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from player import Player
from fruit import Fruit
from effect import BloodEffect, SplitEffect, SlashEffect, FadeInEffect, FadeOutEffect, BloodSplatter
from combo_counter import ComboCounter
from bomb import Bomb
from rect import Rect
from setup import *
class Game:
BOMB_CHANCE = 0.1
COMBO_TIME = 250
GAME_OVER_TIME = 2000
WAVE_COOLDOWN = 500
BACKGROUND = pygame.Surface((WIDTH, HEIGHT))
tile_cols = 4
tile_rows = 4
background_tile = pygame.transform.scale(pygame.image.load("assets/background.png"),((WIDTH+12) / tile_cols, HEIGHT / tile_rows)).convert()
dark_background_tile = pygame.transform.scale(pygame.image.load("assets/dark_background.png"),
((WIDTH+12) / tile_cols, HEIGHT / tile_rows)).convert()
for x in range(tile_cols):
for y in range(tile_rows):
if y == 0:
BACKGROUND.blit(dark_background_tile, (x * WIDTH / tile_cols, y * HEIGHT / tile_rows))
else:
BACKGROUND.blit(background_tile, (x * WIDTH / tile_cols, y * HEIGHT / tile_rows))
BACKGROUND = Texture.from_surface(renderer, BACKGROUND)
bass_sound_effect = pygame.mixer.Sound("assets/sounds/sub-bass-4-secondsssss-6241.wav")
bass_sound_effect.set_volume(0.1)
slash_sounds = [pygame.mixer.Sound(f"assets/sounds/Swishes/long-medium-swish-44324.wav"),
pygame.mixer.Sound(f"assets/sounds/Swishes/swing-6045.wav"),
pygame.mixer.Sound(f"assets/sounds/Swishes/swish-sound-94707.wav"),
]
HIGH_SCORE_FILE = "high_score.txt"
def __init__(self):
self.player = Player()
self.fruits = [Fruit()]
self.bombs = []
self.effects = [
[], # Blood splatter
[], # Blood splash
[], # Split Effect
[], # slash effect
[FadeInEffect(fade_time=1000)] # Fade in/fade out effects
]
self.combo_counters = []
self.score = 0
self.time_since_last_hit = 0
self.current_combo = 0
self.wave = 1
self.cleared_wave = True
self.wave_cooldown_timer = 0
self.game_over = False
self.game_over_time = 0
try:
with open(self.HIGH_SCORE_FILE, "r") as f:
self.high_score = int(f.read())
except:
self.high_score = 0
self.music_started = False
if pygame.mixer.music.get_busy():
pygame.mixer.music.fadeout(500)
pygame.mixer.music.load("assets/sounds/Of Far Different Nature - Friendly Trap (CC-BY).ogg")
pygame.mixer.music.set_volume(0.25)
pygame.mixer.music.play(-1)
self.music_started = True
self.score_surf = font.render(f"SCORE {self.score}", True, WHITE)
self.score_txt = Texture.from_surface(renderer, self.score_surf)
self.combo_surf = font.render(f"COMBO x{max(1,self.current_combo)}", True, WHITE)
self.combo_txt = Texture.from_surface(renderer, self.combo_surf)
self.high_score_surf = font.render(f"BEST {self.high_score}", True, WHITE)
self.high_score_txt = Texture.from_surface(renderer, self.high_score_surf)
self.title_surf = font_large.render("GAME OVER", True, WHITE)
self.subtitle_surf = font.render(f"HIGH SCORE {self.high_score}", True, WHITE)
self.game_over_surf = pygame.Surface((max(self.title_surf.get_width(), self.subtitle_surf.get_width()),
self.title_surf.get_height() + self.subtitle_surf.get_height()))
self.game_over_surf.fill(GRAY)
self.game_over_surf.blit(self.title_surf, self.title_surf.get_rect(
center=(self.game_over_surf.get_width() / 2, self.title_surf.get_height() / 2)))
self.game_over_surf.blit(self.subtitle_surf, self.subtitle_surf.get_rect(
center=(
self.game_over_surf.get_width() / 2,
self.title_surf.get_height() + self.subtitle_surf.get_height() / 2)))
self.game_over_txt = Texture.from_surface(renderer, self.game_over_surf)
self.r1 = Rect(self.game_over_surf.get_rect(center=(WIDTH / 2, HEIGHT / 2)).inflate(50, 50), GRAY, 10)
self.r2 = Rect(self.game_over_surf.get_rect(center=(WIDTH / 2, HEIGHT / 2)).inflate(50, 50), BLACK, 10, 5)
def update(self, delta):
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
if self.score >= self.high_score:
self.high_score = self.score
with open(self.HIGH_SCORE_FILE, "w") as f:
f.write(str(self.high_score))
return COMMAND_EXIT
elif event.type == pygame.KEYUP:
if event.key == pygame.K_m:
if pygame.mixer.music.get_busy():
pygame.mixer.music.pause()
else:
pygame.mixer.music.unpause()
if not self.music_started:
pygame.mixer.music.load("assets/sounds/Of Far Different Nature - Friendly Trap (CC-BY).ogg")
pygame.mixer.music.set_volume(0.25)
pygame.mixer.music.play(-1)
self.music_started = True
if not self.game_over:
self.player.update(delta)
else:
self.game_over_time += delta
if self.game_over_time > self.GAME_OVER_TIME:
return COMMAND_START
hits = []
for fruit in self.fruits:
fruit.update(delta)
hit_status = self.player.hits(fruit)
if hit_status and SplitEffect.should_split(fruit.fruit_txt, fruit.angle, fruit.position,
self.player.previous_mouse_pos,
self.player.mouse_direction, fruit.radius):
hits.append((fruit, self.player.mouse_direction, self.player.previous_mouse_pos))
if (((not -fruit.radius * 2 < fruit.position.x < WIDTH + fruit.radius * 2) or
fruit.position.y - fruit.radius * 2 > HEIGHT) and fruit.velocity.y > 0):
self.fruits.remove(fruit)
self.cleared_wave = False
self.time_since_last_hit += delta
if self.time_since_last_hit < self.COMBO_TIME:
self.score += self.current_combo
self.high_score = max(self.score, self.high_score)
self.score_surf = font.render(f"SCORE {self.score}", True, WHITE)
self.score_txt = Texture.from_surface(renderer, self.score_surf)
self.high_score_surf = font.render(f"BEST {self.high_score}", True, WHITE)
self.high_score_txt = Texture.from_surface(renderer, self.high_score_surf)
else:
self.current_combo = 0
self.combo_surf = font.render(f"COMBO x{max(1,self.current_combo)}", True, WHITE)
self.combo_txt = Texture.from_surface(renderer, self.combo_surf)
for hit, mouse_direction, mouse_position in hits:
color = random.choice(EFFECT_COLORS)
self.effects[0].append(BloodSplatter(hit.position, hit.radius,
determine_angle(hit.position, hit.position + mouse_direction),
color))
self.effects[1].append(BloodEffect(hit.position, hit.radius, lighten(color, 0.15)))
half1, half2, pos1, pos2 = SplitEffect.split_image(hit.fruit_txt, hit.angle, hit.position, mouse_position,
mouse_direction, hit.radius)
n1, n2 = SplitEffect.find_normals(mouse_direction.normalize() * 5)
self.effects[2].append(SplitEffect(pos1, half1, hit.velocity, n1))
self.effects[2].append(SplitEffect(pos2, half2, hit.velocity, n2))
pygame.mixer.Sound.play(random.choice(self.slash_sounds))
self.score += 1
self.high_score = max(self.score, self.high_score)
self.score_surf = font.render(f"SCORE {self.score}", True, WHITE)
self.score_txt = Texture.from_surface(renderer, self.score_surf)
self.high_score_surf = font.render(f"BEST {self.high_score}", True, WHITE)
self.high_score_txt = Texture.from_surface(renderer, self.high_score_surf)
if self.time_since_last_hit < self.COMBO_TIME:
self.current_combo += 1
self.combo_surf = font.render(f"COMBO x{max(1,self.current_combo)}", True, WHITE)
self.combo_txt = Texture.from_surface(renderer, self.combo_surf)
if self.current_combo > 1:
self.combo_counters.append(ComboCounter(hit.position, self.current_combo + 1))
self.effects[3].append(SlashEffect(hit.position, hit.angle))
self.time_since_last_hit = 0
if hit in self.fruits:
self.fruits.remove(hit)
for layer in self.effects:
for effect in layer:
effect_status = effect.update(delta)
if effect_status:
layer.remove(effect)
for combo in self.combo_counters:
combo_status = combo.update(delta)
if combo_status:
self.combo_counters.remove(combo)
for bomb in self.bombs:
bomb_status = bomb.update(delta)
if self.player.hits(bomb):
bomb.explode(self.fruits, self.bombs, self.effects[2])
self.set_game_over()
if bomb_status:
self.bombs.remove(bomb)
continue
if (((not -bomb.radius * 2 < bomb.position.x < WIDTH + bomb.radius * 2) or
bomb.position.y - bomb.radius * 2 * bomb.RADIUS_FACTOR > HEIGHT) and bomb.velocity.y > 0):
self.bombs.remove(bomb)
if len(self.fruits) == 0 and len(self.bombs) == 0 and not self.game_over:
self.wave_cooldown_timer += delta
if self.wave_cooldown_timer >= self.WAVE_COOLDOWN:
if self.cleared_wave:
self.wave_cooldown_timer = 0
self.wave += 1
self.cleared_wave = True
for i in range(self.wave):
if random.random() < self.BOMB_CHANCE:
self.bombs.append(Bomb())
else:
self.fruits.append(Fruit())
def set_game_over(self):
self.game_over = True
self.player.sliced_points.clear()
pygame.mixer.Sound.play(self.bass_sound_effect)
self.effects[4].append(FadeOutEffect(fade_time=self.GAME_OVER_TIME, max_alpha=20))
if self.score >= self.high_score:
self.high_score = self.score
with open(self.HIGH_SCORE_FILE, "w") as f:
f.write(str(self.high_score))
self.title_surf = font_large.render("GAME OVER", True, WHITE)
self.subtitle_surf = font.render(f"HIGH SCORE {self.high_score}", True, WHITE)
self.game_over_surf = pygame.Surface((max(self.title_surf.get_width(), self.subtitle_surf.get_width()),
self.title_surf.get_height() + self.subtitle_surf.get_height()))
self.game_over_surf.fill(GRAY)
self.game_over_surf.blit(self.title_surf, self.title_surf.get_rect(
center=(self.game_over_surf.get_width() / 2, self.title_surf.get_height() / 2)))
self.game_over_surf.blit(self.subtitle_surf, self.subtitle_surf.get_rect(
center=(
self.game_over_surf.get_width() / 2,
self.title_surf.get_height() + self.subtitle_surf.get_height() / 2)))
self.game_over_txt = Texture.from_surface(renderer, self.game_over_surf)
def draw(self):
self.BACKGROUND.draw(None, (0, 0))
self.score_txt.draw(None, (7, 0))
self.combo_txt.draw(None, (WIDTH / 2 - self.combo_txt.width / 2, 0))
self.high_score_txt.draw(None, (WIDTH - self.high_score_txt.width - 7, 0))
for effect in self.effects[0]:
effect.draw()
for effect in self.effects[1]:
effect.draw()
for bomb in self.bombs:
bomb.draw()
for effect in self.effects[2]:
effect.draw()
for fruit in self.fruits:
fruit.draw()
for effect in self.effects[3]:
effect.draw()
for combo in self.combo_counters:
combo.draw()
for effect in self.effects[4]:
effect.draw()
if self.game_over:
self.r1.draw()
self.r2.draw()
self.game_over_txt.draw(None, (
WIDTH / 2 - self.game_over_txt.width / 2, HEIGHT / 2 - self.game_over_txt.height / 2))
self.player.draw()
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