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game.py
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game.py
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# Haoyu Li hl6de
# Rickey Guo rg7cz
# We acknowledge Luther Tychonievich for his gamebox code.
import pygame
import gamebox
import random
camera = gamebox.Camera(400, 600)
# the below are characters, done
number_of_frame_character = 3
sheet = gamebox.load_sprite_sheet("img/jet.png", 8, number_of_frame_character)
frame_character = 0
frame_right = 3
frame_left = 12
character = gamebox.from_image(200, 300, sheet[frame_character])
cannon = gamebox.from_color(character.x, character.y, "white", 10, 10)
bullet = [] # empty list for appending bullets to be shot
background = [gamebox.from_image(200, 300, "img/background.jpg"),
gamebox.from_image(200, -300, "img/background.jpg")]
# the boundary of the screen, do not change (done)
boundary = [gamebox.from_color(200, 0, "black", 400, 10), gamebox.from_color(200, 600, "black", 400, 10),
gamebox.from_color(0, 300, "black", 10, 600), gamebox.from_color(400, 300, "black", 10, 600)]
# rules and instructions
game_name = "Air Supremacy"
creator_names = "Created by Haoyu Li and Rickey Guo"
controls1 = "w = move up s = move down"
controls2 = "a = move left d = move right"
controls3 = "space = shoot"
goal = "Shoot down the enemies and stay alive!"
press_to_start = "Press space to start"
tip = "Collecting hearts will restore to your health."
# enemy movement is done
enemy_0 = []
enemy_1 = []
enemy_bullet0 = []
enemy_bullet1 = []
frame_enemy_1 = 0
frame_enemy_0 = 0
number_of_frame_enemy_1 = 4
number_of_frame_enemy_0 = 6
enemy_1_sheet = gamebox.load_sprite_sheet(
"img/enemy1.png", 4, number_of_frame_enemy_1)
enemy_0_sheet = gamebox.load_sprite_sheet(
"img/enemy0.png", 6, number_of_frame_enemy_0)
# the below are some systems and upgrades, aka global variables
level = 1
score = 0
health = 1
count = 0
count_self = 0
game_on = False
health_port = [] # done
number_of_frame_heart = 2
heart_sheet = gamebox.load_sprite_sheet("img/heart.png", 1, number_of_frame_heart)
# explosion
frame_of_explosion = 0
exploding_sheet = gamebox.load_sprite_sheet("img/explosion.png", 4, 4)
exploding = gamebox.from_image(
character.x, character.y, exploding_sheet[frame_of_explosion])
# no timer, no saving point, no multiplayers, no inter-session progress
def back_ground():
camera.clear("white")
for i in background:
i.y += 2
if i.y >= 900:
i.y = -300
camera.draw(i)
def start_screen(keys): # the beginning screen, can include everything needed before game start
global game_on
camera.clear("white") # color subject to change
camera.draw(gamebox.from_text(200, 100, game_name, 40, "green"))
camera.draw(gamebox.from_text(200, 130, creator_names, 25, "blue"))
camera.draw(gamebox.from_text(200, 200, controls1, 25, "black"))
camera.draw(gamebox.from_text(200, 220, controls2, 25, "black"))
camera.draw(gamebox.from_text(200, 240, controls3, 25, "black"))
camera.draw(gamebox.from_text(200, 300, goal, 25, "red"))
camera.draw(gamebox.from_text(200, 330, tip, 25, "red"))
# rules written here
camera.draw(gamebox.from_text(200, 550, press_to_start, 25, "red"))
camera.display()
if pygame.K_SPACE in keys: # not sure if space is a good choice as it is also the firing key
game_on = True # needs set the condition for the game to start
# w, s, a, d + space to control the movement/attack of the character
def character_control(keys):
global count_self, frame_character, frame_right, frame_left
frame_character += 1
if frame_character == number_of_frame_character:
frame_character = 0
if count % 1 == 0:
character.image = sheet[frame_character]
cannon.center = character.center
if pygame.K_w in keys:
character.y -= 6
if pygame.K_s in keys:
character.y += 6
if pygame.K_a in keys:
frame_left += 1
if frame_left == number_of_frame_character + 12:
frame_left = 12
if count % 1 == 0:
character.image = sheet[frame_left]
character.x -= 4
if pygame.K_d in keys:
frame_right += 1
if frame_right == number_of_frame_character + 3:
frame_right = 3
if count % 1 == 0:
character.image = sheet[frame_right]
character.x += 4
if pygame.K_SPACE in keys:
count_self += 1
if count_self % 10 == 0:
bullet.append(gamebox.from_image(
cannon.x, cannon.y, "img/missile.png")) # bullet is
# subject to change
for i in bullet:
i.y -= 7
if i.y < -20:
bullet.remove(i)
camera.draw(i)
camera.draw(character)
def enemy_movement(): # enemy coming randomly from left or right and the number and
# shooting frequency are based on level
global count, frame_enemy_0, frame_enemy_1
count += 1
frame_enemy_0 += 1
frame_enemy_1 += 1
if frame_enemy_1 == number_of_frame_enemy_1 + 3:
frame_enemy_1 = 0
if frame_enemy_0 == number_of_frame_enemy_0*6:
frame_enemy_0 = 0
if count % (180 // level) == 0:
direction = random.randint(0, 1)
if direction == 0:
enemy_0.append(gamebox.from_image(
450, 0, enemy_0_sheet[frame_enemy_0]))
if direction == 1:
enemy_1.append(gamebox.from_image(-50, 0,
enemy_1_sheet[frame_enemy_1]))
for unit0 in enemy_0:
if count % 1 == 0:
unit0.image = enemy_0_sheet[frame_enemy_0]
unit0.move(-3, 2 * random.random())
if unit0.x < -500:
enemy_0.remove(unit0)
if count % (90 // level) == random.randint(0, 18):
enemy_bullet0.append(gamebox.from_image(
unit0.x, unit0.y, "img/enemy missile.png"))
camera.draw(unit0)
for i in enemy_bullet0:
i.y += 5
if i.y > 700:
enemy_bullet0.remove(i)
camera.draw(i)
for unit1 in enemy_1:
if count % 1 == 0:
unit1.image = enemy_1_sheet[frame_enemy_1]
unit1.move(3, 2 * random.random())
if unit1.x > 900:
enemy_1.remove(unit1)
if count % (90 // level) == random.randint(0, 18):
enemy_bullet1.append(gamebox.from_image(
unit1.x, unit1.y, "img/enemy missile.png"))
camera.draw(unit1)
for i in enemy_bullet1:
i.y += 5
if i.y > 700:
enemy_bullet1.remove(i)
camera.draw(i)
def boundary_condition(): # to prevent the character to move over the screen, by stopping it
for wall in boundary:
if character.touches(wall):
character.move_to_stop_overlapping(wall)
def collision_control():
global health, score
for i in enemy_bullet0: # receive damage from the enemy
if i.touches(character):
health -= 1
enemy_bullet0.remove(i)
for j in enemy_bullet1:
if j.touches(character):
health -= 1
enemy_bullet1.remove(j)
for i in bullet: # to kill the enemy
for enemy in enemy_0:
if i.touches(enemy):
enemy_0.remove(enemy)
score += 1
bullet.remove(i)
for i in bullet:
for enemy in enemy_1:
if i.touches(enemy):
# when killing an enemy, its bullet disappears,
enemy_1.remove(enemy)
# dk how to keep them
score += 1
bullet.remove(i)
camera.draw(gamebox.from_text(50, 40, "score: " + str(score), 20, "black"))
def game_end():
global frame_of_explosion
if health <= 0:
frame_of_explosion += 1
if count % 1 == 0:
exploding.center = character.center
exploding.image = exploding_sheet[frame_of_explosion]
if frame_of_explosion == 15:
gamebox.pause()
camera.draw(gamebox.from_text(
200, 300, "Your final score is " + str(score) + " !", 30, "black"))
camera.draw(exploding)
def health_portion():
global health
if count % (600*level) == 0: # the timing is based on level
health_port.append(gamebox.from_image(random.randint(100, 300), random.randint(200, 500),
"img/heart.png")) # the healt port can change in shape
for i in health_port:
camera.draw(i)
if character.touches(i):
health_port.remove(i)
health += 1
camera.draw(gamebox.from_text(50, 55, "health: " +
str(health), 20, "black")) # the location, size
# or shape are subject to change
def level_control():
global level # level changes based on scores
if score == 10:
level = 2
if score == 20:
level = 3
if score == 30:
level = 4
if score > 50:
level = 5
camera.draw(gamebox.from_text(50, 25, "lvl: " + str(level), 20, "black"))
def tick(keys):
start_screen(keys)
if game_on:
back_ground()
level_control()
character_control(keys)
enemy_movement()
boundary_condition()
collision_control()
health_portion()
game_end()
camera.display()
tick_per_second = 30
gamebox.timer_loop(tick_per_second, tick)