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TP.py
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#name: Kevin Tang
#andrewID: zhenrant
#images of chibi characters from game http://gf.sunborngame.com/
#gifs extracted by: https://gfl.zzzzz.kr/doll.php?id=103&lang=en
#I screen captured them, converted them to frames, and have backgrounds removed
#the character cg from https://www.pixiv.net/en/artworks/70992896\
#cmu_112_graphics modified from http://www.cs.cmu.edu/~112/notes/cmu_112_graphics.py
#explosion.png: https://www.pngitem.com/middle/hRbobiw_explosion-sprite-sheet-png-transparent-png/
#
from PIL import Image
from PIL import ImageTk
from cmu_112_graphics_mod import *
from Character import *
from PhysicalObjects import *
import math
from Miscellaneous import *
import time
import random
def inDrawRange(y,app):
if y > app.ff.cy - app.height / 1.5:
if y < app.ff.cy + app.height / 1.5:
return True
return False
def createPlatforms(app):#autogenerate platforms
app.platforms = []
app.walls = []
for i in range (0, 45):
deltaX = random.randint(-300,300)
deltaY = random.randint(-30, 30)
deltaR = random.randint(-20,20)
deltaAng = random.randint(-25, 25)
deltaAng2 = random.randint(-25, 25)
deltaAng *= deltaAng2
deltaAng /= 1000
platformType = random.randint(0,3)
if platformType == 3:
app.platforms.append(IcePlatform(app.width / 2 + deltaX,
100 * i + deltaY, 80 + deltaR, deltaAng))
else:
app.platforms.append(Platform(app.width / 2 + deltaX,
100 * i + deltaY, 80 + deltaR, deltaAng))
if platformType == 2:
pass
def createEnemies(app):#autogenerate enemies
app.enemies = []
for i in range (0, 15):
deltaX = random.randint(-300,300)
deltaY = random.randint(-30, 30)
app.enemies.append(Enemy(app.width / 2 + deltaX,
500 + i * 300 + deltaY))
def removeEnemies(app):#remove dead enemies
i = 0
while i < len(app.enemies):#check if enemies are dead
if app.enemies[i].remove == True:
app.enemies.pop(i)
else:
i += 1
def removeBots(app):#remove dead enemies
i = 0
while i < len(app.bots):#check if enemies are dead
if app.bots[i].remove == True:
app.bots.pop(i)
else:
i += 1
def generateMap(app, x, y):#procedure generation of map
if y > 13000:
terminate = False
for platform in app.platforms:
if abs(x - platform.x) < 200 and abs(y - platform.y) < 70:
terminate = True
if not terminate:
app.platforms.append(Platform(app.width / 2,
200, 90, 0))
else:
terminate = False
for platform in app.platforms:
if abs(x - platform.x) < 200 and abs(y - platform.y) < 70:
terminate = True
if not terminate:
deltaY = random.randint(-60, 60)
deltaY2 = random.randint(-60, 60)
deltaR = random.randint(-20,20)
deltaAng = random.randint(-20, 20)
deltaAng2 = random.randint(-20, 20)
deltaAng *= deltaAng2
deltaAng /= 1000
platformType = random.randint(0,3)
if platformType == 3:
app.platforms.append(IcePlatform(x,
y, 60 + deltaR, deltaAng))
else:
app.platforms.append(Platform(x,
y, 60 + deltaR, deltaAng))
maxDx = 2.2 * (((130 + deltaY) * 100) ** 0.5)
maxDx2 = 2.2 * (((130 + deltaY) * 100) ** 0.5)
generate = True
for enemy in app.enemies:
if y < 800 or abs(y - enemy.y) < 250:
generate = False
if generate and random.randint(0,0) == 0:
for platform in app.platforms:
if y + 50 - platform.y < 50:
generate = False
if generate:
app.enemies.append(Enemy(x, y + 70))
pass
if x + maxDx < app.width - 100:
generateMap(app, x + maxDx, y + (130 + deltaY))
if x - maxDx > 100:
generateMap(app, x - maxDx2, y + (130 + deltaY2))
def createChaser(app):
app.chaser = Chaser()
def drawPlatforms(app, canvas):
for platform in app.platforms:
if inDrawRange(platform.y, app):
platform.drawPlatform(app, canvas)
def drawProjectiles(app, canvas):
for projectile in app.projectiles:
projectile.drawBullet(app, canvas)
def drawEnemies(app, canvas):
for enemy in app.enemies:
enemy.drawEnemy(app, canvas)
for bot in app.bots:
bot.drawEnemy(app, canvas)
def splashScreen(app):
leftA = app.width / 2 - 80
rightA = app.width / 2 + 80
app.startB = Button(leftA, 360, rightA, 400, "Start")
app.charB = Button(leftA, 440, rightA, 480, "Character")
def characterPage(app):
app.returnB2 = Button(app.width - 240, 40, app.width - 40, 80, "Return to Main")
app.hpE = Enhancement(50, app.height - 80, "HP")
app.regenE = Enhancement(200, app.height - 80, "HP Regen")
app.dmgE = Enhancement(350, app.height - 80, "DMG")
app.ammoE = Enhancement(500, app.height - 80, "Ammo Ct")
app.grenadeE = Enhancement(650, app.height - 80, "Grenade Ct")
app.cg = Image.open("cg.png")
app.cg = app.cg.resize((400,560))
with open('save.txt', 'r') as reader:
data = [line.rstrip('\n') for line in reader]
for i in range (len(data)):
data[i] = int(data[i])
(app.hpE.lv, app.regenE.lv, app.dmgE.lv, app.ammoE.lv, app.grenadeE.lv,app.bestScore) = tuple(data)
def gameOverPage(app):
leftA = app.width / 2 - 120
rightA = app.width / 2 + 120
app.returnB1 = Button(leftA, 620, rightA, 680, "Return to Main")
##################################################
def appStarted(app):
app.gameStatus = 'start'
app.ff = Character()
(app.width, app.height) = (960, 720)
app.platforms = []
app.enemies = []
app.bots = []
splashScreen(app)
generateMap(app, app.width / 2, 300)
app.projectiles = []
app.mouseAng = 0
app.charData = []
app.chaserData = []
splashScreen(app)
app.bestScore = 0
characterPage(app)
app.gameCounter = 0
app.rp = app.hpE.lv +app.regenE.lv + app.dmgE.lv + app.ammoE.lv+app.grenadeE.lv
gameOverPage(app)
createChaser(app)
for i in range (0, 20):
app.bots.append(Bot(500, 800 + i * 600))
app.ff.hp = 100 + 30 * app.hpE.lv
app.ff.regen = 0 + 3 * app.regenE.lv
app.ff.dmg = 10 + 3 * app.dmgE.lv
app.ff.ammoCount = 30 + 12 * app.ammoE.lv
app.ff.grenadeCount = 5 + 2 * app.grenadeE.lv
#####################################################
def standsOn(char, app):#if char stands on platforms
charH, charW = char.charSize
for platform in app.platforms:
if inDrawRange(platform.y, app):
if char.cx + charW / 4 > platform.x0:
if char.cx - charW / 4 < platform.x1:
if char.cy + charH / 2 > platform.collisionY(char.cx, charW/4) - platform.h * 1.5:
if char.cy + charH / 2 < platform.collisionY(char.cx, charW/4) + platform.h:
if type(platform) == IcePlatform:
char.dx += 2 * math.tan(platform.ang)
char.cy = platform.collisionY(char.cx, charW/4) - charH / 2
char.standingOn = (platform.x, platform.y)
return True
return False
def moveProjectiles(app):#update velocity and position of projectiles
i = 0
while i < len(app.projectiles):
if type(app.projectiles[i]) == Grenade:
grenade = app.projectiles[i]
if grenade.explode:
grenade.explodeCounter += 1
if grenade.explodeCounter > 2:
grenade.detonate(app)
app.projectiles.pop(i)
i -= 1
else:
app.projectiles[i].move(app)
else:
app.projectiles[i].move(app)
if app.projectiles[i].remove == True:
app.projectiles.pop(i)
i -= 1
i += 1
def relativeY(app, y):#convert y for drawing
diff = y - app.ff.cy
return app.height / 2 + diff
def timerFired(app):
if app.gameStatus == 'run':
app.ff.nextCharFrame()
app.ff.move()
i = 0
while i < len(app.bots):
if app.bots[i].y < app.ff.cy + 500:
app.bots[i].activated = True
if app.bots[i].activated:
app.bots[i].move(app)
i += 1
if not standsOn(app.ff, app):#gravity for character
app.ff.dy += 2
app.ff.onGround = False
if app.ff.dy > 18:#terminal velocity
app.ff.dy = 18
else:
app.ff.dy = 0
app.ff.onGround = True
if app.ff.charStatus == 'fire':
app.ff.fire(app, app.mouseAng)
moveProjectiles(app)
for enemy in app.enemies:#check if enemies are hit by projectile
enemy.checkCollide(app)
for bot in app.bots:
bot.checkCollide(app)
removeBots(app)
removeEnemies(app)
app.chaser.move(app)
if app.gameCounter > 10:
app.charData.append(app.ff.cy)
app.chaserData.append(app.chaser.y)
app.gameCounter = 0
app.gameCounter += 1
def keyPressed(app, event):
if app.gameStatus == 'run':
if event.key == 'd':
app.ff.charHeadingLeft = False
app.ff.dx = 10
app.ff.charStatus = 'run'
if event.key == 'a':
app.ff.charHeadingLeft = True
app.ff.dx = -10
app.ff.charStatus = 'run'
if event.key == 'w':
if app.ff.onGround == True:
app.ff.dy = -20
def keyReleased(app,event):
if event.key == 'd':
app.ff.dx = 0
app.ff.charStatus = 'idle'
if event.key == 'a':
app.ff.dx = 0
app.ff.charStatus = 'idle'
if event.key == 'w':
app.ff.charStatus = 'idle'
def mousePressed(app, event):#fire and change direction accordingly
if app.gameStatus == 'run':
if event.x - app.ff.cx == 0:
ang = 0.05
else:
ang = math.atan((event.y - app.height / 2)/(event.x - app.ff.cx))
if abs(ang)<0.5:
if app.ff.charStatus != 'run':
if event.x < app.ff.cx:
app.ff.charHeadingLeft = True
if event.x > app.ff.cx:
app.ff.charHeadingLeft = False
app.ff.charStatus = 'fire'
app.mouseAng = ang
if app.gameStatus == 'start':
if app.startB.clicked(event.x, event.y):
app.gameStatus = 'run'
print (app.ff.hp, app.hpE.lv)
if app.charB.clicked(event.x, event.y):
app.gameStatus = 'char'
if app.gameStatus == 'over':
if app.returnB1.clicked(event.x, event.y):
data = (app.hpE.lv, app.regenE.lv, app.dmgE.lv, app.ammoE.lv, app.grenadeE.lv, app.bestScore)
data = list(data)
for i in range (len(data)):
data[i] = str(data[i])
with open('save.txt', 'w') as writer:
for e in data:
writer.write(e + "\n")
appStarted(app)
print(app.charData)
print(app.chaserData)
if app.gameStatus == 'char':
if app.returnB2.clicked(event.x, event.y):
app.gameStatus = 'start'
if (app.hpE.minusClicked(event.x, event.y, app) or
app.regenE.minusClicked(event.x, event.y, app) or
app.dmgE.minusClicked(event.x, event.y, app) or
app.ammoE.minusClicked(event.x, event.y, app) or
app.grenadeE.minusClicked(event.x, event.y, app)):
app.ff.hp = 100 + 30 * app.hpE.lv
app.ff.regen = 0 + 3 * app.regenE.lv
app.ff.dmg = 10 + 3 * app.dmgE.lv
app.ff.ammoCount = 30 + 12 * app.ammoE.lv
app.ff.grenadeCount = 5 + 2 * app.grenadeE.lv
data = (app.hpE.lv, app.regenE.lv, app.dmgE.lv, app.ammoE.lv, app.grenadeE.lv, app. bestScore)
data = list(data)
for i in range (len(data)):
data[i] = str(data[i])
with open('save.txt', 'w') as writer:
for e in data:
writer.write(e + "\n")
if (app.hpE.plusClicked(event.x, event.y, app) or
app.regenE.plusClicked(event.x, event.y, app) or
app.dmgE.plusClicked(event.x, event.y, app) or
app.ammoE.plusClicked(event.x, event.y, app) or
app.grenadeE.plusClicked(event.x, event.y, app)):
app.ff.hp = 100 + 30 * app.hpE.lv
app.ff.regen = 0 + 3 * app.regenE.lv
app.ff.dmg = 10 + 3 * app.dmgE.lv
app.ff.ammoCount = 30 + 12 * app.ammoE.lv
app.ff.grenadeCount = 5 + 2 * app.grenadeE.lv
data = (app.hpE.lv, app.regenE.lv, app.dmgE.lv, app.ammoE.lv, app.grenadeE.lv, app.bestScore)
data = list(data)
for i in range (len(data)):
data[i] = str(data[i])
with open('save.txt', 'w') as writer:
for e in data:
writer.write(e + "\n")
def rightMousePressed(app, event):
if app.gameStatus == 'run':
if event.x - app.ff.cx == 0:
ang = 0.05
else:
ang = math.atan((event.y - app.height / 2)/(event.x - app.ff.cx))
if abs(ang)<1:
if app.ff.charStatus != 'run':
if event.x < app.ff.cx:
app.ff.charHeadingLeft = True
if event.x > app.ff.cx:
app.ff.charHeadingLeft = False
app.ff.launch(app, ang)
app.mouseAng = ang
def rightMouseReleased(app, event):
for projectile in app.projectiles:
if type(projectile) == Grenade:
projectile.explode = True
def mouseDragged(app, event):#fire and change direction accordingly
if event.x - app.ff.cx == 0:
ang = 0.5
else:
ang = math.atan((event.y - app.height / 2)/(event.x - app.ff.cx))
if abs(ang)<0.5:
if app.ff.charStatus != 'run':
if event.x < app.ff.cx:
app.ff.charHeadingLeft = True
if event.x > app.ff.cx:
app.ff.charHeadingLeft = False
app.ff.charStatus = 'fire'
app.mouseAng = ang
def mouseReleased(app, event):#stop firing
app.ff.charStatus = 'idle'
app.ff.tickCount = 0
def mouseMoved(app, event):
if event.x - app.ff.cx == 0:
ang = 0.5
else:
ang = math.atan((event.y - app.height / 2)/(event.x - app.ff.cx))
if abs(ang)>0.5:
app.ff.outOfFiringArc = True
else:
app.ff.outOfFiringArc = False
if abs(ang)>1:
app.ff.launcherOutOfFiringArc = True
else:
app.ff.launcherOutOfFiringArc = False
def redrawAll(app, canvas):
gameStatus = app.gameStatus
if gameStatus == 'run':
drawPlatforms(app, canvas)
drawProjectiles(app, canvas)
drawEnemies(app, canvas)
app.chaser.drawChaser(app, canvas)
app.ff.drawChar(app, canvas)
app.ff.drawStats(app, canvas)
if gameStatus == 'over':
canvas.create_text(app.width / 4, app.height / 4, text = "game over",
font = 'Arial 30 bold')
canvas.create_text(app.width / 4, app.height / 4 + 60, text = f"score: {int(app.ff.cy)}",
font = 'Arial 16 bold', fill = 'orange')
canvas.create_text(app.width / 4, app.height / 4 + 120, text = f"best score: {int(app.bestScore)}",
font = 'Arial 16 bold', fill = 'black')
app.returnB1.drawButton(canvas)
drawChart(400,150,app,canvas)
if gameStatus == 'start':
app.startB.drawButton(canvas)
app.charB.drawButton(canvas)
canvas.create_text(app.width / 2 + 50, app.height / 5, text = "Down with Physics v1.0",
font = 'Arial 40 bold')
if gameStatus == 'char':
app.returnB2.drawButton(canvas)
app.hpE.drawEnhancement(canvas)
app.regenE.drawEnhancement(canvas)
app.dmgE.drawEnhancement(canvas)
app.ammoE.drawEnhancement(canvas)
app.grenadeE.drawEnhancement(canvas)
im_tk = ImageTk.PhotoImage(app.cg)
canvas.create_image(200, 280, image = im_tk)
rpMax = min(12, int(app.bestScore / 600))
canvas.create_text(app.width - 150, 600, text = f"Research Points: {app.rp} / {rpMax}",font = 'Calibri 20')
canvas.create_text(550, 100, text = f"Hit Points: {app.ff.hp}",font = 'Calibri 20',fill = "orange")
canvas.create_text(550, 170, text = f"HP Regen / kill: {app.ff.regen}",font = 'Calibri 20',fill = "orange")
canvas.create_text(550, 240, text = f"Base Damage: {app.ff.dmg}",font = 'Calibri 20',fill = "orange")
canvas.create_text(550, 310, text = f"Ammo Count: {app.ff.ammoCount}",font = 'Calibri 20',fill = "orange")
canvas.create_text(550, 380, text = f"Grenade Count: {app.ff.grenadeCount}",font = 'Calibri 20',fill = "orange")
def main():
runApp(width = 960, height = 720)
if __name__ == '__main__':
main()