f_59_destroyer.py

Created by wperez274

Created on February 28, 2023

5.88 KB


from math import *
from random import *
from kandinsky import *
from ion import *
from time import *
from kandinsky import fill_rect as F
from kandinsky import draw_string as STR
from ion import keydown as K
from random import randint as R
from random import choice as CH

H=255
Mc=200

SW=322
SH=222

txt=(R(Mc,H),R(Mc,H),R(Mc,H))
bg=(0,0,0)
F(0,0,SW,SH,bg)
clock=0
while not K(KEY_EXE):
  clock+=0.40
  
  if clock<1:
    for i in range(20):
      for j in range(20):
        i=R(0,SW)
        j=R(0,20)
        k=R(0,SW)
        l=R(150,SH)
        F(i,j,R(20,50),R(20,70),CH(["red","black"]))
        F(k,l,R(20,50),R(20,70),CH(["red","black"]))

    STR("F-59 Destroyer",100,110,txt,bg)

bg=(R(0,40),R(0,40),R(0,40))

startimer=0
#amount of stars
nb=R(10,20)

st = [0]*nb
pr = [0]*nb
#background maybe eraser
NR="black"

def point():
  return [randrange(H),0,randrange(1,10)]

for i in range(nb): st[i] = point()
F(0,0,H,SH,NR)

#color definitions via RGB Decimal
BLACK=(0,)*3
RED=(H,0,0)
DARK_RED=(125,0,0)
WHITE=(H,)*3
BLUE=(0,0,H)
YELLOW=(H,H,0)
MAGENTA=(H,0,H)
GREEN=(0,H,0)
BLACK=(0,)*3
CYAN=(0,H,H)

world=1

#bg=WHITE
game=True
psc=0
pl=3
pe=30
px=10
py=100
pw=9
ph=5
pc=WHITE

#dark matter
mx=R(350,500)
my=R(30,100)
mw=R(20,50)
mh=R(30,70)
mc=(R(0,55),R(0,55),R(0,55))

enemies_destroyed=0
et=0
efast=False
#enemy energy
ee=5
ex=280
ey=100
ew=15
eh=15
ec=(R(0,H),R(0,H),R(0,H))

F(0,0,SW,SH,bg)

#ceiling
for i in range(0,SW):
      i+=1
      F(i,R(20,25),R(10,20),R(5,15),BLACK)
#ground
for i in range(0,SW):
      i+=1
      lava_y=R(180,210)
      F(i,lava_y,R(10,20),Mc,BLACK)
  
F(0,0,SW,22,(0,0,0)) 
#main loop
while game:
#enemy random speedup
  et+=0.01
  if et>R(2,5):
    et=0
    efast=R(0,1)

  STR(" World:"+str(world),108,2,bg,BLACK)
  STR("Player[",5,0,CYAN,BLACK)
  F(73,4,round(pe/3),11,pc)
  
  F(px,py,pw,ph,pc)
  F(px+4,py+1,4,2,CYAN)
  
  STR("Enemy[",240,0,"green",BLACK)
  F(298,4,round(ee),11,RED)
#moving aircraft
  ex-=1
  F(ex,ey,5,3,ec)
  F(ex-5,ey+5,5,3,ec)
  F(ex,ey+10,5,3,ec)
#erase spacecraft trail  
  F(ex+6,ey,5,3,bg)
  F(ex+1,ey+5,5,3,bg)
  F(ex+6,ey+10,5,3,bg)
  F(ex-5,ey+5,5,3,"red")
  
#rects reach left  
  if ex < -R(10,30):
    ee=R(5,10)
    F(258,4,round(ee)+10,11,BLACK)
    ex=R(300,350)
    ey=R(37,180)
    ec=(R(0,H),R(0,H),R(0,H))
    pe-=R(1,3)
    F(73+int(pe/3),4,2,11,BLACK)
    F(px,py,pw,ph,RED)
#[0,0,1] is a CH list of True or False
    efast=CH([0,0,1])
    et=0
#player shoots              
  if K(KEY_OK):
    F(px+pw-2,py,2,ph,"red")
    F(px+pw,py+1,SW-px,3,(R(100,H),R(100,H),R(100,H)))
    sleep(0.001)
    F(px+pw,py+1,SW-px,3,bg)
    
  if K(KEY_LEFT):
    px-=1
    F(px+pw,py,1,ph,bg)  
  
  if K(KEY_RIGHT):
    px+=1
    F(px-1,py,1,ph,bg)  
  
  if K(KEY_RIGHT):
    px+=1
    F(px-1,py,1,ph,bg)  
  
  if K(KEY_UP):
    py-=1
    F(px,py+ph,pw,1,bg)  
    
  if K(KEY_DOWN):
    py+=1
    F(px,py-1,pw,1,bg)  
#enemy is hit.
  if K(KEY_OK) and py+1 >= ey and py+1 <= ey+eh and px+pw<=ex+ew:
    F(298,2,25,15,BLACK)
    for i in range(R(2,10)):
      for j in range(R(2,10)):
        i=ex+R(0,7)
        j=ey+R(0,7)
        F(i,j,R(2,5),R(2,5),CH([CYAN,BLACK,bg,ec]))
    
 
    
    F(258,4,round(ee),11,BLACK)
    ee-=0.06
    psc+=R(2,5)
    pe+=0.02
#enemy destroyed    
  if ee<1:
    ee=R(4,12)
    ex=R(250,500)
    ey=R(37,170)
    ec=(R(0,H),R(0,H),R(0,H))
    enemies_destroyed+=1
    pe+=3
    pc=(R(50,Mc),R(50,Mc),R(50,Mc))
    psc+=R(10,20)

  if enemies_destroyed>R(5,10):
    world+=1
    enemies_destroyed=0
    ee=R(4,9)
    ex=R(400,600)
    ey=R(37,170)
    ec=(R(0,H),R(0,H),R(0,H))
    bg=(R(0,H),R(0,H),R(0,H))
    F(0,23,SW,SH,bg)
    pe+=3
    pc=(R(50,Mc),R(50,Mc),R(50,Mc))
    psc+=R(10,20)
    
#ceiling    
    for i in range(0,SW):
      i+=1
      F(i,R(20,25),R(10,20),R(2,5),BLACK)
#bottom/ ground
    for i in range(0,SW):
      i+=1
      lava_y=R(180,210)
      F(i,lava_y,R(10,20),Mc,BLACK)
#player crashes into ceiling    
  if py<=36:
    py=R(35,36)
    pe-=2
    F(73+int(pe/3),4,2,11,BLACK)
    F(px,py,pw,ph,RED)
    for i in range(0,SW):
      i+=1
      F(i,R(20,25),R(20,50),R(5,15),BLACK)
 
#player crashes into ground    
  if py>=180:
    py=R(179,180)
    pe-=2
    F(73+int(pe/3),4,2,11,BLACK)
    F(px,py,pw,ph,RED)
    for i in range(0,SW):
      i+=1
      lava_y=R(180,210)
      F(i,lava_y,R(20,50),Mc,BLACK)
  
  if px<1:
    px=1
    
  if px+pw>SW:
    px=SW-pw
  
  if pe<1:
    game=False
    
#pause game    
  if K(KEY_BACKSPACE):
    STR("(PAUSED)",110,100,(R(0,H),R(0,H),R(0,H)),bg)
    while K(KEY_BACKSPACE):
      pass
    while not K(KEY_BACKSPACE):
      pass
    while K(KEY_BACKSPACE):
      STR("        ",110,100,bg,bg)
      pass

#player low on energy
  if pe<10:
    F(px,py+ph,1,1,CH([(120,0,0),(H,0,0),bg,BLACK]))
    F(px,py-1,pw,1,bg)
    py+=R(0,1)

  if efast:
    for i in range(R(1,2)):
      ex-=1
      F(ex+ew,ey,2,eh,bg)

  startimer+=0.1
  if startimer>R(3,7):
    startimer=0
  
    for i in range(nb):
      st[i][1] += randrange(1,int(50/st[i][2]))
      z = st[i][2]
      Sx = st[i][0]
      Sy = min(240,st[i][1])
      if Sy >= 170: st[i] = point()
      if pr[i] != 0: set_pixel(pr[i][0],pr[i][1],bg)
      pr[i] = [int(Sx),int(Sy)]
    
      r=R(0,Mc)
      g=R(0,Mc)
      b=R(0,Mc)
      set_pixel(pr[i][0],pr[i][1],color(r,g,b))
    
  F(mx,my,mw,mh,mc)  
  F(mx+mw+1,my,1,mh,bg)  
          
  mx-=1
  
  if mx+mw<0-R(10,20):
    mx=R(400,600)
    mw=R(20,50)
    mh=R(30,100)
    my=R(30,180-mh)
    
    mc=(R(0,55),R(0,55),R(0,55))
    
  if px+pw>=mx and px<=mx and py+ph>=my and py<=my+mh:
    px-=1
    pe-=0.5
    F(0,0,SW,20,bg)
    F(px,py,pw,ph,"red")    

  if px>=mx and px+pw<=mx and py>=my and py+ph<=my+mh:
    px=mx+mw+2
    pe-=0.2
  
  

    
  if px+pw>=ex and px<=ex+ew and py+ph>=ey and py<=ey+eh:
    F(px,py,pw,ph,RED)
    pe-=0.2
#game over
STR("GAME OVER",100,100,CH(["black","cyan","white"]),bg)      
STR("SCORE:"+str(psc),100,140,CH(["gray","green","yellow"]),bg)

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