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import pygame
import math
import time
import random
def format_number(num):
if num < 1000:
return num
out = ""
for i, val in enumerate((str(num)[::-1])):
out += val
if (i + 1) % 3 == 0 and i != len(str(num)) - 1:
out += ","
out = out[::-1]
return out
def deg2rad(angle): # not accurate
pi = 3.14
return angle * pi / 180
class Label:
horizontal_padding = 5
vertical_padding = 5
outline_thickness = 2
def __init__(self, x, y, text, font_size, text_colour=(0, 0, 0), antialias=True, fill_colour=(150, 150, 150),
outline_colour=(0, 0, 0)):
self.position = pygame.Vector2(x, y)
self.font = pygame.font.Font("MontserratBlack-ZVK6J.otf", font_size)
self.text_colour = text_colour
self.antialias = antialias
self.fill_colour = fill_colour
self.outline_colour = outline_colour
self.text, self.width, self.height = self.create_text(text)
self.centering = pygame.Vector2(0, 0)
def create_text(self, text):
out = []
max_width = 0
max_height = 0
for line in text:
text_surface = self.font.render(line, self.antialias, self.text_colour)
width = text_surface.get_width()
height = text_surface.get_height()
out.append((text_surface, width, height))
max_width = max(max_width, width)
max_height += height
return out, max_width, max_height
def update(self, delta, new_text=None, x=None, y=None, width=None, height=None, colour=None):
if new_text is not None:
self.text, self.width, self.height = self.create_text(new_text)
if x is not None:
self.position.x = x
if y is not None:
self.position.y = y
if width is not None:
self.width = width
if height is not None:
self.height = height
if colour is not None:
self.fill_colour = colour
def draw(self, surface, centered_x=True, centered_y=True, outlined=False, filled=False):
if centered_x:
self.centering.x = self.width / 2
if centered_y:
self.centering.y = self.height / 2
if filled:
r = pygame.Rect(
self.position - pygame.Vector2(self.horizontal_padding, self.vertical_padding) - self.centering,
pygame.Vector2(self.width + 2 * self.horizontal_padding,
self.height + self.vertical_padding * 2))
pygame.draw.rect(surface, self.fill_colour, r)
if outlined:
r = pygame.Rect(
self.position - pygame.Vector2(self.horizontal_padding, self.vertical_padding) - self.centering,
pygame.Vector2(self.width + 2 * self.horizontal_padding,
self.height + self.vertical_padding * 2))
pygame.draw.rect(surface, self.outline_colour, r, self.outline_thickness)
prev_height = 0
for line in self.text:
text_surface, width, height = line
surface.blit(text_surface, self.position - self.centering + pygame.Vector2(0, prev_height))
prev_height += height
class Button(Label):
def __init__(self, x, y, text, font_size, text_colour=(0, 0, 0), antialias=True, fill_color=(150, 150, 150),
outline_colour=(0, 0, 0)):
super().__init__(x, y, text, font_size, text_colour=text_colour, antialias=antialias, fill_colour=fill_color,
outline_colour=outline_colour)
def is_touching_mouse_pointer(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
if (self.position.x - self.centering.x <= mouse_x <= self.position.x + self.width - self.centering.x
and self.position.y - self.centering.y <= mouse_y <= self.position.y + self.height - self.centering.y):
return True
return False
def lighten(self):
self.fill_colour = (100, 100, 100)
def darken(self):
self.fill_colour = (150, 150, 150)
def update(self, delta, new_text=None, x=None, y=None, width=None, height=None, colour=None):
super().update(delta, new_text=new_text, x=x, y=y, width=width, height=height, colour=colour)
if self.is_touching_mouse_pointer():
self.lighten()
else:
self.darken()
def run_function(self, function):
return function()
class StationaryLaser:
colour = (255,0,0)
thickness = 10
radius = 30
def __init__(self,x,y,rotation):
self.position = pygame.Vector2(x,y)
self.rotation = rotation
self.endpoint = pygame.Vector2(0,0)
def update(self,delta):
self.project_laser()
def project_laser(self):
laser_skip_step_amount = 10
direction = pygame.Vector2(math.cos(deg2rad(self.rotation)), math.sin(deg2rad(self.rotation))) * laser_skip_step_amount
new_pos = self.position
while
def draw(self,surface):
pygame.draw.circle(surface, (255,255,255), self.position, self.radius, 10)
class Wall:
outline_colour = (40, 40, 40)
outline_thickness = 3
def __init__(self, x, y, width, height, colour, centered_x=True, centered_y=True, outlined=True):
self.width = width
self.height = height
self.centering = pygame.Vector2(0, 0)
if centered_x:
self.centering.x = self.width / 2
if centered_y:
self.centering.y = self.height / 2
self.position = pygame.Vector2(x, y) - self.centering
self.fill_colour = colour
self.outlined = outlined
self.collision_rect = pygame.Rect(self.position, pygame.Vector2(self.width, self.height))
def update(self, delta, x=None, y=None, width=None, height=None, colour=None):
if x is not None:
self.position.x = x
if y is not None:
self.position.y = y
if width is not None:
self.width = width
if height is not None:
self.height = height
if colour is not None:
self.fill_colour = colour
def draw(self, surface):
pygame.draw.rect(surface, self.fill_colour, self.collision_rect)
if self.outlined:
pygame.draw.rect(surface, self.outline_colour, self.collision_rect, self.outline_thickness)
class Player:
width = 70
height = 70
move_strength = 0.35
player_image = pygame.image.load("player.png")
player_image = pygame.transform.scale(player_image, (width, height))
centering = pygame.Vector2(width, height)
def __init__(self, x, y):
self.position = pygame.Vector2(x, y)
self.velocity = pygame.Vector2(0, 0)
self.collision_rect = pygame.Rect(self.position.x, self.position.y, self.width, self.height)
self.position -= self.centering
def movement(self):
pressed = pygame.key.get_pressed()
direction = pygame.Vector2(0, 0)
if pressed[pygame.K_RIGHT] or pressed[pygame.K_d]:
direction.x += 1
if pressed[pygame.K_LEFT] or pressed[pygame.K_a]:
direction.x -= 1
if pressed[pygame.K_UP] or pressed[pygame.K_w]:
direction.y -= 1
if pressed[pygame.K_DOWN] or pressed[pygame.K_s]:
direction.y += 1
if direction.x == 0 and direction.y == 0:
return direction
return direction.normalize()
def update(self, delta):
self.sort_collision(delta)
self.velocity = self.movement() * self.move_strength
def sort_collision(self, delta):
self.collision_rect = pygame.Rect(self.position.x + self.velocity.x * delta, self.position.y, self.width,
self.height)
if not self.check_collision():
self.position.x += self.velocity.x * delta
self.collision_rect = pygame.Rect(self.position.x, self.position.y + self.velocity.y * delta, self.width,
self.height)
if not self.check_collision():
self.position.y += self.velocity.y * delta
def check_collision(self):
for wall in walls:
if self.collision_rect.colliderect(wall.collision_rect):
return True
return False
def draw(self, surface):
surface.blit(self.player_image, self.position)
pygame.init()
SCREEN_HEIGHT = 640
SCREEN_WIDTH = 1080
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Laser Tag")
# icon = pygame.transform.scale(Cookie.cookie_image, (32, 32))
# pygame.display.set_icon(icon)
player = Player(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)
walls = [Wall(SCREEN_WIDTH * 3 / 4, SCREEN_HEIGHT / 2, 15, SCREEN_HEIGHT / 3, (255, 255, 255)),
Wall(SCREEN_WIDTH * 1 / 4, SCREEN_HEIGHT / 2, 15, SCREEN_HEIGHT / 3, (255, 255, 255)),
Wall(SCREEN_WIDTH / 2, SCREEN_HEIGHT * 3 / 4, SCREEN_WIDTH / 3, 15, (255, 255, 255)),]
fps_cap = 60
fps = fps_cap
clock = pygame.time.Clock()
delta = int(1000 / fps_cap)
background_colour = (134, 161, 219)
is_running = True
while is_running:
screen.fill(background_colour)
for event in pygame.event.get():
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
pass
player.update(delta)
player.draw(screen)
for wall in walls:
wall.update(delta)
wall.draw(screen)
pygame.display.update()
delta = clock.tick(fps_cap)
pygame.quit()
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