pytha_world_7.py

Created by wperez274

Created on April 22, 2023

7.9 KB


# Game By: Wilson
from math import *
from random import *
from kandinsky import *
from ion import *
from time import *

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

bg=BLACK
fill_rect(0,0,322,222,bg)
while not keydown(KEY_OK):
  fill_rect(0,10,322,3,BLUE)
  fill_rect(0,50,322,3,BLUE)
  draw_string("Pythagoras World",50,22,"white",bg)
  draw_string("Key [Backspace] = Pause/Unpause",5,110,"green",bg)
  draw_string("Use [ARROWS] to Avoid Rects",15,140,"cyan",bg)
  sleep(0.1)
  draw_string("( Press [OK] to START )",25,190,"white",bg)

sleep(0.2)
fill_rect(0,0,322,222,(0,0,0))
fill_rect(0,20,322,2,"gray")
fill_rect(0,200,322,2,"gray")

while not keydown(KEY_OK):
  draw_string("________TIPS:_______",40,50,"gray",(0,0,0))
  draw_string("Rects with values higher",10,100,"white",(0,0,0))
  draw_string("than [40] are hard to destroy.",10,130,"white",(0,0,0))
  draw_string("Avoid the Dark Matter!",20,160,"cyan",(0,0,0))

game=True
bg=(randint(0,255),randint(0,255),randint(0,255))
psc=0
pe=35
px=20
py=100
pw=10
ph=5
pc=(randint(200,255),randint(200,255),randint(200,255))

rect_x=randint(300,500)
rect_y=randint(20,200)
rect_w=randint(20,60)
rect_h=randint(20,60)
rect_c=(randint(0,255),randint(0,255),randint(0,255))
rectmass=(rect_w*rect_h)/5

#rects can chase or change 
#shape dimension
rect_t=0
rect_g=False
rect_chase=False
rect_v=0

# dark matter!
darkm_x=randint(322,500)
darkm_y=randint(22,200)
darkm_w=randint(20,80)
darkm_h=randint(20,80)
darkm_c=(randint(0,25),randint(0,25),randint(0,25))

# move rect 
def move_Rect():
  global rect_x,rect_y,rect_w,rect_h,rect_c
  rect_x-=1
  fill_rect(rect_x+rect_w,rect_y,1,rect_h,bg)
# move meteor 
def move_darkmatter():
  global darkm_x,darkm_y,darkm_w,darkm_h
  darkm_x-=1
  fill_rect(darkm_x+darkm_w,darkm_y,1,darkm_h,bg)
#move player  
def move_Left():
  global px,py,pw,ph,pc
  px-=1
  fill_rect(px+pw,py,1,ph,bg)
def move_Right():
  global px,py,pw,ph,pc,bg
  px+=1
  fill_rect(px-1,py,1,ph,bg)
def move_Up():
  global px,py,pw,ph,pc,bg
  py-=1
  fill_rect(px,py+ph,pw,1,bg)
def move_Down():
  global px,py,pw,ph,pc,bg
  py+=1
  fill_rect(px,py-1,pw,1,bg)
# when keys pressed
def keyListen():
  if keydown(KEY_BACKSPACE):
    pause()
  if keydown(KEY_LEFT):
    move_Left()
  if keydown(KEY_RIGHT):
    move_Right()
  if keydown(KEY_UP):
    move_Up()
  if keydown(KEY_DOWN):
    move_Down()

# game is paused/unpaused
def pause():
  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
# draw the main things      
def drawGame():
  draw_string("Player[",5,0,"cyan",(0,0,0))
  fill_rect(73,4,round(pe/3),11,pc)
  draw_string("Enemy[",200,0,"green",(0,0,0))
  fill_rect(258,4,round(rectmass*0.02),11,(255,0,0))
  fill_rect(0,0,4,222,"red")
  fill_rect(darkm_x,darkm_y,darkm_w,darkm_h,darkm_c)
  fill_rect(px,py,pw,ph,pc)
  fill_rect(rect_x,rect_y,rect_w,rect_h,rect_c)

# Game over when pe is less
# than zero.
def gameEnd():
  global bg,psc
  for i in range(100):
    for j in range(100):
      i=randint(0,321)
      j=randint(0,222)
      fill_rect(i,j,randint(2,5),randint(2,5),choice(["black","white","gray"]))
  draw_string("GAME OVER",100,90,(randint(0,255),randint(0,255),randint(200,255)),(0,0,0))      
  draw_string("SCORE: "+str(psc),100,120,(randint(200,255),randint(200,255),randint(200,255)),(0,0,0))      

def rect_spawn():
  global rect_x,rect_y,rect_w,rect_w,rect_c,rectmass
  rect_x=randint(250,322)
  rect_y=randint(36,140)
  rect_w=randint(20,100)
  rect_h=randint(40,150)
  rect_c=(randint(0,255),randint(0,255),randint(0,255))
  rectmass=(rect_w*rect_h)/6
       
fill_rect(0,22,322,222,bg)

def drawlava():
  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))]))
#ground  
  for i in range(0,322):
    i+=1
    lava_y=randint(205,220)
    fill_rect(i,lava_y,randint(2,5),30,choice([(randint(0,75),randint(0,75),randint(0,75)),(0,0,0),(randint(0,55),randint(0,55),randint(0,55))]))

drawlava()
while game:
# sometimes rect will follow 
  rect_chase=choice([1,0,1,0,0,0])
    
  drawGame()
  keyListen()
  move_Rect()
  move_darkmatter()
# when rectangle reaches left wall
  if rect_x<0-rect_w-randint(10,25):
    rect_spawn()
    pe-=2
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    fill_rect(px,py,pw,ph,(255,0,0))
    fill_rect(258,4,70,11,(0,0,0))

    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))]))
  
    for i in range(0,322):
      i+=1
      lava_y=randint(205,220)
      fill_rect(i,lava_y,randint(2,5),30,choice([(randint(0,75),randint(0,75),randint(0,75)),(0,0,0),(randint(0,55),randint(0,55),randint(0,55))]))

# if player gets hit, energy
  if px+pw >= rect_x and px <= rect_x+rect_w and py+ph >= rect_y and py <= rect_y+rect_h:
    fill_rect(px,py,pw,ph,"red")
    pe-=0.1
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    px-=1
# dark matter is unbreakable
  if px+pw >= darkm_x and px <= darkm_x+darkm_w and py+ph >= darkm_y and py <= darkm_y+darkm_h:
    fill_rect(px,py,pw,ph,choice(["black","red"]))
    pe-=2
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    sleep(0.01)
    
  if pe<1:
    game=False
  
  if rect_chase:
    if int(rect_y+rect_h/2) < py:
      rect_y+=1
      fill_rect(rect_x,rect_y-1,rect_w,1,bg)
    if rect_y>py:
      rect_y-=1
      fill_rect(rect_x,rect_y+rect_h,rect_w,1,bg)
  
  if py+ph > 218:
    py=218-ph
    pe-=0.02
    fill_rect(px,py,pw,ph,"red")
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    
  if py < 23:
    py=23
    pe-=0.02
    fill_rect(px,py,pw,ph,"red")
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    
  # player touches lava on left
  if px < 3:
    px = 3
    fill_rect(px,py,pw,ph,"red")
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    pe -= 0.2
    
  if px+pw>322:
    px=322-pw
    
  if keydown(KEY_OK):
    fill_rect(px+3,py,322,4,(randint(0,255),randint(0,255),randint(0,255)))
    sleep(0.002)
    fill_rect(px+3,py,322,4,bg)
# player is low on energy
  if pe<=20:
    fill_rect(px+randint(-3,3),py,randint(2,4),randint(2,4),"orange")
    fill_rect(px,py,pw,ph,choice([RED,BLACK,bg]))
    fill_rect(px,py-1,pw,1,bg)
    py+=choice([0,0,1,0])

  if darkm_x<0-darkm_w-randint(10,20):
    darkm_x=randint(500,800)
    darkm_y=randint(22,200)
    darkm_w=randint(40,100)
    darkm_h=randint(50,120)
    darkm_c=(randint(0,35),randint(0,35),randint(0,35))

# rects enemy shot
  if keydown(KEY_OK) and py >= rect_y and py+ph <= rect_y+rect_h and px+pw<=rect_x+rect_w:
    fill_rect(px,py,pw,ph,"green")
    pe+=0.005
    rectmass-=6
    fill_rect(258+round(rectmass*0.02),4,2,11,(0,0,0))
    psc+=1
    fill_rect(rect_x,rect_y,rect_w,rect_h,"cyan")
    fill_rect(rect_x,rect_y,rect_w,rect_h,bg)
   
    for i in range(randint(5,20)):
      for j in range(randint(5,20)):
        i=rect_x+randint(0,rect_w)
        j=rect_y+randint(0,rect_h)
        fill_rect(i,j,randint(2,5),randint(2,5),choice(["cyan","black",bg,rect_c,bg]))
# rectmass reflects strengh of rectangles

#player crashes into ceiling      if py<=36:
  if py<36:    
    py=randint(35,36)
    pe-=0.5
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    fill_rect(px,py,pw,ph,(255,0,0))
    drawlava()    
#player crashes into ground  
  if py>200:
    py=randint(199,200)
    pe-=0.5
    fill_rect(73+int(pe/3),4,2,11,(0,0,0))
    fill_rect(px,py,pw,ph,(255,0,0))
    
    drawlava()


#rectangle destroyed  
  if rectmass<1:
    rect_spawn()
    pe+=(rect_w*rect_h)*0.0005
    psc+=randint(15,35)
    bg=(randint(0,255),randint(0,255),randint(0,255))
    fill_rect(0,22,322,222,bg)
    fill_rect(0,0,322,20,(0,0,0))
    
    drawlava()
    
#game over  
gameEnd()

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