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BubbleShooter.py
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BubbleShooter.py
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import pygame
import sys
import random
from math import *
pygame.init()
width = 700
height = 600
display = pygame.display.set_mode((width, height))
pygame.display.set_caption("CopyAssignment - Balloon Shooter Game")
clock = pygame.time.Clock()
margin = 100
lowerBound = 100
score = 0
white = (230, 230, 230)
lightBlue = (4, 27, 96)
red = (231, 76, 60)
lightGreen = (25, 111, 61)
darkGray = (40, 55, 71)
darkBlue = (64, 178, 239)
green = (35, 155, 86)
yellow = (244, 208, 63)
blue = (46, 134, 193)
purple = (155, 89, 182)
orange = (243, 156, 18)
font = pygame.font.SysFont("Arial", 25)
class Balloon:
def __init__(self, speed):
self.a = random.randint(30, 40)
self.b = self.a + random.randint(0, 10)
self.x = random.randrange(margin, width - self.a - margin)
self.y = height - lowerBound
self.angle = 90
self.speed = -speed
self.proPool= [-1, -1, -1, 0, 0, 0, 0, 1, 1, 1]
self.length = random.randint(50, 100)
self.color = random.choice([red, green, purple, orange, yellow, blue])
def move(self):
direct = random.choice(self.proPool)
if direct == -1:
self.angle += -10
elif direct == 0:
self.angle += 0
else:
self.angle += 10
self.y += self.speed*sin(radians(self.angle))
self.x += self.speed*cos(radians(self.angle))
if (self.x + self.a > width) or (self.x < 0):
if self.y > height/5:
self.x -= self.speed*cos(radians(self.angle))
else:
self.reset()
if self.y + self.b < 0 or self.y > height + 30:
self.reset()
def show(self):
pygame.draw.line(display, darkBlue, (self.x + self.a/2, self.y + self.b), (self.x + self.a/2, self.y + self.b + self.length))
pygame.draw.ellipse(display, self.color, (self.x, self.y, self.a, self.b))
pygame.draw.ellipse(display, self.color, (self.x + self.a/2 - 5, self.y + self.b - 3, 10, 10))
def burst(self):
global score
pos = pygame.mouse.get_pos()
if isonBalloon(self.x, self.y, self.a, self.b, pos):
score += 1
self.reset()
def reset(self):
self.a = random.randint(30, 40)
self.b = self.a + random.randint(0, 10)
self.x = random.randrange(margin, width - self.a - margin)
self.y = height - lowerBound
self.angle = 90
self.speed -= 0.002
self.proPool = [-1, -1, -1, 0, 0, 0, 0, 1, 1, 1]
self.length = random.randint(50, 100)
self.color = random.choice([red, green, purple, orange, yellow, blue])
balloons = []
noBalloon = 10
for i in range(noBalloon):
obj = Balloon(random.choice([1, 1, 2, 2, 2, 2, 3, 3, 3, 4]))
balloons.append(obj)
def isonBalloon(x, y, a, b, pos):
if (x < pos[0] < x + a) and (y < pos[1] < y + b):
return True
else:
return False
def pointer():
pos = pygame.mouse.get_pos()
r = 25
l = 20
color = lightGreen
for i in range(noBalloon):
if isonBalloon(balloons[i].x, balloons[i].y, balloons[i].a, balloons[i].b, pos):
color = red
pygame.draw.ellipse(display, color, (pos[0] - r/2, pos[1] - r/2, r, r), 4)
pygame.draw.line(display, color, (pos[0], pos[1] - l/2), (pos[0], pos[1] - l), 4)
pygame.draw.line(display, color, (pos[0] + l/2, pos[1]), (pos[0] + l, pos[1]), 4)
pygame.draw.line(display, color, (pos[0], pos[1] + l/2), (pos[0], pos[1] + l), 4)
pygame.draw.line(display, color, (pos[0] - l/2, pos[1]), (pos[0] - l, pos[1]), 4)
def lowerPlatform():
pygame.draw.rect(display, darkGray, (0, height - lowerBound, width, lowerBound))
def showScore():
scoreText = font.render("Balloons Bursted : " + str(score), True, white)
display.blit(scoreText, (150, height - lowerBound + 50))
def close():
pygame.quit()
sys.exit()
def game():
global score
loop = True
while loop:
for event in pygame.event.get():
if event.type == pygame.QUIT:
close()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
close()
if event.key == pygame.K_r:
score = 0
game()
if event.type == pygame.MOUSEBUTTONDOWN:
for i in range(noBalloon):
balloons[i].burst()
display.fill(lightBlue)
for i in range(noBalloon):
balloons[i].show()
pointer()
for i in range(noBalloon):
balloons[i].move()
lowerPlatform()
showScore()
pygame.display.update()
clock.tick(60)
game()