The game
just uploaded the game on github
12
Sounds.py
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import pygame
|
||||
from pygame.locals import *
|
||||
|
||||
pygame.mixer.pre_init(48000, -16, 2, 512)
|
||||
pygame.init()
|
||||
pygame.mixer.set_num_channels(16)
|
||||
|
||||
|
||||
def get_sounds():
|
||||
sounds = {"circle": pygame.mixer.Sound("assets/sounds/button_click.wav"),
|
||||
"click": pygame.mixer.Sound("assets/sounds/circle_placed.wav")}
|
||||
return sounds
|
1
assets/save
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||||
Yes u found the save file congrats.
|
BIN
assets/sounds/button_click.ogg
Normal file
BIN
assets/sounds/button_click.wav
Normal file
BIN
assets/sounds/circle_placed.ogg
Normal file
BIN
assets/sounds/circle_placed.wav
Normal file
BIN
assets/textures/cheatsheet.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
assets/textures/gravity_do_hover.png
Normal file
After Width: | Height: | Size: 950 B |
BIN
assets/textures/gravity_do_nonhover.png
Normal file
After Width: | Height: | Size: 943 B |
BIN
assets/textures/gravity_not_hover.png
Normal file
After Width: | Height: | Size: 1.3 KiB |
BIN
assets/textures/gravity_not_nonhover.png
Normal file
After Width: | Height: | Size: 1.2 KiB |
BIN
assets/textures/icon.png
Normal file
After Width: | Height: | Size: 304 B |
BIN
assets/textures/sheet.png
Normal file
After Width: | Height: | Size: 469 B |
BIN
assets/textures/sheet_cheat.png
Normal file
After Width: | Height: | Size: 701 B |
BIN
assets/textures/sheet_cheat_pressed.png
Normal file
After Width: | Height: | Size: 698 B |
BIN
assets/textures/sheet_pressed.png
Normal file
After Width: | Height: | Size: 500 B |
BIN
assets/textures/tutorial/fullscreen.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
assets/textures/tutorial/menu_buttons.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
assets/textures/wasd.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
283
fast_and_trash.py
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|
||||
import math
|
||||
import random
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
|
||||
pygame.init()
|
||||
|
||||
|
||||
def distance_indicator(cords1, cords2):
|
||||
x_distance = abs(cords1[0] - cords2[0])
|
||||
y_distance = abs(cords1[1] - cords2[1])
|
||||
distance = math.sqrt((x_distance ** 2) + (y_distance ** 2))
|
||||
return round(distance, 4)
|
||||
|
||||
|
||||
def area_intersection_of_circles(points, radius_list):
|
||||
try:
|
||||
dist = distance_indicator(points[0], points[1])
|
||||
|
||||
alpha_cos = (pow(radius_list[1], 2) + pow(dist, 2) - pow(radius_list[0], 2)) / (2 * radius_list[1] * dist)
|
||||
|
||||
alpha = math.acos(alpha_cos)
|
||||
|
||||
beta_cos = (dist - alpha_cos * radius_list[1]) / radius_list[0]
|
||||
|
||||
beta = math.acos(beta_cos)
|
||||
|
||||
triangles = (alpha_cos * pow(radius_list[1], 2) * math.sin(alpha)) + (
|
||||
beta_cos * pow(radius_list[0], 2) * math.sin(beta))
|
||||
|
||||
arcs = ((math.pi * pow(radius_list[0], 2) * beta * 2) / math.tau) + (
|
||||
(math.pi * pow(radius_list[1], 2) * alpha * 2) / math.tau)
|
||||
|
||||
return arcs - triangles
|
||||
except:
|
||||
return False
|
||||
|
||||
|
||||
class Circle:
|
||||
def __init__(self, radius, center, colorX, color_value):
|
||||
self.radius = radius
|
||||
self.center = center
|
||||
self.color = colorX
|
||||
self.color_value = color_value
|
||||
|
||||
def draw(self, display, scroll):
|
||||
sur = pygame.Surface((self.radius * 2, self.radius * 2))
|
||||
pygame.draw.circle(sur, self.color_value, [self.radius, self.radius], self.radius)
|
||||
sur.set_alpha(self.color_value.a)
|
||||
sur.set_colorkey((0, 0, 0))
|
||||
display.blit(sur, [-self.radius + self.center[0] - scroll.scroll[0],
|
||||
-self.radius + self.center[1] - scroll.scroll[1]])
|
||||
|
||||
|
||||
class Game:
|
||||
def __init__(self):
|
||||
self.alive = True
|
||||
self.circles = []
|
||||
self.c_template = {"color": "red",
|
||||
"radius": random.randint(30, 50),
|
||||
"pos": pygame.mouse.get_pos()}
|
||||
self.colors = get_colors()
|
||||
self.color_names = list(self.colors.keys())
|
||||
self.ended_on_own_will = False
|
||||
|
||||
# scroll
|
||||
self.aditional_scroll = [0, 0]
|
||||
|
||||
# consts
|
||||
self.midpoint = [450, 300]
|
||||
|
||||
# for gravity
|
||||
self.base_limit = 1000
|
||||
self.limit = 1000
|
||||
self.black = None
|
||||
self.collapse = False
|
||||
|
||||
# points
|
||||
self.points = 0
|
||||
|
||||
def add_circle(self, pos, radius, colorX, color_value, scroll):
|
||||
new_pos = [pos[0] + scroll.scroll[0], pos[1] + scroll.scroll[1]]
|
||||
self.circles.append(Circle(radius, new_pos, colorX, color_value))
|
||||
|
||||
def disp_circles(self, display, scroll):
|
||||
for circle in self.circles:
|
||||
circle.draw(display, scroll)
|
||||
|
||||
def get_new_circle_template(self):
|
||||
self.c_template = get_circle_template(self.color_names)
|
||||
|
||||
def draw_template(self, display):
|
||||
sur = pygame.Surface((self.c_template["radius"] * 2, self.c_template["radius"] * 2))
|
||||
pygame.draw.circle(sur, self.colors[self.c_template["color"]],
|
||||
[self.c_template["radius"],
|
||||
self.c_template["radius"]], self.c_template["radius"])
|
||||
sur.set_alpha(self.colors[self.c_template["color"]].a)
|
||||
sur.set_colorkey((0, 0, 0))
|
||||
display.blit(sur, [-self.c_template["radius"] + self.c_template["pos"][0],
|
||||
-self.c_template["radius"] + self.c_template["pos"][1]])
|
||||
|
||||
def get_gravity(self):
|
||||
final_value = [0, 0]
|
||||
|
||||
for circle in self.circles:
|
||||
dist = distance_indicator(circle.center, self.midpoint)
|
||||
angle = find_angle_between_points(circle.center, self.midpoint)
|
||||
final_value[0] += round(math.cos(angle) * dist, 2) * (circle.radius/20)
|
||||
final_value[1] += round(math.sin(angle) * dist, 2) * (circle.radius/20)
|
||||
|
||||
dist = distance_indicator(self.midpoint, [final_value[0] + self.midpoint[0], final_value[1] + self.midpoint[1]])
|
||||
if dist > self.limit:
|
||||
self.collapse = True
|
||||
self.alive =False
|
||||
|
||||
elif dist > self.limit * 0.6:
|
||||
self.black.color_value.r = round((dist - (self.limit * 0.6)) * (255 / (self.limit * 0.4)))
|
||||
if self.black.color_value.r > 255:
|
||||
self.black.color_value.r = 255
|
||||
|
||||
else:
|
||||
self.black.color_value.r = 0
|
||||
|
||||
return final_value
|
||||
|
||||
# must be called before add circle
|
||||
def update_points(self, pos, radius, colorX):
|
||||
collided = []
|
||||
multiplier = 1
|
||||
for circle in self.circles:
|
||||
dist = distance_indicator(circle.center, pos)
|
||||
|
||||
if dist < (radius + circle.radius):
|
||||
collided.append(circle)
|
||||
|
||||
for circle in collided:
|
||||
area = area_intersection_of_circles([pos, circle.center], [circle.radius, radius])
|
||||
|
||||
if colorX == "green":
|
||||
multiplier = 1.1
|
||||
elif colorX == "yellow":
|
||||
multiplier = 1.2
|
||||
elif colorX == "purple":
|
||||
multiplier = 2
|
||||
elif colorX == "smaragd":
|
||||
multiplier = 4
|
||||
|
||||
self.points += (area // 10) * multiplier
|
||||
|
||||
def update_lim(self):
|
||||
self.limit = self.base_limit + (self.points / 10)
|
||||
|
||||
def rotate_around_mid(self):
|
||||
for circle in self.circles:
|
||||
if circle.color != "black":
|
||||
dist = distance_indicator(circle.center, self.midpoint)
|
||||
angle = find_angle_between_points(self.midpoint, circle.center)
|
||||
angle -= 0.005
|
||||
angle = round(angle, 3)
|
||||
circle.center = [self.midpoint[0] + (math.cos(angle) * dist),
|
||||
self.midpoint[1] + (math.sin(angle) * dist)]
|
||||
|
||||
|
||||
class Scroll:
|
||||
def __init__(self, scroll):
|
||||
self.scroll = scroll
|
||||
self.fade = 20
|
||||
self.safe_fade = 20
|
||||
self.in_progress = False
|
||||
self.save_scroll = self.scroll
|
||||
|
||||
def move_scroll(self, player, screen, which, space=20):
|
||||
if which == "y" or which == "both":
|
||||
self.scroll[1] += (player.rect.y - self.scroll[1] - (screen[1] / 2) + (player.size[1] / 2)) / space
|
||||
self.scroll[1] = int(self.scroll[1])
|
||||
if which == "x" or which == "both":
|
||||
self.scroll[0] += (player.rect.x - self.scroll[0] - (screen[0] / 2) + (player.size[0] / 2)) / space
|
||||
self.scroll[0] = int(self.scroll[0])
|
||||
|
||||
def add_scroll(self, which, how_much, fade=None):
|
||||
if fade is not None:
|
||||
self.safe_fade = fade
|
||||
if self.in_progress is False:
|
||||
self.load_safe_fade()
|
||||
self.save_scroll = self.scroll
|
||||
self.in_progress = True
|
||||
how_much[0] /= self.fade
|
||||
how_much[1] /= self.fade
|
||||
self.fade += 0.01 * self.fade
|
||||
|
||||
if which == "x" or which == "both":
|
||||
self.scroll[0] += how_much[0]
|
||||
self.scroll[0] = round(self.scroll[0])
|
||||
|
||||
if which == "y" or which == "both":
|
||||
self.scroll[1] += how_much[1]
|
||||
self.scroll[1] = round(self.scroll[1])
|
||||
|
||||
def load_safe_fade(self):
|
||||
self.fade = self.safe_fade
|
||||
self.in_progress = False
|
||||
|
||||
|
||||
def get_colors():
|
||||
colors = {"red": pygame.Color(255, 0, 0, 125), # weight 16
|
||||
"blue": pygame.Color(0, 0, 220, 125), # weight 20
|
||||
"green": pygame.Color(0, 220, 0, 125), # weight 20
|
||||
"yellow": pygame.Color(252, 239, 56, 125), # weight 22
|
||||
"purple": pygame.Color(105, 0, 158, 125), # weight 4
|
||||
"smaragd": pygame.Color(0, 214, 168, 125)} # weight 1
|
||||
return colors
|
||||
|
||||
|
||||
def get_random_color():
|
||||
colors = []
|
||||
colors = add_to_list("red", 20, colors)
|
||||
colors = add_to_list("blue", 20, colors)
|
||||
colors = add_to_list("green", 20, colors)
|
||||
colors = add_to_list("yellow", 18, colors)
|
||||
colors = add_to_list("purple", 4, colors)
|
||||
colors = add_to_list("smaragd", 1, colors)
|
||||
return colors[random.randint(0, len(colors)-1)]
|
||||
|
||||
|
||||
def get_circle_template():
|
||||
template = {"color": get_random_color(),
|
||||
"radius": random.randint(10, 50),
|
||||
"pos": pygame.mouse.get_pos()}
|
||||
return template
|
||||
|
||||
|
||||
def add_to_list(what, amount, listx):
|
||||
for i in range(amount):
|
||||
listx.append(what)
|
||||
return listx
|
||||
|
||||
|
||||
def find_angle_between_points(center, point):
|
||||
dists = distances(center, point)
|
||||
try:
|
||||
angle = math.atan(dists[1] / dists[0])
|
||||
|
||||
if point[0] < center[0]:
|
||||
if point[1] < center[1]:
|
||||
return angle + math.pi
|
||||
else:
|
||||
return (math.pi / 2 - angle) + (math.pi / 2)
|
||||
else:
|
||||
if point[1] < center[1]:
|
||||
return (math.pi / 2 - angle) + 3 * (math.pi / 2)
|
||||
else:
|
||||
return angle
|
||||
except ZeroDivisionError:
|
||||
return False
|
||||
|
||||
|
||||
def distances(cords1, cords2):
|
||||
return [abs(cords1[0] - cords2[0]), abs(cords1[1] - cords2[1])]
|
||||
|
||||
|
||||
def get_circle(color_value, radius):
|
||||
sur = pygame.Surface((radius * 2, radius * 2))
|
||||
pygame.draw.circle(sur, color_value, [radius, radius], radius)
|
||||
sur.set_alpha(color_value.a)
|
||||
sur.set_colorkey((0, 0, 0))
|
||||
return sur
|
||||
|
||||
|
||||
def get_gravity_sur(gravity, limit):
|
||||
ratio = limit/40
|
||||
sur = pygame.Surface((100, 100))
|
||||
pygame.draw.circle(sur, (200, 200, 200), [50, 50], 40)
|
||||
pygame.draw.circle(sur, (217, 24, 114), [50 + (gravity[0] / ratio), 50 + (gravity[1] / ratio)], 10)
|
||||
sur.set_alpha(200)
|
||||
sur.set_colorkey((0, 0, 0))
|
||||
return sur
|
||||
|
||||
|
||||
def rotate(center, pos, angleX):
|
||||
dist = distance_indicator(center, pos)
|
||||
angle = find_angle_between_points(center, pos)
|
||||
angle += angleX
|
||||
return [center[0] + (math.cos(angle) * dist), center[1] + (math.sin(angle) * dist)]
|
4
garbage.py
Normal file
@ -0,0 +1,4 @@
|
||||
import numpy as np
|
||||
|
||||
array = np.linspace(20, 42, num=4)
|
||||
print(array)
|
135
mouse_engine.py
Normal file
@ -0,0 +1,135 @@
|
||||
import math
|
||||
from fast_and_trash import *
|
||||
import pygame
|
||||
|
||||
|
||||
class Mouse:
|
||||
|
||||
points = 0
|
||||
|
||||
def __init__(self, mouse_pos):
|
||||
self.mouse_pos = mouse_pos
|
||||
|
||||
def update(self, Win_size, Default_size):
|
||||
self.mouse_pos = pygame.mouse.get_pos()
|
||||
self.mouse_pos = [round(self.mouse_pos[0] * (Default_size[0] / Win_size[0])),
|
||||
round(self.mouse_pos[1] * (Default_size[1] / Win_size[1]))]
|
||||
|
||||
def in_circle(self, circle_cords, radius):
|
||||
if distance_indicator(self.mouse_pos, circle_cords) < radius:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
def check_availability(self, color_name, radius, game, scroll):
|
||||
scrolled_pos = [self.mouse_pos[0] + scroll.scroll[0],
|
||||
self.mouse_pos[1] + scroll.scroll[1]]
|
||||
|
||||
collided = []
|
||||
for circle in game.circles:
|
||||
dist = distance_indicator(circle.center, scrolled_pos)
|
||||
|
||||
if dist < (radius + circle.radius):
|
||||
if dist < radius or dist < circle.radius:
|
||||
return False
|
||||
collided.append(circle)
|
||||
|
||||
if collided:
|
||||
|
||||
# if u try placing red circle
|
||||
if color_name == "red":
|
||||
for circle in collided:
|
||||
if circle.color == "purple":
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
# if u try placing blue circle
|
||||
if color_name == "blue":
|
||||
usable = False
|
||||
|
||||
for circle in collided:
|
||||
if circle.color not in ["black", "smaragd", "red"]:
|
||||
return False
|
||||
else:
|
||||
usable = True
|
||||
|
||||
if usable:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
# if u try placing green circle
|
||||
if color_name == "green":
|
||||
usable = [False, False]
|
||||
|
||||
for circle in collided:
|
||||
if circle.color not in ["black", "smaragd", "red", "blue"]:
|
||||
return False
|
||||
elif circle.color in ["black", "smaragd"]:
|
||||
usable = [True, True]
|
||||
elif circle.color == "red":
|
||||
usable[0] = True
|
||||
else:
|
||||
usable[1] = True
|
||||
|
||||
if usable[0] and usable[1]:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
# if u try placing yellow circle
|
||||
if color_name == "yellow":
|
||||
usable = [False, False]
|
||||
for circle in collided:
|
||||
if circle.color not in ["red", "green", "black", "smaragd"]:
|
||||
return False
|
||||
elif circle.color in ["black", "smaragd"]:
|
||||
usable = [True, True]
|
||||
elif circle.color == "red":
|
||||
usable[0] = True
|
||||
else:
|
||||
usable[1] = True
|
||||
|
||||
if usable[0] and usable[1]:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
# if u try placing purple circle
|
||||
if color_name == "purple":
|
||||
usable = [False, False, False, False]
|
||||
for circle in collided:
|
||||
if circle.color not in ["red", "blue", "green", "yellow", "black", "smaragd"]:
|
||||
return False
|
||||
elif circle.color in ["black", "smaragd"]:
|
||||
usable = [True, True, True, True]
|
||||
elif circle.color == "red":
|
||||
usable[0] = True
|
||||
elif circle.color == "blue":
|
||||
usable[1] = True
|
||||
elif circle.color == "green":
|
||||
usable[2] = True
|
||||
else:
|
||||
usable[3] = True
|
||||
|
||||
if usable[0] and usable[1] and usable[2] and usable[3]:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
# if u try placing smaragd circle
|
||||
if color_name == "smaragd":
|
||||
usable = False
|
||||
for circle in collided:
|
||||
if circle.color not in ["purple", "black"]:
|
||||
return False
|
||||
else:
|
||||
usable = True
|
||||
|
||||
if usable:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
else:
|
||||
return False
|
BIN
planetio.exe
Normal file
504
planetio.py
Normal file
@ -0,0 +1,504 @@
|
||||
from fast_and_trash import *
|
||||
from Sounds import *
|
||||
from mouse_engine import *
|
||||
import pygame
|
||||
import sys
|
||||
from pygame.locals import *
|
||||
|
||||
# basic config
|
||||
pygame.mixer.pre_init(48000, -16, 2, 512)
|
||||
pygame.init()
|
||||
pygame.mixer.set_num_channels(16)
|
||||
|
||||
font = pygame.font.SysFont('Comic Sans MS', 80)
|
||||
small_font = pygame.font.SysFont('Comic Sans MS', 40)
|
||||
tiny_font = pygame.font.SysFont('Comic Sans MS', 20)
|
||||
|
||||
Window_size = [900, 600]
|
||||
Default_size = Window_size
|
||||
screen = pygame.display.set_mode(Window_size)
|
||||
display = pygame.Surface((900, 600))
|
||||
pygame.display.set_caption("Planetio")
|
||||
pygame.display.set_icon(pygame.image.load("assets/textures/icon.png"))
|
||||
clock = pygame.time.Clock()
|
||||
sounds = get_sounds()
|
||||
|
||||
|
||||
def menu(screenX, fs, Win_size):
|
||||
|
||||
# preparations
|
||||
|
||||
alive = True
|
||||
gravity_button = [pygame.image.load("assets/textures/gravity_not_nonhover.png").convert(),
|
||||
pygame.image.load("assets/textures/gravity_not_hover.png").convert(),
|
||||
pygame.image.load("assets/textures/gravity_do_nonhover.png").convert(),
|
||||
pygame.image.load("assets/textures/gravity_do_hover.png").convert()]
|
||||
g_index = 0
|
||||
sheets = [pygame.image.load("assets/textures/sheet.png").convert(),
|
||||
pygame.image.load("assets/textures/sheet_cheat.png").convert(),
|
||||
pygame.image.load("assets/textures/sheet_pressed.png").convert(),
|
||||
pygame.image.load("assets/textures/sheet_cheat_pressed.png").convert()]
|
||||
sheets[0].set_colorkey((0, 0, 0))
|
||||
sheets[1].set_colorkey((0, 0, 0))
|
||||
sheets[2].set_colorkey((0, 0, 0))
|
||||
sheets[3].set_colorkey((0, 0, 0))
|
||||
s_index = 0
|
||||
|
||||
# values to pass
|
||||
|
||||
setup = {"rotate": True,
|
||||
"gravity": False,
|
||||
"cheatsheet": True}
|
||||
|
||||
# mouse
|
||||
|
||||
mouse = Mouse([0, 0])
|
||||
colorX = (0, 0, 0)
|
||||
rotate_color = (0, 0, 0)
|
||||
r_circle_cords = [730, 500]
|
||||
|
||||
# checking if tutorial
|
||||
|
||||
file = open("assets/save", "r")
|
||||
place = file.read()
|
||||
file.close()
|
||||
if place == "tutorial":
|
||||
screenX, fs, Win_size = tutorial(screenX, fs, Win_size)
|
||||
file = open("assets/save", "w")
|
||||
file.write("Yes u found the save file congrats.")
|
||||
file.close()
|
||||
|
||||
# game loop
|
||||
while alive:
|
||||
display.fill((255, 255, 255))
|
||||
|
||||
# event loop
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
mouse.update(Win_size, Default_size)
|
||||
|
||||
# setting actions for buttons
|
||||
|
||||
if mouse.in_circle([450, 300], 50):
|
||||
sounds["click"].play(0)
|
||||
run_game(screenX, fs, setup, Win_size)
|
||||
|
||||
if mouse.in_circle([700, 500], 20):
|
||||
sounds["click"].play(0)
|
||||
setup["rotate"] = not setup["rotate"]
|
||||
|
||||
if mouse.in_circle([107, 375], 17):
|
||||
sounds["click"].play(0)
|
||||
setup["gravity"] = not setup["gravity"]
|
||||
|
||||
if mouse.in_circle([743, 140], 35):
|
||||
sounds["click"].play(0)
|
||||
setup["cheatsheet"] = not setup["cheatsheet"]
|
||||
|
||||
if event.type == pygame.MOUSEMOTION:
|
||||
# if mouse moving get mouse pos
|
||||
mouse.update(Win_size, Default_size)
|
||||
|
||||
if mouse.in_circle([450, 300], 50):
|
||||
colorX = (100, 100, 100)
|
||||
else:
|
||||
colorX = (0, 0, 0)
|
||||
|
||||
if mouse.in_circle([700, 500], 20):
|
||||
rotate_color = (80, 80, 80)
|
||||
else:
|
||||
rotate_color = (0, 0, 0)
|
||||
|
||||
if mouse.in_circle([107, 375], 17):
|
||||
if setup["gravity"]:
|
||||
g_index = 1
|
||||
else:
|
||||
g_index = 3
|
||||
else:
|
||||
if setup["gravity"]:
|
||||
g_index = 0
|
||||
else:
|
||||
g_index = 2
|
||||
|
||||
if mouse.in_circle([743, 140], 35):
|
||||
s_index = 1
|
||||
else:
|
||||
s_index = 0
|
||||
|
||||
if event.type == KEYDOWN:
|
||||
if event.key == K_f:
|
||||
fs = not fs
|
||||
if fs is False:
|
||||
Win_size = Default_size
|
||||
screenX = pygame.display.set_mode(Win_size)
|
||||
else:
|
||||
screenX = pygame.display.set_mode(Win_size, pygame.FULLSCREEN)
|
||||
d = pygame.display.get_surface()
|
||||
Win_size = [d.get_width(), int((d.get_width()*2)/3)]
|
||||
|
||||
elif event.key == K_ESCAPE:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
# making menu
|
||||
|
||||
pygame.draw.circle(display, colorX, [450, 300], 50)
|
||||
|
||||
pygame.draw.circle(display, rotate_color, [700, 500], 20)
|
||||
pygame.draw.circle(display, (126, 189, 43), r_circle_cords, 10)
|
||||
if setup["rotate"]:
|
||||
|
||||
r_circle_cords = rotate([700, 500], r_circle_cords, -0.01)
|
||||
|
||||
display.blit(gravity_button[g_index], [40, 300])
|
||||
|
||||
# sheets
|
||||
|
||||
if setup["cheatsheet"]:
|
||||
display.blit(sheets[1 + (s_index * 2)], [700, 100])
|
||||
else:
|
||||
display.blit(sheets[0 + (s_index * 2)], [700, 100])
|
||||
|
||||
# basic loop config
|
||||
|
||||
screenX.blit(pygame.transform.scale(display, Win_size), (0, 0))
|
||||
pygame.display.update()
|
||||
clock.tick(60)
|
||||
|
||||
|
||||
def run_game(screenX, fs, setup, Win_size):
|
||||
|
||||
# basics
|
||||
mouse = Mouse([0, 0])
|
||||
mouse.update(Win_size, Default_size)
|
||||
game = Game()
|
||||
scroll = Scroll([0, 0])
|
||||
game.add_circle([450, 300], 40, "black", pygame.Color(10, 10, 10, 255), scroll)
|
||||
game.black = game.circles[0]
|
||||
|
||||
# indicator
|
||||
indicator_colors = [pygame.Color(230, 73, 25, 150), pygame.Color(165, 230, 25, 150)]
|
||||
indicators = [get_circle(indicator_colors[0], 30), get_circle(indicator_colors[1], 30)]
|
||||
allowed = None
|
||||
|
||||
# exit button
|
||||
exit_buttons = [get_circle(pygame.Color(1, 1, 1, 200), 20), get_circle(pygame.Color(255, 0, 0, 200), 20)]
|
||||
endex = 0
|
||||
|
||||
# wasd tutorial
|
||||
wasd = pygame.image.load("assets/textures/wasd.png").convert()
|
||||
wasd.set_colorkey((0, 0, 0))
|
||||
wasd_timer = 0
|
||||
|
||||
# cheatsheet
|
||||
cheatsheet = pygame.image.load("assets/textures/cheatsheet.png").convert()
|
||||
cheatsheet.set_colorkey((0, 0, 0))
|
||||
cheatsheet.set_alpha(180)
|
||||
|
||||
while game.alive:
|
||||
|
||||
display.fill((255, 255, 255))
|
||||
|
||||
# circles stuff
|
||||
|
||||
game.disp_circles(display, scroll)
|
||||
game.draw_template(display)
|
||||
if setup["rotate"]:
|
||||
game.rotate_around_mid()
|
||||
|
||||
# mouse checking
|
||||
mouse.update(Win_size, Default_size)
|
||||
|
||||
game.c_template["pos"] = mouse.mouse_pos
|
||||
|
||||
if setup["rotate"]:
|
||||
if mouse.check_availability(game.c_template["color"], game.c_template["radius"], game, scroll):
|
||||
allowed = True
|
||||
else:
|
||||
allowed = False
|
||||
|
||||
# indicator & sensor
|
||||
|
||||
if allowed:
|
||||
display.blit(indicators[1], [830, 530])
|
||||
else:
|
||||
display.blit(indicators[0], [830, 530])
|
||||
|
||||
if setup["gravity"]:
|
||||
sensor = get_gravity_sur(game.get_gravity(), game.limit)
|
||||
|
||||
display.blit(sensor, [10, 490])
|
||||
|
||||
# exit button
|
||||
|
||||
display.blit(exit_buttons[endex], [850, 10])
|
||||
|
||||
# wasd tutorial
|
||||
|
||||
if setup["cheatsheet"]:
|
||||
if wasd_timer < 255:
|
||||
wasd.set_alpha(255 - wasd_timer)
|
||||
wasd_timer += 2
|
||||
display.blit(wasd, [50, 260])
|
||||
|
||||
# and cheatsheet
|
||||
|
||||
if setup["cheatsheet"]:
|
||||
display.blit(cheatsheet, [0, 5])
|
||||
|
||||
# scroll stuff
|
||||
|
||||
scroll.scroll[0] += game.aditional_scroll[0]
|
||||
scroll.scroll[1] += game.aditional_scroll[1]
|
||||
|
||||
# event loop
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
elif event.type == pygame.MOUSEBUTTONDOWN:
|
||||
|
||||
if mouse.check_availability(game.c_template["color"], game.c_template["radius"], game, scroll):
|
||||
game.update_points([mouse.mouse_pos[0] + scroll.scroll[0],
|
||||
mouse.mouse_pos[1] + scroll.scroll[1]], game.c_template["radius"],
|
||||
game.c_template["color"])
|
||||
# command above must run before u add circle
|
||||
|
||||
game.add_circle(mouse.mouse_pos, game.c_template["radius"], game.c_template["color"],
|
||||
game.colors[game.c_template["color"]], scroll)
|
||||
game.c_template = get_circle_template()
|
||||
sounds["circle"].play(0)
|
||||
|
||||
if setup["gravity"]:
|
||||
game.update_lim()
|
||||
|
||||
if mouse.in_circle([870, 30], 20):
|
||||
game.alive = False
|
||||
game.ended_on_own_will = True
|
||||
sounds["click"].play(0)
|
||||
|
||||
elif event.type == pygame.MOUSEMOTION:
|
||||
|
||||
if setup["rotate"] is False:
|
||||
if mouse.check_availability(game.c_template["color"], game.c_template["radius"], game, scroll):
|
||||
allowed = True
|
||||
else:
|
||||
allowed = False
|
||||
|
||||
if mouse.in_circle([870, 30], 20):
|
||||
endex = 1
|
||||
else:
|
||||
endex = 0
|
||||
|
||||
elif event.type == KEYDOWN:
|
||||
if event.key == K_f:
|
||||
fs = not fs
|
||||
if fs is False:
|
||||
Win_size = Default_size
|
||||
screenX = pygame.display.set_mode(Win_size)
|
||||
else:
|
||||
screenX = pygame.display.set_mode(Win_size, pygame.FULLSCREEN)
|
||||
d = pygame.display.get_surface()
|
||||
Win_size = [d.get_width(), int((d.get_width() * 2) / 3)]
|
||||
|
||||
elif event.key == K_ESCAPE:
|
||||
return screenX, fs, Win_size
|
||||
|
||||
elif event.key == K_r:
|
||||
return screenX, fs, Win_size
|
||||
|
||||
# managing scroll
|
||||
elif event.key == K_s:
|
||||
game.aditional_scroll[1] += 10
|
||||
elif event.key == K_w:
|
||||
game.aditional_scroll[1] -= 10
|
||||
elif event.key == K_a:
|
||||
game.aditional_scroll[0] -= 10
|
||||
elif event.key == K_d:
|
||||
game.aditional_scroll[0] += 10
|
||||
|
||||
elif event.type == KEYUP:
|
||||
|
||||
# just scroll
|
||||
if event.key == K_s:
|
||||
game.aditional_scroll[1] -= 10
|
||||
elif event.key == K_w:
|
||||
game.aditional_scroll[1] += 10
|
||||
elif event.key == K_a:
|
||||
game.aditional_scroll[0] += 10
|
||||
elif event.key == K_d:
|
||||
game.aditional_scroll[0] -= 10
|
||||
|
||||
# basic loop config
|
||||
|
||||
screenX.blit(pygame.transform.scale(display, Win_size), (0, 0))
|
||||
pygame.display.update()
|
||||
clock.tick(60)
|
||||
|
||||
if game.collapse or game.ended_on_own_will:
|
||||
|
||||
# setting up
|
||||
display.fill((255, 255, 255))
|
||||
if game.collapse:
|
||||
game.black.color_value.r = 255
|
||||
game.disp_circles(display, scroll)
|
||||
screenX.blit(pygame.transform.scale(display, Win_size), (0, 0))
|
||||
pygame.display.update()
|
||||
|
||||
# ending
|
||||
if game.collapse:
|
||||
screenX, fs, Win_size = end(screenX, fs, Win_size, game, "collapse")
|
||||
else:
|
||||
screenX, fs, Win_size = end(screenX, fs, Win_size, game, "ignore")
|
||||
|
||||
return screenX, fs, Win_size
|
||||
|
||||
|
||||
def end(screenX, fs, Win_size, game, reason):
|
||||
# prep work
|
||||
|
||||
game.alive = True
|
||||
mouse = Mouse([0, 0])
|
||||
mouse.update(Win_size, Default_size)
|
||||
|
||||
# bg
|
||||
sur = pygame.Surface((800, 500))
|
||||
sur.fill((0, 0, 0))
|
||||
sur.set_alpha(20)
|
||||
display.blit(sur, [50, 50])
|
||||
|
||||
# loading objects
|
||||
title = font.render("Game ended.", False, (40, 40, 40))
|
||||
reason_text = None
|
||||
if reason == "collapse":
|
||||
reason_text = tiny_font.render("planet collapsed", False, (40, 40, 40))
|
||||
|
||||
circles = small_font.render(f"Circles placed : {len(game.circles)-1}", False, (40, 40, 40))
|
||||
points = small_font.render(f"Points collected : {round(game.points)}", False, (40, 40, 40))
|
||||
|
||||
# menu button
|
||||
button_colors = [pygame.Color(60, 60, 60, 150), pygame.Color(160, 160, 160, 150)]
|
||||
menu_buttons = [get_circle(button_colors[0], 30), get_circle(button_colors[1], 30)]
|
||||
menu_index = 0
|
||||
|
||||
while game.alive:
|
||||
mouse.update(Win_size, Default_size)
|
||||
|
||||
# bliting text
|
||||
|
||||
display.blit(title, [200, 100])
|
||||
if reason == "collapse":
|
||||
display.blit(reason_text, [350, 200])
|
||||
|
||||
display.blit(circles, [80, 320])
|
||||
display.blit(points, [80, 420])
|
||||
|
||||
display.blit(menu_buttons[menu_index], [770, 470])
|
||||
|
||||
# event loop
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
elif event.type == KEYDOWN:
|
||||
if event.key == K_f:
|
||||
fs = not fs
|
||||
if fs is False:
|
||||
Win_size = Default_size
|
||||
screenX = pygame.display.set_mode(Win_size)
|
||||
else:
|
||||
screenX = pygame.display.set_mode(Win_size, pygame.FULLSCREEN)
|
||||
d = pygame.display.get_surface()
|
||||
Win_size = [d.get_width(), int((d.get_width() * 2) / 3)]
|
||||
|
||||
elif event.key == K_ESCAPE:
|
||||
return screenX, fs, Win_size
|
||||
|
||||
elif event.type == MOUSEBUTTONDOWN:
|
||||
if mouse.in_circle([800, 500], 30):
|
||||
sounds["click"].play(0)
|
||||
return screenX, fs, Win_size
|
||||
|
||||
elif event.type == MOUSEMOTION:
|
||||
if mouse.in_circle([800, 500], 30):
|
||||
menu_index = 1
|
||||
else:
|
||||
menu_index = 0
|
||||
|
||||
# basic loop config
|
||||
|
||||
screenX.blit(pygame.transform.scale(display, Win_size), (0, 0))
|
||||
pygame.display.update()
|
||||
clock.tick(60)
|
||||
|
||||
|
||||
def tutorial(screenX, fs, Win_size):
|
||||
menu_buttons = pygame.transform.scale(pygame.image.load("assets/textures/tutorial/menu_buttons.png").convert(),
|
||||
[400, 400])
|
||||
full_s = small_font.render("F = FULLSCREEN", False, (0, 0, 0))
|
||||
colorX = (10, 10, 10)
|
||||
mouse = Mouse([0, 0])
|
||||
mouse.update(Win_size, Default_size)
|
||||
|
||||
alive = True
|
||||
|
||||
while alive:
|
||||
mouse.update(Win_size, Default_size)
|
||||
|
||||
# drawing things
|
||||
display.fill((255, 255, 255))
|
||||
|
||||
display.blit(menu_buttons, [50, 40])
|
||||
display.blit(full_s, [50, 470])
|
||||
|
||||
pygame.draw.circle(display, colorX, [700, 300], 40)
|
||||
|
||||
# event loop
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
elif event.type == KEYDOWN:
|
||||
if event.key == K_f:
|
||||
fs = not fs
|
||||
if fs is False:
|
||||
Win_size = Default_size
|
||||
screenX = pygame.display.set_mode(Win_size)
|
||||
else:
|
||||
screenX = pygame.display.set_mode(Win_size, pygame.FULLSCREEN)
|
||||
d = pygame.display.get_surface()
|
||||
Win_size = [d.get_width(), int((d.get_width()*2)/3)]
|
||||
|
||||
elif event.key == K_ESCAPE:
|
||||
return screenX, fs, Win_size
|
||||
|
||||
elif event.type == MOUSEMOTION:
|
||||
if mouse.in_circle([700, 300], 40):
|
||||
colorX = (80, 80, 80)
|
||||
else:
|
||||
colorX = (10, 10, 10)
|
||||
|
||||
elif event.type == MOUSEBUTTONDOWN:
|
||||
if mouse.in_circle([700, 300], 40):
|
||||
return screenX, fs, Win_size
|
||||
|
||||
# basic loop config
|
||||
|
||||
screenX.blit(pygame.transform.scale(display, Win_size), (0, 0))
|
||||
pygame.display.update()
|
||||
clock.tick(60)
|
||||
|
||||
|
||||
menu(screen, False, Window_size)
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# pip install pygame==2.0.0.dev16
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