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MAIN.py
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MAIN.py
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import pygame, time, sys
from replit import audio
pygame.init()
screen = pygame.display.set_mode((620, 550))
#background music, might sound glitchy and slow down the program
#I recommand playing without music, as the game will load faster
#bg_music = audio.play_file("Nyan Cat.mp3")
#bg_music.set_loop(3)
def get_attacked(position, name, position_mon):
#when the cats get too close to the monsters, we lose one life
global life, attack
attack = False
if abs(position[0] - position_mon[0]) < 60 and abs(position[1] - position_mon[1]) < 60:
attack = True
if attack == True:
life -= 1
if life < 0:
life = 0
print(name, "was attacked by a monster :( Try again.", life, "life(s) left.")
new_position = [0, 10]
return new_position
else:
return position
def get_fish(positon1, position2):
global fish_count
if abs(position1[0] - position_fish[0]) < 50 and abs(position1[1] - position_fish[1]) < 50:
fish_count += 1
if abs(position2[0] - position_fish[0]) < 50 and abs(position2[1] - position_fish[1]) < 50:
fish_count += 1
if fish_count >= 2:
return True
else:
fish_count = 0
return False
basicfont = pygame.font.SysFont(None, 30)
def text_message_b(words, pos1, pos2):
#text funtion, print text on screen, black text
screen_text = basicfont.render(words, True, black)
screen.blit(screen_text, [pos1, pos2])
#white text
def text_message_w(words, pos1, pos2):
screen_text = basicfont.render(words, True, white)
screen.blit(screen_text, [pos1, pos2])
#small text
def text_message_s(words, colour, pos1, pos2):
basicfont = pygame.font.SysFont(None, 20)
screen_text = basicfont.render(words, True, colour)
screen.blit(screen_text, [pos1, pos2])
def move_cats():
pressed_keys = pygame.key.get_pressed()
if pressed_keys[pygame.K_a]:
position1[0] -= 0.6
if pressed_keys[pygame.K_d]:
position1[0] += 0.6
if pressed_keys[pygame.K_w]:
position1[1] -= 0.6
if pressed_keys[pygame.K_s]:
position1[1] += 0.6
if pressed_keys[pygame.K_LEFT]:
position2[0] -= 0.6
if pressed_keys[pygame.K_RIGHT]:
position2[0] += 0.6
if pressed_keys[pygame.K_UP]:
position2[1] -= 0.6
if pressed_keys[pygame.K_DOWN]:
position2[1] += 0.6
pygame.event.pump()
def show_life(life):
#heart/life function
heart = pygame.image.load("heart.png")
heart = pygame.transform.scale(heart, (30, 30))
#print one heart for each life left
if life > 2:
screen.blit(heart, (375,0))
if life > 1:
screen.blit(heart, (340,0))
if life > 0:
screen.blit(heart, (305,0))
def no_more_life():
screen.fill(white)
screen.blit(losing, (100, 150))
text_message_b("Game over! no more lifes left.", 100, 80)
text_message_b("To try again, press key 'r'", 100, 100)
text_message_b("To quit, press escape", 100, 120)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
reset_all()
if event.key == pygame.K_ESCAPE:
pygame.display.quit()
sys.exit()
def no_more_time():
screen.fill(white)
screen.blit(losing, (100, 150))
text_message_b("Game over! Time's up!", 100, 80)
text_message_b("To try again, press key 'r'", 100, 100)
text_message_b("To quit, press escape", 100, 120)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
reset_all()
if event.key == pygame.K_ESCAPE:
pygame.display.quit()
sys.exit()
#load monster
def monster_set(start_pos, speed, move):
monster = pygame.image.load("monster.png")
monster = pygame.transform.scale(monster, (80, 60))
if "y" in move:
if start_pos[1] < 350:
start_pos[1] += 0.7
else:
start_pos[1] = 30
if "x" in move:
if start_pos[0] < 350:
start_pos[0] += 0.7
else:
start_pos[0] = 30
if "z" in move:
if start_pos[1] < 350:
start_pos[1] += 0.7
else:
start_pos[1] = 100
if start_pos[0] < 350:
start_pos[0] += 0.7
else:
start_pos[0] = 100
screen.blit(monster, tuple(start_pos))
#reset game variables
def reset_all():
global position1, position2, life, time_left, fish_count, start_time
position1 = [0, 10]
position2 = [0, 100]
life = 3
time_left = 1
fish_count = 0
start_time = time.time()
#exit game
def game_exit():
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.display.quit()
sys.exit()
#loading and adjusting images
background = pygame.image.load("background.jpg")
fish = pygame.image.load("fish.png")
success = pygame.image.load("success.png")
losing = pygame.image.load("lose cat.png")
fish = pygame.transform.scale(fish, (150, 120))
success = pygame.transform.scale(success, (400, 400))
losing = pygame.transform.scale(losing, (200, 200))
losing = pygame.transform.rotate(losing, 22)
#variables set up:
pick_count = 0
choice = []
black = (0,0,0)
white = (255, 255, 255)
#starting positions
position1 = [0, 10]
position2 = [0, 100]
position_mon1 = [200, 30]
position_mon2 = [330, 250]
position_mon3 = [250, 300]
position_mon4 = [0, 180]
position_fish = [400, 300]
#life and time counting
life = 3
time_limit = 30
time_left = 1
fish_count = 0
class gamestage():
def __init__(self):
self.state = "intro"
def stage_manager(self):
if self.state == "intro":
self.intro()
if self.state == "instructions":
self.instructions()
if self.state == "level1":
self.level1()
if self.state == "level2":
self.level2()
if self.state == "level3":
self.level3()
def intro(self):
screen.blit(background, (0,0))
pygame.draw.rect(screen, (255, 255, 255), ((0, 0), (610, 120)))
basicfont = pygame.font.SysFont(None, 50)
title1 = basicfont.render("Lazy Cats", True, (0,225,225))
title2 = basicfont.render("Lazy Cats", True, (0,0,25))
screen.blit(title1, (200, 20))
screen.blit(title2, (202, 22))
text_message_b("Welcome! Pick TWO cats of your choice: (press keyboard) " , 10, 80)
pygame.draw.rect(screen, (255, 151, 33), ((100, 190), (150, 70)))
text_message_b("Mimi" , 145, 210)
text_message_s("Press key 'm' ", black, 145, 230)
pygame.draw.rect(screen, (199, 199, 199), ((300, 190), (150, 70)))
text_message_b("Lucy" , 350, 210)
text_message_s("Press key 'l' ", black, 350, 230)
pygame.draw.rect(screen, (61, 204, 255), ((100, 280), (150, 70)))
text_message_b("Jackie" , 145, 300)
text_message_s("Press key 'j' ", black, 145, 320)
pygame.draw.rect(screen, (0, 0, 0), ((300, 280), (150, 70)))
text_message_w("Ninja" , 350, 300)
text_message_s("Press key 'n' ", white, 350, 320)
mimi = pygame.image.load("mimi.png")
lucy = pygame.image.load("lucy.png")
jackie = pygame.image.load("jackie.png")
ninja = pygame.image.load("ninja.png")
mimi = pygame.transform.scale(mimi, (100, 75))
lucy = pygame.transform.scale(lucy, (100, 75))
jackie = pygame.transform.scale(jackie, (100, 75))
ninja = pygame.transform.scale(ninja, (100, 75))
screen.blit(mimi, (42, 190))
screen.blit(lucy, (252, 190))
screen.blit(jackie, (44, 280))
screen.blit(ninja, (252, 280))
global cat1_name, cat2_name, pick_count, choice, cat1, cat2
cat1_name = ""
cat2_name = ""
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_m:
choice.append ("mimi")
pick_count += 1
if event.key == pygame.K_l:
choice.append ("lucy")
pick_count += 1
if event.key == pygame.K_j:
choice.append ("jackie")
pick_count += 1
if event.key == pygame.K_n:
choice.append ("ninja")
pick_count += 1
if pick_count >= 2:
if choice[0] == "mimi":
cat1_name = "mimi"
cat1 = mimi
elif choice[0] == "lucy":
cat1_name = "lucy"
cat1 = lucy
elif choice[0] == "jackie":
cat1_name = "jackie"
cat1 = jackie
elif choice[0] == "ninja":
cat1_name = "ninja"
cat1 = ninja
if choice[1] == "mimi":
cat2_name = "mimi"
cat2 = mimi
elif choice[1] == "lucy":
cat2_name = "lucy"
cat2 = lucy
elif choice[1] == "jackie":
cat2_name = "jackie"
cat2 = jackie
elif choice[1] == "ninja":
cat2_name = "ninja"
cat2 = ninja
if cat1_name != "" and cat2_name != "":
self.state = "instructions"
def instructions(self):
screen.fill(white)
text_message_b("Instructions:" , 10, 10)
text_message_b("Use 'asdw' to control "+ cat1_name, 100, 40)
text_message_b("Use arrow keys to control "+ cat2_name , 100, 70)
text_message_b("Get both cats to the fish before time runs out!" , 100, 100)
text_message_b("Avoid monsters, they will hurt your cats." , 100, 130)
text_message_b("When you are ready to start, press key 'y'", 100, 200)
text_message_s("I dare you to beat all three levels...",black, 100, 230)
text_message_b("To quit game, press 'escape'", 100, 300)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_y:
self.state = "level1"
global start_time
start_time = time.time()
if event.key == pygame.K_ESCAPE:
pygame.display.quit()
sys.exit()
def level1(self):
global cat1, cat2, cat1_name, cat2_name, fish, success, losing, life, time_limit, start_time, time_left, position1, position2, position_mon1, position_fish, fish_count
#long pressing on keys to move cat sprites
move_cats()
#reset cat possition if attacked
position1 = get_attacked(position1, cat1_name, position_mon1)
position2 = get_attacked(position2, cat2_name, position_mon1)
#time remaining calculations, use int no decimals
passed_time = int(time.time() - start_time)
if time_left != 0:
time_left = time_limit - passed_time
#situation for winning
if get_fish(position1, position2) == True:
#bg_music.paused
#audio.play_file("yay.mp3")
screen.fill(white)
screen.blit(success, (100, 20))
text_message_b("To move on to the next level, press key 'y'", 100, 20)
text_message_b("To quit, press key 'Escape'", 150, 420)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_y:
#reset variables, move to next level
reset_all()
self.state = "level2"
if event.key == pygame.K_ESCAPE:
pygame.display.quit()
sys.exit()
#situation for losing (dead or no time)
elif life <= 0:
no_more_life()
elif time_left == 0:
no_more_time()
# Normal playing situation, recolour background, displays the sprites, display time and hearts
else:
screen.blit(background, (0,0))
monster_set(position_mon1, 0.7, "y")
screen.blit(fish, tuple(position_fish))
screen.blit(cat1, tuple(position1))
screen.blit(cat2, tuple(position2))
pygame.draw.rect(screen, (255, 151, 33), ((220, 0), (420, 35)))
text_message_w("Level 1", 230, 10)
text_message_b("Time Remaining: " +str(time_left), 416, 10)
show_life(life)
#exit game if press escape
game_exit()
def level2 (self):
global cat1, cat2, cat1_name, cat2_name, fish, success, losing, life, time_limit, start_time, time_left, position1, position2, position_mon1, position_mon2, position_mon3, position_mon4, position_fish
#function to move
move_cats()
#reset cat possition if attacked
position1 = get_attacked(position1, cat1_name, position_mon1)
position2 = get_attacked(position2, cat2_name, position_mon1)
position1 = get_attacked(position1, cat1_name, position_mon2)
position2 = get_attacked(position2, cat2_name, position_mon2)
position1 = get_attacked(position1, cat1_name, position_mon3)
position2 = get_attacked(position2, cat2_name, position_mon3)
position1 = get_attacked(position1, cat1_name, position_mon4)
position2 = get_attacked(position2, cat2_name, position_mon4)
#time remaining calculations, use int no decimals
passed_time = int(time.time() - start_time)
if time_left != 0:
time_left = time_limit - passed_time
#situation for winning
if get_fish(position1, position2) == True:
screen.fill(white)
screen.blit(success, (100, 20))
text_message_b("To move on to the next level, press key 'y'", 100, 20)
text_message_b("To quit, press key 'Escape'", 150, 420)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_y:
#reset variables, move to next level
reset_all()
self.state = "level3"
if event.key == pygame.K_ESCAPE:
pygame.display.quit()
sys.exit()
#situation for losing (dead or no time)
elif life <= 0:
no_more_life()
elif time_left == 0:
no_more_time()
# Normal playing situation, recolour background, displays the sprites, display time and hearts
else:
screen.blit(background, (0,0))
monster_set(position_mon1, 2, "y")
monster_set(position_mon2, 2, "y")
monster_set(position_mon3, 2, "x")
monster_set(position_mon4, 2, "x")
screen.blit(fish, tuple(position_fish))
screen.blit(cat1, tuple(position1))
screen.blit(cat2, tuple(position2))
pygame.draw.rect(screen, (255, 151, 33), ((220, 0), (420, 35)))
text_message_w("Level 2", 230, 10)
text_message_b("Time Remaining: " +str(time_left), 416, 10)
show_life(life)
game_exit()
def level3 (self):
global cat1, cat2, cat1_name, cat2_name, fish, success, losing, life, time_limit, start_time, time_left, position1, position2, position_mon1, position_mon2, position_mon3, position_mon4, position_fish
#function to move
move_cats()
#reset cat possition if attacked
position1 = get_attacked(position1, cat1_name, position_mon1)
position2 = get_attacked(position2, cat2_name, position_mon1)
position1 = get_attacked(position1, cat1_name, position_mon2)
position2 = get_attacked(position2, cat2_name, position_mon2)
position1 = get_attacked(position1, cat1_name, position_mon3)
position2 = get_attacked(position2, cat2_name, position_mon3)
position1 = get_attacked(position1, cat1_name, position_mon4)
position2 = get_attacked(position2, cat2_name, position_mon4)
#time remaining calculations, use int no decimals
passed_time = int(time.time() - start_time)
if time_left != 0:
time_left = time_limit - passed_time
#situation for winning
if get_fish(position1, position2) == True:
screen.fill(white)
screen.blit(success, (100, 20))
text_message_b("You have earned to Ultimate Victory Badge!", 100, 20)
text_message_b("To quit, press key 'Escape'", 150, 420)
#situation for losing (dead or no time)
elif life <= 0:
no_more_life()
elif time_left == 0:
no_more_time()
# Normal playing situation, recolour background, displays the sprites, display time and hearts
else:
screen.blit(background, (0,0))
monster_set(position_mon1, 2, "y")
monster_set(position_mon2, 2, "z")
monster_set(position_mon3, 2, "x")
monster_set(position_mon4, 2, "z")
screen.blit(fish, tuple(position_fish))
screen.blit(cat1, tuple(position1))
screen.blit(cat2, tuple(position2))
pygame.draw.rect(screen, (255, 151, 33), ((220, 0), (420, 35)))
text_message_w("Level 3", 230, 10)
text_message_b("Time Remaining: " +str(time_left), 416, 10)
show_life(life)
game_exit()
game_stage = gamestage()
while True:
#go to stage class manager
game_stage.stage_manager()
#keeps the program running and updating
pygame.display.update()