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New_attempt.py
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New_attempt.py
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#from SpriteSheet import Spritesheet here when this is called, it will run first
from Vector import Vector
from Weapon import Weapon
from Wall import Wall
from WeaponCollision import WeaponCollision
try:
import simplegui
except ImportError:
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
import time
import random
import math
Img_user_Car = simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/User_car_nitro.jpg')
#image enemy cars
Img_enemy_car_blue = simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Enemy_car_blue.png')
Img_enemy_car_white=simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Enemy_car_white.jpg')
Img_enemy_car_cyan=simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Enemy_car_cyan.jpg')
Img_enemy_car_yellow=simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Enemy_car_yellow.jpg')
Img_enemy_car_green=simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Enemy_car_green.jpg')
Img_papaya= simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Papaya_image.jpg')
img_cars_array=[Img_enemy_car_blue,Img_enemy_car_white,Img_enemy_car_cyan,Img_enemy_car_yellow,Img_enemy_car_green]
Img_explosion = simplegui.load_image('http://www.cs.rhul.ac.uk/courses/CS1830/sprites/explosion-spritesheet.png')
# x values should be updated and not y values by any +ve values
Img_top_tree = simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Test_image.jpg')
Img_bottom_tree = simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/Test_image.jpg')
car_crash = simplegui.load_image('http://personal.rhul.ac.uk/zeac/084/carcrash.png')
missile_url = 'https://i.imgur.com/RVi7F76.png'
display_width = 1000
display_height = 675
# car dimension
car_width = 140
car_height = 65
car_speed=3
tree_w = 605
tree_h=57
tree_speed = 7
tree_x_top=10
tree_x_bottom=700
tree_x1=400
tree_y1=75
tree_y2=600
tree_centre_x = 302
tree_centre_y = 28
tree_y_top = 75
tree_y_bottom = 600
IMG_enmy_DIMS=(140,70)
Img_enmy_CENTRE=(70,35)
IMG_usr_DIMS = (125,70)
IMG_usr_CENTRE = (79.5, 35)
STEP =0.5
papaya_x=0
papaya_y=0
papaya_size=50
papaya_time=False
papayas_collected=0
rockets = []
walls = []
weapCollision = WeaponCollision()
# Global variables
imgPos = [1000/2, 2*675/3.]
#imgPos=[250,250]
imgRot = 0
class User_Car:
def __init__(self, pos):
self.pos=pos
self.vel=Vector((1,0))
self.dodged=0
self.score=0
self.heading = self.vel # Set a variable which represents the heading vector to use as a dot product
self.rotating = True
self.rotation = 0 # Radians needed
# Car physics code
def draw(self,canvas):
canvas.draw_image(Img_user_Car, IMG_usr_CENTRE, IMG_usr_DIMS, self.pos.getP(), IMG_usr_DIMS, self.rotation) # check codeskulptur for docs on parameter values
canvas.draw_text('Speed: (' +str(self.vel.x)+' , '+str(self.vel.y)+') px/s' , (20, 13), 15, 'Black')
canvas.draw_text('Dodged: ' + str(self.dodged), [20, 30],15, 'Black')
canvas.draw_text('Papayas: '+str(papayas_collected), (20, 45), 15, 'Black')
canvas.draw_text('Final Score: '+str(self.score), (20, 62), 18, 'Black')
def update(self):
#self.pos.add(self.vel)
self.pos.y += self.vel.y
if self.pos.x > display_width:
self.pos.x = 0
self.dodged += 1
self.score += 1 + papayas_collected
def Collisonwall(self):
if (self.pos.y<75+car_height or self.pos.y+car_height>600):
return True
else:
return False
def rotator(self, direction):
if not direction:
self.rotation -= 1 / 180*5
self.vel.rotateRad(-1/180*5)
if direction:
self.rotation += 1 / 180*5
self.vel.rotateRad(1/180*5)
class Enemy_Car:
def __init__(self,pos,vel,img):
self.pos = pos
self.vel = vel
self.img=img
def draw(self, canvas):
canvas.draw_image(self.img, Img_enmy_CENTRE, IMG_enmy_DIMS,self.pos.getP(),IMG_enmy_DIMS) # check codeskulptur for docs on parameter values
def update(self):
self.pos.add(self.vel)
if (self.pos.x > display_width):
self.pos.x=0-car_width
self.pos.y = random.randrange(100,550)
class TreeAndWall:
global Img_top_tree
global tree_y1, tree_y2
global weapCollision
w1 = Wall((0, tree_y1), (display_width, tree_y1), 12, 'Green', Vector((0, 1)))
w2 = Wall((0, tree_y2), (display_width, tree_y2), 12, 'Green', Vector((0, -1)))
weapCollision.addWall(w1)
weapCollision.addWall(w2)
def draw(self,canvas):
#to sort out why the pic won't draw and the rest of the stuffs
# canvas.draw_line((0, 75), (display_width, 75), 12, 'Green')
# canvas.draw_line((0, 600), (display_width, 600), 12, 'Green')
pass
def updateTree(self,canvas):
global tree_y_top
global tree_y_bottom
global tree_speed
# global car_speed and values cannot be hanged unless it's inherited as a global value
tree_y_top-=tree_speed
tree_y_bottom-=tree_speed
if tree_y_top < 0-tree_w:
tree_y_top = display_width + tree_w # reset y
#car_speed += 1 / 15
if tree_y_bottom < 0-tree_w:
tree_y_bottom = display_width + tree_w # reset y
#car_speed += 1 / 15
canvas.draw_image(Img_top_tree, (tree_centre_x, tree_centre_y), (tree_w, tree_h), (tree_y_top, 28), (tree_x1, tree_y1)) # 605x57
canvas.draw_image(Img_bottom_tree, (tree_centre_x, tree_centre_y), (tree_w, tree_h), (tree_y_bottom, 641), (tree_x1, tree_y1)) # 605x57
class keyboard:
def __init__(self):
self.right = False
self.left = False
self.up=False
self.down=False
self.space = False
def keyDown(self, key):
if key == simplegui.KEY_MAP['up']:
self.up=True
if key == simplegui.KEY_MAP['down']:
self.down=True
if key == simplegui.KEY_MAP['right']:
self.right = True
if key == simplegui.KEY_MAP['left']:
self.left = True
if key == simplegui.KEY_MAP['space']:
self.space = True
def keyUp(self, key):
if key == simplegui.KEY_MAP['right']:
self.right = False
if key == simplegui.KEY_MAP['left']:
self.left = False
if key == simplegui.KEY_MAP['up']:
self.up=False
if key == simplegui.KEY_MAP['down']:
self.down=False
if key == simplegui.KEY_MAP['space']:
self.space = False
class Interaction:
#CRASH ADN THE OTHER BITS SHOULD BE DONE HERE
def __init__(self,usr_car,kbd):
self.user_car=usr_car
self.keyboard=kbd
self.carCollision=False
self.missileCollide=False
self.touchPapaya=False
def update(self):
if not obj_user_car.Collisonwall():
if self.keyboard.up:
#self.user_car.vel.add(Vector((0.05, -0.05)))
self.user_car.rotator(False)
#self.user_car.rotating = True
elif self.keyboard.down:
#self.user_car.vel.add(Vector((0.05, 0.05)))
self.user_car.rotator(True)
#self.user_car.rotating = True
elif self.keyboard.left:
self.user_car.vel.add(Vector((-0.05, 0)))
elif self.keyboard.right:#if the right is pressed then add the nitro animation
if self.user_car.vel.length() > 10:
pass
else:
self.user_car.vel.add(Vector((0.05, 0)))
elif self.keyboard.space:
url = 'https://i.imgur.com/RVi7F76.png'
missile = Weapon(Vector((obj_user_car.pos.x + car_width, obj_user_car.pos.y)), Vector(((random.randrange(2,5)),0)), url, 4, 4)
weapCollision.addWeapon(missile)
obj_Int.missileCollision(missile)
#obj_missile = Weapon(Vector((obj_user_car.pos.x + IMG_usr_DIMS[0], obj_user_car.pos.y)),Vector((random.randrange(1, 5), 0)), missile_url, 4, 4)
#weapCollision.addWeapon(obj_missile)
else:
#self.user_car.vel=Vector((1,0))#if nothing is done then keep moving forward
pass
#else:
#call game crash
#then game over interface
#obj_explosion_spriteS=True
def CarsCollison(self):
"""
#car to enemy (x)
#enemy to car (x)
#car to enemy - top to bottom crash
#car to enemy - bototm to top crash
"""
##To be improved
if (obj_user_car.pos.x +car_width >(obj_Enemey_car.pos.x) and obj_user_car.pos.x <obj_Enemey_car.pos.x +car_width) \
or (obj_Enemey_car.pos.x+car_width>obj_user_car.pos.x and obj_Enemey_car.pos.x < obj_user_car.pos.x+car_width):
if (obj_user_car.pos.y+car_height>obj_Enemey_car.pos.y and obj_user_car.pos.y<obj_Enemey_car.pos.y+car_height) \
or (obj_user_car.pos.y<obj_Enemey_car.pos.y+car_height and obj_Enemey_car.pos.y>obj_user_car.pos.y):
# print("collison detected")
self.carCollision=True
def missileCollision(self,missile):
print("user car "+str(obj_user_car.pos.x))
print("missile "+str(missile.pos.x))
print("Enemy car "+str(obj_Enemey_car.pos.x ))
if (missile.pos.x>obj_Enemey_car.pos.x ): #and missile.pos.x<obj_Enemey_car.pos.x+car_width):
self.missileCollide=True
print("missile collison fukind detected")
def TouchPapaya(self):
global papaya_y
global papaya_x
global papayas_collected
if (self.touchPapaya)==False:
if ((obj_user_car.pos.x +car_width >papaya_x) and obj_user_car.pos.x <papaya_x +papaya_size):
if (papaya_y<obj_user_car.pos.y and papaya_y+papaya_size<obj_user_car.pos.y) or \
(obj_user_car.pos.y<papaya_y+papaya_size) and (obj_user_car.pos.y<papaya_y):
print("papaya touch")
papayas_collected+=1
self.touchPapaya=True
class Spritesheet:
def __init__(self,img,rows,columns,frameWidth,frameHeight,dimX,dimY,frameI):
self.img = img
self.width = 400
self.height = 400
self.rows = rows
self.columns = columns
self.frameWidth = frameWidth
self.frameHeight = frameHeight
self.frameCentreX = self.frameWidth / 2
self.frameCentreY = self.frameHeight / 2
self.dimX = dimX
self.dimY = dimY
self.frameIndex = frameI # maximum value
self.newPos = (0,0)#Default value
self.collision=False
# canvas.draw_image(image, center_source, width_height_source, center_dest, width_height_dest, rotation)
def draw(self, canvas,posX,posY):
canvas.draw_image(self.img,
(self.frameWidth * self.frameIndex[0] + self.frameCentreX,
self.frameHeight * self.frameIndex[1] + self.frameCentreY),
(self.frameWidth, self.frameHeight),
((posX,posY)),
(self.dimX, self.dimY))
def nextFrame(self): # value can be passed to change the animation stating point
# refers to the current frame index(assigning a value to it initially)
self.frameIndex[0] = (self.frameIndex[0] + 1) % self.columns
if self.frameIndex[0] == 0:
self.frameIndex[1] = (self.frameIndex[1] + 1) % self.rows # y is referred to by the rows
class Button:
def __init__(self, image, pos, trigger):
self.image = simplegui.load_image(image)
self.pos = pos
self.trigger = trigger
self.clicked = False
def draw(self, canvas):
canvas.draw_image(self.image, (self.image.get_width() / 2, self.image.get_height() / 2),(self.image.get_width(), self.image.get_height()), self.pos,(self.image.get_width(), self.image.get_height()))
def contains(self, pos):
return pos[0] > self.pos[0] - (self.image.get_width() / 2) and pos[0] < self.pos[0] + (self.image.get_width() / 2) and pos[1] > self.pos[1] - (self.image.get_height() / 2) and pos[1] < self.pos[1] + (self.image.get_height() / 2)
def clickBtn(self):
self.clicked = True
self.trigger()
# instead of using this the value should be bracketed to mean that it's a single arguement value
#instances of all types, without brackets it points to a class but doesnt make an instance
obj_explosion_spriteS=Spritesheet(Img_explosion,9,9,100,100,100,100,[9,9])
obj_usr_car_spriteS=Spritesheet(Img_user_Car,5,5,139,70,139,70,[4,4])
obj_user_car= User_Car(Vector((75,random.randrange(150,530))))
obj_Enemey_car=Enemy_Car(Vector((random.randrange(0,400),random.randrange(150,450))),Vector((1,0)),img_cars_array[random.randrange(0,5)])
obj_Tree=TreeAndWall()
obj_Kbd=keyboard()
obj_Int=Interaction(obj_user_car,obj_Kbd)
def click(pos):
for x in range(0, len(arrayButton)):
if(arrayButton[x].contains(pos)):
print("button")
arrayButton[x].clickBtn()
def draw(canvas):
image = simplegui.load_image("https://i.imgur.com/8tYYDrc.png")
canvas.draw_image(image, (image.get_width()/2, image.get_height()/2), (image.get_width(),image.get_height()), (display_width/2,display_height/2), (image.get_width(), image.get_height()))
for x in range(0, len(arrayButton)):
arrayButton[x].draw(canvas)
def enter_game():
frame.set_draw_handler(drawGame)
#parameter passed in as canvas
def drawGame(canvas):
global papaya_time, tree_speed
# global levelImage
# image = simplegui.load_image(levelImage)
# canvas.draw_image(image, (image.get_width()/2, image.get_height()/2), (image.get_width(),image.get_height()), (display_width/2,display_height/2), (image.get_width(), image.get_height()))
obj_Int.update()
obj_Tree.draw(canvas)
obj_Tree.updateTree(canvas)
obj_Enemey_car.draw(canvas)
obj_Enemey_car.update()
obj_user_car.draw(canvas)
obj_user_car.update()
tree_speed = obj_user_car.vel.x
obj_Int.CarsCollison()
obj_Int.TouchPapaya()
#obj_Int.missileCollision()
weapCollision.draw(canvas)
if (obj_Kbd.right==True):
obj_usr_car_spriteS.draw(canvas,obj_user_car.pos.x,obj_user_car.pos.y)
obj_usr_car_spriteS.nextFrame()
if (papaya_time == True and obj_Int.touchPapaya == False):
draw_Papaya(canvas)
if (obj_Int.carCollision == True):
obj_explosion_spriteS.draw(canvas, obj_user_car.pos.x, obj_user_car.pos.y)
obj_explosion_spriteS.nextFrame()
if (obj_Int.missileCollide==True):
obj_explosion_spriteS.draw(canvas, obj_Enemey_car.pos.x, obj_Enemey_car.pos.y)
obj_explosion_spriteS.nextFrame()
if (obj_explosion_spriteS.collision == True):
obj_explosion_spriteS.draw(canvas, obj_user_car.pos.x, obj_user_car.pos.y)
obj_explosion_spriteS.nextFrame()
def timer_handler():
global papaya_y
global papaya_x
global papaya_time
papaya_time=True
obj_Int.touchPapaya=False #value set back to false, so that papaya can respawn if collected
papaya_x = random.randrange(150, 950)
papaya_y = random.randrange(100, 550)
def draw_Papaya(canvas):
canvas.draw_image(Img_papaya, (25, 25), (50, 50), (papaya_x, papaya_y), (50, 50))
def clickMainMenu(pos):
for x in range(0, len(arrayButton)):
if(arrayButton[x].contains(pos)):
arrayButton[x].clicked = True
arrayButton[x].clickBtn()
def clickLevelSelect(pos):
for x in range(0, len(levelButton)):
if(levelButton[x].contains(pos)):
levelButton[x].clickBtn()
def enter_help():
pass
def level_select(canvas):
image = simplegui.load_image("https://i.imgur.com/8tYYDrc.png")
canvas.draw_image(image, (image.get_width()/2, image.get_height()/2), (image.get_width(),image.get_height()), (display_width/2,display_height/2), (image.get_width(), image.get_height()))
level1 = Button("https://i.imgur.com/sZlcBI9.png", (150, 450), enter_level1)
level2 = Button("https://i.imgur.com/VWL7wfu.png", (500, 450), enter_level2)
level3 = Button("https://i.imgur.com/wVUdTVL.png", (850, 450), enter_level3)
global levelButton
levelButton = [level1, level2, level3]
for x in range(0, len(levelButton)):
levelButton[x].draw(canvas)
def enter_level_select():
frame.set_mouseclick_handler(clickLevelSelect)
frame.set_draw_handler(level_select)
def quit():
exit(0)
def enter_level1():
# levelImage = ""
frame.set_draw_handler(drawGame)
def enter_level2():
# levelImage = ""
frame.set_draw_handler(drawGame)
def enter_level3():
# levelImage = ""
frame.set_draw_handler(drawGame)
start = Button("https://i.imgur.com/xoZnCmL.png", (120, 450), enter_level_select)
help = Button("https://i.imgur.com/6OfeKop.png", (470, 450), enter_help)
quit = Button("https://i.imgur.com/zSSFt11.png", (820,450), quit)
arrayButton = [start, help, quit]
frame = simplegui.create_frame("Papaya Racers", display_width, display_height)
frame.set_mouseclick_handler(clickMainMenu)
frame.set_canvas_background('white')
frame.set_draw_handler(draw)#automatically passes on the canvas
frame.set_keydown_handler(obj_Kbd.keyDown)
frame.set_keyup_handler(obj_Kbd.keyUp)
timer = simplegui.create_timer(5000, timer_handler)
timer.start()
frame.start()