maze_escape_v5.py

Created by wperez274

Created on August 20, 2022

7.35 KB


from math import *
from kandinsky import *
from kandinsky import fill_rect as F
from kandinsky import draw_string as STR
from ion import *
from ion import keydown as KEY
from ion import KEY_LEFT as LEFT
from ion import KEY_RIGHT as RIGHT
from ion import KEY_UP as UP
from ion import KEY_DOWN as DOWN
from random import *
from random import randint as R
from time import *
H=255
SW=321
SH=222

bg=(40,0,60)
F(0,0,SW,SH,bg)

#left line
F(0,0,2,222,"cyan")
#right line
F(319,0,2,222,"cyan")
#top line
F(0,0,322,3,"cyan")
#bottom line
F(0,219,322,3,"cyan")


while not KEY(KEY_OK) and not KEY(KEY_EXE):
  F(0,35,322,3,"cyan")

  STR("MAZE ESCAPE",100,10,"white",bg)
  STR("KEYs [Arrow] = 8 Directions",6,70,"white",bg)
  STR("KEY [OK] = Slow Motion",20,100,"yellow",bg)
  STR("KEY [Backspace] = Pause/UnPause",6,130,"gray",bg)
  
  STR("KEY [Toolbox] = fire laser",20,170,"green",bg)
  
  
  STR("( Press [OK],[EXE] to Start )",20,200,"white",bg)
  

  
board="cyan"
F(0,0,SW,36,board)
p_alive=True
move=True

bg=(R(0,H),R(0,H),R(0,H))

world=1
score=0
bonus_points=0
plife=3
px=2
py=180
pw=7
ph=6 
ptravel=0
#leave this 
rect_x=300
rect_y=0
rect_size=0
laser_w=10
clock=R(2,5)
clock2=9
#player
set_pixel(px,py,"blue")
#rects
set_pixel(rect_x,rect_y,"black")

p=(px,py,pw,ph,"blue")

#generate new_world  
def new_world():
  global bg,clock,fuel_x,fuel_y
  
  fuel_x=R(5,300)
  fuel_y=R(40,200)
  ammo_x=R(5,300)
  ammo_y=R(40,200)

  F(0,39,322,222,(50,20,70))
  sleep(0.2)
  while not keydown(KEY_OK):
    STR("Maze Escaped!",100,80,"cyan",(50,20,70))
    STR("( Press [OK] to continue )",50,140,"white",(50,20,70))
    F(0,60,322,2,"red")
    F(0,180,322,2,"red")
            
  bg=(R(10,H),R(10,H),R(10,H))
  
  F(0,38,322,200,bg)
  F(317,38,3,222,"blue")    

  for i in range(10):
    for j in range(6):
      i=R(10,300)
      j=R(35,222)
#this may be width of parallel rects
      F(i,j,randint(4,7),randint(9,25),"black")
  
  clock+=1
  
F(0,0,322,2,"black")
F(0,38,322,200,bg)
F(317,38,3,222,(R(0,H),R(0,H),R(0,H)))
for i in range(10):
    for j in range(6):
      i=R(10,300)
      j=R(35,222)
      F(i,j,randint(3,8),randint(5,12),"black")


ammo_amount=3
ammo_x=R(5,300)
ammo_y=R(40,200)
ammo_w=5
ammo_h=8
ammo_c="red"


fuel_clock=0
fuel_x=R(5,300)
fuel_y=R(40,200)
fuel_w=6
fuel_h=6
fuel_c="white"

#main loop
while p_alive:
  clock+=1

  F(317,38,3,222,(R(0,H),R(0,H),R(0,H)))
  pw=8
  ph=5 
  set_pixel(px,py,"blue")
  STR("World:"+str(world),120,2,"black",board)
  STR("Life "+"\u2248 "+str(round(plife)),4,2,(0,0,100),board)
  STR("Ammo:"+str(round(ammo_amount)),240,2,(0,0,80),board)
  
  F(0,36,322,3,"black") 
  F(0,219,322,3,"black") 
  
  if not KEY(LEFT):
    clock2-=0.01

#laser amount depends on clock
  if clock>=0 and clock<=22:
#horizontal rect
    F(R(20,280),R(38,218),R(20,60),5,"black")
#parallel rect
    F(R(20,310),R(35,180),8,R(20,65),"black")

  F(px,py,pw,ph,"blue")
  
  F(px,py,1,ph,"cyan")
  F(px+pw-1,py,1,ph,"cyan")
  F(px,py,pw,1,"cyan")
  F(px,py+ph-1,pw,1,"cyan")
  
  F(rect_x,rect_y,rect_size,rect_size,"black")
  
  if KEY(LEFT) and move:
    sleep(0.001)
    score+=R(0,1)
    px-=1
    F(px+pw+1,py,1,ph,bg)
    plife-=0.0001
    clock2=9
    if px>1:
      ptravel+=1
  if px<1:px=1
  
  if KEY(KEY_RIGHT) and move:
    sleep(0.001)
    score+=R(0,1)
    px+=1
    F(px-1,py,1,ph,bg)
    plife-=0.0001
    clock2=9
    if px+pw<321:
      ptravel+=1
  if KEY(KEY_UP) and move:
    sleep(0.001)
    score+=R(0,1)
    py-=1
    F(px,py+ph+1,pw,1,bg)
    plife-=0.0001
    clock2=9
    if py>37:
      ptravel+=1
  if py<38:py=38
  
  if KEY(KEY_DOWN) and move:
    sleep(0.001)
    score+=R(0,1)
    py+=1
    F(px,py-1,pw,1,bg)
    plife-=0.0001
    clock2=9
    if py+ph<222:
      ptravel+=1
  if py+ph>222:
    py=222-ph
  
#////////////////////////
# player loses energy

  if get_pixel(px,py)==get_pixel(rect_x,rect_y):
    F(px,py,pw,ph,"red")
    plife-=0.08
    move=False
    sleep(0.1)
    move=True

  if get_pixel(px,py+ph)==get_pixel(rect_x,rect_y):# and keydown(KEY_LEFT):
    F(px,py,pw,ph,"red")
    plife-=0.03
    move=False
    sleep(0.1)
    move=True

  if get_pixel(px+pw,py)==get_pixel(rect_x,rect_y):
    F(px,py,pw,ph,"red")
    plife-=0.03
    move=False
    sleep(0.1)
    move=True

  if get_pixel(px+pw,py+ph)==get_pixel(rect_x,rect_y):
    F(px,py,pw,ph,"red")
    plife-=0.05
    move=False
    sleep(0.1)
    move=True
    #restart()
#player touches laser  
  if get_pixel(px+pw,py)==get_pixel(rect_x+5,rect_y):
    F(px,py,pw,ph,"red")
    move=False
    sleep(0.1)
    move=True
    
#///////////////////////////      
    
  if KEY(KEY_OK):
    move=True
    sleep(0.05)
    STR("(slow motion)",2,17,"black",board)
  else:
    STR("             ",2,17,board,board)
      
    
  if KEY(KEY_BACKSPACE):
    STR("(PAUSED)",70,17,"black",board)
    while KEY(KEY_BACKSPACE):
      pass
    while not KEY(KEY_BACKSPACE):
      pass
    while KEY(KEY_BACKSPACE):
      STR("        ",70,17,board,board)
      pass
    
  if px+pw>318:
    plife+=1
    px=2
    py=180
    #clock fr rect amount
    clock=R(1,3)
    world+=1
    new_world()
    clock2=9
  
  if clock2<1:
    clock2=9
# amount of rects are 
# added based
# on clock value
# the higher the range in
# clock (below), the less 
# rects are added.

    clock=R(6,17)
    F(px,py,pw,ph,"red")
    sleep(0.4)
    F(px,py,pw,ph,bg)
    sleep(0.4)
    
  if plife<=0:
    p_alive=False
    F(px,py,pw,ph,"red")

    


  F(px+3,py+1,5,3,(R(0,H),R(0,H),R(0,H)))    
  

#fuel box  
  F(fuel_x,fuel_y,fuel_w,fuel_h,fuel_c)  
#outline just for looks  
  F(fuel_x,fuel_y,1,fuel_h,"blue")  
  F(fuel_x+fuel_w-1,fuel_y,1,fuel_h,"blue")  
  F(fuel_x,fuel_y,fuel_w,1,"blue")  
  F(fuel_x,fuel_y+fuel_h-1,fuel_w,1,"blue")  


#ammo box  
  F(ammo_x,ammo_y,ammo_w,ammo_h,ammo_c)
#outline just for looks  
  F(ammo_x,ammo_y,1,ammo_h,"blue")  
  F(ammo_x+ammo_w-1,ammo_y,1,ammo_h,"blue")  
  F(ammo_x,ammo_y,ammo_w,1,"blue")  
  F(ammo_x,ammo_y+ammo_h-1,ammo_w,1,"blue")

#player gets ammo
  if px+pw>=ammo_x and px<=ammo_x+ammo_w and py+ph>=ammo_y and py<=ammo_y+ammo_h:
    F(ammo_x,ammo_y,ammo_w,ammo_h,bg)
    sleep(0.4)
    F(px,py,pw,ph,"purple")
    ammo_x=R(5,300)    
    ammo_y=R(40,200)
    ammo_amount+=7
  
  if ammo_amount>20:
    ammo_amount=20
    

#player gets energy
  if px+pw>=fuel_x and px<=fuel_x+fuel_w and py+ph>=fuel_y and py<=fuel_y+fuel_h:
    F(fuel_x,fuel_y,fuel_w,fuel_h,bg)
    sleep(0.4)
    F(px,py,pw,ph,"cyan")
    
    fuel_x=R(5,300)
    fuel_y=R(40,200)
    plife+=1
  
  if keydown(KEY_TOOLBOX):
    ammo_amount-=0.6
    F(220,2,95,22,"cyan")
    if ammo_amount<0:
      ammo_amount=0
    
    if ammo_amount>0:
      F(px+pw+5,py+1,32,2,choice(["white","cyan"]))
      sleep(0.03)
      F(px+pw+5,py+1,32,2,bg)
  
F(px,py,pw,ph,"red")
sleep(2)
#game over    
sx=450
F(0,0,322,222,(0,0,0))
draw_string("Written by: Wilson",11,7,"white","black")
while plife<0 and not keydown(KEY_OK):
  F(0,1,322,5,"cyan")
  F(0,217,322,5,"cyan")
  F(0,0,5,222,"cyan")
  F(316,0,5,222,"cyan")
  sleep(0.05)
  sx-=8
  if sx<170:
    sx=170
  draw_string("GAME OVER",100,80,(randint(100,255),0,randint(0,55)),"black")
  draw_string("SCORE:",100,120,"orange","black")
  draw_string(str(score)+" ",sx,120,"cyan","black")
  
  
  if world>1:
    draw_string("Worlds Survived: "+str(world-1),60,160,"gray","black")
  else:
    draw_string("Worlds Survived: "+str(0),60,160,"gray","black")
    draw_string("You need more practice",40,190,"white","black")

During your visit to our site, NumWorks needs to install "cookies" or use other technologies to collect data about you in order to:

With the exception of Cookies essential to the operation of the site, NumWorks leaves you the choice: you can accept Cookies for audience measurement by clicking on the "Accept and continue" button, or refuse these Cookies by clicking on the "Continue without accepting" button or by continuing your browsing. You can update your choice at any time by clicking on the link "Manage my cookies" at the bottom of the page. For more information, please consult our cookies policy.