plat3.py

Created by wperez274

Created on February 17, 2022

7.86 KB


from math import *
from random import *
from kandinsky import *
from ion import *
from time import *
from kandinsky import fill_rect as F
from random import randint as R
from ion import keydown as K

CYAN=(0,255,255)
RED=(255,0,0)
DARKRED=(135,0,0)
DARKGREEN=(0,135,0)
WHITE=(255,255,255)
BLACK=(0,0,0)
GREEN=(0,255,0)
BLUE=(0,0,255)

#screen width and height
SCRW=322
SCRH=222
SCRA=SCRW*SCRH

world=1
game=True
bg=(randint(0,35),randint(0,35),randint(0,35))

#player
psc=0
pe=9
plife=3
pc=CYAN

edash=False
edash_timer=0

eattacks=False
eruns=False
edefeated=False
dooropen=False
etimer=0
echase=False
edir=0
#enemys energy
ee=R(100,300)
ex=R(180,280)
ey=R(40,100)
ew=12
eh=18
ec=(R(0,255),R(0,255),R(0,255))

doorx=-10
doory=-10
doorw=9
doorh=20
doorc=(35,20,0)

def pause():
  draw_string("(PAUSED)",110,100,(randint(0,255),randint(0,255),randint(0,255)),bg)
  while K(KEY_OK):
    pass
  while not K(KEY_OK):
    pass
  while K(KEY_OK):
    draw_string("        ",110,100,bg,bg)
    pass


booljump,compteur_saut,L_saut=False,0,[int(-0.4*(x/4)**2+70) for x in range(-52,52)]+[0]
#L_saut=[int(-1*(x/6)**2+70) for x in range(-50,50)]

#length side + 

#side is the size or width
side=15
#player x 
x=15
#player y
y_floor=200

#player height i guess..
#player y = height - side i guess?
y=y_floor-side
# just a counter for the rgb effect on the cube
c=0
#background color
c_sky=bg
#clouds
c_cloud=(randint(0,255),randint(0,255),randint(0,255))

fill_rect(0,0,320,222,c_sky)

score=0
#variable for the square: length of each part
c_1=side//7
c_2=side//12

c_3=side-c_1*2-c_2*2

#player colors 
c_col_1=(randint(0,255),randint(0,255),randint(0,255))
c_col_3=(randint(0,255),randint(0,255),randint(0,255))

def display_square():
  c_1=side//7
  c_2=side//8
  c_3=side-c_1*2-c_2*2

  fill_rect(x,y,side,c_1,c_col_1)
  fill_rect(x,y+side-c_1,side,c_1,c_col_1)
  fill_rect(x,y+c_1,c_1,c_3+c_2*2,c_col_1)
  fill_rect(x+side-c_1,y+c_1,c_1,c_3+c_2*2,c_col_1)
  
  fill_rect(x+c_1,y+c_1,side-2*c_1,c_2,c_carre)
  fill_rect(x+c_1,y+c_1+c_2+c_3,side-2*c_1,c_2,c_carre)
  fill_rect(x+c_1,y+c_1+c_2,c_2,c_3,c_carre)
  fill_rect(x+c_1+c_2+c_3,y+c_1+c_2,c_2,c_3,c_carre)
  
  fill_rect(x+c_1+c_2,y+c_1+c_2,side-(c_1+c_2)*2,side-(c_1+c_2)*2,c_col_3)

#carre  
def hsv_to_rgb(h, s=1.0, v=1.0):#rgb effect, feel free to use it in your own project
      h = (h%360)/360
      if s == 0.0: v*=255; return (v, v, v)
      i = int(h*6.) # XXX assume int() truncates!
      f = (h*6.)-i; p,q,t = int(255*(v*(1.-s))), int(255*(v*(1.-s*f))), int(255*(v*(1.-s*(1.-f)))); v*=255; i%=6
      if i == 0: return (v, t, p)
      if i == 1: return (q, v, p)
      if i == 2: return (p, v, t)
      if i == 3: return (p, q, v)
      if i == 4: return (t, p, v)
      if i == 5: return (v, p, q)
#  
def wipe_out_previous_square(b):
  fill_rect(x-b,y-b,2*b+side,b,c_sky)
  fill_rect(x-b,y,b,side,c_sky)
  fill_rect(x+side,y,b,side,c_sky)
  fill_rect(x-b,y+side,2*b+side,y_floor-y-side,c_sky)
#
###laser
#length or amount i guess
L_projectiles=[]
#width and height of bullets
w_projectile=8
h_projectile=6
#velocity of bullets
v_projectile=4

##### SKY PART
offset=0#counter for clouds

L_clouds=[[0]*9+[2,1,1]+[0]*9,#here you can easily change the aspect of clouds (2 is meant to be directly placed at the left of 1)   {1 = a square of a cloud and 2 is the part to erase}
[0,0,2,1,1,0,0,0,0,2,1,1,0,0,0,2,1,1,0,0,0],
[0,2,1,1,1,1,0,0,2,1,1,1,1,0,2,1,1,1,1,0,0],
[2,1,1,1,1,1,0,2,1,1,1,1,1,0,2,1,1,1,1,1,0]]   

def display_clouds():
  global L_clouds,offset
  if offset ==16:
    offset=0
    L_clouds=[[i[-1]]+i[:-1]for i in L_clouds]
  else:offset+=1
  h,l=14,16
  for i,p in enumerate(L_clouds):
    for j,q in enumerate(p):
      if q==1:
        x_nuage,y_nuage=-1*l+offset+j*l,20+i*h
        fill_rect(x_nuage,y_nuage,l,h,c_cloud)
      if q==2:
        x_nuage,y_nuage=-1*l+offset+j*l+15,20+i*h
        fill_rect(x_nuage,y_nuage,2,h,c_sky)

#ground
y_ground1=y_floor+(222-y_floor)//3
#grass on dirt
y_ground2=215
#3 different colors for 3 different things
c_herbe=(25,111,61)
c_ground1=(160,64,0)
c_ground2=(96,48,0)

def display_ground():
  
  fill_rect(0,y_floor,320,222-y_floor,c_herbe)
  fill_rect(0,y_ground1,320,222-y_ground1,c_ground1)
  
  for i in range(80):#320
    random = randint(0,20)
    h =random*(y_ground2-y_ground1)//20
    
    fill_rect(i*4,y_ground1,4,h,c_herbe)
  
  for i in range(190):#190
    xground,yground=randint(0,320),randint(y_ground2-4,222)
    fill_rect(xground,yground,3,3,c_ground2)
  L_col=[(88,140,0),(0,88,24),(0,168,0)]
  
  for i in range(320):#320
    cground,xground,yground=L_col[randint(0,2)],randint(0,320),randint(y_floor,y_ground1)
    fill_rect(xground,yground,2,2,cground)

#ground random pattern grass
display_ground()

c_carre=(148, 49, 38)

fill_rect(x,y,side,side,c_carre)
Direction=1
bool_shoot=True

#main loop
while True:
  
  
  etimer+=0.1
  draw_string("World:"+str(world),100,2,bg,BLACK)
  draw_string(":["+str(plife),16,2,WHITE,BLACK)
  draw_string(":[",240,2,GREEN,BLACK)
  F(259,6,round(ee/4),10,RED)
 
  
  F(2,3,7,13,pc)
  F(4,5,5,5,CYAN)
  F(226,3,ew-3,eh-4,ec)
  F(227,6,5,4,WHITE)

  
  if etimer>R(3,7):
    etimer=0
    edir=R(1,4)
    echase=choice([False,True,True])
#enemy chases player
  if echase:
    if ex<x:
      edir=2
    if ex>x:
      edir=1
    if ey<y:
      edir=4
    if ey>y:
      edir=3
      
      
  #enemy moves      
  if edir==1:
    ex-=1
    F(ex+ew,ey,1,eh,bg)    
  if edir==2:
    ex+=1
    F(ex-1,ey,1,eh,bg)
  if edir==3:
    ey-=1
    F(ex,ey+eh,ew,1,bg)    
  if edir==4:
    ey+=1
    F(ex,ey-1,ew,1,bg)

        
  if dooropen:
    F(doorx,doory,doorw,doorh,(randint(0,255),randint(0,255),randint(0,255)))
    F(doorx,doory+doorh,doorw,2,WHITE)

  
  F(ex,ey,ew,eh,ec)
  F(ex+2,ey+4,8,4,choice([BLACK,WHITE,DARKGREEN]))
  
  
  
  
  
  if keydown(KEY_OK):
    pause()
  
  precedent_y=y

  if keydown(KEY_LEFT):
    Direction=-1
    if x>0:
      fill_rect(x+side-2,y,2,side,c_sky)
      x-=2
  
  elif keydown(KEY_RIGHT):
    Direction=1
    if x+side<=320:
      fill_rect(x,y,2,side,c_sky)
      x+=2
  
  if keydown(KEY_BACKSPACE):
    if y==y_floor-side: 
      booljump=True
#increase size
  if keydown(KEY_PLUS):
    if side<230:
        side+=1
        y-=1
        x-=side%2
#decrease size
  elif keydown(KEY_MINUS):
    if side>8:
        fill_rect(x,y-1,side,3,c_sky)
        fill_rect(x+side-1,y+1,1,side-1,c_sky)
        if booljump:
          fill_rect(x-1,y+side-1,side+3,1,c_sky)
        
        fill_rect(x,y,2,side,c_sky)
        x+=side%2
        side-=1
        y+=1
#player shoots
  if keydown(KEY_TOOLBOX):
    if bool_shoot:
      bool_shoot=False

      if len(L_projectiles)<15:
        if Direction==1:
          L_projectiles.append([x+side+3, y+4, 1,side//3,side//4])
        else:
          L_projectiles.append([x-3-w_projectile, y+4, -1,side//3,side//4])
  elif not(keydown(KEY_TOOLBOX)):
    bool_shoot=True  
#i guess there is limit of  
#bullets fired (L_projectiles)    
  if len(L_projectiles)!=0:
      for i in L_projectiles:
          #bullets reach left or right
          if i[0]>320 or i[0]<0-i[3]:
              L_projectiles.remove(i)
          else:
              if i[2]==1:
                x_eff_projectile=i[0]
              else:
                x_eff_projectile=i[0]+i[3]-v_projectile
  
              fill_rect(x_eff_projectile,i[1],v_projectile, i[4], c_sky)
              i[0]+=v_projectile*i[2]
              fill_rect(i[0],i[1],i[3], i[4], (0,0,0))
              fill_rect(i[0]+(i[3]//6)+1,i[1]+(i[4]//6)+1,i[3]-(i[3]//6)*2-2,i[4]-(i[4]//6)*2-2, c_carre)
          
  if booljump:
      y=y_floor-side-L_saut[compteur_saut]
      compteur_saut+=1
      
      if compteur_saut== len(L_saut):
        compteur_saut=0
        booljump=False
        #y=y_sol-cote
      if precedent_y<y:
        fill_rect(x-2,y-4,side+4,4,c_sky)
      else:
        fill_rect(x-2,y+side,side+4,precedent_y-y,c_sky)
        
      display_square()

  display_square()
  display_clouds()
  c+=1
  c_carre=hsv_to_rgb(c)

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