rectangle_world.py

Created by wperez274

Created on August 14, 2023

6.62 KB

Game


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

bg=(0,0,0)
fill_rect(0,0,322,222,bg)
while not keydown(KEY_OK):
  fill_rect(0,10,322,3,"cyan")
  fill_rect(0,50,322,3,"cyan")
  draw_string("RECTANGLE WORLD",100,22,"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(10,160),randint(10,60),randint(10,160))
psc=0
pe=35
px=20
py=100
pw=10
ph=5
pc="white"
#pstep=1

rects_amount=randint(4,10)
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-=3
  fill_rect(px+pw,py,3,ph,bg)
def move_Right():
  global px,py,pw,ph,pc,bg
  px+=3
  fill_rect(px-3,py,3,ph,bg)
def move_Up():
  global px,py,pw,ph,pc,bg
  py-=3
  fill_rect(px,py+ph,pw,3,bg)
def move_Down():
  global px,py,pw,ph,pc,bg
  py+=3
  fill_rect(px,py-3,pw,3,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,"white",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("Energy:"+str(int(pe)),12,0,"white",bg)
  draw_string("Score:"+str(int(psc)),190,0,"cyan",bg)
  fill_rect(0,0,4,222,"cyan")
  fill_rect(0,20,322,3,"gray")
  fill_rect(0,218,322,3,"gray")
  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)


def rect_spawn():
  global rect_x,rect_y,rect_w,rect_w,rect_c,bg,psc,pe,rectmass
  
  rect_x=randint(250,322)
  rect_y=randint(-40,210)
  rect_w=randint(20,150)
  rect_h=randint(40,210)
  rect_c=(randint(0,255),randint(0,255),randint(0,255))
  pe-=randint(0,1)
  psc+=randint(15,35)
  bg=(randint(10,160),randint(10,60),randint(10,160))
  fill_rect(0,0,322,222,bg)
  rectmass=(rect_w*rect_h)/6
       
fill_rect(0,0,322,222,bg)
# main loop
while game:
# sometimes rect will follow 
  rect_chase=choice([1,0,1,0,0,0])
    
  drawGame()
  keyListen()
  move_Rect()
  move_darkmatter()
# when rectangle reaches the
# left wall
  if rect_x<0-rect_w-randint(10,25):
    rect_spawn()
# if player gets hit, energy
# lost and push back  
  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(2,0,122,20,bg)
    px-=1
  # dark matter is powerful.
  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-=0.5
    fill_rect(2,0,122,20,bg)
          
  if pe<1:
    game=False
  
  
  if rect_chase:
    if int(darkm_y+rect_h/2) < py:
      darkm_y+=2
      fill_rect(darkm_x,darkm_y-2,darkm_w,2,bg)
      fill_rect(darkm_x,darkm_y,darkm_w,2,"red") 
      fill_rect(darkm_x,darkm_y+darkm_h-2,darkm_w,2,"red") 
  
    
    
    if darkm_y>py:
      darkm_y-=2
      fill_rect(darkm_x,darkm_y+darkm_h,darkm_w,2,bg)
      fill_rect(darkm_x,darkm_y,darkm_w,2,"red") 
  
  if py+ph > 218:
    py = 218-ph
    fill_rect(px,py,pw,ph,"gray")
    pe-=0.02
    fill_rect(2,0,122,20,bg)
  if py < 23:
    py = 23
    fill_rect(px,py,pw,ph,"gray")
    pe-=0.02
    fill_rect(2,0,122,20,bg)
  
  if px < 3:
    px = 3
      
  if px+pw>322:
    px=322-pw
    
  if keydown(KEY_OK):
    fill_rect(px+6,py+1,322,2,(randint(0,255),randint(0,255),randint(0,255)))
    sleep(0.003)
    fill_rect(px+6,py+1,322,2,bg)
# player or ship is low
# on energy or fuel
# ship is leaking.      
  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)
    draw_string("( WARNING:LOW ENERGY!! )",40,202,"orange",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 gets 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+=0.002
    rectmass-=8
    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
  if rectmass<1:
    rect_x=randint(400,500)
    rect_y=randint(-40,210)
    rect_w=randint(20,150)
    rect_h=randint(40,210)
    rect_c=(randint(0,255),randint(0,255),randint(0,255))
    rectmass=(rect_w*rect_h)/6
    pe+=(rect_w*rect_h)*0.0004
    fill_rect(0,22,322,222,bg)
    
  draw_string(str(int(rectmass/30)),int(rect_x+(rect_w/7)),rect_y+2,(0,0,0),rect_c)    
  fill_rect(int(rect_x+(rect_w/5)),int(rect_y+(rect_h/3)),int(rectmass/50),10,"red")                
     
sleep(0.5)
fill_rect(0,0,322,222,(0,0,0))
sleep(1)
draw_string("GAME OVER",100,80,"red",(0,0,0))
sleep(1.5)
draw_string("SCORE:",100,120,"cyan",(0,0,0))
sleep(1)
draw_string(str(psc),165,120,"orange",(0,0,0))

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.