g22raptor_7.py

Created by wperez274

Created on March 26, 2023

7.42 KB


from math import *
from random import *
from kandinsky import *
from ion import *
from time import *

txt=(randint(200,255),randint(200,255),randint(200,255))
bg=(randint(0,50),randint(0,50),randint(0,50))
fill_rect(0,0,322,222,bg)
clock=0
while not keydown(KEY_OK):
  clock+=0.40
  
  if clock<1:
    for i in range(20):
      for j in range(20):
        i=randint(0,321)
        j=randint(0,20)
        k=randint(0,321)
        l=randint(150,222)
        fill_rect(i,j,randint(20,50),randint(20,70),choice(["red","black"]))
        fill_rect(k,l,randint(20,50),randint(20,70),choice(["red","black"]))

    draw_string("G-22 Raptor",100,110,txt,bg)

startimer=0
#amount of stars
nb=randint(20,60)
st = [0]*nb
pr = [0]*nb
#background maybe eraser
NR="black"

def point():
  return [randrange(320),0,randrange(1,10)]

for i in range(nb): st[i] = point()
fill_rect(0,0,320,222,NR)

#color definitions via RGB Decimal
BLACK=(0,)*3
RED=(255,0,0)
DARK_RED=(125,0,0)
WHITE=(255,)*3
BLUE=(0,0,255)
YELLOW=(255,255,0)
MAGENTA=(255,0,255)
GREEN=(0,255,0)
BLACK=(0,)*3
CYAN=(0,255,255)

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=randint(350,500)
my=randint(30,100)
mw=randint(20,50)
mh=randint(30,70)
mc=(randint(0,55),randint(0,55),randint(0,55))

enemies_destroyed=0
et=0
efast=False
#enemy energy
ee=5
ex=280
ey=100
ew=15
eh=15
ec=(randint(0,255),randint(0,255),randint(0,255))

fill_rect(0,0,322,222,bg)

#ceiling
for i in range(0,322):
      i+=1
      fill_rect(i,randint(20,25),randint(2,5),randint(5,15),choice([(125,0,0),(0,0,0),"red"]))
#ground
for i in range(0,322):
      i+=1
      lava_y=randint(180,210)
      fill_rect(i,lava_y,randint(2,5),200,choice([(255,0,0),(0,0,0),(120,0,0)]))
  
fill_rect(0,0,322,22,(0,0,0)) 
#main loop
while game:
#enemy random speedup
  et+=0.01
  if et>randint(2,5):
    et=0
    efast=choice([0,1,1])

  draw_string("| World:"+str(world)+" |",108,2,bg,BLACK)
  draw_string("Player[",5,0,CYAN,BLACK)
  fill_rect(73,4,round(pe/3),11,pc)
  
  fill_rect(px,py,pw,ph,pc)
  fill_rect(px+4,py+1,4,2,CYAN)
  
  draw_string("Enemy[",240,0,"green",(0,0,0))
  fill_rect(298,4,round(ee),11,RED)
#moving aircraft
  ex-=1
  fill_rect(ex,ey,5,3,ec)
  fill_rect(ex-5,ey+5,5,3,ec)
  fill_rect(ex,ey+10,5,3,ec)
#erase spacecraft trail  
  fill_rect(ex+6,ey,5,3,bg)
  fill_rect(ex+1,ey+5,5,3,bg)
  fill_rect(ex+6,ey+10,5,3,bg)
  fill_rect(ex-5,ey+5,5,3,"red")
  
#rects reach left  
  if ex < -randint(10,30):
    ee=randint(5,10)
    fill_rect(258,4,round(ee)+10,11,BLACK)
    ex=randint(250,350)
    ey=randint(37,170)
    ec=(randint(0,255),randint(0,255),randint(0,255))
    pe-=randint(3,5)
    fill_rect(73+int(pe/3),4,2,11,BLACK)
    fill_rect(px,py,pw,ph,RED)
#[0,0,1] is a choice list of True or False
    efast=choice([0,0,1])
    et=0
    
    for i in range(0,322):
      i+=1
      lava_y=randint(180,210)
      fill_rect(i,lava_y,randint(2,5),200,choice([(255,0,0),(120,0,0),(0,0,0)]))

#player shoots              
  if keydown(KEY_OK):
    fill_rect(px+pw-2,py,2,ph,"red")
    fill_rect(px+pw,py+1,322-px,3,(randint(100,255),randint(100,255),randint(100,255)))
    sleep(0.001)
    fill_rect(px+pw,py+1,322-px,3,bg)
    
  if keydown(KEY_LEFT):
    px-=1
    fill_rect(px+pw,py,1,ph,bg)  
  
  if keydown(KEY_RIGHT):
    px+=1
    fill_rect(px-1,py,1,ph,bg)  
  
  if keydown(KEY_RIGHT):
    px+=1
    fill_rect(px-1,py,1,ph,bg)  
  
  if keydown(KEY_UP):
    py-=1
    fill_rect(px,py+ph,pw,1,bg)  
    
  if keydown(KEY_DOWN):
    py+=1
    fill_rect(px,py-1,pw,1,bg)  
#enemy is hit.
  if keydown(KEY_OK) and py+1 >= ey and py+1 <= ey+eh and px+pw<=ex+ew:
    fill_rect(298,2,25,15,BLACK)
    for i in range(randint(2,10)):
      for j in range(randint(2,10)):
        i=ex+randint(0,7)
        j=ey+randint(0,7)
        fill_rect(i,j,randint(2,5),randint(2,5),choice([CYAN,BLACK,bg,ec]))
    
 
    
    fill_rect(258,4,round(ee),11,BLACK)
    ee-=0.06
    psc+=randint(2,5)
    pe+=0.02
#enemy destroyed    
  if ee<1:
    ee=randint(4,12)
    ex=randint(250,500)
    ey=randint(37,170)
    ec=(randint(0,255),randint(0,255),randint(0,255))
    enemies_destroyed+=1
    pe+=3
    pc=(randint(50,200),randint(50,200),randint(50,200))
    psc+=randint(10,20)

  if enemies_destroyed>randint(5,15):
    enemies_destroyed=0
    ee=randint(4,12)
    ex=randint(250,500)
    ey=randint(37,170)
    ec=(randint(0,255),randint(0,255),randint(0,255))
    bg=(randint(0,255),randint(0,255),randint(0,255))
    fill_rect(0,23,322,222,bg)
    pe+=3
    pc=(randint(50,200),randint(50,200),randint(50,200))
    psc+=randint(10,20)
    world+=1
#ceiling    
    for i in range(0,322):
      i+=1
      fill_rect(i,randint(20,25),randint(2,5),randint(5,15),choice([(randint(0,75),randint(0,75),randint(0,75)),(0,0,0),(randint(0,55),randint(0,55),randint(0,55))]))
#bottom/ ground
    for i in range(0,322):
      i+=1
      lava_y=randint(180,210)
      fill_rect(i,lava_y,randint(2,5),200,choice([(randint(0,75),randint(0,75),randint(0,75)),(0,0,0),(randint(0,55),randint(0,55),randint(0,55))]))
#player crashes into ceiling    
  if py<=36:
    py=randint(35,36)
    pe-=2
    fill_rect(73+int(pe/3),4,2,11,BLACK)
    fill_rect(px,py,pw,ph,RED)
    for i in range(0,322):
      i+=1
      fill_rect(i,randint(20,25),randint(2,5),randint(5,15),choice([(randint(0,75),randint(0,75),randint(0,75)),(0,0,0),(randint(0,55),randint(0,55),randint(0,55))]))
 
#player crashes into ground    
  if py>=180:
    py=randint(179,180)
    pe-=2
    fill_rect(73+int(pe/3),4,2,11,BLACK)
    fill_rect(px,py,pw,ph,RED)
    for i in range(0,322):
      i+=1
      lava_y=randint(180,210)
      fill_rect(i,lava_y,randint(2,5),200,choice([(randint(0,75),randint(0,75),randint(0,75)),(0,0,0),(randint(0,55),randint(0,55),randint(0,55))]))
  
  if px<1:
    px=1
    
  if px+pw>322:
    px=322-pw
  
  if pe<1:
    game=False
    
#pause game    
  if keydown(KEY_BACKSPACE):
    draw_string("(PAUSED)",110,100,(randint(0,255),randint(0,255),randint(0,255)),bg)
    while keydown(KEY_BACKSPACE):
      pass
    while not keydown(KEY_BACKSPACE):
      pass
    while keydown(KEY_BACKSPACE):
      draw_string("        ",110,100,bg,bg)
      pass

#player low on energy
  if pe<20:
    fill_rect(px,py+ph,1,1,choice([(120,0,0),(255,0,0),bg,"black"]))
    fill_rect(px,py-1,pw,1,bg)
    py+=randint(0,1)

  if efast:
    for i in range(randint(1,3)):
      ex-=1
      fill_rect(ex+ew,ey,2,eh,bg)

  startimer+=0.1
  if startimer>randint(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 >= 240: st[i] = point()
      if pr[i] != 0: set_pixel(pr[i][0],pr[i][1],bg)
      pr[i] = [int(Sx),int(Sy)]
    
      r=randint(0,200)
      g=randint(0,200)
      b=randint(0,200)
      set_pixel(pr[i][0],pr[i][1],color(r,g,b))
    
  fill_rect(mx,my,mw,mh,mc)  
  fill_rect(mx+mw+1,my,1,mh,bg)  
          
  mx-=1
  
  if mx+mw<0-randint(10,20):
    mx=randint(400,600)
    mw=randint(20,50)
    mh=randint(30,100)
    my=randint(30,180-mh)
    
    mc=(randint(0,55),randint(0,55),randint(0,55))
    
  if px+pw>=mx and px<=mx and py+ph>=my and py<=my+mh:
    px-=1
    pe-=0.5
    fill_rect(0,0,322,20,bg)
    fill_rect(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
    
#game over
draw_string("GAME OVER",100,100,choice(["black","cyan","white"]),bg)      
draw_string("SCORE:"+str(psc),100,140,choice(["gray","green","yellow"]),bg)

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