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main.py
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470 lines (409 loc) · 19 KB
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from imports import *
myappid = r'assets\images\heart.png'
pygame.init()
pygame.mixer.init()
ghostFight = pygame.mixer.Sound(r"assets\other\ghostFight.mp3")
determination = pygame.mixer.Sound(r"assets\other\Undertale OST_ 011 - Determination.mp3")
windll.shell32.SetCurrentProcessExplicitAppUserModelID(myappid)
pygame.display.set_caption("Undertale: Shades of Darkness")
wave1,wave2,wave3,wave4 = False,False,False,False
entities = []
timeNow = 0
screen = pygame.display.set_mode([1000,1000])
clock = pygame.time.Clock()
won = False
seconds = 0
ended = False
oldTime = 0
playSize = [350,500,300,300]
heartClick = False
realTime = 0
realTicks = 0
ghostFight.play(loops=-1)
def end(ended):
if ended == False:
ghostFight.stop()
determination.stop()
determination.play(loops=-1)
return True
class Text():
def __init__(self,text,size,location,font,fontColor):
self._text = text
self._size = size
self._location = location
self._font = font
self._fontColor = fontColor
def get_text(self):
return self._text
def get_size(self):
return self._size
def get_location(self):
return self._location
def get_font(self):
return self._font
def get_fontColor(self):
return self._fontColor
def blit(self):
Font = pygame.font.Font(self._font, self._size)
Text = Font.render(self._text, True,self._fontColor)
screen.blit(Text,self._location)
class Button():
def __init__(self,data=list,image=str,click=bool,colorKey=list[int,int,int]):
self._data = data
self._location = [data[0],data[1]]
self._size = [data[2],data[3]]
self._click = click
self._colorKey = colorKey
try:
self._image = image
self._image = pygame.image.load(self._image)
isImage = True
except:
isImage = False
self._area = [data[0],data[1],data[0]+data[2],data[1]+data[3]]
def get_click(self):
return self._click
def get_location_and_size(self):
return self._data
def get_image(self):
return self._image
def get_area(self):
return self._area
def setcolor_key(self):
self._image.set_colorkey(self._colorKey)
def blit(self):
screen.blit(self._image,self._location)
def check_hovered(self):
if mouseX >= self._area[0] and mouseX <= self._area[2] and mouseY >= self._area[1] and mouseY <= self._area[3]:
return True
else:
return False
def check_clicked(self):
if mouseX >= self._area[0] and mouseX <= self._area[2] and mouseY >= self._area[1] and mouseY <= self._area[3]:
if pygame.mouse.get_pressed() == (1, 0, 0):
return True
else:
return False
class Entity():
def __init__(self,speed : int, xy : list, face : str,size : int,group : str):
self._speed = speed
self._face = pygame.image.load(face).convert_alpha()
self._face = pygame.transform.scale(self._face,size)
self._xy = xy
self._group = group
# set func
def setPos(self,newXY : list):
self._xy = newXY
def move(self,byXY : list):
self._xy = [self._xy[0]+ (byXY[0] * self._speed), self._xy[1] + (byXY[1] * self._speed)]
def blit(self):
screen.blit(self._face,self._xy)
def setGroup(self,newType : str): # probably useless
self._type = newType
# get func
def getImage(self):
return self._face
def getPos(self):
return self._xy
def getGroup(self):
return self._group
def getSpeed(self):
return self._speed
Player = Entity(5,[500-(45/2),675-(45/2)],r'assets\images\heart.png',[45,45],"player")
entities.append(Player)
Gengar = Entity(5,[500-(220/2),350-(220/2)],r'assets\images\gengar_fixed.png',[220,220],"enemyStatue")
entities.append(Gengar)
pygame.display.set_icon(Player.getImage())
ghostFight.set_volume(0.06)
determination.set_volume(0.03)
while True:
try:
sparkleHitbox = pygame.draw.rect(screen,[0,0,0],[sparklePos[0],sparklePos[1],50,50],5)
except:
sparkleHitbox = pygame.draw.rect(screen,[0,0,0],[570,370,50,50],5)
playerXY =Player.getPos()
mousePos = pygame.mouse.get_pos()
mouseX = mousePos[0]
mouseY = mousePos[1]
playerX =playerXY[0]
playerY =playerXY[1]
playerHitbox = [playerX+5,playerY+5,35,35]
playerRect = pygame.draw.rect(screen,[200,200,200],playerHitbox,1)
screen.fill([0,0,0])
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
break
if ended == False:
if playerX > playSize[0]:
if keys[K_a] or keys[K_LEFT]:
pygame.key.set_repeat(30)
Player.move([-1,0])
if playerX < (playSize[0]+playSize[2])-45:
if keys[K_d] or keys[K_RIGHT]:
pygame.key.set_repeat(30)
Player.move([1,0])
elif playerX > (playSize[0]+playSize[2])-40:
Player.setPos([(playSize[0]+playSize[2])-45-1,playerY])
if playerY > playSize[1]:
if keys[K_w] or keys[K_UP]:
pygame.key.set_repeat(30)
Player.move([0,-1])
if playerY < (playSize[1]+playSize[3])-49:
if keys[K_s] or keys[K_DOWN]:
pygame.key.set_repeat(30)
Player.move([0,1])
# time
ticks, timeNow = pygame.time.get_ticks() - realTicks, pygame.time.get_ticks() - realTicks
timeNow = timeNow//1000
if timeNow != oldTime:
oldTime = timeNow
for entity in entities:
entity.blit()
# game system:
if timeNow >= 5:
if wave1 == False:
wave1 = True
rect1 = Entity(3.5,[350-(75/3),-100-(75/2)],r"assets\images\rect.png",[50,50],"wave1")
rect2 = Entity(3.5,[425-(75/3),-100-(75/2)],r"assets\images\rect.png",[50,50],"wave1")
rect3 = Entity(3.5,[500-(75/3),-100-(75/2)],r"assets\images\rect.png",[50,50],"wave1")
rect4 = Entity(3.5,[575-(75/3),-100-(75/2)],r"assets\images\rect.png",[50,50],"wave1")
rect5 = Entity(3.5,[650-(75/3),-100-(75/2)],r"assets\images\rect.png",[50,50],"wave1")
entities.append(rect1)
entities.append(rect2)
entities.append(rect3)
entities.append(rect4)
entities.append(rect5)
x = 0
wave1dir = 1
wave1start = True
rect1Hitbox = rect1.getPos() + [15,40]
rect1Hitbox[0]+=18
rect1Hitbox[1]+=4
rect2Hitbox = rect2.getPos() + [15,40]
rect2Hitbox[0]+=18
rect2Hitbox[1]+=4
rect3Hitbox = rect3.getPos() + [15,40]
rect3Hitbox[0]+=18
rect3Hitbox[1]+=4
rect4Hitbox = rect4.getPos() + [15,40]
rect4Hitbox[0]+=18
rect4Hitbox[1]+=4
rect5Hitbox = rect5.getPos() + [15,40]
rect5Hitbox[0]+=18
rect5Hitbox[1]+=4
rect1Hitbox = pygame.draw.rect(screen,[255,255,255],rect1Hitbox,10)
rect2Hitbox = pygame.draw.rect(screen,[255,255,255],rect2Hitbox,10)
rect3Hitbox = pygame.draw.rect(screen,[255,255,255],rect3Hitbox,10)
rect4Hitbox = pygame.draw.rect(screen,[255,255,255],rect4Hitbox,10)
rect5Hitbox = pygame.draw.rect(screen,[255,255,255],rect5Hitbox,10)
wave1Hitboxes = [rect1Hitbox,rect2Hitbox,rect3Hitbox,rect4Hitbox,rect5Hitbox]
for wave1Hitbox in wave1Hitboxes:
if wave1Hitbox.colliderect(playerRect):
ended = end(ended)
for entity in entities:
if entity.getGroup() == "wave1":
entity.move([0,2*wave1dir])
x+=0.015
y = cos(x)
pos = entity.getPos()
entity.move([y,0])
if timeNow >=8:
wave1start = False
wave1dir = -1.2
if timeNow >= 10:
if wave2 == False:
wave2 = True
circle1 = Entity(3.5,[-50-(75/3),100-(75/2)],r"assets\images\circle7x7.png",[30,30],"wave2")
circle2 = Entity(3.5,[1050-(75/3),100-(75/2)],r"assets\images\circle7x7.png",[30,30],"wave2")
entities.append(circle1)
entities.append(circle2)
deleteColor = [0,0,0]
deleteColorMultiplier = 1
deleteFinished = False
deleteEnd = False
try:
circle1.move([2,2])
circle1x = circle1.getPos()
circle1y = circle1x[1]+8
circle1x = circle1x[0]+8
circle1Hitbox = pygame.draw.circle(screen,[255,255,255],(circle1x,circle1y),15)
circle2.move([-2,2])
circle2x = circle2.getPos()
circle2y = circle2x[1]+8
circle2x = circle2x[0]+15+8
circle2Hitbox = pygame.draw.circle(screen,[255,255,255],(circle2x,circle2y),15)
except:
pass
for hitbox in [circle1Hitbox,circle2Hitbox]:
if hitbox.colliderect(playerRect):
ended = end(ended)
if timeNow >= 12:
if deleteFinished == False:
if deleteColor[0] < 252 and deleteEnd == False:
deleteColorMultiplier = deleteColorMultiplier + 0.0022
deleteColor = [int(deleteColor[0]*deleteColorMultiplier)+deleteColorMultiplier,0,0]
if deleteColor[0]>240:
if deleteCube.colliderect(playerHitbox):
ended = end(ended)
try:
deleteCube = pygame.draw.rect(screen,deleteColor,[350,700,300,100])
except:
deleteFinished = True
if timeNow >=14 and timeNow < 24:
if playSize[2] != 500 and timeNow < 17:
playSize[2] += 5
if wave3 == False:
wave3 = True
sparkle = Entity(1.5,[570,370],f'assets\images\purpleSparkle.png',[50,50],"wave3")
bullet1 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet2 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet3 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet4 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet5 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet6 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet7 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet8 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet9 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
bullet10 = Entity(12,[-200+randint(-1000,100),600+randint(-25,25)+randint(-100,100)],r'assets\images\BulletLeft.png',(50,50),"wave3")
elif playSize[2] != 200 and timeNow > 17:
playSize[2] -= 10
bullet1Pos = bullet1.getPos()
bullet1Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet1Pos[0]+5,bullet1Pos[1]+15,40,40/2],3)
bullet2Pos = bullet2.getPos()
bullet2Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet2Pos[0]+5,bullet2Pos[1]+15,40,40/2],3)
bullet3Pos = bullet3.getPos()
bullet3Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet3Pos[0]+5,bullet3Pos[1]+15,40,40/2],3)
bullet4Pos = bullet4.getPos()
bullet4Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet4Pos[0]+5,bullet4Pos[1]+15,40,40/2],3)
bullet5Pos = bullet5.getPos()
bullet5Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet5Pos[0]+5,bullet5Pos[1]+15,40,40/2],3)
bullet6Pos = bullet6.getPos()
bullet6Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet6Pos[0]+5,bullet6Pos[1]+15,40,40/2],3)
bullet7Pos = bullet7.getPos()
bullet7Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet7Pos[0]+5,bullet7Pos[1]+15,40,40/2],3)
bullet8Pos = bullet8.getPos()
bullet8Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet8Pos[0]+5,bullet8Pos[1]+15,40,40/2],3)
bullet9Pos = bullet9.getPos()
bullet9Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet9Pos[0]+5,bullet9Pos[1]+15,40,40/2],3)
bullet10Pos = bullet10.getPos()
bullet10Hitbox = pygame.draw.rect(screen,[0,0,0],[bullet10Pos[0]+5,bullet10Pos[1]+15,40,40/2],3)
wave3Bullets = [bullet1,bullet2,bullet3,bullet4,bullet5,bullet6,bullet7,bullet8,bullet9,bullet10]
wave3Hitboxes =[bullet1Hitbox,bullet2Hitbox,bullet3Hitbox,bullet4Hitbox,bullet5Hitbox,bullet6Hitbox,bullet7Hitbox,bullet8Hitbox,bullet9Hitbox,bullet10Hitbox]
for bullet in wave3Bullets:
bullet.move((1,0))
bullet.blit()
for hitbox in wave3Hitboxes:
if playerRect.colliderect(hitbox):
ended = end(ended)
if timeNow >= 20:
sparklePos = sparkle.getPos()
sparkleM = angleMath(sparklePos[0],sparklePos[1],playerX,playerY,sparkle.getSpeed())
sparkleMX = sparkleM[0]
sparkleMY = sparkleM[1]
if sparklePos[0] < playerX:
sparkle.move([sparkleMX*-1,sparkleMY*-1])
else:
sparkle.move([sparkleMX,sparkleMY])
sparkle.blit()
if playerRect.colliderect(sparkleHitbox):
ended = end(ended)
elif timeNow >= 25 :
if wave4 == False:
wave4 = True
deleteColor1, deleteColor2 = [0,0,0], [0,0,0]
deleteColorMultiplier1, deleteColorMultiplier2 = 1, 1
deleteFinished1, deleteFinished2 = False, False
deleteEnd1, deleteEnd2 = False, False
circle1Pos = [400+randint(-20,20),-120+randint(-20,20)]
circle5Pos = [600+randint(-20,20),-180+randint(-20,20)]
circle2Pos = [450+randint(-30,30),-150+randint(-20,20)]
circle3Pos = [500+randint(-40,40),-140+randint(-20,20)]
circle4Pos = [550+randint(-30,20),-150+randint(-20,20)]
if playSize[2] < 300:
playSize[2]+= 5
if deleteFinished2 == False:
if deleteColor2[0] < 252 and deleteEnd2 == False:
deleteColorMultiplier2 = deleteColorMultiplier2 + 0.0022
deleteColor2 = [int(deleteColor2[0]*deleteColorMultiplier2)+deleteColorMultiplier2,0,0]
if deleteColor2[0]>240:
if deleteCube2.colliderect(playerRect):
ended = end(ended)
try:
deleteCube2 = pygame.draw.rect(screen,deleteColor2,[350,500,300,100])
except:
deleteFinished2 = True
if deleteFinished1 == False:
if deleteColor1[0] < 252 and deleteEnd1 == False:
deleteColorMultiplier1 = deleteColorMultiplier1 + 0.0022
deleteColor1 = [int(deleteColor1[0]*deleteColorMultiplier1)+deleteColorMultiplier1,0,0]
if deleteColor1[0]>240:
if deleteCube1.colliderect(playerRect):
ended = end(ended)
try:
deleteCube1 = pygame.draw.rect(screen,deleteColor1,[350,700,300,100])
except:
deleteFinished1 = True
if timeNow >= 27:
circle1 = pygame.draw.circle(screen,[255,255,255],circle1Pos,8.5)
circle2= pygame.draw.circle(screen,[255,255,255],circle2Pos,8.5)
circle3 = pygame.draw.circle(screen,[255,255,255],circle3Pos,8.5)
circle4 = pygame.draw.circle(screen,[255,255,255],circle4Pos,8.5)
circle5 = pygame.draw.circle(screen,[255,255,255],circle5Pos,8.5)
if ticks>= 29.35*1000:
circle1Pos[1] -= 7 + randint(-1,1)
circle2Pos[1] -= 7 + randint(-1,1)
circle3Pos[1] -= 7 + randint(-1,1)
circle4Pos[1] -= 7 + randint(-1,1)
circle5Pos[1] -= 7 + randint(-1,1)
else:
circle1Pos[1] += 7 + randint(-1,1)
circle2Pos[1] += 7 + randint(-1,1)
circle3Pos[1] += 7 + randint(-1,1)
circle4Pos[1] += 7 + randint(-1,1)
circle5Pos[1] += 7 + randint(-1,1)
circles = [circle1,circle2,circle3,circle4,circle5]
for circle in circles:
if circle.colliderect(playerRect):
ended = end(ended)
pygame.draw.rect(screen,[255,255,255],playSize,7)
if ended:
screen.fill([0,0,0])
Gengar.blit()
pygame.draw.rect(screen,[255,255,255],[350,500,300,300],7)
Player.blit()
if won:
pressHeart = Text("YOU WON!",40,(430,140),r"assets\other\Determination.ttf",(255,255,255))
pressHeart2 = Text("PRESS YOUR HEART TO PLAY AGAIN",40,(200,180),r"assets\other\Determination.ttf",(255,255,255))
pressHeart2.blit()
else:
pressHeart = Text("PRESS YOUR HEART TO TRY AGAIN",40,(190,150),r"assets\other\Determination.ttf",(255,255,255))
pressHeart.blit()
heartButton = Button([playerHitbox[0],playerHitbox[1],playerHitbox[2],playerHitbox[3]],"",True,[0,0,0])
if heartButton.check_clicked():
realTicks += ticks
heartClick = True
wave1,wave2,wave3,wave4 = False,False,False,False
entities = []
timeNow = 0
screen = pygame.display.set_mode([1000,1000])
clock = pygame.time.Clock()
won = False
seconds = 0
determination.stop()
ghostFight.play(loops=-1)
ended = False
ticks = 0
oldTime = 0
playSize = [350,500,300,300]
Player = Entity(5,[500-(45/2),675-(45/2)],r'assets\images\heart.png',[45,45],"player")
entities.append(Player)
Gengar = Entity(5,[500-(220/2),350-(220/2)],r'assets\images\gengar_fixed.png',[220,220],"enemyStatue")
entities.append(Gengar)
if timeNow == 33 and ended == False:
won = True
ended = True
Player.blit()
clock.tick(60)
pygame.display.update()