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final_version909.py
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final_version909.py
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#Import modules
import pygame
import sys
import random
#Initialize Pygame
pygame.init()
pygame.mixer.init()
#Get sound files
strike_sound=pygame.mixer.Sound('collect.wav')
game_over_sound=pygame.mixer.Sound("game_over.wav")
background_sound=pygame.mixer.Sound("background.mp3")
start_menu_sound=pygame.mixer.Sound("startmenu.wav")
victory_sound=pygame.mixer.Sound("victory.wav")
#Set volumes for sound files
background_sound.set_volume(0.8)
strike_sound.set_volume(0.8)
game_over_sound.set_volume(0.3)
# Play the first song on channel 1
channel1 = pygame.mixer.Channel(1)
# Play the second song on channel 2
channel2 = pygame.mixer.Channel(2)
# Set up the screen
screen_info = pygame.display.Info()
WIDTH = screen_info.current_w
HEIGHT = screen_info.current_h
window = (WIDTH, HEIGHT)
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Pygame Character Movement")
# Define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
CYAN = (0, 255, 255)
MAGENTA = (255, 0, 255)
GREY = (128,128,128)
# Define constants
PLAYER_SIZE = 20
ROOM_SIZE = 200
ROOM_MARGIN = 50
PLAYER_SPEED = 5
# Load images
player_image = pygame.Surface((PLAYER_SIZE, PLAYER_SIZE))
player_image.fill(RED)
#Define HealthBar class
class HealthBar():
def __init__(self, x, y, w,h, max_h):
self.x=x
self.y=y
self.w=w
self.h=h
self.height = 20
self.max_h=max_h
#Draw player's health bar
def draw(self,surface):
ratio= self.h/self.max_h
pygame.draw.rect(surface, "red",(self.x, self.y, self.w, self.height))
pygame.draw.rect(surface,"green",(self.x, self.y, self.w * ratio, self.height))
#Increase player's health
def increase_health(self):
#Player's health cannot exceed the maximum health
if self.h + 10 >= self.max_h:
self.h = self.max_h
else:
self.h = self.h + 10
#Decrease player's health
def decrease_health(self):
if self.h - 1 <= 0:
self.h = 0
else:
self.h -= 1
#Define GreyRectangle class (trash bag objects)
class GreyRectangle(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.original_image = pygame.image.load('trash_pickup3.png').convert_alpha() # Adjust size as needed
self.image = pygame.transform.scale(self.original_image, (70, 70)) # Scale down the image
self.rect = self.image.get_rect(topleft=(x, y))
#Define Monster class
class Monster(pygame.sprite.Sprite):
def __init__(self, x, y, player):
super().__init__()
self.original_image = pygame.image.load('the_trash_monster.jpg').convert_alpha() # Adjust size as needed
self.image = pygame.transform.scale(self.original_image, (70, 70)) # Scale down the image
self.rect = self.image.get_rect(topleft=(x, y))
self.player = player
self.health = 150
self.max_health = 150
self.speed = 4
self.is_alive = True
#Set monster's health bar
def draw_health_bar(self,camera_offset_x,camera_offset_y):
#Calculate health bar dimensions
bar_width = 40
bar_height = 5
health_ratio = self.health / self.max_health
bar_width_current = int(bar_width * health_ratio)
#Create health bar surface
health_bar_surface = pygame.Surface((bar_width, bar_height))
health_bar_surface.fill(RED)
health_bar_surface.fill(GREEN, (0, 0, bar_width_current, bar_height))
#Position health bar above the monster
health_bar_rect = health_bar_surface.get_rect(center=(self.rect.centerx - camera_offset_x, self.rect.top-8 - camera_offset_y))
#Add health bar to screen if monster is alive
if self.is_alive:
health_bar_surface = pygame.Surface((bar_width, bar_height))
health_bar_surface.fill(RED)
health_bar_surface.fill(GREEN, (0, 0, bar_width_current, bar_height))
#Add invisible health bar to sceen if monster is killed
else:
health_bar_surface = pygame.Surface((bar_width, bar_height))
health_bar_surface.fill(WHITE)
health_bar_surface.fill(WHITE, (0, 0, bar_width_current, bar_height))
# Return the health bar surface and rectangle
return health_bar_surface, health_bar_rect
#Update monster's properties
def update(self):
#Kill monster if its health is reduced to 0
if self.health <= 0:
self.kill()
self.is_alive = False
self.image.fill(WHITE)
return
#Calculate distance to player
distance_to_player = pygame.math.Vector2(self.player.rect.center) - pygame.math.Vector2(self.rect.center)
if distance_to_player.length() < 400: # Adjust this threshold as needed
#Move towards player
if distance_to_player.length() == 0:
dx = 0
dy = 0
else:
dx = distance_to_player.x / distance_to_player.length() * self.speed
dy = distance_to_player.y / distance_to_player.length() * self.speed
self.rect.x += dx
self.rect.y += dy
else:
#Move randomly
if random.randint(1,9) == 1:
self.rect.x += random.randint(-self.speed*2, self.speed*2)
self.rect.y += random.randint(-self.speed*2, self.speed*2)
#Define Player class
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.original_image = pygame.image.load('player.png').convert_alpha() # Adjust size as needed
self.image = pygame.transform.scale(self.original_image, (100, 70)) # Scale down the image
self.rect = self.image.get_rect(topleft=(x, y))
self.x = x
self.y = y
self.rect = self.image.get_rect(center=(x, y))
self.hitbox = None
self.enemy_list = []
#Update the player's position
def update(self, dx, dy):
#Move player
new_rect = self.rect.move(dx, dy)
#Update player position if no collisions
self.rect = new_rect
#Attack the trash monsters
def attack(self):
if self.hitbox.rect.colliderect(self.enemy_list[0].rect):
self.enemy_list[0].health -= 5
elif self.hitbox.rect.colliderect(self.enemy_list[1].rect):
self.enemy_list[1].health -= 5
elif self.hitbox.rect.colliderect(self.enemy_list[2].rect):
self.enemy_list[2].health -= 5
#Define AttackHitbox class
class AttackHitbox(pygame.sprite.Sprite):
def __init__(self, player):
super().__init__()
self.image = pygame.Surface((100,100))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.player = player
self.follow_speed = 1/4
self.rect.center = self.player.rect.center
player.hitbox = self
#Update the position of the hitbox
def update(self):
self.rect.center = self.player.rect.center
#Define Button class
class Button:
def __init__(self, x, y, w, h, color, text=''):
self.rect = pygame.Rect(x, y, w, h)
self.x = x
self.y = y
self.width = w
self.height = h
self.start_color = color
self.color = color
self.button_text = text
self.font = pygame.font.Font('freesansbold.ttf', 60)
self.text = self.font.render(text, True, WHITE, self.color)
self.text_rect = self.text.get_rect()
#Draw the button
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect)
self.text_rect.center = (self.x + (self.width/2), self.y + (self.height/2))
screen.blit(self.text, self.text_rect)
#Change button color to magenta when mouse hovers over button
def hover(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.color = MAGENTA
self.text = self.font.render(self.button_text, True, WHITE, MAGENTA)
self.draw(screen)
else:
self.color = self.start_color
self.text = self.font.render(self.button_text, True, WHITE, self.start_color)
self.draw(screen)
#Determine if the button is clicked
def is_clicked(self):
mouse_pos = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
return self.rect.collidepoint(mouse_pos) and click[0] == 1
#Define StartButton subclass
class StartButton(Button):
def __init__(self, x, y, w, h, text='START'):
super().__init__(x, y, w, h, BLUE, text)
#Start the game
def action(self):
play_game()
#Define QuitButton subclass
class QuitButton(Button):
def __init__(self, x, y, w, h):
super().__init__(x, y, w, h, RED, 'QUIT')
#Quit the game
def action(self):
quit_game()
#Define ResumeButton subclass
class ResumeButton(Button):
def __init__(self, x, y, w, h):
super().__init__(x, y, w, h, BLUE, 'RESUME')
#Play the game
def play_game():
#Create a group for the trash objects
grey_rectangles = pygame.sprite.Group()
#Generate trash objects
for i in range(5):
for j in range(5):
x = i * (ROOM_SIZE + ROOM_MARGIN)
y = j * (ROOM_SIZE + ROOM_MARGIN)
# Create trash objects and add them to the trash objects group
grey_rect = GreyRectangle(random.randint(x, x + ROOM_SIZE), random.randint(y, y + ROOM_SIZE))
grey_rectangles.add(grey_rect)
#Generate trash objects
for i in range(1,3):
for j in range(1,3):
x = i * (ROOM_SIZE + ROOM_MARGIN)
y = j * (ROOM_SIZE + ROOM_MARGIN)
#Create trash objects and add them to the trash objects group
grey_rect = GreyRectangle(random.randint(x, x + ROOM_SIZE), random.randint(y, y + ROOM_SIZE))
grey_rectangles.add(grey_rect)
#Create the player and add it to the sprites group
player = Player(WIDTH // 2, HEIGHT // 2)
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
#Create an attack hitbox object and add it to the sprites group
attack_hitbox = AttackHitbox(player)
all_sprites.add(attack_hitbox)
#Create monster objects
monster = Monster(WIDTH // 3, HEIGHT // 3, player)
monster2 = Monster(0, 0,player)
monster3 = Monster(WIDTH // 4, HEIGHT, player)
#Store the three monster objects in the player's enemy list
player.enemy_list = [monster, monster2, monster3]
#Add monsters to the sprites group
all_sprites.add(monster)
all_sprites.add(monster2)
all_sprites.add(monster3)
#added healthbar
health = HealthBar(50, 50, 300, 10, 300)
timer = pygame.time.get_ticks() #initial timer
# Main loop
running = True
while running:
#Play the background sound
background_sound.play()
# Handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Check for collisions with trash objects
collided_grey_rectangles = pygame.sprite.spritecollide(player, grey_rectangles, True)
for grey_rect in collided_grey_rectangles:
# Remove trash object from the group
grey_rectangles.remove(grey_rect)
health.increase_health()
channel2.play(strike_sound)
#Go to victory menu if all trash objects have been removed
if len(grey_rectangles) == 0:
victory_menu()
#Get key presses
keys = pygame.key.get_pressed()
#WASD and arrow keys move the player
dx = ((keys[pygame.K_RIGHT] or keys[pygame.K_d]) - (keys[pygame.K_LEFT] or keys[pygame.K_a])) * PLAYER_SPEED
dy = ((keys[pygame.K_DOWN] or keys[pygame.K_s]) - (keys[pygame.K_UP] or keys[pygame.K_w])) * PLAYER_SPEED
#Escape key loads the pause menu
if keys[pygame.K_ESCAPE]:
pause_menu()
#Space key causes the player to attack the trash monsters
if keys[pygame.K_SPACE]:
player.attack()
# Check for collisions before updating player position
player.update(dx, dy)
attack_hitbox.update()
# Update monster position
monster.update()
monster2.update()
monster3.update()
if player.rect.colliderect(monster.rect) and monster.is_alive:
# Decrease player's health
health.decrease_health()
if health.h <= 0:
game_over()
if player.rect.colliderect(monster2.rect) and monster2.is_alive:
# Decrease player's health
health.decrease_health()
if health.h <= 0:
game_over()
if player.rect.colliderect(monster3.rect) and monster3.is_alive:
# Decrease player's health
health.decrease_health()
if health.h <= 0:
game_over()
# Calculate camera offset based on player's position
camera_offset_x = player.rect.x - WIDTH // 2
camera_offset_y = player.rect.y - HEIGHT // 2
# Draw everything with camera offset
screen.fill(WHITE)
#Add trash objects to the screen
for grey_rect in grey_rectangles:
grey_rect_rect = grey_rect.rect.move(-camera_offset_x, -camera_offset_y)
if screen.get_rect().colliderect(grey_rect_rect):
screen.blit(grey_rect.image, grey_rect_rect)
#Get the player object rectangle
player_rect = player.rect.move(-camera_offset_x, -camera_offset_y)
#Add player object to the screen
if screen.get_rect().colliderect(player_rect):
screen.blit(player.image, player_rect)
#Add monster objects to the screen
monster_rect = monster.rect.move(-camera_offset_x, -camera_offset_y)
if screen.get_rect().colliderect(monster_rect):
screen.blit(monster.image, monster_rect)
monster_rect2 = monster2.rect.move(-camera_offset_x, -camera_offset_y)
if screen.get_rect().colliderect(monster_rect2):
screen.blit(monster2.image, monster_rect2)
monster_rect3 = monster3.rect.move(-camera_offset_x, -camera_offset_y)
if screen.get_rect().colliderect(monster_rect3):
screen.blit(monster3.image, monster_rect3)
# Draw the monster health bars
health_bar_surface, health_bar_rect = monster.draw_health_bar(camera_offset_x,camera_offset_y)
screen.blit(health_bar_surface, health_bar_rect)
health_bar_surface2, health_bar_rect2 = monster2.draw_health_bar(camera_offset_x,camera_offset_y)
screen.blit(health_bar_surface2, health_bar_rect2)
health_bar_surface3, health_bar_rect3 = monster3.draw_health_bar(camera_offset_x,camera_offset_y)
screen.blit(health_bar_surface3, health_bar_rect3)
#add health bar
health.draw(screen)
# Update display
pygame.display.flip()
#Get current time
current_time = pygame.time.get_ticks()
time_interval = 10000 # Interval in milliseconds (2 seconds)
#Add a new trash object to the screen every 10 seconds
i = random.randint(1,2)
j = random.randint(1,2)
x = i*(ROOM_SIZE + ROOM_MARGIN)
y = j * (ROOM_SIZE + ROOM_MARGIN)
if current_time - timer >= time_interval:
# Add a new trash object
new_grey_rect = GreyRectangle(x,y)
grey_rectangles.add(new_grey_rect)
timer = current_time # Update the timer
# Cap the frame rate
pygame.time.Clock().tick(60)
def game_over():
#Play victory music and stop other music
background_sound.stop()
game_over_sound.play()
#Run menu loop until a button is clicked
running = True
while running:
#Set black background
screen.fill(BLACK)
#Display game over text
font = pygame.font.Font('freesansbold.ttf', 100)
game_over_text = font.render('GAME OVER', True, RED)
game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
screen.blit(game_over_text, game_over_rect)
#Create buttons
retry_button = StartButton(WIDTH // 3 - 150, HEIGHT // 4 * 3 - 60, 300, 120, 'RETRY')
quit_button = QuitButton(WIDTH // 3 * 2 - 150, HEIGHT // 4 * 3 - 60, 300, 120)
#Draw buttons
retry_button.draw(screen)
quit_button.draw(screen)
#Hover over buttons
retry_button.hover()
quit_button.hover()
#Perform button actions if clicked
if retry_button.is_clicked():
running = False
retry_button.action()
if quit_button.is_clicked():
running = False
quit_button.action()
#Update display
pygame.display.flip()
#Close the window if required
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Create the victory menu
def victory_menu():
#Play victory music and stop other music
background_sound.stop()
victory_sound.play(-1)
#Run menu loop until a button is clicked
running = True
while running:
#Set black background
screen.fill(BLACK)
#Display game over text
font = pygame.font.Font('freesansbold.ttf', 100)
game_over_text = font.render('You Saved the World!', True, GREEN)
game_over_rect = game_over_text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
screen.blit(game_over_text, game_over_rect)
#Create buttons
retry_button = StartButton(WIDTH // 3 - 150, HEIGHT // 4 * 3 - 60, 300, 120, 'RETRY')
quit_button = QuitButton(WIDTH // 3 * 2 - 150, HEIGHT // 4 * 3 - 60, 300, 120)
#Draw buttons
retry_button.draw(screen)
quit_button.draw(screen)
#Hover over buttons
retry_button.hover()
quit_button.hover()
#Perform button actions if clicked
if retry_button.is_clicked():
running = False
victory_sound.stop()
retry_button.action()
if quit_button.is_clicked():
running = False
quit_button.action()
#Update display
pygame.display.flip()
#Close the window if required
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Quit the game
def quit_game():
pygame.quit()
sys.exit()
#Create the start menu
def start_menu():
start_menu_sound.play()
#Set the background surface
background = pygame.Surface(window)
#Run menu loop until a button is clicked
running = True
while True:
#Set black background
screen.blit(background, (0, 0))
#Create header text
font = pygame.font.Font('freesansbold.ttf', 100)
text = font.render('TRASH TROOPERS', True, WHITE, BLACK)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, HEIGHT // 6)
screen.blit(text, text_rect)
#Create buttons
start_button = StartButton(WIDTH // 2 - 150, HEIGHT // 3 - 60, 300, 120)
quit_button = QuitButton(WIDTH // 2 - 150, HEIGHT // 3 * 2 - 60, 300, 120)
#Draw buttons
start_button.draw(screen)
quit_button.draw(screen)
#Hover over buttons
start_button.hover()
quit_button.hover()
#Perform button actions if clicked
if start_button.is_clicked():
running = False
start_menu_sound.stop()
start_button.action()
if quit_button.is_clicked():
running = False
quit_button.action()
#Close the window if required
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Update the display
pygame.display.update()
#Create the pause menu
def pause_menu():
#Set the background surface
background = pygame.Surface(window)
#Run menu loop until a button is clicked
running = True
while True:
#Set background
screen.blit(background, (0, 0))
#Create header text
font = pygame.font.Font('freesansbold.ttf', 100)
text = font.render('GAME PAUSED', True, WHITE, BLACK)
text_rect = text.get_rect()
text_rect.center = (WIDTH // 2, HEIGHT // 6)
screen.blit(text, text_rect)
#Create buttons
resume_button = ResumeButton(WIDTH // 2 - 150, HEIGHT // 3 - 60, 300, 120)
quit_button = QuitButton(WIDTH // 2 - 150, HEIGHT // 3 * 2 - 60, 300, 120)
#Draw buttons
resume_button.draw(screen)
quit_button.draw(screen)
#Hover over buttons
resume_button.hover()
quit_button.hover()
#Perform button actions if clicked
if resume_button.is_clicked():
running = False
return
if quit_button.is_clicked():
running = False
quit_button.action()
#Close the window if required
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Update the display
pygame.display.update()
#Run the menu
start_menu()