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player.py
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import pygame as pg
from renderer import GAME_RESOLUTION
import math
import random
from pygame.math import *
import utils
import sys
global particles
particles = []
global circle_effects
circle_effects = []
global sparks
sparks = []
global BULLET_IMAGE
BULLET_IMAGE = None
global cooldown
cooldown = 0
global LIGHT_IMAGE
LIGHT_IMAGE = pg.transform.scale(
pg.image.load('resources/light.png'), (80, 80))
global game_end_timer
game_end_timer = -1
class Bullet(pg.sprite.Sprite):
sound_pew = None
sound_hit = None
sound_wall_hit = None
sound_portal_hit = None
chan1 = None
chan2 = None
def __init__(self, angle, renderer, x, y, player, block_list):
# Call the parent class (Sprite) constructor
super().__init__()
self.image = BULLET_IMAGE
self.original_image = self.image
self.angle = angle
self.renderer = renderer
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.original_x = x
self.original_y = y
self.bullet_shoot_sound()
self.player = player
self.block_list = block_list
self.vx = math.cos(math.radians(self.angle)) * \
3 * 3
self.vy = math.sin(math.radians(self.angle)) * \
3 * 3
self.bounce = 0
self.tp_cooldown = 0
self.tp_count = 0
def bullet_shoot_sound(self):
# chan1 = pg.mixer.find_channel()
# if chan1:
# chan1.set_volume(1.0, 0.0)
# chan1.play(Bullet.sound_pew)
# chan2 = pg.mixer.find_channel()
# if chan2:
# chan2.set_volume(
# 0.0, 1.0)
# chan2.play(Bullet.sound_pew)
Bullet.sound_pew.play()
def bullet_hit_sound(self):
Bullet.sound_hit.play()
def bullet_bounce_wall(self):
Bullet.sound_wall_hit.play()
def update(self):
""" Move the bullet. """
# if self.tp_cooldown == 0:
self.rect.x += self.vx
self.rect.y -= self.vy
if self.tp_cooldown > 0:
self.tp_cooldown -= 1
w, h = self.original_image.get_size()
if self.renderer.night:
rot_img, rot_origin = self.renderer.rotate(
self.original_image, (self.rect.x, self.rect.y), (w/2, h/2), self.angle)
if utils.distance((self.rect.x, self.rect.y), (self.original_x, self.original_y)) > 20:
self.renderer.filter.blit(
LIGHT_IMAGE, (self.rect.x - LIGHT_IMAGE.get_width() / 2, self.rect.y - LIGHT_IMAGE.get_height() / 2))
self.renderer.base_surface.blit(rot_img, rot_origin)
else:
rot_img, rot_origin = self.renderer.rotate(
self.original_image, (self.rect.x, self.rect.y), (w/2, h/2), self.angle)
self.renderer.base_surface.blit(rot_img, rot_origin)
for i, bullet in sorted(enumerate(self.player.bullet_list), reverse=True):
down = bullet.rect.y > GAME_RESOLUTION[1]
up = bullet.rect.y < 0
right = bullet.rect.x > GAME_RESOLUTION[0]
left = bullet.rect.x < 0
if right or left or down or up:
self.player.bullet_list.remove(bullet)
self.renderer.all.remove(bullet)
sign_x = 1 if left else -1 if right else 0
sign_y = 1 if up else -1 if down else 0
sparks.append([[bullet.rect.x + sign_x*15, bullet.rect.y + sign_y*15], random.randint(
0, 359), random.randint(7, 10) / 10, 5 * random.randint(5, 10) / 10, (241, 242, 218)])
self.renderer.screen_shake = 4
self.bullet_bounce_wall()
if self.bounce > 3 or self.tp_count > 5:
self.player.bullet_list.remove(bullet)
self.renderer.all.remove(bullet)
sparks.append([[bullet.rect.x, bullet.rect.y], random.randint(
0, 359), random.randint(4, 8) / 10, 5 * random.randint(5, 10) / 10, (241, 242, 218)])
for block in self.block_list:
if self.rect.colliderect(block.rect):
if block.block_type == 'portal' and self.tp_cooldown == 0:
candidate_block = random.choice(self.block_list)
while candidate_block.block_type != 'portal' or candidate_block == block:
candidate_block = random.choice(self.block_list)
angle = self.angle % 360
# faci+-+-ng_up =
facing_right = angle > 315 or angle <= 45
facing_down = angle <= 315 and angle > 225
facing_left = angle <= 225 and angle > 135
facing_up = False
# print(facing_right, facing_down, facing_left)
# print(angle)
mx = 0
my = 0
if facing_right:
mx = candidate_block.rect.x + candidate_block.w
my = self.rect.y - block.rect.y + candidate_block.rect.y
elif facing_left:
mx = candidate_block.rect.x
my = self.rect.y - block.rect.y + candidate_block.rect.y
elif facing_down:
mx = self.rect.x - block.rect.x + candidate_block.rect.x
my = candidate_block.rect.y + candidate_block.h
else:
mx = self.rect.x - block.rect.x + candidate_block.rect.x
my = candidate_block.rect.y
facing_up = True
# print(candidate_block.rect)
self.rect.x = mx
self.rect.y = my
# self.vx *= 2
# self.vy *= 2
self.tp_cooldown = 10
# SPARKS THE COLOR OF THE STICKY NOTE
# angle -= 90
for _ in range(15):
sparks.append([[self.rect.x, self.rect.y], random.randint(0, 359), random.randint(
3, 7) / 10 * 1, 9 * random.randint(5, 10) / 10 * 1 * (-1 if facing_up or facing_down else 1), candidate_block.color])
self.tp_count += 1
Bullet.sound_portal_hit.play()
elif block.block_type == 'wall':
# self.vx *= -1
# self.vy *= -1
# sound
# if self.rect.y + 3 >= block.rect.y or self.rect.y - 3 <= block.rect.y + block.h:
# self.vy *= -1
# if self.rect.x + 3 >= block.rect.x or self.rect.x - 3 <= block.rect.x + block.w:
# self.vx *= -1
# down = self.rect.y <= block.rect.y + block.h / 2
# up = self.rect.y >= block.rect.y
# left = self.rect.x >= block.rect.x
# right = self.rect.x <= block.rect.x + block.w / 2
# down = self.rect.top > block.rect.bottom
# top = self.rect.bottom > block.rect.top
# left = self.rect.right > block.rect.left
# right = self.rect.left < block.rect.right
# print(top, down, left, right)
# sign_x = 1 if left else -1 if right else 0
# sign_y = 1 if top else -1 if down else 0
# if block.rect.+y < self.rect.y or block.
xd = (block.rect.x + block.w / 2) - \
(self.rect.x) # this needs work
yd = (block.rect.y + block.h / 2) - \
(self.rect.y)
if xd < 0:
xd *= -1
if yd < 0:
yd *= -1
if xd > yd:
self.vx *= -1
else:
self.vy *= -1
self.bullet_hit_sound()
self.bounce += 1
self.angle += 90
# if self.rect.x + 4 > block.rect.x and \
# self.rect.x + self.image.get_width() - 4 < block.rect.x + block.w and \
# self.rect.y + 4 > block.rect.y and \
# self.rect.y + self.rect.w - 4 < block.rect.y + block.h:
# print('sdf')
# bx = block.rect.x - block.w / 2
# by = block.rect.y - block.h / 2
# ix = self.rect.x
# iy = self.rect.y
# if bx < ix and by < iy:
# if ix + self.image.get_width() < bx + block.w \
# and iy + self.image.get_height() < by + block.h:
# print('inside')
# this code is bad... don't look
class Player(pg.sprite.Sprite):
image_orig = pg.Surface([25, 25])
image_orig.set_colorkey((0, 0, 0))
image_orig.fill((241, 242, 218))
image_orig2 = pg.Surface([25, 25])
image_orig2.set_colorkey((0, 0, 0))
image_orig2.fill((163, 206, 250))
box_rand = [image_orig, image_orig2]
font =None
def __init__(self, renderer, x, y, block_list, enemy=None):
super(Player, self).__init__()
self.image = pg.image.load(
'resources/player_animations/p1_idle/p1_idle_0.png').convert()
global BULLET_IMAGE
BULLET_IMAGE = pg.image.load('resources/p1_bullet.png').convert()
self.image.set_colorkey((0, 0, 0))
self.original_image = self.image
self.rect = self.image.get_rect()
self.renderer = renderer
self.speed = 2
self.position = Vector2(x, y)
self.angle_speed = 0
self.angle = 0
self.accel = 0
self.rot_accel = 0
self.rot_max_speed = 7
self.max_speed = 2.71828183 # for jokes
self.dx = 0
self.state = 'p1_idle'
self.frame = 0
# pg.mixer.pre_init(44100, -16, 10, 3072)
pg.mixer.pre_init(44100, -16, 2, 512)
pg.mixer.set_num_channels(32)
Bullet.sound_pew = pg.mixer.Sound('resources/shoot_bloop.wav')
Bullet.sound_pew.set_volume(0.035)
Bullet.sound_hit = pg.mixer.Sound('resources/bounce6.wav')
Bullet.sound_hit.set_volume(0.02)
Bullet.sound_wall_hit = pg.mixer.Sound('resources/hit_projectile.wav')
Bullet.sound_wall_hit.set_volume(0.02)
Bullet.sound_portal_hit = pg.mixer.Sound('resources/place.wav')
Bullet.sound_portal_hit.set_volume(0.02)
self.hit_sound = pg.mixer.Sound('resources/hit.wav')
self.hit_sound.set_volume(0.04)
self.portal_sound = pg.mixer.Sound('resources/portal_sound.wav')
self.portal_sound.set_volume(0.04)
self.bullet_list = pg.sprite.Group()
self.enemy = enemy
self.health = 100
self.block_list = block_list
self.stun = 0
self.tp_cooldown = 0
self.dead = False
Player.font = pg.font.SysFont("freesansbold", 100)
def update(self):
w, h = self.original_image.get_size()
key_pressed = pg.key.get_pressed()
global cooldown
cooldown += self.renderer.clock.get_time()
if cooldown > 165:
cooldown = 0
if self.tp_cooldown > 0:
self.tp_cooldown -= 1
if self.stun > 0:
self.stun -= 1
global game_end_timer
if game_end_timer > 0:
game_end_timer -=1
if game_end_timer <= 0 and self.dead:
sys.exit()
if key_pressed[pg.K_LEFT]:
self.rot_accel = 1.5
elif key_pressed[pg.K_RIGHT]:
self.rot_accel = -1.5
else:
self.rot_accel = 0
self.frame += 1
if self.frame >= len(self.renderer.animation_database[self.state]):
self.frame = 0
player_img_id = self.renderer.animation_database[self.state][self.frame]
player_img = self.renderer.animation_frames[player_img_id]
rotated_image, origin = self.renderer.rotate(player_img,
self.position, (w/2, h/2), self.angle)
# print(game_end_timer)
if (self.health < 20):
text = Player.font.render('Player Red Wins', 1, pg.Color((255, 255, 255)))
text_rect = text.get_rect(center=(GAME_RESOLUTION[0]//2, GAME_RESOLUTION[1] // 2))
# return text, text_rect
black_surf = pg.Surface((1600, 900))
black_surf.fill((0,0,0))
self.renderer.window.blit(black_surf, (0,0))
self.renderer.window.blit(text, text_rect)
if not self.dead:
game_end_timer = 70
rotated_image.fill((255, 255, 255, 0), None, pg.BLEND_RGBA_MULT)
self.dead = True
else:
rotated_image.fill((255, 255, 255, 2.55 * self.health),
None, pg.BLEND_RGBA_MULT)
self.renderer.base_surface.blit(
rotated_image, origin)
for i, bullet in sorted(enumerate(self.enemy.bullet_list), reverse=True):
if self.rect.colliderect(bullet.rect):
self.enemy.bullet_list.remove(bullet)
self.renderer.all.remove(bullet)
circle_effects.append([[self.rect.x, self.rect.y], 15, [
3, 0.2], [3, 0.3], (255, 255, 255)])
sparks.append([[self.rect.x, self.rect.y], random.randint(
0, 359), random.randint(13, 18) / 10 * 1.5, 5 * random.randint(5, 10) / 10, (241, 242, 218)])
self.renderer.screen_shake = 6
self.health -= 5
self.hit_sound.play()
# Circle Effects ----------------------------------------- #
# loc, radius, border_stats, speed_stats, color
for i, circle in sorted(enumerate(circle_effects), reverse=True):
circle[1] += circle[3][0]
circle[2][0] -= circle[2][1]
circle[3][0] -= circle[3][1]
if circle[2][0] < 1:
circle_effects.pop(i)
else:
pg.draw.circle(self.renderer.base_surface, circle[4], [int(circle[0][0]), int(
circle[0][1])], int(circle[1]), int(circle[2][0]))
if key_pressed[pg.K_SPACE] and cooldown == 0 and self.stun == 0:
self.state, self.frame = self.renderer.change_state(
self.state, self.frame, 'p1_shoot')
px = self.position[0] + math.cos(math.radians(self.angle)) * 10
py = self.position[1] - math.sin(math.radians(self.angle)) * 10
image = pg.transform.rotate(
random.choice(Player.box_rand), random.randint(0, 360))
rect = image.get_rect(center=(px, py))
b = Bullet(self.angle, self.renderer,
self.position[0], self.position[1], self, self.block_list)
self.bullet_list.add(b)
self.renderer.add(b)
self.renderer.base_surface.blit(image, rect)
if self.renderer.night:
self.renderer.filter.blit(
LIGHT_IMAGE, (self.position[0] - LIGHT_IMAGE.get_width() / 2, self.position[1] - LIGHT_IMAGE.get_height() / 2))
else:
self.state, self.frame = self.renderer.change_state(
self.state, self.frame, 'p1_idle')
# Sparks ------------------------------------------------- #
for i, spark in sorted(enumerate(sparks), reverse=True): # loc, dir, scale, speed
speed = spark[3]
scale = spark[2]
points = [
utils.advance(spark[0], spark[1], 2 * speed * scale),
utils.advance(spark[0], spark[1] + 90, 0.3 * speed * scale),
utils.advance(spark[0], spark[1], -1 * speed * scale),
utils.advance(spark[0], spark[1] - 90, 0.3 * speed * scale),
]
points = [[v[0], v[1]] for v in points]
color = (241, 242, 218)
# color = (255, 0,)
if len(spark) > 4:
color = spark[4]
pg.draw.polygon(self.renderer.base_surface, color, points)
spark[0] = utils.advance(spark[0], spark[1], speed)
# spark[3] -= 0.5+-
if spark[3] < 0.5:
spark[3] += 0.5
elif spark[3] > 0.5:
spark[3] -= 0.5
if abs(spark[3]) <= 0.5:
sparks.pop(i)
if self.renderer.night:
self.renderer.filter.blit(
LIGHT_IMAGE, (spark[0][0] - LIGHT_IMAGE.get_width() / 2, spark[0][1] - LIGHT_IMAGE.get_height() / 2))
# Handle acceleration
if key_pressed[pg.K_UP] and not self.stun:
if self.accel_x == 0:
self.accel_x = 0.7
else:
self.accel_x = 0
for block in self.block_list:
if self.rect.colliderect(block.rect) and block.block_type == 'wall':
self.accel_x = -0.7
self.stun = 45
self.renderer.screen_shake = 2
self.dx += self.accel_x
if abs(self.dx) >= self.max_speed:
self.dx = self.dx / abs(self.dx) * self.max_speed
if self.accel_x == 0:
self.dx *= 0.87
newX = self.position[0] + math.cos(math.radians(self.angle)) * self.dx
newY = self.position[1] - math.sin(math.radians(self.angle)) * self.dx
self.position[0] = max(0, min(newX, GAME_RESOLUTION[0]))
self.position[1] = max(0, min(newY, GAME_RESOLUTION[1]))
self.rect.x = self.position[0]
self.rect.y = self.position[1]
# Handle rotational interia
self.angle_speed += self.rot_accel
if abs(self.angle_speed) >= self.rot_max_speed:
self.angle_speed = self.angle_speed / \
abs(self.angle_speed) * self.rot_max_speed
if self.rot_accel == 0:
self.angle_speed *= 0.92
self.angle += self.angle_speed
# print(self.angle % 360)
for block in self.block_list:
if self.rect.colliderect(block.rect) and block.block_type == 'portal' and self.tp_cooldown == 0:
candidate_block = random.choice(self.block_list)
while candidate_block.block_type != 'portal' or candidate_block == block:
candidate_block = random.choice(self.block_list)
angle = self.angle % 360
# faci+-+-ng_up =
facing_right = angle > 315 or angle <= 45
facing_down = angle <= 315 and angle > 225
facing_left = angle <= 225 and angle > 135
facing_up = False
# print(facing_right, facing_down, facing_left)
mx = 0
my = 0
if facing_right:
mx = candidate_block.rect.x + candidate_block.w
my = self.rect.y - block.rect.y + candidate_block.rect.y
elif facing_left:
mx = candidate_block.rect.x
my = self.rect.y - block.rect.y + candidate_block.rect.y
elif facing_down:
mx = self.rect.x - block.rect.x + candidate_block.rect.x
my = candidate_block.rect.y + candidate_block.h
else:
mx = self.rect.x - block.rect.x + candidate_block.rect.x
my = candidate_block.rect.y
facing_up = True
# if facing_right:
# mx = candidate_block.rect.x + candidate_block.w
# my = candidate_block.rect.y + candidate_block.h / 2
# elif facing_left:
# mx = candidate_block.rect.x
# my = candidate_block.rect.y + candidate_block.h / 2
# elif facing_down:
# mx = candidate_block.rect.x + candidate_block.w / 2
# my = candidate_block.rect.y + candidate_block.h
# else:
# mx = candidate_block.rect.x + candidate_block.w / 2
# my = candidate_block.rect.y
# facing_up = True
self.position[0] = mx
self.position[1] = my
self.accel_x = 2
self.tp_cooldown = 120
# SPARKS THE COLOR OF THE STICKY NOTE
for _ in range(30):
sparks.append([[self.position[0], self.position[1]], random.randint(0, 359), random.randint(
7, 10) / 10 * 3, 9 * random.randint(5, 10) / 10 * 1 * (-1 if facing_up or facing_down else 1), candidate_block.color])
self.portal_sound.play()
# if self.renderer.night:
# self.renderer.filter.blit(
# LIGHT_IMAGE, (self.position[0] - LIGHT_IMAGE.get_width() / 2, self.position[1] - LIGHT_IMAGE.get_height() / 2))