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Python/circlewars-game/circlewars-game.py
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Python

#!/usr/bin/python3
# Description: blockwars - A simple game written in Python.
# Usage: python3 blockwars-game.py
# Author: Justin Oros (improved by ChatGPT)
# Source: https://github.com/JustinOros
import pygame
import random
import time
import os
# Initialize pygame
pygame.init()
# Set up full-screen mode
SCREEN_WIDTH = pygame.display.Info().current_w
SCREEN_HEIGHT = pygame.display.Info().current_h
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN)
pygame.display.set_caption("Block Wars")
# Hide mouse cursor
pygame.mouse.set_visible(False)
# Define colors
NEON_BLUE = (0, 200, 255) # Used for UI text
BLUE = (0, 200, 255) # Player glow blue (same as NEON_BLUE)
RED = (255, 0, 0)
DARK_GRAY = (50, 50, 50)
# Define constants
PLAYER_SIZE = 20
ENEMY_SIZE = 20
PROJECTILE_SIZE = 5
# Function to load sound safely
def load_sound(filename):
if os.path.exists(filename):
return pygame.mixer.Sound(filename)
else:
print(f"Warning: {filename} not found. Sound will be disabled.")
return None
# Load sounds
GO_SOUND = load_sound("audio_go.wav")
FIRE_SOUND = load_sound("audio_playerfire.wav")
DIE_SOUND = load_sound("audio_playerdeath.wav")
LEVEL_UP_SOUND = load_sound("audio_levelup.wav")
ENEMY_DEATH_SOUND = load_sound("audio_enemydeath.wav")
EXPLOSION_SOUND = load_sound("audio_playerdeath.wav")
# Load background music (pygame.mixer.music)
if os.path.exists("audio_music.mp3"):
try:
pygame.mixer.music.load("audio_music.mp3")
except Exception as e:
print(f"Error loading background music: {e}")
else:
print("Warning: audio_music.mp3 not found. Background music disabled.")
# Set font for score
font = pygame.font.SysFont(None, 30)
# Initialize the joystick (controller)
pygame.joystick.init()
controller = None
if pygame.joystick.get_count() > 0:
controller = pygame.joystick.Joystick(0)
controller.init()
# Draw glowing rectangle ONLY (no solid fill) -- KEEP in case you want to revert
def draw_glow_rect(surf, rect, glow_color, glow_radius):
glow_surface = pygame.Surface((rect.width + glow_radius*2, rect.height + glow_radius*2), pygame.SRCALPHA)
max_glow = int(glow_radius * 0.6)
for i in range(max_glow, 0, -1):
alpha = int(255 * (i / max_glow) ** 2)
glow_rect = pygame.Rect(
glow_radius - i,
glow_radius - i,
rect.width + i * 2,
rect.height + i * 2
)
pygame.draw.rect(
glow_surface,
glow_color + (alpha,),
glow_rect,
border_radius=3,
width=2
)
surf.blit(glow_surface, (rect.x - glow_radius, rect.y - glow_radius))
# NEW: Draw glowing circle ONLY (no solid fill)
def draw_glow_circle(surf, center, radius, glow_color, glow_radius):
glow_surface = pygame.Surface((radius*2 + glow_radius*2, radius*2 + glow_radius*2), pygame.SRCALPHA)
max_glow = int(glow_radius * 0.6)
for i in range(max_glow, 0, -1):
alpha = int(255 * (i / max_glow) ** 2)
pygame.draw.circle(
glow_surface,
glow_color + (alpha,),
(radius + glow_radius, radius + glow_radius),
radius + i,
width=2
)
surf.blit(glow_surface, (center[0] - radius - glow_radius, center[1] - radius - glow_radius))
# Helper function for circle collision
def circles_collide(x1, y1, r1, x2, y2, r2):
dist_sq = (x1 - x2)**2 + (y1 - y2)**2
radius_sum_sq = (r1 + r2)**2
return dist_sq <= radius_sum_sq
# Player class
class Player:
def __init__(self):
self.x = SCREEN_WIDTH // 2
self.y = SCREEN_HEIGHT // 2
self.size = PLAYER_SIZE
self.speed = 3 # Will be set in game()
self.direction = None # Current movement direction vector (dx, dy)
self.last_direction = (0, -1) # Default facing up
def move(self, keys, joystick_axes):
move_x, move_y = 0, 0
# Joystick input with deadzone
axis_x = joystick_axes[0]
axis_y = joystick_axes[1]
deadzone = 0.3
if abs(axis_x) > deadzone:
move_x = self.speed * (1 if axis_x > 0 else -1)
if abs(axis_y) > deadzone:
move_y = self.speed * (1 if axis_y > 0 else -1)
# Keyboard input only if joystick inactive this frame
if move_x == 0 and move_y == 0:
if keys[pygame.K_a]:
move_x = -self.speed
elif keys[pygame.K_d]:
move_x = self.speed
if keys[pygame.K_w]:
move_y = -self.speed
elif keys[pygame.K_s]:
move_y = self.speed
self.x += move_x
self.y += move_y
# Screen wrapping
if self.x < 0:
self.x = SCREEN_WIDTH - self.size
elif self.x > SCREEN_WIDTH - self.size:
self.x = 0
if self.y < 0:
self.y = SCREEN_HEIGHT - self.size
elif self.y > SCREEN_HEIGHT - self.size:
self.y = 0
# Set current direction vector normalized to -1, 0, or 1 on each axis
norm_dx = 0
norm_dy = 0
if move_x > 0:
norm_dx = 1
elif move_x < 0:
norm_dx = -1
if move_y > 0:
norm_dy = 1
elif move_y < 0:
norm_dy = -1
if norm_dx == 0 and norm_dy == 0:
self.direction = None
else:
self.direction = (norm_dx, norm_dy)
self.last_direction = self.direction # Update last known direction
def draw(self):
center = (int(self.x + self.size // 2), int(self.y + self.size // 2))
radius = self.size // 2
draw_glow_circle(screen, center, radius, BLUE, glow_radius=10)
# Projectile class
class Projectile:
def __init__(self, x, y, direction_vector):
self.x = x
self.y = y
self.size = PROJECTILE_SIZE
self.color = BLUE
self.speed = 15
self.dir_x, self.dir_y = direction_vector
def move(self):
# Normalize direction so diagonal speed isn't faster
length = (self.dir_x ** 2 + self.dir_y ** 2) ** 0.5
if length == 0:
return
self.x += self.speed * self.dir_x / length
self.y += self.speed * self.dir_y / length
def draw(self):
center = (int(self.x + self.size // 2), int(self.y + self.size // 2))
radius = self.size // 2
pygame.draw.circle(screen, self.color, center, radius)
# Explosion class
class Explosion:
def __init__(self, x, y, color=RED):
self.x = x
self.y = y
self.size = 50
self.lifetime = 10
self.color = color
def draw(self):
pygame.draw.circle(screen, self.color, (self.x, self.y), self.size)
self.lifetime -= 1
def is_alive(self):
return self.lifetime > 0
# Enemy class
class Enemy:
def __init__(self, speed):
edge = random.choice(["top", "bottom", "left", "right"])
if edge == "top":
self.x = random.randint(0, SCREEN_WIDTH - ENEMY_SIZE)
self.y = 0
elif edge == "bottom":
self.x = random.randint(0, SCREEN_WIDTH - ENEMY_SIZE)
self.y = SCREEN_HEIGHT - ENEMY_SIZE
elif edge == "left":
self.x = 0
self.y = random.randint(0, SCREEN_HEIGHT - ENEMY_SIZE)
else:
self.x = SCREEN_WIDTH - ENEMY_SIZE
self.y = random.randint(0, SCREEN_HEIGHT - ENEMY_SIZE)
self.size = ENEMY_SIZE
self.speed = speed
def move(self, player_x, player_y):
dx = player_x - self.x
dy = player_y - self.y
dist = max((dx ** 2 + dy ** 2) ** 0.5, 0.001) # Avoid zero division
self.x += self.speed * dx / dist
self.y += self.speed * dy / dist
def draw(self):
center = (int(self.x + self.size // 2), int(self.y + self.size // 2))
radius = self.size // 2
draw_glow_circle(screen, center, radius, RED, glow_radius=10)
# Pause screen
def draw_pause_screen(paused_by_controller):
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
overlay.set_alpha(180)
overlay.fill((0, 0, 0))
screen.blit(overlay, (0, 0))
pause_font = pygame.font.SysFont(None, 100)
instruction_font = pygame.font.SysFont(None, 40)
pause_text = pause_font.render("PAUSED", True, NEON_BLUE)
if paused_by_controller:
instruction = "Press START to resume or X to Exit."
else:
instruction = "Press ESC to resume or Q to Quit."
instruction_text = instruction_font.render(instruction, True, NEON_BLUE)
screen.blit(pause_text, (
SCREEN_WIDTH // 2 - pause_text.get_width() // 2,
SCREEN_HEIGHT // 2 - pause_text.get_height() // 2 - 30
))
screen.blit(instruction_text, (
SCREEN_WIDTH // 2 - instruction_text.get_width() // 2,
SCREEN_HEIGHT // 2 + 30
))
# Helper function to fire projectile
def fire_projectile(player, projectiles):
# Use last_direction if no current direction
direction = player.direction if player.direction is not None else player.last_direction
if direction != (0, 0):
px = player.x + player.size // 2 - PROJECTILE_SIZE // 2
py = player.y + player.size // 2 - PROJECTILE_SIZE // 2
projectiles.append(Projectile(px, py, direction))
if FIRE_SOUND:
FIRE_SOUND.play()
# Main game loop
def game():
clock = pygame.time.Clock()
player = Player()
projectiles = []
explosions = []
level = 1
score = 0
enemy_speed = 2
enemies = [Enemy(enemy_speed)]
player.speed = enemy_speed + 1 # Player slightly faster than enemies
running = True
paused = False
paused_by_controller = False
player_dead = False
controller_active = False # Start assuming keyboard usage
def rumble(duration=300, strength=1.0):
if controller_active and controller and hasattr(controller, "rumble"):
try:
controller.rumble(strength, strength, duration)
except Exception as e:
print(f"Rumble error: {e}")
# Start background music looping infinitely
if pygame.mixer.music.get_busy() == False:
try:
pygame.mixer.music.play(-1) # -1 means loop indefinitely
except Exception as e:
print(f"Failed to play background music: {e}")
if GO_SOUND:
GO_SOUND.play()
while running:
screen.fill(DARK_GRAY)
keys = pygame.key.get_pressed()
joystick_axes = [controller.get_axis(0), controller.get_axis(1)] if controller else [0, 0]
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Track input method for rumble control
if event.type in [pygame.JOYAXISMOTION, pygame.JOYBUTTONDOWN]:
controller_active = True
elif event.type in [pygame.KEYDOWN, pygame.MOUSEBUTTONDOWN]:
controller_active = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
paused = not paused
paused_by_controller = False
elif paused and event.key == pygame.K_q:
running = False
elif not paused and event.key == pygame.K_SPACE:
fire_projectile(player, projectiles)
if event.type == pygame.JOYBUTTONDOWN:
# Button mapping notes:
# 7 or 6 = START buttons (pause/resume)
# 2 = X button (quit when paused)
# 0 = A button (fire projectile)
if event.button == 7 or event.button == 6:
paused = not paused
paused_by_controller = True
elif paused and event.button == 2:
running = False
elif not paused and event.button == 0:
fire_projectile(player, projectiles)
if event.type == pygame.MOUSEBUTTONDOWN:
if not paused and event.button == 1: # Left mouse button
fire_projectile(player, projectiles)
# Also check if keyboard movement keys are pressed, set controller_active to False
if keys[pygame.K_w] or keys[pygame.K_a] or keys[pygame.K_s] or keys[pygame.K_d]:
controller_active = False
if paused:
draw_pause_screen(paused_by_controller)
pygame.display.flip()
clock.tick(60)
continue
if player_dead:
for explosion in explosions[:]:
explosion.draw()
if not explosion.is_alive():
explosions.remove(explosion)
pygame.display.flip()
clock.tick(60)
if not explosions:
show_final_score(score)
running = False
continue
player.move(keys, joystick_axes)
for projectile in projectiles[:]:
projectile.move()
projectile.draw()
# Remove projectile if out of screen
if (projectile.x < 0 or projectile.x > SCREEN_WIDTH or
projectile.y < 0 or projectile.y > SCREEN_HEIGHT):
projectiles.remove(projectile)
for enemy in enemies[:]:
enemy.move(player.x, player.y)
enemy.draw()
# Circle collision for player and enemy
player_center = (player.x + player.size // 2, player.y + player.size // 2)
enemy_center = (enemy.x + enemy.size // 2, enemy.y + enemy.size // 2)
if circles_collide(player_center[0], player_center[1], player.size // 2,
enemy_center[0], enemy_center[1], enemy.size // 2):
if not player_dead:
if DIE_SOUND:
DIE_SOUND.play()
rumble(duration=1000, strength=1.0)
player_dead = True
explosions.append(Explosion(player_center[0], player_center[1], color=BLUE))
for projectile in projectiles[:]:
projectile_center = (projectile.x + projectile.size // 2, projectile.y + projectile.size // 2)
if circles_collide(enemy_center[0], enemy_center[1], enemy.size // 2,
projectile_center[0], projectile_center[1], projectile.size // 2):
explosions.append(Explosion(enemy_center[0], enemy_center[1]))
if ENEMY_DEATH_SOUND:
ENEMY_DEATH_SOUND.play()
rumble(duration=150, strength=0.5)
enemies.remove(enemy)
projectiles.remove(projectile)
score += 100
break
for explosion in explosions[:]:
explosion.draw()
if not explosion.is_alive():
explosions.remove(explosion)
if not enemies:
level += 1
if LEVEL_UP_SOUND:
LEVEL_UP_SOUND.play()
# Increase enemy speed every 2 levels, cap at 8
if level % 2 == 0 and enemy_speed < 8:
enemy_speed += 1
player.speed = enemy_speed + 1 # Player stays slightly faster
enemies = [Enemy(enemy_speed) for _ in range(level)]
player.draw()
score_text = font.render(f"Score: {score}", True, NEON_BLUE)
level_text = font.render(f"Level: {level}", True, NEON_BLUE)
screen.blit(score_text, (10, 10))
screen.blit(level_text, (SCREEN_WIDTH - level_text.get_width() - 10, 10))
pygame.display.flip()
clock.tick(60)
# Show final score on death
def show_final_score(score):
font_large = pygame.font.SysFont(None, 80)
if score == 0:
text = "GAME OVER"
else:
text = f"Final Score: {score}"
final_score_text = font_large.render(text, True, RED)
screen.fill(DARK_GRAY)
screen.blit(final_score_text, (SCREEN_WIDTH // 2 - final_score_text.get_width() // 2,
SCREEN_HEIGHT // 2 - final_score_text.get_height() // 2))
pygame.display.flip()
# Instead of time.sleep (which blocks), wait for 2 seconds with event handling
wait_start = pygame.time.get_ticks()
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
waiting = False
elif event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
waiting = False
if pygame.time.get_ticks() - wait_start > 2000:
waiting = False
pygame.time.Clock().tick(30)
if __name__ == "__main__":
game()
pygame.quit()