Team Arena Masters' Game: Rising Through the Rainbow
import sys
import random
import pygame
import itertools
import math
SCREEN_WIDTH = 1200
SCREEN_HEIGHT = 800
FPS = 60
BTN_PADDING = 10 # How much padding are we going to put around a button?
BTN_MARGIN = 10 # How much space do we want around button text?
RED = [255, 0, 0]
ORANGE = [ 255, 127, 0]
YELLOW = [255, 255,0]
GREEN = [0,255,0]
BLUE = [0,0,255]
INDIGO = [39, 0, 51]
VIOLET = [139, 0, 255]
LIGHT_GREY = [230, 230, 230]
BLACK = [0, 0, 0]
WHITE = [255, 255, 255]
DARKER_YELLOW = [255, 217, 102]
GREY = [175, 175, 175]
uw = 10
uh = 10
usx = 1100
usy = 700
us = 5
userHP = 50
tot_userHP = 50
user_color = RED
alreadyused = True
cuxv = 0
cuyv = 0
user = pygame.Rect([usx,usy],[uw,uh])
bullets = []
bvx = 10
bw = 7.5
bh = 5
absolute_speed = 10
bulletife = 10
tw = 20
th = 20
ts = 2
'''
bdamage =
bhealth =
bmaxhealth =
'''
print('Available fonts:', pygame.font.get_fonts())
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption("RISING THROUGH THE RAINBOW")
clock = pygame.time.Clock()
menu_font = pygame.font.SysFont('impact', 32) # Here's our button font
print("Loaded the font!")
screen_mode = 'title' # Modes: title, menu
menu_btn_color = YELLOW
menu_btn_hover_color = DARKER_YELLOW
################################################################################
# Title screen components
################################################################################
title_screen_bg_color = BLACK
# === Title text ===
title_font = pygame.font.SysFont('impact', 70)
title_surface = title_font.render('RISING THROUGH THE RAINBOW', True, WHITE)
title_rect = title_surface.get_rect()
title_rect.x = (SCREEN_WIDTH/2) - (title_rect.width/2)# Put rect in middle of screen (perfectly in middle x)
title_rect.y = (SCREEN_HEIGHT/2) - (title_rect.height/2) # Put rect in middle of the screen (sitting on top of horizontal midline)
# === Open menu button ===
menu_btn_txt_surface = menu_font.render('open menu', True, BLACK)
menu_btn_bg_rect= menu_btn_txt_surface.get_rect()
menu_btn_bg_rect.width=menu_btn_bg_rect.width+ (2*BTN_MARGIN)
menu_btn_bg_rect.height=menu_btn_bg_rect.height+(2*BTN_MARGIN)
menu_btn_bg_rect.x = (SCREEN_WIDTH/2) - (menu_btn_bg_rect.width/2)
menu_btn_bg_rect.y = title_rect.bottom
menu_btn_txt_rect = menu_btn_txt_surface.get_rect()
menu_btn_txt_rect.x = menu_btn_bg_rect.x + BTN_MARGIN
menu_btn_txt_rect.y = menu_btn_bg_rect.y + BTN_MARGIN
################################################################################
# Menu screen components
################################################################################
menu_screen_bg_color = GREY
menu_screen_buttons = ['Instructions', 'Arena', 'quit'] # Available buttons
cur_menu_btn_id = 0 # What button are we currently on?
btn_color = YELLOW
# === Resume button ===
# Render resume btn text onto surface
resume_btn_txt_surface = menu_font.render('Instructions', True, BLACK)
# Setup resume button background
resume_btn_bg_rect = resume_btn_txt_surface.get_rect()
resume_btn_bg_rect.width += 2 * BTN_MARGIN
resume_btn_bg_rect.height += 2 * BTN_MARGIN
resume_btn_bg_rect.x = (SCREEN_WIDTH / 2) - (0.5 * resume_btn_bg_rect.width)
resume_btn_bg_rect.y = 50
# Setup the resume button text
resume_btn_txt_rect = resume_btn_txt_surface.get_rect()
resume_btn_txt_rect.x = resume_btn_bg_rect.x + BTN_MARGIN
resume_btn_txt_rect.y = resume_btn_bg_rect.y + BTN_MARGIN
# === Random button ===
# Render random btn text onto surface
random_btn_txt_surface = menu_font.render('Arena', True, BLACK)
# Setup random button background
random_btn_bg_rect = random_btn_txt_surface.get_rect()
random_btn_bg_rect.width += 2 * BTN_MARGIN
random_btn_bg_rect.height += 2 * BTN_MARGIN
random_btn_bg_rect.x = (SCREEN_WIDTH / 2) - (0.5 * random_btn_bg_rect.width)
random_btn_bg_rect.y = resume_btn_bg_rect.y + (resume_btn_bg_rect.height + BTN_PADDING)
# Setup the random button text
random_btn_txt_rect = random_btn_txt_surface.get_rect()
random_btn_txt_rect.x = random_btn_bg_rect.x + BTN_MARGIN
random_btn_txt_rect.y = random_btn_bg_rect.y + BTN_MARGIN
# === Quit button ===
# Render quit btn text onto surface
quit_btn_txt_surface = menu_font.render('Quit', True, BLACK)
# Setup quit button background
quit_btn_bg_rect = quit_btn_txt_surface.get_rect()
quit_btn_bg_rect.width += 2 * BTN_MARGIN
quit_btn_bg_rect.height += 2 * BTN_MARGIN
quit_btn_bg_rect.x = (SCREEN_WIDTH / 2) - (0.5 * quit_btn_bg_rect.width)
quit_btn_bg_rect.y = random_btn_bg_rect.y + (resume_btn_bg_rect.height + BTN_PADDING)
# Setup the quit button text
quit_btn_txt_rect = quit_btn_txt_surface.get_rect()
quit_btn_txt_rect.x = quit_btn_bg_rect.x + BTN_MARGIN
quit_btn_txt_rect.y = quit_btn_bg_rect.y + BTN_MARGIN
################################################################################
#Instruction Screen Components
#Instruction Text
Instruct_font = pygame.font.SysFont('impact', 70)
Instruct_surface = title_font.render('RISING THROUGH THE RAINBOW', True, WHITE)
Instruct_rect = title_surface.get_rect()
Instruct_rect.x = (SCREEN_WIDTH/2) - (title_rect.width/2)# Put rect in middle of screen (perfectly in middle x)
Instruct_rect.y = (SCREEN_HEIGHT/2) - (title_rect.height/2) # Put rect in middle of the screen (sitting on top of horizontal midline)
back_btn_txt_surface = menu_font.render('back', True, BLACK)
back_btn_bg_rect= menu_btn_txt_surface.get_rect()
back_btn_bg_rect.width=menu_btn_bg_rect.width+ (2*BTN_MARGIN)
back_btn_bg_rect.height=menu_btn_bg_rect.height+(2*BTN_MARGIN)
back_btn_bg_rect.x = (SCREEN_WIDTH/2) - (menu_btn_bg_rect.width/2)
back_btn_bg_rect.y = title_rect.bottom
back_btn_txt_rect = menu_btn_txt_surface.get_rect()
back_btn_txt_rect.x = menu_btn_bg_rect.x + BTN_MARGIN
back_btn_txt_rect.y = menu_btn_bg_rect.y + BTN_MARGIN
#Arenabox
arena_box_rect = (20,20,1160,760)
#targets
targets = []
total_targets = []
dead_targets = []
directions = []
target_color = RED
for i in range(0,0):
rand_x = random.randint(0,SCREEN_WIDTH-tw-30)
rand_y = random.randint(0,SCREEN_HEIGHT-th-30)
targets.append(pygame.Rect([rand_x,rand_y],[tw,th]))
total_targets.append(pygame.Rect([rand_x,rand_y],[tw,th]))
print(len(targets),len(directions))
frame = 0
aim = 0
# Game loop
while True:
# We need to show different things depending on whether or not we're in 'title'
# or 'menu' mode
if screen_mode == 'title':
# ==== TITLE SCREEN MODE ====
screen.fill(title_screen_bg_color)
# Draw the title screen
# Render the title text in the middle of the screen
screen.blit(title_surface, title_rect)
# Draw the menu button, first: the text
pygame.draw.rect(screen, menu_btn_color, menu_btn_bg_rect)
screen.blit(menu_btn_txt_surface, menu_btn_txt_rect)
elif screen_mode == 'menu':
# === MENU SCREEN MODE ===
screen.fill(menu_screen_bg_color)
# Draw button rectangles!
# - If button is active, color background with hover color and an outline
# - otherwise, draw with normal color and no outline
if menu_screen_buttons[cur_menu_btn_id] == 'Instructions':
pygame.draw.rect(screen, menu_btn_hover_color, resume_btn_bg_rect)
pygame.draw.rect(screen, BLACK, resume_btn_bg_rect, 5)
else:
pygame.draw.rect(screen, menu_btn_color, resume_btn_bg_rect)
if menu_screen_buttons[cur_menu_btn_id] == 'Arena':
pygame.draw.rect(screen, menu_btn_hover_color, random_btn_bg_rect)
pygame.draw.rect(screen, BLACK, random_btn_bg_rect, 5)
else:
pygame.draw.rect(screen, menu_btn_color, random_btn_bg_rect)
if menu_screen_buttons[cur_menu_btn_id] == 'quit':
pygame.draw.rect(screen, menu_btn_hover_color, quit_btn_bg_rect)
pygame.draw.rect(screen, BLACK, quit_btn_bg_rect, 5)
else:
pygame.draw.rect(screen, menu_btn_color, quit_btn_bg_rect)
# Layer button text over button backgrounds
screen.blit(resume_btn_txt_surface, resume_btn_txt_rect)
screen.blit(random_btn_txt_surface, random_btn_txt_rect)
screen.blit(quit_btn_txt_surface, quit_btn_txt_rect)
elif screen_mode == 'Instructions':
screen.fill(menu_screen_bg_color)
screen.blit(Instruct_surface, Instruct_rect)
pygame.draw.rect(screen, menu_btn_color, back_btn_bg_rect)
screen.blit(back_btn_txt_surface, back_btn_txt_rect)
elif screen_mode == 'Arena1':
screen.fill([247,197,143])
pygame.draw.rect(screen, BLACK, arena_box_rect)
HP_font = pygame.font.SysFont('impact', 42)
HP = HP_font.render('Health: ' + str(userHP), True, user_color)
HP_rect = HP.get_rect()
HP_rect.x = 950
HP_rect.y = 50
DEATH_font = pygame.font.SysFont('impact', 42)
DEATH = HP_font.render('Kills: ' + str(len(dead_targets)), True, user_color)
DEATH_rect = HP.get_rect()
DEATH_rect.x = 950
DEATH_rect.y = 100
screen.blit(HP,HP_rect)
screen.blit(DEATH,DEATH_rect)
pressed_keys = pygame.key.get_pressed()
if pressed_keys[pygame.K_UP]:
print("up arrow")
cuyv = -1*us
elif pressed_keys[pygame.K_DOWN]:
print("down arrow")
cuyv = us
else:
cuyv = 0
if pressed_keys[pygame.K_RIGHT]:
print("right arrow")
cuxv = us
elif pressed_keys[pygame.K_LEFT]:
print("LEFT!!!!")
cuxv = -1*us
else:
cuxv = 0
user.left += cuxv
user.top += cuyv
pygame.draw.rect(screen, user_color, user)
usx,usy = user.topleft
aim_y = absolute_speed * math.sin(aim * (math.pi / 180))
aim_x = -1 * (absolute_speed * math.cos(aim * (math.pi / 180)))
pygame.draw.line(screen, user_color,[usx,usy],[usx+aim_x,usy+aim_y])
for target in targets:
if user.colliderect(target):
userHP = userHP - 1
print("HP:",userHP)
if userHP <= 0:
screen_mode = 'title'
userHP = 50
targets = []
dead_targets = []
on_screen_bullets=[]
for bullet_rect, bullet_x_vel, bullet_y_vel, bullet_life in bullets:
bullet_rect.left += bullet_x_vel
bullet_rect.top += bullet_y_vel
pygame.draw.rect(screen,RED,bullet_rect)
#insert enemy death count here
alive_targets = []
for target in targets:
if bullet_rect.colliderect(target):
dead_targets.append(target)
print("Deaths:",len(dead_targets))
print(random.choice(["AAAAHHHH","GRUNT", "UUUGGG", "SPLAT", "POP"]))
continue
alive_targets.append(target)
targets = alive_targets
if bullet_rect.left <= SCREEN_WIDTH and bullet_life > 0:
on_screen_bullets.append((bullet_rect, bullet_x_vel, bullet_y_vel, bullet_life - 1))
bullets = on_screen_bullets
for i in range(0, len(targets)):
if directions[i][0] == 0 or targets[i].y < 100:
targets[i].y = targets[i].y + ts
else:
targets[i].y = targets[i].y - ts
if directions[i][1] == 0 or targets[i].x < 100:
targets[i].x = targets[i].x + ts
else:
targets[i].x = targets[i].x - ts
pygame.draw.rect(screen, target_color, targets[i])
if frame % 50 == 0:
direction = random.randint(0,1)
direction1 = random.randint(0,1)
target = pygame.Rect([0,25],[tw,th])
targets.append(target)
total_targets.append(target)
directions.append([direction,direction1])
for direction in directions:
direction [0] = random.randint(0,1)
direction [1] = random.randint(0,1)
if len(dead_targets) >= 500:
target_color = WHITE
ts = 50
elif len(dead_targets) > 480:
target_color = PURPLE
ts = 8.5
user_color = PURPLE
print("VICTORY!")
us = 9
bullet_life = 50
if alreadyused == False:
userHP = 1000
alreadyused = True
elif len(dead_targets) > 410:
target_color = PURPLE
ts = 8.5
#userHP = user_HP + 50
elif len(dead_targets) > 360:
target_color = INDIGO
ts = 7.5
user_color = INDIGO
us = 8
bullet_life = 30
if alreadyused == True:
user_HP = 800
alreadyused == False
elif len(dead_targets) > 300:
target_color = INDIGO
ts = 7.5
#userHP = userHP + 45
elif len(dead_targets) > 250:
target_color = BLUE
ts = 6
user_color = BLUE
us = 7.5
bullet_life = 12
if alreadyused == False:
userHP = 600
alreadyused = True
elif len(dead_targets) > 250:
target_color = BLUE
ts = 6
#userHP = userHP + 40
elif len(dead_targets) > 220:
target_color = GREEN
ts = 4.5
user_color = GREEN
us = 7
if alreadyused == True:
userHP = 400
alreadyused = False
elif len(dead_targets) > 180:
target_color = GREEN
ts = 4.5
#userHP = userHP + 30
elif len(dead_targets) > 130:
target_color = YELLOW
ts = 3.5
user_color = YELLOW
us = 6.5
if alreadyused == False:
userHP = 200
alreadyused = True
elif len(dead_targets) > 100:
target_color = YELLOW
ts = 3.5
#userHP = userHP + 25
elif len(dead_targets) > 50:
target_color = ORANGE
ts = 2.5
user_color = ORANGE
us = 5.5
if alreadyused == True:
userHP = 100
alreadyused = False
elif len(dead_targets) > 30:
target_color = ORANGE
ts = 2.5
#userHP = userHP + 20
else:
target_color = RED
print(len(targets))
else:
print("AAAH UNRECOGNIZED SCREEN MODE! Exiting")
pygame.quit()
sys.exit()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# ===== TITLE MODE EVENTS =====
if screen_mode == 'title' and event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if menu_btn_bg_rect.collidepoint(mouse_pos):
screen_mode = 'menu'
cur_menu_btn_id = 0
if screen_mode == 'Instructions' and event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if back_btn_bg_rect.collidepoint(mouse_pos):
screen_mode = 'title'
cur_menu_btn_id = 0
# ===== MENU MODE EVENTS =====
if screen_mode == 'menu' and event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
# player presses down arrow
cur_menu_btn_id = (cur_menu_btn_id + 1) % len(menu_screen_buttons)
if event.key == pygame.K_UP:
# player presses up arrow
cur_menu_btn_id = (cur_menu_btn_id - 1) % len(menu_screen_buttons)
if event.key == pygame.K_RETURN:
# Player presses return (selects current option)
if menu_screen_buttons[cur_menu_btn_id] == 'Instructions':
# if on resume button, go back to title screen
screen_mode = 'Instructions'
elif menu_screen_buttons[cur_menu_btn_id] == 'Arena':
# if on random ('???') button, randomize background color
menu_screen_bg_color = [random.randint(0, 255),
random.randint(0, 255),
random.randint(0, 255)]
screen_mode ='Arena1'
elif menu_screen_buttons[cur_menu_btn_id] == 'quit':
# if on quit button, quit the game
pygame.quit()
sys.exit()
if screen_mode == 'Arena1' and event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
print("pressed space")
print(len(dead_targets))
print(user.midright)
pos = user.midright
bullet_rect = pygame.Rect(pos[0], pos[1], bw, bh)
variance_angle = 20
angle = aim + 20
bullet_y_vel = absolute_speed * math.sin(aim * (math.pi / 180))
bullet_x_vel = -1 * (absolute_speed * math.cos(aim * (math.pi / 180)))
bullet_life = bulletife
bullets.append((bullet_rect, bullet_x_vel, bullet_y_vel, bullet_life))
print(bullet_x_vel,bullet_y_vel)
if event.key == pygame.K_w:
aim -= 10
if aim <= -20:
aim = -20
if event.key == pygame.K_s:
aim += 10
if aim >= 20:
aim = 20
frame = frame + 1
clock.tick(FPS)
pygame.display.update()
|>> download student-games/arena-masters/game.py