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Copy pathcircles.py
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117 lines (104 loc) · 3.91 KB
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import pygame, sys, math, random, time
WIDTH = 1000
HEIGHT = 700
RED = (255,0,0)
BLACK = (0,0,0)
BLUE = (0,0,255)
GREEN = (0,255,0)
YELLOW = (255,255,0)
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
player_pos = [100, 100]
player_radius = 50
player_speed = 5
enemy_list = [[200,100,40]] #x,y,radius
osmosis_speed = 1
score = 0
score_font = pygame.font.SysFont("monospace", 25)
def player_movement(player_pos, player_speed):
pygame.key.set_repeat(200,50)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
if player_pos[0] > player_radius:
player_pos[0] -= player_speed
elif event.key == pygame.K_RIGHT:
if player_pos[0] < (WIDTH - player_radius):
player_pos[0] += player_speed
elif event.key == pygame.K_UP:
if player_pos[1] > player_radius:
player_pos[1] -= player_speed
elif event.key == pygame.K_DOWN:
if player_pos[1] < HEIGHT - player_radius:
player_pos[1] += player_speed
return player_pos
def touch_detection(player_pos, enemy):
distance = math.sqrt((player_pos[0] - enemy[0])**2 + (player_pos[1] - enemy[1])**2)
if distance < player_radius + enemy[2]:
return True
def osmosis(player_pos, player_radius, enemy, score):
if player_radius > enemy[2] and enemy[2] > 0:
player_radius += osmosis_speed
enemy[2] -= osmosis_speed
score += 1
elif player_radius <= enemy[2] and player_radius > 0:
player_radius -= osmosis_speed
enemy[2] += osmosis_speed
#moving player away form target during osmosis
if player_pos[0] < enemy[0]:
player_pos[0] -= osmosis_speed*2
else:
player_pos[0] += osmosis_speed*2
if player_pos[1] < enemy[1]:
player_pos[1] -= osmosis_speed*2
else:
player_pos[1] += osmosis_speed*2
return player_pos, player_radius, enemy[2], score
def enemy_generation(enemy_list):
delay = random.random()
if delay < 0.1:
candidate_radius = random.randint(10,150)
candidate = [random.randint(candidate_radius, WIDTH-candidate_radius), random.randint(candidate_radius, HEIGHT-candidate_radius), candidate_radius]
empty_emerge_location = True
for enemy in enemy_list:
if touch_detection([candidate[0], candidate[1]], enemy) or touch_detection(player_pos, candidate):
empty_emerge_location = False
if empty_emerge_location:
enemy_list.append(candidate)
return enemy_list
def score_board(score, enemy_list):
#text on screen
text1 = "Score: " + str(score)
text2 = "Number of Blue: " + str(len(enemy_list))
score_label = score_font.render(text1, 1, YELLOW)
enemy_label = score_font.render(text2, 1, YELLOW)
screen.blit(score_label, (WIDTH-250, 5))
screen.blit(enemy_label, (WIDTH-300, HEIGHT-35))
gameover = False
while not gameover:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
player_pos = player_movement(player_pos, player_speed)
enemy_list = enemy_generation(enemy_list)
new_enemylist = []
for enemy in enemy_list:
if touch_detection(player_pos, enemy):
player_pos, player_radius, enemy[2], score = osmosis(player_pos, player_radius, enemy, score)
if enemy[2] > osmosis_speed:
new_enemylist.append(enemy)
enemy_list = new_enemylist
if player_radius > HEIGHT //10:
player_radius -= 1
for enemy in enemy_list:
enemy[2] -= 1
screen.fill(BLACK)
score_board(score, enemy_list)
pygame.draw.circle(screen, RED, player_pos, player_radius, width=4)
for enemy in enemy_list:
pygame.draw.circle(screen, BLUE, (enemy[0], enemy[1]), enemy[2])
if player_radius == osmosis_speed:
time.sleep(3)
sys.exit()
clock.tick(30)
pygame.display.update()