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import pygame, sys
from pygame.locals import *
import random
# pygame.init()
pygame.display.init()
pygame.font.init()
w = pygame.display.Info().current_w
h = pygame.display.Info().current_h
screen_scale_factor_w = w / 1920
screen_scale_factor_h = h / 1080
# screen_scale_factor = screen_scale_factor_w
MOUSE_BUTTON_RIGHT = 3
SCREEN_WIDTH = 400
FPS = 60
FramePerSec = pygame.time.Clock()
game_level = 1
enemy_list = []
BLUE = (0, 0, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
TEXT_COLOR = (0, 0, 0)
money = 15000
def screen_scale_h(h_px, scale_factor):
return int(h_px * scale_factor)
def screen_scale_w(w_px, scale_factor):
return int(w_px * scale_factor)
MENU_PADDING = screen_scale_w(10, screen_scale_factor_w)
HEART_POS_X = screen_scale_w(1700, screen_scale_factor_w)
HEART_POS_Y = screen_scale_h(700, screen_scale_factor_h)
DISPLAYSURF = pygame.display.set_mode((screen_scale_w(1920, screen_scale_factor_w), screen_scale_h(1080, screen_scale_factor_h)), pygame.FULLSCREEN)
DISPLAYSURF.fill(WHITE)
pygame.display.set_caption("Game")
pygame.font.init()
my_font = pygame.font.SysFont("Arial", screen_scale_w(30, screen_scale_factor_w) , bold=True, italic=False)
you_died_font = pygame.font.SysFont("Arial", screen_scale_w(30, screen_scale_factor_w), bold=True, italic=False)
exit_text_surface = my_font.render("Exit", False, TEXT_COLOR)
exit_text_x = screen_scale_w(1800, screen_scale_factor_w)
exit_text_y = screen_scale_h(16, screen_scale_factor_h)
exit_rect = exit_text_surface.get_rect(topleft=(exit_text_x, exit_text_y))
you_died = you_died_font.render('YOU DIED', False, (255, 0, 0))
text_surface = my_font.render("money: " + str(money), False, TEXT_COLOR)
text_surface_x = screen_scale_w(16, screen_scale_factor_w)
text_surface_y = screen_scale_h(16, screen_scale_factor_h)
level_text_surface = my_font.render("Level: " + str(game_level), False, TEXT_COLOR)
level_text_surface_x = screen_scale_w(16, screen_scale_factor_w)
level_text_surface_y = screen_scale_h(48, screen_scale_factor_h)
snowman_list = []
cakeman_list = []
snowball_list = []
reindeer_list = []
laser_beam_list = []
class CakeMan(pygame.sprite.Sprite):
def __init__ (self, x, y):
super().__init__()
self.image = pygame.image.load("kagemand/kagemand1.png").convert_alpha()
self.rect = self.image.get_rect()
self.image = pygame.transform.smoothscale(self.image, (screen_scale_w(self.rect.w, screen_scale_factor_w), screen_scale_h(self.rect.h, screen_scale_factor_h)))
self.rect.center = (x, y)
self.animation_step = 0
def draw(self, surface):
surface.blit(self.image, self.rect)
class Reindeer(pygame.sprite.Sprite):
def __init__ (self, x, y):
super().__init__()
self.image = pygame.image.load("reindeer/r1.png").convert_alpha()
self.rect = self.image.get_rect()
self.image = pygame.transform.smoothscale(self.image, (screen_scale_w(self.rect.w, screen_scale_factor_w), screen_scale_h(self.rect.h, screen_scale_factor_h) ))
self.rect.center = (x, y)
self.speed = 180
self.shoot_laser_beam = self.speed
self.animation_step = 0
def draw(self, surface):
surface.blit(self.image, self.rect)
self.shoot_laser_beam = self.shoot_laser_beam - 1
if self.shoot_laser_beam == -1:
return
elif self.shoot_laser_beam == 0:
# Throw snowball.
# print("Laser beam: x: " + str(self.rect.center[0]) + "y:" + str(self.rect.center[1]))
laser_beam_list.append(Laser_Beam(self.rect.center[0], self.rect.center[1]))
# rest sownball counter
self.shoot_laser_beam = self.speed
class Snowman(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("snowmand.png").convert_alpha()
self.rect = self.image.get_rect()
self.image = pygame.transform.smoothscale(self.image, (screen_scale_w(self.rect.w, screen_scale_factor_w), screen_scale_h(self.rect.h, screen_scale_factor_h)))
self.rect.center = (x, y)
self.speed = 180
self.throw_snowball_counter = self.speed
def draw(self, surface):
surface.blit(self.image, self.rect)
self.throw_snowball_counter = self.throw_snowball_counter - 1
if self.throw_snowball_counter == -1:
return
elif self.throw_snowball_counter == 0:
# Throw snowball.
# print("Snowball: x: " + str(self.rect.center[0]) + "y:" + str(self.rect.center[1]))
snowball_list.append(Snowball(self.rect.center[0], self.rect.center[1]))
# rest sownball counter
self.throw_snowball_counter = self.speed
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, heart, health):
super().__init__()
self.image = pygame.image.load("elf.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.image = pygame.transform.smoothscale(self.image, (screen_scale_w(self.rect.w, screen_scale_factor_w), screen_scale_h(self.rect.h, screen_scale_factor_h) ))
self.health_bar_color = GREEN
self.health_bar_width = 0
self.path = 0
self.max_health = health
self.health = self.max_health
self.alive = 1
self.heart = heart
self.speed = screen_scale_w(2, screen_scale_factor_w)
self.calculate_life_bar()
def damage(self, amount):
self.health = self.health - amount
if(self.health <= 0):
self.alive = 0
add_money(1000)
return
self.calculate_life_bar()
def calculate_life_bar(self):
#Beregn størrelsen på liv baren:
life_ratio = self.health / self.max_health
if life_ratio >= 0.75:
self.health_bar_color = GREEN
elif life_ratio < 0.75 and life_ratio > 0.26:
self.health_bar_color = YELLOW
else:
self.health_bar_color = RED
self.health_bar_width = self.rect.w * (self.health / self.max_health)
def move(self, player):
if (self.path == 0):
if (self.rect.right < screen_scale_w(300, screen_scale_factor_w)):
self.rect.move_ip(self.speed,0)
else:
self.path = 1
if (self.path == 1):
if(self.rect.bottom < screen_scale_h(890, screen_scale_factor_h)):
self.rect.move_ip(0,self.speed)
else:
self.path = 2
if(self.path == 2):
if(self.rect.right < screen_scale_w(1128, screen_scale_factor_w)):
self.rect.move_ip(self.speed,0)
else:
self.path = 3
if (self.path == 3):
if(self.rect.top > screen_scale_h(516, screen_scale_factor_h)):
self.rect.move_ip(0,-self.speed)
else:
self.path = 4
if (self.path == 4):
if(self.rect.left > screen_scale_w(847, screen_scale_factor_w)):
self.rect.move_ip(-self.speed,0)
else:
self.path = 5
if (self.path == 5):
if(self.rect.top > screen_scale_h(246, screen_scale_factor_h)):
self.rect.move_ip(0,-self.speed)
else:
self.path = 6
if (self.path == 6):
if (self.rect.right < screen_scale_w(1248, screen_scale_factor_w)):
self.rect.move_ip(self.speed,0)
else:
self.path = 7
if (self.path == 7):
if (self.rect.bottom < screen_scale_h(570, screen_scale_factor_h)):
self.rect.move_ip(0,self.speed)
else:
self.path = 8
if (self.path == 8):
if (self.rect.right < screen_scale_w(1548, screen_scale_factor_w)):
self.rect.move_ip(self.speed,0)
else:
self.path = 'end'
if (self.path == 'end'):
self.alive = 0
self.heart.lives -= 20
def draw(self, surface):
surface.blit(self.image, self.rect)
pygame.draw.rect(DISPLAYSURF,self.health_bar_color,(self.rect.x, (self.rect.y + self.rect.h + 8), screen_scale_w(self.health_bar_width, screen_scale_factor_w) , screen_scale_w(5, screen_scale_factor_h) ))
class Snowball(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("snowball.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center=(x, y)
def move(self, snowball_list, enemy_list):
target_enemy = None
for enemy in enemy_list:
if enemy.alive == 1:
target_enemy = enemy
break
if enemy == None:
return
enemy_x = enemy.rect.x
enemy_y = enemy.rect.y
snowball_x = self.rect.x
snowball_y = self.rect.y
if abs(enemy_x - snowball_x) < 8 and abs(enemy_y - snowball_y) < 8:
snowball_list.remove(self)
enemy.damage(50)
delta_move_x = 0
delta_move_y = 0
if enemy_x < snowball_x:
delta_move_x = -4
elif enemy_x > snowball_x:
delta_move_x = 4
if enemy_y < snowball_y:
delta_move_y = -4
elif enemy_y > snowball_y:
delta_move_y = 4
self.rect.move_ip(delta_move_x, delta_move_y)
#if (self.rect.right > 600):
# self.rect.top = 0
# self.rect.center = (0, 400)
#if self.rect.colliderect(player.rect):
# print("HIT")
def draw(self, surface):
surface.blit(self.image, self.rect)
class Laser_Beam(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("reindeer/laser_beam.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center=(x, y)
def move(self, player):
self.rect.move_ip(4,0)
#if (self.rect.right > 600):
# self.rect.top = 0
# self.rect.center = (0, 400)
# if self.rect.colliderect(player.rect):
# print("HIT")
def draw(self, surface):
surface.blit(self.image, self.rect)
class MenuSnowman(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("snowmand.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (screen_scale_w(580, screen_scale_factor_w), screen_scale_h(80, screen_scale_factor_h))
self.image = pygame.transform.smoothscale(self.image, (screen_scale_w(self.rect.w, screen_scale_factor_w), screen_scale_h(self.rect.h, screen_scale_factor_h)) )
self.price = 2500
self.text = my_font.render(str(self.price) , False, TEXT_COLOR)
self.selected = 0
def draw(self, surface):
if self.selected == 1:
pygame.draw.rect(DISPLAYSURF,BLUE,(menu_snowman.rect.x - MENU_PADDING , menu_snowman.rect.y - MENU_PADDING, screen_scale_w((menu_snowman.rect.w + 2 * MENU_PADDING), screen_scale_factor_w) , screen_scale_h((menu_snowman.rect.h + 2 * MENU_PADDING), screen_scale_factor_h )))
surface.blit(self.image, self.rect)
surface.blit(self.text,(self.rect.x, self.rect.y + (screen_scale_h(100, screen_scale_factor_h))))
def get_pos(self):
return self.rect.pos
class MenuCakeman(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("kagemand/kagemand1.png").convert_alpha()
self.rect = self.image.get_rect()
#self.rect.scale_by(screen_scale_factor)
self.rect.center = (screen_scale_w(720, screen_scale_factor_w), screen_scale_h(80, screen_scale_factor_h))
self.image = pygame.transform.smoothscale(self.image, (screen_scale_w(self.rect.w, screen_scale_factor_w), screen_scale_h(self.rect.h, screen_scale_factor_h)) )
self.price = 5000
self.text = my_font.render(str(self.price) , False, TEXT_COLOR)
self.selected = 0
def draw(self, surface):
if self.selected == 1:
pygame.draw.rect(DISPLAYSURF,BLUE,(menu_cakeman.rect.x - MENU_PADDING, menu_cakeman.rect.y - MENU_PADDING, screen_scale_w((menu_cakeman.rect.w + 2 * MENU_PADDING), screen_scale_factor_w), screen_scale_h((menu_cakeman.rect.h + 2 * MENU_PADDING), screen_scale_factor_h) ))
surface.blit(self.image, self.rect)
surface.blit(self.text,(self.rect.x ,self.rect.y + (screen_scale_h(100, screen_scale_factor_h)) ))
def get_pos(self):
return self.rect.pos
class MenuReindeer(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("reindeer/r1.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = (screen_scale_w(850, screen_scale_factor_w), screen_scale_h(80, screen_scale_factor_h))
self.image = pygame.transform.smoothscale(self.image, (screen_scale_w(self.rect.w, screen_scale_factor_w), screen_scale_h(self.rect.h, screen_scale_factor_h)) )
self.price = 7500
self.text = my_font.render(str(self.price) , False, TEXT_COLOR)
self.selected = 0
def draw(self, surface):
if self.selected == 1:
pygame.draw.rect(DISPLAYSURF,BLUE,(self.rect.x - MENU_PADDING , self.rect.y - MENU_PADDING, screen_scale_w((self.rect.w + 2 * MENU_PADDING), screen_scale_factor_w) , screen_scale_h((self.rect.h + 2 * MENU_PADDING), screen_scale_factor_h )))
surface.blit(self.image, self.rect)
surface.blit(self.text,(self.rect.x + (screen_scale_w(20, screen_scale_factor_w)), self.rect.y + (screen_scale_h(100, screen_scale_factor_h))))
def get_pos(self):
return self.rect.pos
scaleFactor = 2 * screen_scale_factor_w
class Heart(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image0 = pygame.image.load('0_hjerte.png').convert_alpha()
self.image20 = pygame.image.load('20_hjerte.png').convert_alpha()
self.image20 = pygame.transform.scale(self.image20, (screen_scale_w(74, scaleFactor), screen_scale_h(79, scaleFactor)))
self.image40 = pygame.image.load('40_hjerte.png').convert_alpha()
self.image40 = pygame.transform.scale(self.image40, (screen_scale_w(74, scaleFactor), screen_scale_h(79, scaleFactor)))
self.image60 = pygame.image.load('60_hjerte.png').convert_alpha()
self.image60 = pygame.transform.scale(self.image60, (screen_scale_w(74, scaleFactor), screen_scale_h(79, scaleFactor)))
self.image80 = pygame.image.load('80_hjerte.png').convert_alpha()
self.image80 = pygame.transform.scale(self.image80, (screen_scale_w(74, scaleFactor), screen_scale_h(79, scaleFactor)))
self.image100 = pygame.image.load('100_hjerte.png').convert_alpha()
self.image100 = pygame.transform.scale(self.image100, (screen_scale_w(74, scaleFactor), screen_scale_h(79, scaleFactor)))
self.lives = 100
def draw(self, surface):
if self.lives == 100:
surface.blit(self.image100, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 80:
surface.blit(self.image80, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 60:
surface.blit(self.image60, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 40:
surface.blit(self.image40, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 20:
surface.blit(self.image20, (HEART_POS_X, HEART_POS_Y))
elif self.lives == 0:
surface.blit(self.image0, (HEART_POS_X, HEART_POS_Y))
def try_to_buy(new_tower, price):
global money
global text_surface
if not valid_space(new_tower):
return False
if money >= price:
money = money - price
text_surface = my_font.render("money: " + str(money), False, TEXT_COLOR)
return True
return False
def add_money(price):
global money
global text_surface
money = money + price
text_surface = my_font.render("money: " + str(money), False, TEXT_COLOR)
def check_round_end():
global enemy_list
for i in range(len(enemy_list)):
if (enemy_list[i].alive == 1):
return False
print("Level ended")
return True
def level_up():
global game_level
global level_text_surface
game_level = game_level + 1
level_text_surface = my_font.render("Level: " + str(game_level), False, TEXT_COLOR)
start_new_level(10, game_level * 100)
heart = Heart()
def start_new_level(count, health):
global screen_scale_factor_w
global screen_scale_factor_h
global enemy_list
global heart
enemy_list = []
enemy_pos_x = screen_scale_w(60, screen_scale_factor_w)
enemy_pos_y = screen_scale_h(350, screen_scale_factor_h)
for i in range(count):
enemy_list.append(Enemy(-enemy_pos_x * i, enemy_pos_y, heart, health))
def valid_space(new_tower):
global snowman_list
global cakeman_list
global reindeer_list
combined_tower_list = snowman_list + cakeman_list + reindeer_list
for old_tower in combined_tower_list:
if new_tower.rect.colliderect(old_tower.rect):
return False
return True
menu_snowman = MenuSnowman()
menu_cakeman = MenuCakeman()
menu_reindeer = MenuReindeer()
# cakeman = CakeMan(300, 400)
enemy_pos_x = screen_scale_w(60, screen_scale_factor_w)
enemy_pos_y = screen_scale_h(350, screen_scale_factor_h)
start_new_level(5, 100)
kagemand_animation_step = 0
kagemand_animation = []
kagemand_animation_temp = [
pygame.image.load("kagemand/kagemand1.png").convert_alpha(),
pygame.image.load("kagemand/kagemand2.png").convert_alpha(),
pygame.image.load("kagemand/kagemand3.png").convert_alpha(),
pygame.image.load("kagemand/kagemand4.png").convert_alpha(),
pygame.image.load("kagemand/kagemand5.png").convert_alpha(),
pygame.image.load("kagemand/kagemand6.png").convert_alpha(),
pygame.image.load("kagemand/kagemand7.png").convert_alpha(),
pygame.image.load("kagemand/kagemand8.png").convert_alpha()]
for animation_image in kagemand_animation_temp:
img_rect = animation_image.get_rect()
animation_image_new = pygame.transform.smoothscale(animation_image, (screen_scale_w(img_rect.w, screen_scale_factor_w), screen_scale_h(img_rect.h, screen_scale_factor_h)) )
kagemand_animation.append(animation_image_new)
mouse_down = 0
bg = pygame.image.load("background.png").convert_alpha()
bg = pygame.transform.smoothscale(bg, DISPLAYSURF.get_size())
mouse_snowman = Snowman(0, 0)
mouse_snowman.speed = -1
mouse_cakeman = CakeMan(0, 0)
mouse_reindeer = Reindeer(0, 0)
frame_count = 0
# heart_health = pygame.image.load("heart.png")
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_ESCAPE]:
sys.exit()
DISPLAYSURF.blit(bg, (0, 0))
if heart.lives <= 0:
DISPLAYSURF.blit(you_died, (400, 400))
pygame.display.update()
FramePerSec.tick(10)
frame_count = (frame_count + 1) % 16
continue
heart.draw(DISPLAYSURF)
DISPLAYSURF.blit(exit_text_surface, (exit_text_x, exit_text_y))
# cakeman.draw(DISPLAYSURF)
#menu_snowman.update()
for snowman in snowman_list:
snowman.draw(DISPLAYSURF)
for reindeer in reindeer_list:
reindeer.draw(DISPLAYSURF)
for cakeman in cakeman_list:
# cakeman.draw(DISPLAYSURF)
kagemand_image = kagemand_animation[cakeman.animation_step]
kagemand_rect = kagemand_image.get_rect()
kagemand_rect.center = cakeman.rect.center
DISPLAYSURF.blit(kagemand_image, kagemand_rect)
if frame_count == 0:
cakeman.animation_step = (cakeman.animation_step + 1) % len(kagemand_animation)
if cakeman.animation_step == 7:
rect = cakeman.rect
for enemy in enemy_list:
if enemy.alive:
if enemy.rect.colliderect(rect):
enemy.damage(100)
for enemy in enemy_list:
if enemy.alive:
enemy.move(menu_snowman)
enemy.draw(DISPLAYSURF)
# for cakeman in cakeman_list:
# if cakeman.animation_step == 7:
# rect = cakeman.rect
# # print(rect)
#
# if enemy.rect.colliderect(rect):
# enemy.damage(100)
# add_money(1000)
if event.type == MOUSEBUTTONDOWN:
if event.button == MOUSE_BUTTON_RIGHT:
menu_snowman.selected = 0
menu_cakeman.selected = 0
menu_reindeer.selected = 0
else:
if mouse_down == 0:
mouse_down = 1
mouse_pos = event.pos
# print(mouse_pos)
# print("exit rect: " + str(exit_rect))
if exit_rect.collidepoint(mouse_pos):
exit()
#
# Menu snowman
#
if menu_snowman.selected == 1:
if try_to_buy(mouse_snowman, menu_snowman.price):
snowman_list.append(Snowman(mouse_pos[0], mouse_pos[1]))
# print(len(snowman_list))
menu_snowman.selected = 0
if menu_snowman.rect.collidepoint(mouse_pos):
# print("Clickmenusnowman")
if money >= menu_snowman.price:
menu_snowman.selected = 1
#
# menu cakeman
#
if menu_cakeman.selected == 1:
if try_to_buy(mouse_cakeman, menu_cakeman.price):
mouse_pos = pygame.mouse.get_pos()
cakeman_list.append(CakeMan(mouse_pos[0], mouse_pos[1]))
# print(len(snowman_list))
menu_cakeman.selected = 0
#
# Menu Reindeer
#
if menu_reindeer.selected == 1:
if try_to_buy(mouse_reindeer, menu_reindeer.price):
mouse_pos = pygame.mouse.get_pos()
reindeer_list.append(Reindeer(mouse_pos[0], mouse_pos[1]))
# print(len(snowman_list))
menu_reindeer.selected = 0
if menu_cakeman.rect.collidepoint(mouse_pos):
if money >= menu_cakeman.price:
menu_cakeman.selected = 1
if menu_reindeer.rect.collidepoint(mouse_pos):
if money >= menu_reindeer.price:
menu_reindeer.selected = 1
elif event.type == MOUSEBUTTONUP:
mouse_down = 0
if (frame_count % 4) == 0:
kagemand_animation_step = (kagemand_animation_step + 1) % 8
for snowball in snowball_list:
snowball.move(snowball_list, enemy_list)
snowball.draw(DISPLAYSURF)
for laser_beam in laser_beam_list:
laser_beam.move(menu_snowman)
laser_beam.draw(DISPLAYSURF)
if menu_snowman.selected == 1:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()
mouse_snowman.rect.center = (mouse_pos[0], mouse_pos[1])
mouse_snowman.draw(DISPLAYSURF)
elif menu_cakeman.selected == 1:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()
mouse_cakeman.rect.center = (mouse_pos[0], mouse_pos[1])
mouse_cakeman.draw(DISPLAYSURF)
elif menu_reindeer.selected == 1:
if event.type == pygame.MOUSEMOTION:
mouse_pos = pygame.mouse.get_pos()
mouse_reindeer.rect.center = (mouse_pos[0], mouse_pos[1])
mouse_reindeer.draw(DISPLAYSURF)
#DISPLAYSURF.fill(WHITE)
menu_snowman.draw(DISPLAYSURF)
menu_cakeman.draw(DISPLAYSURF)
menu_reindeer.draw(DISPLAYSURF)
DISPLAYSURF.blit(text_surface, (text_surface_x, text_surface_y))
DISPLAYSURF.blit(level_text_surface, (level_text_surface_x, level_text_surface_y))
frame_count = (frame_count + 1) % 16
if (check_round_end()):
level_up()
pygame.display.update()
FramePerSec.tick(FPS)