_wave[x] - 1
                    break

    def run(self):
        pygame.mixer.music.play(loops=-1)
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(500)

            if self.pause == False:
                # gen monsters
                if time.time() - self.timer >= random.randrange(1,6)/3:
                    self.timer = time.time()
                    self.gen_enemies()

            pos = pygame.mouse.get_pos()

            # check for moving object
            if self.moving_object:
                self.moving_object.move(pos[0], pos[1])
                tower_list = self.attack_towers[:] + self.support_towers[:]
                collide = False
                for tower in tower_list:
                    if tower.collide(self.moving_object):
                        collide = True
                        tower.place_color = (255, 0, 0, 100)
                        self.moving_object.place_color = (255, 0, 0, 100)
                    else:
                        tower.place_color = (0, 0, 255, 100)
                        if not collide:
                            self.moving_object.place_color = (0, 0, 255, 100)

            # main event loop
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

                if event.type == pygame.MOUSEBUTTONUP:
                    # if you're moving an object and click
                    if self.moving_object:
                        not_allowed = False
                        tower_list = self.attack_towers[:] + self.support_towers[:]
                        for tower in tower_list:
                            if tower.collide(self.moving_object):
                                not_allowed = True

                        if not not_allowed and self.point_to_line(self.moving_object):
                            if self.moving_object.name in attack_tower_names:
                                self.attack_towers.append(self.moving_object)
                            elif self.moving_object.name in support_tower_names:
                                self.support_towers.append(self.moving_object)

                            self.moving_object.moving = False
                            self.moving_object = None

                    else:
                        # check for play or pause
                        if self.playPauseButton.click(pos[0], pos[1]):
                            self.pause = not(self.pause)
                            self.playPauseButton.paused = self.pause

                        if self.soundButton.click(pos[0], pos[1]):
                            self.music_on = not(self.music_on)
                            self.soundButton.paused = self.music_on
                            if self.music_on:
                                pygame.mixer.music.unpause()
                            else:
                                pygame.mixer.music.pause()

                        # look if you click on side menu
                        side_menu_button = self.menu.get_clicked(pos[0], pos[1])
                        if side_menu_button:
                            cost = self.menu.get_item_cost(side_menu_button)
                            if self.money >= cost:
                                self.money -= cost
                                self.add_tower(side_menu_button)

                        # look if you clicked on attack tower or support tower
                        btn_clicked = None
                        if self.selected_tower:
                            btn_clicked = self.selected_tower.menu.get_clicked(pos[0], pos[1])
                            if btn_clicked:
                                if btn_clicked == "Upgrade":
                                    cost = self.selected_tower.get_upgrade_cost()
                                    if self.money >= cost:
                                        self.money -= cost
                                        self.selected_tower.upgrade()

                        if not(btn_clicked):
                            for tw in self.attack_towers:
                                if tw.click(pos[0], pos[1]):
                                    tw.selected = True
                                    self.selected_tower = tw
                                else:
                                    tw.selected = False

                            # look if you clicked on support tower
                            for tw in self.support_towers:
                                if tw.click(pos[0], pos[1]):
                                    tw.selected = True
                                    self.selected_tower = tw
                                else:
                                    tw.selected = False

            # loop through enemies
            if not self.pause:
                to_del = []
                for en in self.enemys:
                    en.move()
                    if en.x < -15:
                        to_del.append(en)

                # delete all enemies off the screen
                for d in to_del:
                    self.lives -= 1
                    self.enemys.remove(d)

                # loop through attack towers
                for tw in self.attack_towers:
                    self.money += tw.attack(self.enemys)

                # loop through attack towers
                for tw in self.support_towers:
                    tw.support(self.attack_towers)

                # if you lose
                if self.lives <= 0:
                    print("You Lose")
                    run = False

            self.draw()


    def point_to_line(self, tower):
        """
        returns if you can place tower based on distance from
        path
        :param tower: Tower
        :return: Bool
        """
        # find two closest points
        return True

    def draw(self):
        self.win.blit(self.bg, (0,0))

        # draw placement rings
        if self.moving_object:
            for tower in self.attack_towers:
                tower.draw_placement(self.win)

            for tower in self.support_towers:
                tower.draw_placement(self.win)

            self.moving_object.draw_placement(self.win)

        # draw attack towers
        for tw in self.attack_towers:
            tw.draw(self.win)

        # draw support towers
        for tw in self.support_towers:
            tw.draw(self.win)

        # draw enemies
        for en in self.enemys:
            en.draw(self.win)

        # redraw selected tower
        if self.selected_tower:
            self.selected_tower.draw(self.win)

        # draw moving object
        if self.moving_object:
            self.moving_object.draw(self.win)

        # draw menu
        self.menu.draw(self.win)

        # draw play pause button
        self.playPauseButton.draw(self.win)

        # draw music toggle button
        self.soundButton.draw(self.win)

        # draw lives
        text = self.life_font.render(str(self.lives), 1, (255,255,255))
        life = pygame.transform.scale(lives_img,(50,50))
        start_x = self.width - life.get_width() - 10

        self.win.blit(text, (start_x - text.get_width() - 10, 13))
        self.win.blit(life, (start_x, 10))

        # draw money
        text = self.life_font.render(str(self.money), 1, (255, 255, 255))
        money = pygame.transform.scale(star_img, (50, 50))
        start_x = self.width - life.get_width() - 10

        self.win.blit(text, (start_x - text.get_width() - 10, 75))
        self.win.blit(money, (start_x, 65))

        # draw wave
        self.win.blit(wave_bg, (10,10))
        text = self.life_font.render("Wave #" + str(self.wave), 1, (255,255,255))
        self.win.blit(text, (10 + wave_bg.get_width()/2 - text.get_width()/2, 25))

        pygame.display.update()

    def add_tower(self, name):
        x, y = pygame.mouse.get_pos()
        name_list = ["buy_archer", "buy_archer_2", "buy_damage", "buy_range"]
        object_list = [ArcherTowerLong(x,y), ArcherTowerShort(x,y), DamageTower(x,y), RangeTower(x,y)]

        try:
            obj = object_list[name_list.index(name)]
            self.moving_object = obj
            obj.moving = True
        except Exception as e:
            print(str(e) + "NOT VALID NAME")
Пример #10
0
class Game:
    def __init__(self, win):
        self.width = 1366
        self.height = 768
        self.win = win
        self.enemies = []
        self.attack_towers = []
        self.support_towers = []
        self.lives = 10
        self.money = 2000
        self.bg = pygame.image.load(os.path.join("game_assets", "bg.png"))
        # self.bg = pygame.transform.scale(self.bg, (self.width, self.height))
        self.timer = time.time()
        self.life_font = pygame.font.SysFont("comicsans", 50)
        self.selected_tower = None
        self.paused = True
        self.music_off = True
        self.wave = 0
        self.current_wave = waves[self.wave][:]
        self.moving_object = None
        self.menu = VerticalMenu(self.width - side_img.get_width() + 30, 140,
                                 side_img)
        self.menu.add_button(buy_archer, "buy_archer", 500)
        self.menu.add_button(buy_archer2, "buy_archer2", 700)
        self.menu.add_button(buy_damage, "buy_damage", 1000)
        self.menu.add_button(buy_range, "buy_range", 1000)
        self.playPauseButton = PlayPauseButton(play_button, pause_button, 10,
                                               self.height - 85)
        self.musicButton = PlayPauseButton(unmute_button, mute_button, 84,
                                           self.height - 85)

    def run(self):
        run = True
        clock = pygame.time.Clock()

        while run:
            clock.tick(30)

            if self.paused == False:
                # gen monsters
                if time.time() - self.timer >= random.randrange(2, 5) / 2:
                    self.timer = time.time()
                    self.gen_enemies()

            pos = pygame.mouse.get_pos()

            # check for moving object
            if self.moving_object:
                self.moving_object.move(pos[0], pos[1])
                collide = False
                tower_list = self.attack_towers[:] + self.support_towers[:]
                for tower in tower_list:
                    if tower.collide(self.moving_object):
                        collide = True
                        tower.place_color = (255, 0, 0, 100)
                        self.moving_object.place_color = (255, 0, 0, 100)
                    else:
                        tower.place_color = (0, 0, 255, 100)
                        if not (collide):
                            self.moving_object.place_color = (0, 0, 255, 100)

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

                if event.type == pygame.MOUSEBUTTONDOWN:
                    # print(pos[0], pos[1])
                    # if you are moving an object and click
                    if self.moving_object:
                        not_allowed = False
                        tower_list = self.attack_towers[:] + self.support_towers[:]
                        for tower in tower_list:
                            if tower.collide(self.moving_object):
                                not_allowed = True

                        if not not_allowed and self.point_to_line(
                                self.moving_object):
                            if self.moving_object.name in attack_tower_names:
                                self.attack_towers.append(self.moving_object)

                            elif self.moving_object.name in support_tower_names:
                                self.support_towers.append(self.moving_object)

                            self.moving_object.moving = False
                            self.moving_object = None
                            # print([tower.name for tower in self.attack_towers[:]])
                            print("Done")
                        else:
                            print("Not allowed!")

                    else:
                        # check for play or pause
                        if self.playPauseButton.click(pos[0], pos[1]):
                            self.paused = not (self.paused)
                            self.playPauseButton.paused = self.paused

                        # check for mute or unmute
                        if self.musicButton.click(pos[0], pos[1]):
                            self.music_off = not (self.music_off)
                            self.musicButton.paused = self.music_off
                            if self.music_off:
                                pygame.mixer.music.pause()
                            else:
                                pygame.mixer.music.unpause()

                        # look if you click on side menu
                        side_menu_button = self.menu.get_clicked(
                            pos[0], pos[1])
                        if side_menu_button:
                            cost = self.menu.get_item_cost(side_menu_button)
                            if self.money >= cost:
                                self.money -= cost
                                self.add_tower(side_menu_button)

                        # look if you clicked on a attack tower or support tower
                        button_clicked = None
                        if self.selected_tower:
                            button_clicked = self.selected_tower.menu.get_clicked(
                                pos[0], pos[1])
                            if button_clicked:
                                if button_clicked == "Upgrade":
                                    cost = self.selected_tower.get_upgrade_cost(
                                    )
                                    if self.money >= cost:
                                        self.money -= cost
                                        self.selected_tower.upgrade()

                        if not button_clicked:
                            for tw in self.attack_towers:
                                if tw.click(pos[0], pos[1]):
                                    tw.selected = True
                                    self.selected_tower = tw
                                else:
                                    tw.selected = False

                            # look if you clicked on a support tower
                            for tw in self.support_towers:
                                if tw.click(pos[0], pos[1]):
                                    tw.selected = True
                                    self.selected_tower = tw
                                else:
                                    tw.selected = False

            if not (self.paused):
                # loop through enemies
                to_del = []
                for en in self.enemies:
                    en.move()
                    if en.x > 1340:
                        to_del.append(en)

                # delete all enemies off the screen
                for d in to_del:
                    self.lives -= 1
                    self.enemies.remove(d)

                # loop through attack towers
                for tw in self.attack_towers:
                    self.money += tw.attack(self.enemies)

                # loop through support towers
                for tw in self.support_towers:
                    tw.support(
                        self.attack_towers
                    )  # sending attack towers to see if they are in range of the support tower

                # if you lose
                if self.lives <= 0:
                    print("You Lost")
                    run = False

            self.draw()
            """
			for point in PATH:
				pygame.draw.circle(self.win, (255,0,0), (point[0], point[1]), 5)

			pygame.display.update()
			"""

    def draw(self):
        self.win.blit(self.bg, (0, 0))

        # draw placement rings
        if self.moving_object:
            for tower in self.attack_towers:
                tower.draw_placement(self.win)

            for tower in self.support_towers:
                tower.draw_placement(self.win)

            self.moving_object.draw_placement(self.win)

        # draw attack towers
        for tw in self.attack_towers:
            tw.draw(self.win)

        # draw support towers
        for tw in self.support_towers:
            tw.draw(self.win)

        # draw enemies
        for en in self.enemies:
            en.draw(self.win)

        # redraw selected tower
        if self.selected_tower:
            self.selected_tower.draw(self.win)

        # draw moving object
        if self.moving_object:
            self.moving_object.draw(self.win)

        # draw menu
        self.menu.draw(self.win)

        # draw play pause button
        self.playPauseButton.draw(self.win)

        # draw music toggle button
        self.musicButton.draw(self.win)

        # draw lives
        text = self.life_font.render(str(self.lives), 1, (255, 0, 0))
        life = lives_img
        start_x = self.width - life.get_width() - 5

        self.win.blit(text, (start_x - text.get_width() - 10, 15))
        self.win.blit(life, (start_x, 10))

        # draw money
        text = self.life_font.render(str(self.money), 1, (255, 255, 0))
        money = pygame.transform.scale(coin_img, (35, 35))
        start_x = self.width - life.get_width() - 5

        self.win.blit(text, (start_x - text.get_width() - 10, 65))
        self.win.blit(money, (start_x + 5, 60))

        # draw wave
        self.win.blit(wave_bg, (10, 10))
        text = self.life_font.render("Wave #" + str(self.wave), 1,
                                     (255, 255, 255))
        self.win.blit(
            text, (10 + wave_bg.get_width() // 2 - text.get_width() // 2, 20))

        pygame.display.update()

    def point_to_line(self, tower):
        """
		returns if you can place tower based on distance from path
		:param tower: Tower
		:return: Bool
		"""
        # find two closest points
        closest = []
        for point in PATH:
            dis = math.sqrt((tower.x - point[0])**2 + (tower.y - point[1])**2)
            closest.append([dis, point])

        closest.sort(key=lambda x: x[0])
        closest1 = closest[0][1]  # (x1, y1)
        closest2 = closest[1][1]  # (x2, y2)

        i = 2
        while True:
            closest2 = closest[i][1]
            if abs(PATH.index(closest1) - PATH.index(closest2)) != 1:
                i += 1
            else:
                break

        try:
            slope = (closest2[1] - closest1[1]) / (closest2[0] - closest1[0]
                                                   )  # (y2-y1) / (x2-x1)
            A = slope
            B = -1
            C = closest1[1] - slope * closest1[0]
        except ZeroDivisionError:
            slope = 0
            A = -1
            B = slope
            C = closest1[0] - slope * closest1[1]

        dis = abs(A * tower.x + B * tower.y + C) / math.sqrt(A**2 + B**2)
        # print(dis, closest1, closest2, (tower.x, tower.y))

        return True if dis >= tower.width // 2 + 10 else False

    def gen_enemies(self):
        """
		generate the next enemy or enemies to show
		:return: enemy
		"""
        if sum(self.current_wave) == 0:
            if len(self.enemies) == 0:
                self.wave += 1
                self.current_wave = waves[self.wave]
                self.paused = True
                self.playPauseButton.paused = self.paused
        else:
            wave_enemies = [Scorpion(), Wizard(), Club(), Boss()]
            for x in range(len(self.current_wave)):
                if self.current_wave[x] != 0:
                    self.enemies.append(wave_enemies[x])
                    self.current_wave[x] = self.current_wave[x] - 1
                    break

    def add_tower(self, name):
        x, y = pygame.mouse.get_pos()
        name_list = ["buy_archer", "buy_archer2", "buy_damage", "buy_range"]
        object_list = [
            ArcherTowerLong(x, y),
            ArcherTowerShort(x, y),
            DamageTower(x, y),
            RangeTower(x, y)
        ]

        try:
            obj = object_list[name_list.index(name)]
            self.moving_object = obj
            obj.moving = True
        except Exception as e:
            print(str(e) + "NOT VALID NAME!")
Пример #11
0
    def __init__(self, win):

        # Basics
        self.win = win
        self.width = 1200
        self.height = 700
        self.lives = 20
        self.money = 35
        self.bg = pygame.image.load(
            os.path.join("game_assets/background/", "kingdom.png"))
        self.bg = pygame.transform.scale(self.bg, (self.width, self.height))
        self.clicks = []  # use to see clicks
        self.timer = time.time()
        self.go_lose = False
        self.go_win = False

        # Actors
        self.enemys = []
        self.attack_towers = []
        self.support_towers = []
        self.fortress = []
        self.fortress_sold = []
        self.selected_tower = None
        self.moving_object = None
        self.draw_drop = False
        self.drop_x = 0
        self.drop_y = 0
        self.reward = 0

        # Side Tower menu
        self.menu = VerticalMenu(self.width - 45, 46, side_img)
        self.menu.add_btn(buy_shin, "buy_shin", 40)
        self.menu.add_btn(buy_moubu, "buy_moubu", 120)
        self.menu.add_btn(buy_kanki, "buy_kanki", 80)
        self.menu.add_btn(buy_ouhon, "buy_ouhon", 150)
        self.menu.add_btn(buy_fortress, "buy_fortress", 200)
        self.menu.add_btn(buy_kyoukai, "buy_kyoukai", 100)
        self.menu.add_btn(buy_ten, "buy_ten", 100)
        self.menu.add_btn(buy_ryo, "buy_ryo", 100)

        # Buttons and options
        self.life_font = self.money_font = pygame.font.Font(
            "game_assets/fonts/SF Atarian System.ttf", 32)
        self.wave_font = pygame.font.Font(
            "game_assets/fonts/SF Atarian System.ttf", 18)
        self.wave_font2 = pygame.font.Font(
            "game_assets/fonts/SF Atarian System.ttf", 72)
        self.playPauseButton = PlayPauseButton(play_btn, pause_btn,
                                               self.width / 2 - 118, 0, False)
        self.soundButton = PlayPauseButton(sound_btn, sound_btn_off,
                                           self.width / 2 + 88, 0, True)
        self.sideButton = PlayPauseButton(side_btn, side_btn, self.width - 33,
                                          272, False)
        self.speedButton = ReturnButton(speed1_btn, speed2_btn, speed3_btn,
                                        self.width / 2 - 170, 0)
        self.speed = 1
        self.shake_money = False
        self.shake_life = False
        self.change_sound = False

        # Fortress
        self.fortress_sound = False
        self.to_resist = []
        self.first_contact = True

        # Wave and Gen enemies
        self.wave = 0
        self.current_wave = waves[self.wave][:]
        self.spawn_rate = spawn_rates[:]
        self.current_spawn_rate = 1.5
        self.kingdom = [
            Quin_base(),
            Zao_base(),
            Yan_base(),
            Qi_base(),
            Wei_base(),
            Han_base(),
            Chu_base(),
            Chu2_base(),
            Chu3_base()
        ]
        self.current_kingdom = self.kingdom[0]
        self.next_spawn = False

        # Game level
        self.level = ""
        self.lvl = {"Easy": 0, "Medium": 1, "Hard": 2}
        self.coef_rate = 1

        # Graphs
        self.start_ticks = 0
        # Plot-1
        self.df = pd.DataFrame()
        self.data_dict = {
            'seconds': [],
            'waves': [],
            'money': [],
            'lives': [],
            'money_earnt': [],
            'money_spent': [],
            'shin': [],
            'moubu': [],
            'kanki': [],
            'ouhon': [],
            'ten': [],
            'kyoukai': [],
            'ryo': [],
            'fortress': [],
            'towers': []
        }
        self.counters = {
            'shin': 0,
            'moubu': 0,
            'kanki': 0,
            'ouhon': 0,
            'ten': 0,
            'kyoukai': 0,
            'ryo': 0,
            'fortress': 0
        }
        self.money_earnt = 0
        self.money_spent = 0
        # Plot-2
        self.df_enemies = pd.DataFrame(
            data={
                'waves': [],
                'spawned': [],
                'killed': [],
                "Zao Warrior": [],
                "Yan Warrior": [],
                "Qi Warrior": [],
                "Wei Catapult": [],
                "Wei Balista": [],
                "Han Warrior": [],
                "Chu Warrior": [],
                "Chu Elephant": [],
                "Chu Boat": [],
                "Yan Boat": [],
                "Qi Boat": [],
                "Zao Riboku": []
            })
        self.not_killed = {
            "zao_warrior": 0,
            "yan_warrior": 0,
            "qi_warrior": 0,
            "wei_catapult": 0,
            "wei_balista": 0,
            "han_warrior": 0,
            "chu_warrior": 0,
            "chu_elephant": 0,
            "chu_boat": 0,
            "yan_boat": 0,
            "qi_boat": 0,
            "zao_riboku": 0
        }
        self.counter_gold = {"Gold Earnt": [], "Enemies (Type)": []}
        self.list_enemy_spawned = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
        self.not_kill_count = 0
        self.spawn_count = 0
Пример #12
0
class Game():
    def __init__(self, win):

        # Basics
        self.win = win
        self.width = 1200
        self.height = 700
        self.lives = 20
        self.money = 35
        self.bg = pygame.image.load(
            os.path.join("game_assets/background/", "kingdom.png"))
        self.bg = pygame.transform.scale(self.bg, (self.width, self.height))
        self.clicks = []  # use to see clicks
        self.timer = time.time()
        self.go_lose = False
        self.go_win = False

        # Actors
        self.enemys = []
        self.attack_towers = []
        self.support_towers = []
        self.fortress = []
        self.fortress_sold = []
        self.selected_tower = None
        self.moving_object = None
        self.draw_drop = False
        self.drop_x = 0
        self.drop_y = 0
        self.reward = 0

        # Side Tower menu
        self.menu = VerticalMenu(self.width - 45, 46, side_img)
        self.menu.add_btn(buy_shin, "buy_shin", 40)
        self.menu.add_btn(buy_moubu, "buy_moubu", 120)
        self.menu.add_btn(buy_kanki, "buy_kanki", 80)
        self.menu.add_btn(buy_ouhon, "buy_ouhon", 150)
        self.menu.add_btn(buy_fortress, "buy_fortress", 200)
        self.menu.add_btn(buy_kyoukai, "buy_kyoukai", 100)
        self.menu.add_btn(buy_ten, "buy_ten", 100)
        self.menu.add_btn(buy_ryo, "buy_ryo", 100)

        # Buttons and options
        self.life_font = self.money_font = pygame.font.Font(
            "game_assets/fonts/SF Atarian System.ttf", 32)
        self.wave_font = pygame.font.Font(
            "game_assets/fonts/SF Atarian System.ttf", 18)
        self.wave_font2 = pygame.font.Font(
            "game_assets/fonts/SF Atarian System.ttf", 72)
        self.playPauseButton = PlayPauseButton(play_btn, pause_btn,
                                               self.width / 2 - 118, 0, False)
        self.soundButton = PlayPauseButton(sound_btn, sound_btn_off,
                                           self.width / 2 + 88, 0, True)
        self.sideButton = PlayPauseButton(side_btn, side_btn, self.width - 33,
                                          272, False)
        self.speedButton = ReturnButton(speed1_btn, speed2_btn, speed3_btn,
                                        self.width / 2 - 170, 0)
        self.speed = 1
        self.shake_money = False
        self.shake_life = False
        self.change_sound = False

        # Fortress
        self.fortress_sound = False
        self.to_resist = []
        self.first_contact = True

        # Wave and Gen enemies
        self.wave = 0
        self.current_wave = waves[self.wave][:]
        self.spawn_rate = spawn_rates[:]
        self.current_spawn_rate = 1.5
        self.kingdom = [
            Quin_base(),
            Zao_base(),
            Yan_base(),
            Qi_base(),
            Wei_base(),
            Han_base(),
            Chu_base(),
            Chu2_base(),
            Chu3_base()
        ]
        self.current_kingdom = self.kingdom[0]
        self.next_spawn = False

        # Game level
        self.level = ""
        self.lvl = {"Easy": 0, "Medium": 1, "Hard": 2}
        self.coef_rate = 1

        # Graphs
        self.start_ticks = 0
        # Plot-1
        self.df = pd.DataFrame()
        self.data_dict = {
            'seconds': [],
            'waves': [],
            'money': [],
            'lives': [],
            'money_earnt': [],
            'money_spent': [],
            'shin': [],
            'moubu': [],
            'kanki': [],
            'ouhon': [],
            'ten': [],
            'kyoukai': [],
            'ryo': [],
            'fortress': [],
            'towers': []
        }
        self.counters = {
            'shin': 0,
            'moubu': 0,
            'kanki': 0,
            'ouhon': 0,
            'ten': 0,
            'kyoukai': 0,
            'ryo': 0,
            'fortress': 0
        }
        self.money_earnt = 0
        self.money_spent = 0
        # Plot-2
        self.df_enemies = pd.DataFrame(
            data={
                'waves': [],
                'spawned': [],
                'killed': [],
                "Zao Warrior": [],
                "Yan Warrior": [],
                "Qi Warrior": [],
                "Wei Catapult": [],
                "Wei Balista": [],
                "Han Warrior": [],
                "Chu Warrior": [],
                "Chu Elephant": [],
                "Chu Boat": [],
                "Yan Boat": [],
                "Qi Boat": [],
                "Zao Riboku": []
            })
        self.not_killed = {
            "zao_warrior": 0,
            "yan_warrior": 0,
            "qi_warrior": 0,
            "wei_catapult": 0,
            "wei_balista": 0,
            "han_warrior": 0,
            "chu_warrior": 0,
            "chu_elephant": 0,
            "chu_boat": 0,
            "yan_boat": 0,
            "qi_boat": 0,
            "zao_riboku": 0
        }
        self.counter_gold = {"Gold Earnt": [], "Enemies (Type)": []}
        self.list_enemy_spawned = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
        self.not_kill_count = 0
        self.spawn_count = 0

    def gen_enemies(self):
        """
        generate the next enemy or enemies to show
        :return: enemy, kingdom
        """

        wave_compo = [(Zao_warrior(), Zao_base()), (Yan_warrior(), Yan_base()),
                      (Qi_warrior(), Qi_base()), (Wei_catapult(), Wei_base()),
                      (Wei_balista(), Wei_base()), (Han_warrior(), Han_base()),
                      (Chu_warrior(), Chu_base()),
                      (Chu_elephant(), Chu2_base()), (Chu_boat(), Chu3_base()),
                      (Yan_boat(), Yan_base()), (Qi_boat(), Qi_base()),
                      (Zao_riboku(), Zao_base())]

        # Wave has finished
        if sum(self.current_wave) == 0:
            self.next_spawn = True

            # go to next wave
            if len(self.enemys) == 0:
                self.wave += 1

                # Go to next wave
                if self.wave < len(waves):
                    next_wave = waves[self.wave][:]

                    # play sound, write wave number and shade
                    if self.wave > 0:
                        # change music (epic AOE) at wave 10
                        if not self.change_sound and self.wave >= break_round - 1:
                            pygame.mixer.music.stop()
                            self.change_sound = True
                            play_next_song()
                        if not self.change_sound:
                            play_sound(0, "next_round.wav")
                        next_intro = [
                            w_comp[0]
                            for w_comp, w in zip(wave_compo, next_wave)
                            if w > 0
                        ]
                        self.fade(
                            self.width, self.height, rgb(0, 0, 0), 0, 50, 60,
                            next_intro
                        )  # (width, height, color, start=0, end=300, delay=1)

                    # reset
                    self.fortress_sound = False
                    self.playPauseButton.on = False
                    self.current_wave = next_wave

                    # update dict for enemies graphs
                    spawned = self.spawn_count
                    not_killed = self.not_kill_count
                    killed = spawned - not_killed
                    self.df_enemies = self.df_enemies.append(
                        {
                            'waves': self.wave,
                            'spawned': spawned,
                            'killed': killed,
                            "Zao Warrior": waves[self.wave - 1][0],
                            "Yan Warrior": waves[self.wave - 1][1],
                            "Qi Warrior": waves[self.wave - 1][2],
                            "Wei Catapult": waves[self.wave - 1][3],
                            "Wei Balista": waves[self.wave - 1][4],
                            "Han Warrior": waves[self.wave - 1][5],
                            "Chu Warrior": waves[self.wave - 1][6],
                            "Chu Elephant": waves[self.wave - 1][7],
                            "Chu Boat": waves[self.wave - 1][8],
                            "Yan Boat": waves[self.wave - 1][9],
                            "Qi Boat": waves[self.wave - 1][10],
                            "Zao Riboku": waves[self.wave - 1][11]
                        },
                        ignore_index=True)
                    self.spawn_count = 0
                    self.not_kill_count = 0

                # No wave left, go_win
                else:
                    time.sleep(0.7)
                    self.go_win = True
                    pygame.mixer.music.stop()
                    pygame.mixer.music.load(
                        os.path.join("game_assets/sounds/", "ending.mp3"))
                    pygame.mixer.music.play(loops=0)
                    time.sleep(0.4)
                    print("You Win")

        # Generates enemies of current wave, if wave is still going on
        else:

            # check if wave has just one type of enemy
            nb_0 = self.current_wave.count(0)
            if nb_0 == len(self.current_wave) - 1:
                one_type = True
            else:
                one_type = False

            # loop throw current wave to spawn enemies on by one
            for x in range(len(self.current_wave)):
                enemy_nb = self.current_wave[x]
                enemy_type = wave_compo[x][0]
                kingdom = wave_compo[x][1]

                # change to next enemy spawn
                if enemy_nb == 0:
                    self.next_spawn = True
                self.current_spawn_rate = enemy_type.rate * self.coef_rate

                # spawn one enemy
                if enemy_nb != 0:
                    enemy_type.scale_health(self.wave)
                    enemy_type.shield = self.shield
                    self.enemys.append(enemy_type)
                    self.current_kingdom = kingdom
                    self.current_wave[x] = self.current_wave[x] - 1
                    self.list_enemy_spawned[x] += 1
                    self.spawn_count += 1
                    self.next_spawn = False
                    # if wave has just one type of enemy, break for better spawn rates
                    if one_type:
                        break

    def run(self):

        # start playing the background music
        pygame.mixer.music.load(
            os.path.join("game_assets/sounds/", "loop0.wav"))
        pygame.mixer.music.set_volume(0.4)
        pygame.mixer.music.play(loops=-1)  # loop forever
        wave_compo = [(Zao_warrior(), Zao_base()), (Yan_warrior(), Yan_base()),
                      (Qi_warrior(), Qi_base()), (Wei_catapult(), Wei_base()),
                      (Wei_balista(), Wei_base()), (Han_warrior(), Han_base()),
                      (Chu_warrior(), Chu_base()),
                      (Chu_elephant(), Chu2_base()), (Chu_boat(), Chu3_base()),
                      (Yan_boat(), Yan_base()), (Qi_boat(), Qi_base()),
                      (Zao_riboku(), Zao_base())]
        first_intro = [
            w_comp[0] for w_comp, w in zip(wave_compo, waves[0]) if w > 0
        ]
        self.fade(
            self.width, self.height, rgb(0, 0, 0), 0, 255, 10,
            first_intro)  # (width, height, color, start=0, end=300, delay=1)

        # Before game initialisation :
        if self.wave == 0:
            self.initialise()

        # main run
        run = True
        clock = pygame.time.Clock()
        self.start_ticks = pygame.time.get_ticks()  #starter tick

        while run:

            self.update_stat()
            clock.tick(400)

            # generates enemies at given rate if not pause
            if not self.playPauseButton.on_pause:
                if time.time() - self.timer >= self.current_spawn_rate:
                    self.timer = time.time()
                    self.gen_enemies()

            pos = pygame.mouse.get_pos()

            # check for moving object
            if self.moving_object:
                self.moving_object.move(pos[0], pos[1])
                tower_list = self.attack_towers[:] + self.support_towers[:] + self.fortress[:]
                collide = False
                for tower in tower_list:
                    if tower.collide(self.moving_object):
                        collide = True

            # main event loop
            for event in pygame.event.get():

                if event.type == pygame.QUIT:
                    self.go_lose = True

                if event.type == SONG_END and self.change_sound and not self.go_win and self.wave != break_round - 1:
                    play_next_song()

                if event.type == pygame.MOUSEBUTTONUP:

                    # if you're moving an object and click it
                    if self.moving_object:
                        if self.moving_object.name in fortress_names:
                            tower_list = self.fortress[:]
                        else:
                            tower_list = self.attack_towers[:] + self.support_towers[:]

                        not_allowed = False
                        # check if first tower of the game collides with forbidden tile
                        if not tower_list:
                            if self.moving_object.collide(self.moving_object):
                                not_allowed = True
                                play_sound(1, "buzz.wav", 600)
                        # check if moving object collides with towers, fortress or forbidden tile
                        for tower in tower_list:
                            if tower.collide(self.moving_object):
                                not_allowed = True
                                play_sound(1, "buzz.wav", 600)
                        # add moving object if no collision with towers, fortress or forbidden tile
                        if not not_allowed:
                            self.add_obj(self.moving_object)
                            self.update_counter(self.moving_object, 1)
                            self.moving_object.moving = False
                            self.moving_object = None
                            play_sound(1, "put_tower.wav", 600)

                    # if you click another object (not moving obj)
                    else:

                        # toggle play/pause
                        if self.playPauseButton.click(pos[0], pos[1]):
                            play_sound(1, "beep_menu.wav", 300)
                            self.playPauseButton.toggle(opposite=True)

                        # toggle music
                        if self.soundButton.click(pos[0], pos[1]):
                            self.soundButton.toggle()
                            if self.soundButton.on:
                                pygame.mixer.music.unpause()
                            else:
                                pygame.mixer.music.pause()

                        # toggle side menu
                        if self.sideButton.click(pos[0], pos[1]):
                            play_sound(1, "toggle.wav", 600)
                            self.sideButton.toggle()
                            self.sideButton.play = pygame.transform.flip(
                                self.sideButton.play, True, False)

                        # if you click on side menu and buttons
                        if self.sideButton.on:
                            side_menu_button = self.menu.get_clicked(
                                pos[0], pos[1])
                            if side_menu_button:
                                self.menu.blink = True
                                cost = self.menu.get_item_cost(
                                    side_menu_button)
                                if self.money >= cost:
                                    play_sound(1, "buy.wav", 600)
                                    self.spend(cost)
                                    self.add_tower(side_menu_button)
                                else:
                                    self.shake_money = True
                                    play_sound(1, "buzz.wav", 600)

                        # if you click on speed-up, speed-down
                        if self.speedButton.click(pos[0], pos[1]):
                            play_sound(1, "beep_menu.wav", 300)
                            if self.speed < 3:
                                self.speed += 1
                            else:
                                self.speed = 1
                            self.speedButton.speed = self.speed

                        btn_clicked = None
                        # if you click on attack tower or support tower
                        if self.selected_tower:
                            btn_clicked = self.selected_tower.menu.get_clicked(
                                pos[0], pos[1])

                            # if you click on Upgrade button or Sell button
                            if btn_clicked:
                                # if you click on Upgrade button
                                if btn_clicked == "Upgrade":
                                    cost = self.selected_tower.get_upgrade_cost(
                                    )
                                    if self.money >= cost:
                                        self.spend(cost)
                                        self.selected_tower.upgrade()
                                        play_sound(1, "buy.wav", 600)
                                    else:
                                        self.shake_money = True
                                        play_sound(1, "buzz.wav", 600)

                                # if you click on Sell button
                                if btn_clicked == "Sell":
                                    refund = self.selected_tower.sell()
                                    self.gain(refund)
                                    self.update_counter(
                                        self.selected_tower, -1)
                                    play_sound(1, "sell.wav", 200)
                                    try:
                                        self.del_obj(self.selected_tower)
                                    except Exception as e:
                                        print("Sell Exception: " + str(e))

                        if not btn_clicked:

                            # check if you click on tower, fortress or kingdom, and select it
                            obj_list = [
                                self.attack_towers, self.support_towers,
                                self.fortress, self.kingdom
                            ]
                            for elem in obj_list:
                                self.check_click(pos, elem)

                            # if you click on reward
                            if self.draw_drop:
                                if self.click(gold_bag, self.drop_x,
                                              self.drop_y, pos[0], pos[1]):
                                    play_sound(0, "coin.wav", 200)
                                    self.gain(self.reward)
                                    self.draw_drop = False

                        # self.clicks.append(pos)
                        # print(self.clicks)

            # do atoher actions: enemies(move), fortress(resist/collapse), towers(effect), lose lives
            if not self.playPauseButton.on_pause:
                to_del = []

                # loop through enemies
                for en in self.enemys:

                    # move enemies along the path, displayed at chosen game speed
                    en.speed = self.speed
                    en.move()
                    if en.x < 46:
                        to_del.append(en)
                        play_sound(1, "beep.wav", 600)

                    # block enemies next to a fortress
                    for ft in self.fortress:

                        # fortress loses health
                        if en.collide(ft):
                            self.fortress_sound = True
                            ft.collided.append(en)
                            if self.first_contact:
                                play_sound(1, "melee.wav", 1600)
                                self.first_contact = False
                            self.to_resist.append(en)
                            ft.resist(en)

                            # check if the fortress has collapsed
                            if not ft.resist(en):
                                play_sound(1, "collapse.wav", 1600)
                                ft.collapse = True
                                self.first_contact = True

                # delete all enemies off the screen
                for d in to_del:
                    self.lose_life(d)

                # loop through attack towers
                for tw in self.attack_towers:
                    # attack, at chosen game speed
                    tw.speed = self.speed
                    money_before = self.money
                    self.money += tw.attack(self.enemys)
                    value = self.money - money_before
                    self.money_earnt += value
                    en = tw.attacked_enemy
                    if en is not None:
                        expl = Explosion(en.x, en.y, 'sm')
                        all_sprites.add(expl)
                        self.update_counter_gold(en, value)

                    # check if you got a random gold_drop
                    if tw.gold_drop > 0:
                        self.dropped(tw)

                # loop through support towers and do effect
                for tw in self.support_towers:
                    tw.support(self.attack_towers)

                # loop through fortress, remove it if collapsed and move again enemies
                for ft in self.fortress:
                    if ft.collapse:
                        self.fortress_sound = False
                        self.fortress.remove(ft)
                        for en in self.to_resist:
                            en.block = False
                for ft in self.fortress_sold:
                    for en in self.to_resist:
                        if en in ft.collided:
                            en.block = False
                    self.fortress_sold.remove(ft)

                # play fortress sound if fortress is still activated
                if self.fortress_sound:
                    if random.randint(0, 60) == 10:
                        play_sound(1, "melee.wav", 1600)

                # if you lose, go_lose
                if self.lives <= 0:
                    self.game_over()

                # stop run if game is over (win or lose)
                if self.go_win or self.go_lose:

                    # load Plot-1 and Plot-2 windows
                    self.df = pd.DataFrame(data=self.data_dict)
                    self.df_gold = pd.DataFrame(data=self.counter_gold)
                    self.df_gold = self.df_gold.groupby(
                        by=["Enemies (Type)"]).sum()
                    self.df_gold['Enemies (Type)'] = self.df_gold.index
                    self.fade(
                        self.width, self.height, rgb(0, 0, 0), 0, 300,
                        4)  # (width, height, color, start=0, end=300, delay=1)
                    try:
                        self.plot_towers(self.df)
                        self.plot_enemies(self.df_enemies,
                                          self.list_enemy_spawned,
                                          self.not_killed, self.df_gold)
                        plt.show()
                    except Exception as e:
                        print("Graph Exception: " + str(e))

                    # game has finished
                    run = False

            # actualise pictures
            all_sprites.update()
            self.draw()

            # re init
            self.shake_money = False
            self.shake_life = False
            self.menu.blink = False

    def draw(self):
        self.win.blit(self.bg, (0, 0))

        # for p in self.clicks:
        # 	pygame.draw.circle(self.win, rgb(255, 0, 0), (p[0], p[1]), 5, 0)

        # draw kingdom's base
        for kingdoms in self.kingdom:
            kingdoms.draw(self.win)

        # draw random gold_drop
        if self.draw_drop:
            self.win.blit(gold_bag, (self.drop_x, self.drop_y))

        # draw towers and fortress, sorted by y position for no overlaying
        towers = self.attack_towers[:] + self.support_towers[:] + self.fortress[:]
        self.draw_towers(towers)

        # draw enemies
        for en in self.enemys:
            en.draw(self.win)

        # draw menu
        if self.sideButton.on:
            self.menu.draw(self.win)

        # draw side button
        if self.sideButton.on:
            self.sideButton.x = self.width - 116
            self.sideButton.y = 272
        else:
            self.sideButton.x = self.width - 33
            self.sideButton.y = 272
        self.sideButton.draw(self.win)

        # draw speed-up, speed-down button
        self.speedButton.draw(self.win)

        # draw play pause button
        self.playPauseButton.draw(self.win)

        # draw music toggle button
        self.soundButton.draw(self.win)

        # draw wave
        self.win.blit(wave_bg, (self.width - 90, self.height - 48))
        text = self.wave_font.render("Wave " + str(self.wave + 1), 2,
                                     rgb(255, 255, 255))
        self.win.blit(text, (self.width - 90 + wave_bg.get_width() / 2 -
                             text.get_width() / 2, self.height - 47))

        # draw alert
        self.draw_alert(self.current_kingdom)

        # draw lives
        start_x = 10
        start_y = 0
        text = self.life_font.render(str(self.lives), 2, rgb(255, 255, 255))
        add_shake = 0
        if self.shake_life:
            add_shake = 18
        add_x = text.get_width() + 10
        add_y = 3
        self.win.blit(text, (start_x + add_shake, start_y))
        self.win.blit(lives_img,
                      (start_x + add_x + add_shake, start_y + add_y))

        # draw money
        text = self.money_font.render(str(self.money), 2, rgb(255, 255, 255))
        add_shake = 0
        if self.shake_money:
            add_shake = 18
        start_x = self.width - money_img.get_width() - text.get_width() - 15
        start_y = 0
        add_x = 0 + add_shake
        self.win.blit(text, (start_x + add_x, start_y))
        add_x = text.get_width() + 10 + add_shake
        self.win.blit(money_img, (start_x + add_x, start_y))

        # draw moving object
        if self.moving_object:
            self.moving_object.draw(self.win)

        all_sprites.draw(self.win)

        pygame.display.update()

    def draw_alert(self, kingdom):
        """
        display blinking alert next to the kingdom when enemies spawn
        :param kingdom: Kingdom
        :return: None
        """
        x = kingdom.x - 72
        y = kingdom.y - 28
        timer = time.time() - self.timer
        rate = self.current_spawn_rate
        if not self.next_spawn:
            # randomly flashing
            if timer >= random.randrange(0, 1 + math.ceil(rate)) / rate:
                self.win.blit(alert_red, (x, y))
            else:
                self.win.blit(alert_white, (x, y))

    def draw_towers(self, tower_list):
        """
        display towers and fortress, without overlaying
        :param tower_list: [attack_towers, support_towers, fortress] list of list of towers
        :return: None
        """
        tower_list.sort(key=lambda tw: tw.y)
        for tw in tower_list:
            tw.draw(self.win)

    def click(self, img, x, y, X, Y):
        """
        returns if img has been clicked on
        :param x, y, X, Y : int
        :return: bool
        """
        if X <= x + img.get_width() and X >= x:
            if Y <= y + img.get_height() and Y >= y:
                return True
        return False

    def add_tower(self, name):
        """
        add tower if clicked on its button
        """
        x, y = pygame.mouse.get_pos()
        name_list = [
            "buy_shin", "buy_moubu", "buy_kanki", "buy_ouhon", "buy_fortress",
            "buy_kyoukai", "buy_ten", "buy_ryo"
        ]
        object_list = [
            ShinTower(x, y),
            MoubuTower(x, y),
            KankiTower(x, y),
            OuhonTower(x, y),
            Fortress(x, y),
            KyoukaiTower(x, y),
            TenTower(x, y),
            RyoTower(x, y)
        ]
        try:
            obj = object_list[name_list.index(name)]
            self.moving_object = obj
            obj.moving = True
        except Exception as e:
            print(str(e) + "NOT VALID NAME")

    def add_obj(self, obj):
        """
        add tower or fortress to its corresponding list
        """
        if obj.name in attack_tower_names:
            self.attack_towers.append(obj)
        elif obj.name in support_tower_names:
            self.support_towers.append(obj)
        elif obj.name in fortress_names:
            self.fortress.append(obj)
            self.first_contact = True
        exp = Explosion(obj.x, obj.y, "tower")
        all_sprites.add(exp)

    def del_obj(self, obj):
        """
        removes tower or fortress
        """
        if obj.name in attack_tower_names:
            self.attack_towers.remove(obj)
        elif obj.name in support_tower_names:
            self.support_towers.remove(obj)
        elif obj.name in fortress_names:
            self.fortress_sound = False
            self.fortress_sold.append(obj)
            self.fortress.remove(obj)

    def check_click(self, pos, elem):
        """
        select obj if clicked
        """
        for obj in elem:
            if obj.click(pos[0], pos[1]):
                obj.selected = True
                if elem != self.kingdom:
                    self.selected_tower = obj
            else:
                obj.selected = False

    def update_counter(self, obj, sign):
        """
        update dict for graphs
        """
        self.counters[obj.name] = self.counters[obj.name] + sign

    def update_counter_gold(self, obj, value):
        """
        update dict for enemy graphs
        """
        self.counter_gold["Gold Earnt"].append(value)
        self.counter_gold["Enemies (Type)"].append(obj.nickname)

    def spend(self, cost):
        """
        update money
        """
        self.money -= cost
        self.money_spent += cost

    def gain(self, cost):
        """
        update money
        """
        self.money += cost
        self.money_earnt += cost

    def lose_life(self, enemy):
        """
        update enemy counters, lose 1 live, do animation
        """
        self.not_killed[enemy.name] += 1
        self.not_kill_count += 1
        self.lives -= 1
        self.shake_life = True
        expl = Explosion(enemy.x, enemy.y, 'lg')
        all_sprites.add(expl)
        self.enemys.remove(enemy)

    def dropped(self, tower):
        """
        gives reward and drop coordinates
        """
        self.reward = tower.gold_drop
        self.drop_x = tower.coord[0] - gold_bag.get_width() / 2
        self.drop_y = tower.coord[1] - gold_bag.get_height() / 2 - 35
        self.draw_drop = True

    def getUniqueEnemies(self, l):
        """
        create a list of unique enemies based on their type
        """
        result = []
        temp = []
        for item in l:
            if item.type not in temp:
                result.append(item)
                temp.append(item.type)
        return result

    def flipDict(self, d):
        """
        flip keys and values
        """
        result = {}
        for key, value in d.items():
            if value not in result:
                result[value] = [key]
            else:
                result[value].append(key)
        return result

    def game_over(self):
        """
        transition to end game
        """
        play_sound(1, "beep.wav", 600)
        self.shake_life = False
        self.draw()
        time.sleep(0.7)
        pygame.mixer.music.pause()
        play_sound(0, "game_over.wav")
        time.sleep(2.4)
        print("You Lose")
        self.go_lose = True
        pygame.mixer.music.load(
            os.path.join("game_assets/sounds/", "melody.wav"))
        pygame.mixer.music.play(loops=-1)

    def fade(self,
             width,
             height,
             color,
             start=0,
             end=300,
             delay=1,
             en_intro=[]):
        """
        transition to next scene
        """

        fade = pygame.Surface((width, height))
        fade.fill(color)

        if self.wave == break_round - 1:
            delay = round(delay * 1.5)

        for alpha in range(start, end):
            fade.set_alpha(alpha)

            # draw wave number
            wave_text = self.drawWaveNumber(fade, self.wave_font2)

            # draw enemies intro images and texts under the wave text:
            self.drawEnemiesIntro(wave_text, en_intro)

            pygame.display.update()
            pygame.time.delay(delay)

        # longer transition for the upcoming special wave
        if self.wave == break_round - 1:
            pygame.time.delay(5000)

    def drawWaveNumber(self, srfc, font):
        """
        draw wave texts based on game status (run, go_win, go_lose) and return the text
        """

        self.win.blit(srfc, (0, 0))
        if self.go_win:
            text = font.render("Win", 2, rgb(255, 255, 255))
        elif self.go_lose:
            text = font.render("Game Over", 2, rgb(255, 255, 255))
        else:
            text = font.render("Wave " + str(self.wave + 1), 2,
                               rgb(255, 255, 255))
        self.win.blit(text, (self.width / 2 - text.get_width() / 2,
                             self.height / 2 - text.get_height() / 2))
        return text

    def drawEnemiesIntro(self, text, l):
        """
        draw images next to each others, and texts under the images
        """

        # create flipped dict with enemies type as keys, enemies nickname as values, and list
        key = [en.nickname for en in l]
        value = [en.type for en in l]
        ini_dict = dict(zip(key, value))
        flipped = self.flipDict(ini_dict)
        en_txt = [[key, value] for key, value in flipped.items()]

        # create a list of unique enemy types
        en_obj = self.getUniqueEnemies(l)

        # draw loop : draw images next to each others, and texts under images
        type_nb = len(en_obj)
        img_width = 120  # en.intro.get_width()
        img_height = 120
        pad = 10
        x = self.width / 2 - ((type_nb / 2) * img_width + (type_nb - 1) * pad)
        y = self.height / 2 + text.get_height() / 2
        for en, txt in zip(en_obj, en_txt):
            # draw images
            self.win.blit(en.intro, (x, y))
            # draw texts
            for i, t in enumerate(txt[1]):
                text_en = self.wave_font.render(t, 2, rgb(255, 255, 255))
                self.win.blit(text_en,
                              (x + img_width / 2 - text_en.get_width() / 2, y +
                               img_height + pad + i * text_en.get_height()))
            x += img_width + 2 * pad

    def initialise(self):
        """
        Initialise based on diffculty
        """

        # add additional money based on game level (+10, +20, +30)
        coef = 3 - self.lvl[self.level]
        self.money = self.money + self.money * coef

        # reduce spaw rates based on game level (-0%, -20%, -40%) TO DO
        coef = 1 - 0.2 * self.lvl[self.level]
        self.coef_rate = coef

        # balance enemies strengh based on game level
        coef = self.lvl[self.level] / 5
        self.shield = 2 + coef

    def update_stat(self):
        """
        update dict every 2 seconds for end game statistics
        """
        seconds = (pygame.time.get_ticks() -
                   self.start_ticks) / 1000  # seconds ticking
        towers_nb = sum(
            self.counters.values())  # calculate total towers number

        # store data every 2 seconds (+- 0.01)
        list_keys = list(self.data_dict.keys())
        list_items = [
            round(seconds), self.wave + 1, self.money, self.lives,
            self.money_earnt, self.money_spent, self.counters['shin'],
            self.counters['moubu'], self.counters['kanki'],
            self.counters['ouhon'], self.counters['ten'],
            self.counters['kyoukai'], self.counters['ryo'],
            self.counters['fortress'], towers_nb
        ]
        rest = math.fmod(seconds, 2)
        if rest <= 0.01:
            for key, item in zip(list_keys, list_items):
                self.data_dict[key].append(item)

    def plot_towers(self, df):
        """
        plot end game statistics : 4 graphs (money, attack towers, lives, support towers)
        """

        # Plot-1 configuration
        fig, axes = plt.subplots(2, 2, figsize=(14, 14))
        sns.set(style="whitegrid")

        # axe (0,0) : Seaborn lineplot
        data_preproc = pd.DataFrame({
            'Waves (Nb)': df['waves'].values,
            'Money Spent': df['money_spent'].values,
            'Money Earnt': df['money_earnt'].values,
            'Money': df['money'].values
        })
        data = pd.melt(data_preproc, ['Waves (Nb)'])
        data = data.rename(columns={"value": "Money ($)"})
        sns.lineplot(x='Waves (Nb)',
                     y='Money ($)',
                     hue='variable',
                     data=data,
                     ci=None,
                     markers=True,
                     style='variable',
                     palette=['#E33B24', '#2EB4F6', '#797979'],
                     ax=axes[0, 0])
        axes[0, 0].legend(loc='upper left')

        # axe (0,1) : Matplotlib stackplot
        x = df['waves'].values
        y = [
            df['shin'].values, df['moubu'].values, df['kanki'].values,
            df['ouhon'].values
        ]
        label = ["Shin", "Moubu", "Kanki", "Ouhon"]
        color = ['#2EB4F6', '#F2801B', '#6412CA', '#AAAAAA']
        axes[0, 1].stackplot(x, y, labels=label, baseline='zero', colors=color)
        axes[0, 1].legend(loc='upper left')
        axes[0, 1].set_xlabel('Waves (Nb)')
        axes[0, 1].set_ylabel('Attack Towers (Nb)')

        # axe (1,0) : Seaborn lineplot
        color = '#E33B24'
        data = pd.DataFrame({
            'Waves (Nb)': df['waves'].values,
            'Lives (Nb)': df['lives'].values
        })
        sns.lineplot(x='Waves (Nb)',
                     y='Lives (Nb)',
                     data=data,
                     ci=None,
                     markers=True,
                     color=color,
                     ax=axes[1, 0])

        # axe (1,1) : Matplotlib stackplot
        x = df['waves'].values
        y = [
            df['kyoukai'].values, df['ten'].values, df['ryo'].values,
            df['fortress'].values
        ]
        label = ["Kyoukai", "Ten", "Ryo", "Fortress"]
        color = ['#E33B24', '#2EB4F6', '#EECE1A', '#AAAAAA']
        axes[1, 1].stackplot(x, y, labels=label, baseline='zero', colors=color)
        axes[1, 1].legend(loc='upper left')
        axes[1, 1].set_xlabel('Waves (Nb)')
        axes[1, 1].set_ylabel('Support Towers (Nb)')

    def plot_enemies(self, df, spawned, alive, df_gold):
        """
        plot end game statistics : 4 graphs (enemies killes, not killed, money earnt)
        """

        # Plot-2 configuration
        fig, axes = plt.subplots(2, 2, figsize=(14, 14))
        sns.set(style="whitegrid")

        # data
        not_killed = [x[1] for x in alive.items()]
        killed = [x - y for (x, y) in zip(spawned, not_killed)]
        waves = df['waves'].values
        spawned_count = df['spawned'].values
        kill_count = df['killed'].values

        # colors
        color_red = '#E33B24'
        color_blue = '#2EB4F6'
        color_green = '#6EF95F'

        # axe (0,0) : Seaborn barplot
        x_red = spawned
        x_blue = killed
        y = enemy_nickname
        data_red = pd.DataFrame({'Enemies': y, 'Number': x_red})
        data_blue = pd.DataFrame({'Enemies': y, 'Number': x_blue})
        sns.barplot(x='Number',
                    y='Enemies',
                    data=data_red,
                    ci=None,
                    color=color_red,
                    orient='h',
                    ax=axes[0, 0])
        sns.barplot(x='Number',
                    y='Enemies',
                    data=data_blue,
                    ci=None,
                    color=color_blue,
                    orient='h',
                    ax=axes[0, 0])
        axes[0, 0].legend(loc='lower right', labels=['Not Killed', 'Killed'])
        axes[0, 0].set_xlabel('Enemies (Nb)')
        axes[0, 0].set_ylabel('Enemies (Type)')

        # axe (0,1) : Seaborn barplot
        df2 = df.drop(['spawned', 'killed'], axis=1)
        df2 = df2.sort_values('waves', ascending=False)
        df2.set_index('waves').plot(kind='barh', stacked=True, ax=axes[0, 1])
        axes[0, 1].set_xlabel('Enemies (Nb)')
        axes[0, 1].set_ylabel('Waves (Nb)')

        # axe (1,0) : Seaborn barplot
        x_red = spawned_count
        x_blue = kill_count
        y = waves
        data_red = pd.DataFrame({'Waves': y, 'Number': x_red})
        data_blue = pd.DataFrame({'Waves': y, 'Number': x_blue})
        sns.barplot(x='Number',
                    y='Waves',
                    data=data_red,
                    ci=None,
                    color=color_red,
                    orient='h',
                    ax=axes[1, 0])
        sns.barplot(x='Number',
                    y='Waves',
                    data=data_blue,
                    ci=None,
                    color=color_green,
                    orient='h',
                    ax=axes[1, 0])
        axes[1, 0].legend(loc='upper right', labels=['Not Killed', 'Killed'])
        axes[1, 0].set_xlabel('Enemies (Nb)')
        axes[1, 0].set_ylabel('Waves (Nb)')

        # axe (1,1) : Seaborn barplot
        sns.barplot(x='Gold Earnt',
                    y='Enemies (Type)',
                    data=df_gold,
                    ci=None,
                    orient='h',
                    ax=axes[1, 1])
        axes[1, 1].legend(loc='lower right')
Пример #13
0
class Game:
    def __init__(self):
        self.width = 1600
        self.height = 1000
        self.win = pygame.display.set_mode((self.width, self.height))
        self.enemys = []
        self.units = []
        self.attack_towers = []
        self.support_towers = []
        self.lives = 10
        self.points = 30
        self.money = 5000
        self.bg = pygame.transform.scale(pygame.image.load(os.path.join("game_assets/support_stuff", "map.png")),
                                         (1600, 1000))
        self.timer = time.time()
        self.font = pygame.font.SysFont("comicsans", 70)
        self.clicks = []
        self.selected_tower = None
        self.wave = 0
        self.current_wave = waves[self.wave][:]
        self.pause = True
        self.music_on = True
        self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 10, self.height - 85)
        self.soundButton = PlayPauseButton(sound_btn, sound_btn_off, 10 + self.playPauseButton.width, self.height - 85)
        self.menu = VerticalMenu(self.width - vertical_img.get_width() - 5, 200, vertical_img)
        self.menu.add_btn(longRangeshortcut, "longRangeTower", 500)
        self.menu.add_btn(rangeShortcut, "rangeTower", 750)
        self.menu.add_btn(damageShortcut, "damageTower", 1000)
        self.moving_object = None

    def gen_enemies(self):
        if sum(self.current_wave) == 0:
            if len(self.enemys) == 0:
                self.wave += 1
                if self.wave >= len(waves):
                    self.wave = 0
                self.current_wave = waves[self.wave][:]
                self.pause = True
                self.playPauseButton.paused = self.pause
        else:
            wave_enemies = [Skeleton(), Warrior(), Wizard(), Boss()]
            for x in range(len(self.current_wave)):
                if self.current_wave[x] != 0:
                    self.enemys.append(wave_enemies[x])
                    self.current_wave[x] = self.current_wave[x] - 1
                    break

    def run(self):
        pygame.mixer.music.play(loops=-1)
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(60)
            # generowanie potworow:
            if self.pause == False:
                if time.time() - self.timer > random.randrange(1, 5):
                    self.timer = time.time()
                    self.gen_enemies()

            pos = pygame.mouse.get_pos()

            # check for moving object
            if self.moving_object:
                self.moving_object.move(pos[0], pos[1])
                tower_list = self.attack_towers[:] + self.support_towers[:]
                collide = False
                for tower in tower_list:
                    if tower.collide(self.moving_object):
                        collide = True
                        tower.place_color = (255, 0, 0, 100)
                        self.moving_object.place_color = (255, 0, 0, 100)
                    else:
                        tower.place_color = (0, 0, 255, 100)
                        if not collide:
                            self.moving_object.place_color = (0, 0, 255, 100)

            # main event loop
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

                if event.type == pygame.MOUSEBUTTONDOWN:
                    # if youre moving an object and click
                    if self.moving_object:
                        not_allowed = False
                        tower_list = self.attack_towers[:] + self.support_towers[:]
                        for tower in tower_list:
                            if tower.collide(self.moving_object):
                                not_allowed = True
                        if not not_allowed:
                            if self.moving_object.name in attack_tower_names:
                                self.attack_towers.append(self.moving_object)
                            elif self.moving_object.name in support_tower_names:
                                self.support_towers.append(self.moving_object)
                            self.moving_object.moving = False
                            self.moving_object = None
                    else:
                        # look if you click on side menu
                        side_menu_button = self.menu.get_clicked(pos[0], pos[1])
                        if side_menu_button:
                            cost = self.menu.get_item_cost(side_menu_button)
                            if self.money >= cost:
                                self.money -= cost
                                self.add_tower(side_menu_button)
                            else:
                                print("You don't have enough money")

                        # odkomentowac i zakomentowac inne przy ustalaniu nowego path na mapie
                        # self.clicks.append(pos)
                        # print(pos)
                        # sprawdzanie przyciskow pauza/graj:
                        if self.soundButton.click(pos[0], pos[1]):
                            self.music_on = not (self.music_on)
                            self.soundButton.paused = self.music_on
                            if self.music_on:
                                pygame.mixer.music.unpause()
                            else:
                                pygame.mixer.music.pause()

                        # sprawdzanie przyciskow grania muzyki
                        if self.playPauseButton.click(pos[0], pos[1]):
                            self.pause = not (self.pause)
                            self.playPauseButton.paused = self.pause

                        # look if you clicked on attack tower or support tower
                        btn_clicked = None
                        if self.selected_tower:
                            btn_clicked = self.selected_tower.menu.get_clicked(pos[0], pos[1])
                            if btn_clicked:
                                if btn_clicked == "Upgrade":
                                    cost = self.selected_tower.get_upgrade_cost()
                                    if self.money >= cost:
                                        if self.selected_tower.upgrade() == True:
                                            self.money -= cost

                        if not (btn_clicked):
                            for t in self.attack_towers:
                                if t.click(pos[0], pos[1]):
                                    t.selected = True
                                    self.selected_tower = t
                                else:
                                    t.selected = False

                            # look if you clicked on support tower
                            for t in self.support_towers:
                                if t.click(pos[0], pos[1]):
                                    t.selected = True
                                    self.selected_tower = t
                                else:
                                    t.selected = False

            if not (self.pause):
                # loop through enemies
                to_del = []
                for en in self.enemys:
                    en.move()
                    if en.x > 1250 and en.y < 225:
                        to_del.append(en)
                # delete all the enemies
                for d in to_del:
                    self.lives -= 1
                    self.enemys.remove(d)

                # TODO: jesli sie uda zrobic przeciwnika to trzeba zupdatowac atak o dodawanie pieniedzy
                # loop through attack towers
                for t in self.attack_towers:
                    if isinstance(t, EnemyBase):
                        t.attack(self.units)
                    else:
                        self.money += t.attack(self.enemys)

                # loop through support towers
                for t in self.support_towers:
                    t.support(self.attack_towers)

                # when you lose
                if self.lives <= 0:
                    print("You lose")
                    run = False

            self.draw()

        pygame.quit()

    def point_to_line(self, tower):
        """
        returns if you can place tower based on distance from
        path
        :param tower: Tower
        :return: Bool
        """
        # find two closest points
        return True

    def draw(self):
        self.win.blit(self.bg, (0, 0))

        if self.moving_object:
            for tower in self.attack_towers:
                tower.draw_placement(self.win)

            for tower in self.support_towers:
                tower.draw_placement(self.win)

            self.moving_object.draw_placement(self.win)

        # draw clicks
        for p in self.clicks:
            pygame.draw.circle(self.win, (255, 0, 0), (p[0], p[1]), 5, 0)

        # draw enemies
        for en in self.enemys:
            en.draw(self.win)

        # draw attack towers
        for at in self.attack_towers:
            at.draw(self.win)

        # draw support towers
        for st in self.support_towers:
            st.draw(self.win)

        # draw vertical menu
        self.menu.draw(self.win)

        # draw moving object
        if self.moving_object:
            self.moving_object.draw(self.win)

        # draw play pause button
        self.playPauseButton.draw(self.win)

        # draw sound on/off button
        self.soundButton.draw(self.win)

        # draw money
        text = self.font.render(str(self.money), 1, (255, 255, 255))
        money = pygame.transform.scale(money_img, (55, 55))
        start_x = self.width - 35
        self.win.blit(text, (10, 10))
        self.win.blit(money, (115, 5))

        # draw lives
        lenght = 300
        move_by = lenght / 10
        health_bar = round(move_by * self.lives)

        pygame.draw.rect(self.win, (255, 0, 0), (1270, 33, lenght, 10), 0)
        pygame.draw.rect(self.win, (0, 255, 0), (1270, 33, health_bar, 10), 0)

        # life = pygame.transform.scale(lives_img, (32, 32))
        # start_x = self.width - life.get_width() - 5
        # for x in range(self.lives):
        #    self.win.blit(life, (start_x - life.get_width() * x + 5, 10))

        pygame.display.update()

    def add_tower(self, name):
        x, y = pygame.mouse.get_pos()
        name_list = ["longRangeTower", "rangeTower", "damageTower"]
        object_list = [LongRangeTower(x, y), DamageTower(x, y), RangeTower(x, y)]

        try:
            obj = object_list[name_list.index(name)]
            self.moving_object = obj
            obj.moving = True
        except Exception as e:
            print(str(e) + "NOT VALID NAME")
Пример #14
0
class Multiplayer:
    def __init__(self):
        # super().__init__()
        self.width = 1600
        self.height = 1000
        self.win = pygame.display.set_mode((self.width, self.height))
        self.player1 = Game()
        self.player1.win = self.win
        self.player2 = Game()
        self.player2.win = self.win
        self.current_player = self.player1
        self.playersTurn = 0
        self.pointsGained = 0
        self.timer = time.time()
        self.font = pygame.font.SysFont("comicsans", 35)
        self.selected_tower = None
        self.switchButton = PlayPauseButton(play_btn, pause_btn, 100, 20)
        self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 10, self.height - 85)
        self.soundButton = PlayPauseButton(sound_btn, sound_btn_off, 10 + self.playPauseButton.width, self.height - 85)
        self.startRoundButton = PlayPauseButton(pause_btn, play_btn, 100, 100)
        self.current_wave = []
        self.pause = True
        self.switch = False
        self.start = False
        self.music_on = True
        self.startRoundButton.paused = self.start  # this line is made so the image will be drawn correctly
        self.menu = VerticalMenu(self.width - vertical_img.get_width() - 5, 200, vertical_img)
        self.menu.add_btn(longRangeshortcut, "longRangeTower", 500)
        self.menu.add_btn(rangeShortcut, "rangeTower", 750)
        self.menu.add_btn(damageShortcut, "damageTower", 1000)
        self.moving_object = None

    def switch_players(self):
        self.current_player.points += 30 + self.pointsGained
        self.pointsGained = 0
        if self.playersTurn == 0:
            self.current_player = self.player2
            self.playersTurn = 1
        else:
            self.current_player = self.player1
            self.playersTurn = 0
        self.start = False
        self.startRoundButton.paused = False

    def gen_enemies(self):
        if len(self.current_wave) > 0:
            if self.playersTurn == 1:
                self.current_wave[0].path.reverse()
                self.current_wave[0].x = self.current_wave[0].path[0][0]
                self.current_wave[0].y = self.current_wave[0].path[0][1]
            self.current_player.enemys.append(self.current_wave[0])
            self.current_wave.pop(0)
        else:
            self.start = False

    def run(self):
        pygame.mixer.music.play(loops=-1)
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(60)
            # generowanie potworow:
            if self.start == True and self.pause == True:
                if time.time() - self.timer > random.randrange(1, 5):
                    self.timer = time.time()
                    self.gen_enemies()

            pos = pygame.mouse.get_pos()

            # check for moving object
            if self.moving_object:
                self.moving_object.move(pos[0], pos[1])
                tower_list = self.current_player.attack_towers[:] + self.current_player.support_towers[:]
                collide = False
                for tower in tower_list:
                    if tower.collide(self.moving_object):
                        collide = True
                        tower.place_color = (255, 0, 0, 100)
                        self.moving_object.place_color = (255, 0, 0, 100)
                    else:
                        tower.place_color = (0, 0, 255, 100)
                        if not collide:
                            self.moving_object.place_color = (0, 0, 255, 100)

            # main event loop
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

                # jak sie klika przyciski na klawiaturze to dodaje do fali i odejmuje z punktow gracza
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_q:
                        if self.current_player.points >= 5:
                            self.current_player.points -= 5
                            self.current_wave.append(Skeleton())
                    if event.key == pygame.K_w:
                        if self.current_player.points >= 10:
                            self.current_player.points -= 10
                            self.current_wave.append(Warrior())
                    if event.key == pygame.K_e:
                        if self.current_player.points >= 15:
                            self.current_player.points -= 15
                            self.current_wave.append(Wizard())
                    if event.key == pygame.K_r:
                        if self.current_player.points >= 150:
                            self.current_player.points -= 150
                            self.current_wave.append(Boss())

                if event.type == pygame.MOUSEBUTTONDOWN:
                    # przycik pauzy gry
                    if self.playPauseButton.click(pos[0], pos[1]):
                        self.pause = not (self.pause)
                        self.playPauseButton.paused = self.pause

                    # przycisk zamiany graczy
                    if self.switchButton.click(pos[0], pos[1]):
                        if len(self.current_wave) == 0 and len(
                                self.current_player.enemys) == 0 and self.current_player.points == 0:
                            self.switch_players()

                    # przycisk startu fali przeciwnikow
                    if self.startRoundButton.click(pos[0], pos[1]):
                        if self.current_player.points == 0 and len(self.current_player.enemys) == 0:
                            self.start = not (self.start)
                            self.startRoundButton.paused = self.start

                    # if youre moving an object and click
                    if self.moving_object:
                        not_allowed = False
                        tower_list = self.current_player.attack_towers[:] + self.current_player.support_towers[:]
                        for tower in tower_list:
                            if tower.collide(self.moving_object):
                                not_allowed = True
                        if not not_allowed:
                            if self.moving_object.name in attack_tower_names:
                                self.current_player.attack_towers.append(self.moving_object)
                            elif self.moving_object.name in support_tower_names:
                                self.current_player.support_towers.append(self.moving_object)
                            self.moving_object.moving = False
                            self.moving_object = None
                    else:
                        # look if you click on side menu
                        side_menu_button = self.menu.get_clicked(pos[0], pos[1])
                        if side_menu_button:
                            cost = self.menu.get_item_cost(side_menu_button)
                            if self.current_player.money >= cost:
                                self.current_player.money -= cost
                                self.add_tower(side_menu_button)
                            else:
                                print("You don't have enough money")

                        # odkomentowac i zakomentowac inne przy ustalaniu nowego path na mapie
                        # self.clicks.append(pos)
                        # print(pos)
                        # sprawdzanie przyciskow wlaczania muzyki:
                        if self.current_player.soundButton.click(pos[0], pos[1]):
                            self.music_on = not (self.music_on)
                            self.current_player.soundButton.paused = self.music_on
                            if self.music_on:
                                pygame.mixer.music.unpause()
                            else:
                                pygame.mixer.music.pause()

                        # look if you clicked on attack tower or support tower
                        btn_clicked = None
                        if self.selected_tower:
                            btn_clicked = self.selected_tower.menu.get_clicked(pos[0], pos[1])
                            if btn_clicked:
                                if btn_clicked == "Upgrade":
                                    cost = self.selected_tower.get_upgrade_cost()
                                    if self.current_player.money >= cost:
                                        if self.selected_tower.upgrade() == True:
                                            self.current_player.money -= cost

                        if not (btn_clicked):
                            for t in self.current_player.attack_towers:
                                if t.click(pos[0], pos[1]):
                                    t.selected = True
                                    self.selected_tower = t
                                else:
                                    t.selected = False

                            # look if you clicked on support tower
                            for t in self.current_player.support_towers:
                                if t.click(pos[0], pos[1]):
                                    t.selected = True
                                    self.selected_tower = t
                                else:
                                    t.selected = False

            if self.pause:
                # loop through enemies
                to_del = []
                for en in self.current_player.enemys:
                    en.move()
                    if en.nextGoal == True:
                        self.pointsGained += 5
                        en.worth += 1
                        en.nextGoal = False
                    if self.playersTurn == 0:
                        if en.x > 1250 and en.y < 225:
                            to_del.append(en)
                    elif self.playersTurn == 1:
                        if en.x < 115 and en.y > 600:
                            to_del.append(en)
                # delete all the enemies
                for d in to_del:
                    self.current_player.lives -= 1
                    self.current_player.enemys.remove(d)

                # loop through attack towers
                for t in self.current_player.attack_towers:
                    self.current_player.money += t.attack(self.current_player.enemys)

                # loop through support towers
                for t in self.current_player.support_towers:
                    t.support(self.current_player.attack_towers)
                # when you lose
                if self.current_player.lives <= 0:
                    print("You lose")
                    run = False

            self.draw()
        pygame.quit()

    def draw(self):
        self.win.blit(self.current_player.bg, (0, 0))

        if self.moving_object:
            for tower in self.current_player.attack_towers:
                tower.draw_placement(self.win)

            for tower in self.current_player.support_towers:
                tower.draw_placement(self.win)

            self.moving_object.draw_placement(self.win)

        # draw enemies
        for en in self.current_player.enemys:
            en.draw(self.win)

        # draw attack towers
        for at in self.current_player.attack_towers:
            at.draw(self.win)

        # draw support towers
        for st in self.current_player.support_towers:
            st.draw(self.win)

        # draw vertical menu
        self.menu.draw(self.win)

        # draw moving object
        if self.moving_object:
            self.moving_object.draw(self.win)

        # draw sound on/off button
        self.current_player.soundButton.draw(self.win)

        # TODO: trzeba trzeba ladnie ulozyc zycia i pieniadze
        # draw money
        text = self.font.render(str(self.current_player.money), 1, (255, 255, 255))
        money = pygame.transform.scale(money_img, (35, 35))
        start_x = self.width - 35

        self.win.blit(text, (start_x - text.get_width() - 1, 10))
        self.win.blit(money, (start_x, 10))

        # draw lives
        # TODO: dokonczyc pokazywanie i tracenie zyc(Pjotero)
        lenght = 300
        move_by = lenght / 10
        health_bar = round(move_by * self.current_player.lives)

        pygame.draw.rect(self.win, (255, 0, 0), (1270, 33, lenght, 10), 0)
        pygame.draw.rect(self.win, (0, 255, 0), (1270, 33, health_bar, 10), 0)

        # draw switch players button
        self.switchButton.draw(self.win)

        # draw play/pause button
        self.playPauseButton.draw(self.win)

        # draw start round button
        self.startRoundButton.draw(self.win)

        # draw current players points to spent if there is no way
        if len(self.current_player.enemys) == 0:
            text = self.font.render(str(self.current_player.points), 1, (0, 0, 0))
            self.win.blit(text, (85, 100))

        # draw which player now plays
        if self.current_player == self.player1:
            text = self.font.render("player 1", 1, (0, 0, 0))
        else:
            text = self.font.render("player 2", 1, (0, 0, 0))
        start_x = 100

        self.win.blit(text, (start_x - text.get_width() - 1, 10))

        pygame.display.update()

    def add_tower(self, name):
        x, y = pygame.mouse.get_pos()
        name_list = ["longRangeTower", "rangeTower", "damageTower"]
        object_list = [LongRangeTower(x, y), DamageTower(x, y), RangeTower(x, y)]

        try:
            obj = object_list[name_list.index(name)]
            self.moving_object = obj
            obj.moving = True
        except Exception as e:
            print(str(e) + "NOT VALID NAME")
Пример #15
0
class Game:
    def __init__(self,tencentprice,aliprice,jdprice,appleprice,googleprice,twitterprice):
        self.tencentprice = tencentprice
        self.aliprice = aliprice
        self.jdprice = jdprice
        self.appleprice = appleprice
        self.googleprice = googleprice
        self.twitterprice = twitterprice
        self.width = 1080
        self.height = 720
        self.win = pygame.display.set_mode((self.width, self.height))
        self.enemys = []
        self.towers = []
        self.support_tower = []
        self.lives = 10
        # self.towers = 10
        self.money = 5000
        self.score = 0
        self.rank = rank()
        self.StartMenu = StartMenu(startmenu_img)
        self.bg = bg
        self.bg = pygame.transform.scale(self.bg, (self.width, self.height))
        self.bg_index = 0
        self.timer = time.time()
        self.selected_tower = None
        self.menu = VerticalMenu(self.width, 0, verticalMenu)
        self.menu.add_button(buy_archer, 'buy_archer', appleprice)
        self.menu.add_button(buy_archer_2, 'buy_archer_2', googleprice)
        self.menu.add_button(buy_damage, 'buy_damage', 0)
        self.menu.add_button(buy_range, 'buy_range', twitterprice)
        # self.moving_object = False
        self.moving_object = None
        self.wave = 0
        self.current_wave = waves[self.wave][:]
        self.pause = False
        self.playPauseButton = PlayPauseButton(play_btn, pause_btn, 20, self.height - 85)
        self.font = pygame.font.Font(r'../Fonts/DINCond-BlackExpert.otf', 28)
        self.path = []
        self.score_list = []
        self.situation = False
        # self.clicks = []

        self.lives = 10
    def gen_enemies(self):
        '''
        generate the next enemy or enemies to show
        :return: enemy
        '''
        if sum(self.current_wave) == 0:
            if len(self.enemys) == 0:
                self.wave += 1
                self.current_wave = waves[self.wave]
                self.pause = True
                self.playPauseButton.pause = self.pause

        else:
            wave_enemies = [Scorpion(self.jdprice,self.jdprice / 20), Club(self.tencentprice,self.tencentprice / 10), TMall(self.aliprice , self.aliprice / 5)]
            for x in range(len(self.current_wave)):
                if self.current_wave[x] != 0:
                    self.enemys.append(wave_enemies[x])
                    self.current_wave[x] = self.current_wave[x] - 1
                    break

    def run(self):
        self.rank.getScores('scoreRank.txt')
        run = True
        clock = pygame.time.Clock()
        while run:
            clock.tick(30)

            if self.situation:
                if self.pause == False:
                    # generate monstors
                    if time.time() - self.timer >= random.randrange(1, 6) / 5:
                        self.timer = time.time()
                        self.gen_enemies()

                pos = pygame.mouse.get_pos()
                # check for moving object
                if self.moving_object:
                    self.moving_object.move(pos[0], pos[1])
                    tower_list = self.towers[:] + self.support_tower[:]
                    collide = False
                    for tower in tower_list:
                        if tower.collide(self.moving_object) or self.moving_object.occupyTheRoad():
                            collide = True
                            tower.place_color = (232, 131, 152, 100)
                            self.moving_object.place_color = (232, 131, 152, 150)
                        else:
                            tower.place_color = (36, 120, 132, 100)
                            if not collide:
                                self.moving_object.place_color = (36, 120, 132, 100)

                # main event loop
                for event in pygame.event.get():
                    pygame.time.delay(30)
                    if event.type == pygame.QUIT:
                        run = False

                    if event.type == pygame.MOUSEBUTTONUP:
                        # if you`re moving an object and click
                        if event.button == 1:  # 表示点击鼠标左键
                            Click_sound.play()

                        if self.moving_object:
                            not_allowed = False
                            tower_list = self.towers[:] + self.support_tower[:]
                            for tower in tower_list:
                                if tower.collide(self.moving_object) or self.moving_object.occupyTheRoad():
                                    not_allowed = True

                            if not not_allowed:
                                if self.moving_object.name in attack_tower_names:
                                    self.towers.append(self.moving_object)
                                    construction_sound.play()
                                elif self.moving_object.name in support_tower_names:
                                    self.support_tower.append(self.moving_object)
                                    construction_sound.play()

                                self.moving_object.moving = False
                                self.moving_object = None

                        else:
                            # check for play or pause
                            if self.playPauseButton.click(pos[0], pos[1]):
                                self.pause = not self.pause
                                self.playPauseButton.pause = self.pause

                            # look if you clicked on attack tower or support tower
                            side_menu_button = self.menu.get_click(pos[0], pos[1])
                            if side_menu_button:
                                cost = self.menu.get_item_cost(side_menu_button)
                                if self.money >= cost:
                                    self.money -= cost
                                    self.add_tower(side_menu_button)
                                # print(side_menu_button)

                            # check if clicked on the attack tower or support tower
                            btn_clicked = None
                            if self.selected_tower:
                                btn_clicked = self.selected_tower.menu.get_click(pos[0], pos[1])
                                if btn_clicked:
                                    if btn_clicked == "upgrade_button" and self.selected_tower.level<=2:
                                        if self.money >= self.selected_tower.menu.item_cost[self.selected_tower.level - 1]:
                                            self.money -= self.selected_tower.menu.item_cost[self.selected_tower.level - 1]
                                            self.selected_tower.upgrade()
                                            construction_sound.play()
                                    pass

                            if not btn_clicked:
                                # look the range of the attack_towers
                                for tw in self.towers:
                                    if tw.click(pos[0], pos[1]):
                                        tw.selected = True
                                        self.selected_tower = tw
                                    else:
                                        tw.selected = False
                                # look the range of the support_towers
                                for tw in self.support_tower:
                                    if tw.click(pos[0], pos[1]):
                                        tw.selected = True
                                        self.selected_tower = tw
                                    else:
                                        tw.selected = False
                        # self.clicks.append(pos)
                        # print(self.clicks)
                if not self.pause:
                    # loop through enemies
                    to_del = []
                    for en in self.enemys:
                        en.move()
                        if en.y > 720:
                            to_del.append(en)
                    # delete all enemies off the screen
                    for d in to_del:
                        self.lives -= 1
                        lifeLost_sound.play()
                        self.enemys.remove(d)

                    # loop through towers
                    for tw in self.towers:
                        # tw.attack(self.enemys)
                        add = tw.attack(self.enemys)
                        self.money += add
                        self.score += add

                    if self.lives <= 0:
                        gameLost_sound.play()
                        self.rank.update(self.score, 'scoreRank.txt')
                        self.drawScoreBorad()
                        self.situation = False
                        for event in pygame.event.get():
                            if event.type == pygame.QUIT:
                                run = False
                            pos = pygame.mouse.get_pos()
                            if event.type == pygame.MOUSEBUTTONUP:
                                # print(pos[0],pos[1])
                                if pos[0] >= 350 and pos[0] <= 350 + 450 and pos[1] <= 280 + 80 and pos[1] >= 280:
                                    self.situation = True
                                    self.wave = 0
                                    self.lives = 10
                                    self.score = 0
                                    self.money = 5000
                                    print('You Lose')
                                    # run = False

                self.draw()
            else:
                self.drawScoreBorad()
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        run = False
                    pos = pygame.mouse.get_pos()
                    if event.type == pygame.MOUSEBUTTONUP:
                        # print(pos[0],pos[1])
                        if pos[0] >= 350 and pos[0] <= 350 + 450 and pos[1] <= 280 + 80 and pos[1] >= 280:
                            self.situation = True
                            self.wave = 0
                            self.lives = 10
                            self.score = 0
                            self.money = 5000
                            self.enemys = []
                            self.towers = []
                            self.support_tower = []

            # check if moving object
        pygame.quit()

    def drawScoreBorad(self):
        self.win.blit(self.bg, (0, 0))
        self.StartMenu.draw(self.win)
        # generate score list
        self.score_list = self.rank.scores
        self.StartMenu.draw_score_list(self.win, self.score_list, self.score)
        # pygame.draw.rect(self.win, (255, 255, 255), (350, 280, 450, 80), 1)
        pygame.display.update()
        pass

    def draw(self):
        self.win.blit(self.bg, (0, 0))

        # for p in self.clicks:
        #   pygame.draw.circle(self.win, (255, 0, 0), (p[0], p[1]), 5, 0)
        # draw attack towers
        if self.moving_object:
            for tower in self.towers:
                tower.draw_placement(self.win)

            for tower in self.support_tower:
                tower.draw_placement(self.win)

            self.moving_object.draw_placement(self.win)

        # draw the enemies
        for en in self.enemys:
            en.draw(self.win)

        # draw the towers
        for tw in self.towers:
            tw.draw_shadow(self.win)
            tw.draw(self.win)

        # draw the range towers
        for st in self.support_tower:
            st.support(self.towers)
            st.draw_shadow(self.win)
            st.draw(self.win)
            st.draw_entity(self.win, self.towers)

        # draw moving object
        if self.moving_object:
            self.moving_object.draw(self.win)

        # redraw selected tower
        if self.selected_tower:
            self.selected_tower.draw(self.win)

        # draw play pause button
        self.playPauseButton.draw(self.win)

        # draw lives, grades, money
        live = lives_img
        start_x = self.width - live.get_width() - 55

        self.win.blit(live, (start_x + live.get_width() - 125, 10))

        text = text_font.render(str(self.lives), 1, (25, 29, 15))
        self.win.blit(text, (start_x + live.get_width() - 50, 15))
        # money
        money = coin_img
        start_x = self.width - money.get_width() - 55

        self.win.blit(money, (start_x + money.get_width() - 450, 10))

        text = text_font.render(str(self.money), 1, (25, 29, 15))
        self.win.blit(text, (start_x + money.get_width() - 385, 15))
        # grade
        grade = grade_img
        start_x = self.width - grade.get_width() - 55

        self.win.blit(grade, (start_x + grade.get_width() - 285, 10))

        text = text_font.render(str(self.score), 1, (25, 29, 15))
        self.win.blit(text, (start_x + grade.get_width() - 225, 15))

        # draws vertical menu
        self.menu.draw(self.win)

        # draw waves
        text = self.font.render('Wave # ' + str(self.wave), 1, (255, 255, 255))
        self.win.blit(text, (10, 20))

        pygame.display.update()

    def add_tower(self, name):
        x, y = pygame.mouse.get_pos()
        name_list = ['buy_archer', 'buy_archer_2', 'buy_damage', 'buy_range']
        object_list = [ArcherTower(x, y, self.appleprice / 8 ,self.appleprice / 1500), ArcherTowerShort(x, y, self.googleprice / 12 ,self.googleprice / 1000), DamageTower(x, y), RangeTower(x, y ,self.twitterprice / 1000)]

        try:
            obj = object_list[name_list.index(name)]
            self.moving_object = obj
            obj.moving = True

        except Exception as e:
            print(str(e) + 'NOT VALID NAME')