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eggthief.py
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395 lines (372 loc) · 15.6 KB
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import random, sys, ctypes, random, os, json, array, math
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "1"
import pygame
pygame.init()
pygame.mouse.set_visible(False)
LOGICAL_WIDTH, LOGICAL_HEIGHT = 640, 480
game_surface = pygame.Surface((LOGICAL_WIDTH, LOGICAL_HEIGHT))
WIN = pygame.display.set_mode((LOGICAL_WIDTH, LOGICAL_HEIGHT), pygame.RESIZABLE)
pygame.display.set_caption("Jewel Thief")
if sys.platform == "win32":
hwnd = pygame.display.get_wm_info()['window']
ctypes.windll.user32.ShowWindow(hwnd, 3)
# Colors
WHITE = (255, 255, 255)
RED = (200, 0, 0)
BLUE = (0, 100, 255)
GOLD = (255, 215, 0)
BLACK = (0, 0, 0)
FPS = 60
clock = pygame.time.Clock()
PLAYER_SIZE = 32
GUARD_SIZE = 32
JEWEL_SIZE = 16
enemy_sprites_all = []
enemy_sprites_pool = []
HIGHSCORE_FILE = "highscores.json"
MAX_HIGHSCORES = 10
def create_ding(frequency=1880, duration_ms=150, volume=0.2, sample_rate=44100):
n_samples = int(sample_rate * duration_ms / 1000)
buf = array.array("h")
for i in range(n_samples):
t = i / sample_rate
sample = volume * math.sin(2 * math.pi * frequency * t)
sample *= math.exp(-5 * t)
buf.append(int(sample * 32767))
stereo = array.array("h")
for s in buf:
stereo.append(s)
stereo.append(s)
return pygame.mixer.Sound(buffer=stereo.tobytes())
def create_dong(frequency=380, duration_ms=150, volume=0.2, sample_rate=44100):
n_samples = int(sample_rate * duration_ms / 1000)
buf = array.array("h")
for i in range(n_samples):
t = i / sample_rate
sample = volume * math.sin(2 * math.pi * frequency * t)
sample *= math.exp(-5 * t)
buf.append(int(sample * 32767))
stereo = array.array("h")
for s in buf:
stereo.append(s)
stereo.append(s)
return pygame.mixer.Sound(buffer=stereo.tobytes())
def load_all_enemy_sprites(folder="sprites/enemies"):
valid_exts = (".png", ".jpg", ".jpeg", ".bmp", ".gif")
if not os.path.isdir(folder):
return []
images = []
for fname in os.listdir(folder):
if fname.lower().endswith(valid_exts):
path = os.path.join(folder, fname)
try:
img = pygame.image.load(path).convert_alpha()
images.append(img)
except Exception as e:
print(f"Could not load enemy sprite {path}: {e}")
return images
def load_random_background(folder="backgrounds"):
valid_exts = (".png", ".jpg", ".jpeg", ".bmp", ".gif")
if not os.path.isdir(folder):
return None
files = [f for f in os.listdir(folder) if f.lower().endswith(valid_exts)]
if not files:
return None
chosen_file = random.choice(files)
path = os.path.join(folder, chosen_file)
try:
img = pygame.image.load(path).convert()
img = pygame.transform.scale(img, (LOGICAL_WIDTH, LOGICAL_HEIGHT))
return img
except Exception as e:
print(f"Failed to load background image {path}: {e}")
return None
def load_random_enemy_sprite(folder="sprites/enemies", size=(GUARD_SIZE, GUARD_SIZE)):
valid_exts = (".png", ".jpg", ".jpeg", ".bmp", ".gif")
if not os.path.isdir(folder):
return None
files = [f for f in os.listdir(folder) if f.lower().endswith(valid_exts)]
if not files:
return None
chosen_file = random.choice(files)
path = os.path.join(folder, chosen_file)
try:
img = pygame.image.load(path).convert_alpha()
return pygame.transform.scale(img, size)
except Exception as e:
print(f"Failed to load enemy sprite {path}: {e}")
return None
def random_color():
return (random.randint(0,255), random.randint(0,255), random.randint(0,255))
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
try:
image_path = os.path.join("sprites", "thief.png")
full_image = pygame.image.load(image_path).convert_alpha()
full_image = pygame.transform.scale(full_image, (PLAYER_SIZE, PLAYER_SIZE))
self.image = full_image
mask = pygame.mask.from_surface(full_image)
tight_rect = mask.get_bounding_rects()[0]
self.rect = tight_rect.copy()
self.rect.center = (LOGICAL_WIDTH // 2, LOGICAL_HEIGHT - 40)
self.image = full_image.subsurface(tight_rect).copy()
except Exception as e:
print(f"Failed to load player sprite: {e}")
self.image = pygame.Surface((PLAYER_SIZE, PLAYER_SIZE))
self.image.fill(BLUE)
self.rect = self.image.get_rect(center=(LOGICAL_WIDTH // 2, LOGICAL_HEIGHT - 40))
self.speed = 4
class Guard(pygame.sprite.Sprite):
def __init__(self, x, y, direction, speed, sprite=None):
super().__init__()
if sprite:
self.image = sprite.copy()
else:
self.image = pygame.Surface((GUARD_SIZE, GUARD_SIZE), pygame.SRCALPHA)
self.image.fill(RED)
mask = pygame.mask.from_surface(self.image)
rects = mask.get_bounding_rects()
if rects:
tight_rect = rects[0]
self.image = self.image.subsurface(tight_rect).copy()
self.rect = self.image.get_rect(topleft=(x + tight_rect.x, y + tight_rect.y))
else:
self.rect = self.image.get_rect(topleft=(x, y))
self.dir_x, self.dir_y = direction
self.speed = speed
def update(self):
self.rect.x += self.dir_x * self.speed
self.rect.y += self.dir_y * self.speed
if self.rect.left < 0 or self.rect.right > LOGICAL_WIDTH:
self.dir_x *= -1
if self.rect.top < 0 or self.rect.bottom > LOGICAL_HEIGHT:
self.dir_y *= -1
class Jewel(pygame.sprite.Sprite):
def __init__(self, x, y, level):
super().__init__()
try:
base_img = pygame.image.load("sprites/gem.png").convert_alpha()
base_img = pygame.transform.scale(base_img, (JEWEL_SIZE * 2, JEWEL_SIZE * 2)) # Scale if needed
tint_color = [0, 0, 0]
tint_color[level % 3] = 255
tint_surface = pygame.Surface(base_img.get_size(), pygame.SRCALPHA)
tint_surface.fill((*tint_color, 0)) # Alpha 0 keeps transparency
tinted_img = base_img.copy()
tinted_img.blit(tint_surface, (0, 0), special_flags=pygame.BLEND_RGBA_ADD)
mask = pygame.mask.from_surface(tinted_img)
rects = mask.get_bounding_rects()
if rects:
tight_rect = rects[0]
self.image = tinted_img.subsurface(tight_rect).copy()
self.rect = self.image.get_rect(center=(x, y))
else:
self.image = tinted_img
self.rect = self.image.get_rect(center=(x, y))
except Exception as e:
print(f"Failed to load or tint gem: {e}")
self.image = pygame.Surface((JEWEL_SIZE, JEWEL_SIZE))
self.image.fill(GOLD)
self.rect = self.image.get_rect(center=(x, y))
def random_guard_direction():
choices = [
(1, 0), (-1, 0),
(0, 1), (0, -1),
(1, 1), (-1, 1), (1, -1), (-1, -1)
]
return random.choice(choices)
def spawn_level(level, all_sprites, guards, jewels, player):
global enemy_sprites_pool
if enemy_sprites_all:
last_sprite = enemy_sprites_pool[-1] if enemy_sprites_pool else None
candidates = [s for s in enemy_sprites_all if s != last_sprite]
if candidates:
new_sprite = random.choice(candidates)
else:
new_sprite = random.choice(enemy_sprites_all)
enemy_sprites_pool.append(new_sprite)
guards.empty()
jewels.empty()
all_sprites.empty()
all_sprites.add(player)
for _ in range(10):
x = random.randint(40, LOGICAL_WIDTH - 40)
y = random.randint(40, LOGICAL_HEIGHT - 80)
jewel = Jewel(x, y, level)
all_sprites.add(jewel)
jewels.add(jewel)
num_guards = min(level, len(enemy_sprites_pool))
sprites_for_guards = random.sample(enemy_sprites_pool, k=num_guards)
min_distance = 100
for sprite in sprites_for_guards:
for _ in range(100):
x = random.randint(0, LOGICAL_WIDTH - GUARD_SIZE)
y = random.randint(0, LOGICAL_HEIGHT - GUARD_SIZE)
dist_x = abs(x + GUARD_SIZE // 2 - player.rect.centerx)
dist_y = abs(y + GUARD_SIZE // 2 - player.rect.centery)
if (dist_x ** 2 + dist_y ** 2) ** 0.5 >= min_distance:
direction = random_guard_direction()
speed = round(random.uniform(1.5, 3.5), 1)
guard = Guard(x, y, direction, speed, sprite)
guards.add(guard)
all_sprites.add(guard)
break
def draw_text(surface, text, size, color, x, y):
font = pygame.font.SysFont(None, size)
text_surface = font.render(text, True, color)
rect = text_surface.get_rect(center=(x, y))
surface.blit(text_surface, rect)
def load_highscores():
if not os.path.isfile(HIGHSCORE_FILE):
return []
try:
with open(HIGHSCORE_FILE, "r") as f:
return json.load(f)
except:
return []
def save_highscores(scores):
with open(HIGHSCORE_FILE, "w") as f:
json.dump(scores, f)
def add_highscore(name, score, level):
scores = load_highscores()
scores.append({"name": name, "score": score, "level": level})
scores.sort(key=lambda s: s["score"], reverse=True)
scores = scores[:MAX_HIGHSCORES]
save_highscores(scores)
return scores
def is_highscore(score):
scores = load_highscores()
return len(scores) < MAX_HIGHSCORES or score > min(s["score"] for s in scores)
def show_game_over(score, level):
WIN.fill(BLACK)
draw_text(WIN, "GAME OVER", 48, RED, WIN.get_width() // 2, WIN.get_height() // 2 - 100)
draw_text(WIN, f"Score: {score}", 32, WHITE, WIN.get_width() // 2, WIN.get_height() // 2 - 60)
draw_text(WIN, f"Level Reached: {level}", 32, WHITE, WIN.get_width() // 2, WIN.get_height() // 2 - 30)
if is_highscore(score):
draw_text(WIN, "New High Score! Enter your name:", 24, GOLD, WIN.get_width() // 2, WIN.get_height() // 2 + 10)
pygame.display.flip()
name = ""
default_name = "Player"
typed = False
active = True
while active:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
if not typed:
name = default_name
active = False
elif event.key == pygame.K_BACKSPACE:
name = name[:-1]
else:
if len(name) < 10 and event.unicode.isprintable():
name += event.unicode
typed = True
temp_name = name if name or typed else default_name
WIN.fill(BLACK)
draw_text(WIN, "GAME OVER", 48, RED, WIN.get_width() // 2, WIN.get_height() // 2 - 100)
draw_text(WIN, f"Score: {score}", 32, WHITE, WIN.get_width() // 2, WIN.get_height() // 2 - 60)
draw_text(WIN, f"Level Reached: {level}", 32, WHITE, WIN.get_width() // 2, WIN.get_height() // 2 - 30)
draw_text(WIN, "New High Score!", 36, GOLD, WIN.get_width() // 2, 100)
draw_text(WIN, "Enter Your Name:", 28, WHITE, WIN.get_width() // 2, 180)
draw_text(WIN, temp_name, 36, WHITE, WIN.get_width() // 2, 240)
pygame.display.flip()
add_highscore(name, score, level)
scores = load_highscores()
WIN.fill(BLACK)
draw_text(WIN, "GAME OVER", 48, RED, WIN.get_width() // 2, WIN.get_height() // 2 - 100)
draw_text(WIN, f"Score: {score}", 32, WHITE, WIN.get_width() // 2, WIN.get_height() // 2 - 60)
draw_text(WIN, f"Level Reached: {level}", 32, WHITE, WIN.get_width() // 2, WIN.get_height() // 2 - 30)
draw_text(WIN, "High Scores:", 32, GOLD, WIN.get_width() // 2, WIN.get_height() // 2 + 100)
for i, entry in enumerate(scores):
text = f"{i+1}. {entry['name']} - {entry['score']} (Lv {entry['level']})"
draw_text(WIN, text, 24, WHITE, WIN.get_width() // 2, WIN.get_height() // 2 + 130 + i * 30)
draw_text(WIN, "Press Enter to play again.", 24, WHITE, WIN.get_width() // 2, WIN.get_height() - 40)
draw_text(WIN, "Press any other key to exit...", 24, WHITE, WIN.get_width() // 2, WIN.get_height() - 20)
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False # Quit game
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
return True
else:
return False
def main():
global WIN
enemy_sprites_all[:] = load_all_enemy_sprites()
level = 1
score = 0
running = True
player = Player()
all_sprites = pygame.sprite.Group()
jewels = pygame.sprite.Group()
guards = pygame.sprite.Group()
def load_new_background():
nonlocal bg_image, bg_color
bg_image = load_random_background("backgrounds")
if bg_image is None:
bg_color = random_color()
else:
bg_color = None
spawn_level(level, all_sprites, guards, jewels, player)
bg_image = None
bg_color = None
load_new_background()
ding = create_ding()
dong = create_dong()
while running:
clock.tick(FPS)
if bg_image:
game_surface.blit(bg_image, (0,0))
else:
game_surface.fill(bg_color)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.VIDEORESIZE:
WIN = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
mouse_x, mouse_y = pygame.mouse.get_pos()
scale_x = LOGICAL_WIDTH / WIN.get_width()
scale_y = LOGICAL_HEIGHT / WIN.get_height()
logical_mouse_pos = (mouse_x * scale_x, mouse_y * scale_y)
player.rect.center = (int(logical_mouse_pos[0]), int(logical_mouse_pos[1]))
guards.update()
collected = pygame.sprite.spritecollide(player, jewels, True)
if collected:
ding.play()
score += len(collected)
if pygame.sprite.spritecollideany(player, guards):
dong.play()
if show_game_over(score, level):
level = 1
score = 0
spawn_level(level, all_sprites, guards, jewels, player)
load_new_background()
else:
break
all_sprites.draw(game_surface)
draw_text(game_surface, f"Level: {level}", 24, WHITE, 60, 20)
draw_text(game_surface, f"Score: {score}", 24, WHITE, LOGICAL_WIDTH - 80, 20)
scaled_surface = pygame.transform.smoothscale(game_surface, WIN.get_size())
WIN.blit(scaled_surface, (0, 0))
pygame.display.flip()
if not jewels:
draw_text(game_surface, "LEVEL COMPLETE!", 36, GOLD, LOGICAL_WIDTH // 2, LOGICAL_HEIGHT // 2)
scaled_surface = pygame.transform.smoothscale(game_surface, WIN.get_size())
WIN.blit(scaled_surface, (0, 0))
pygame.display.flip()
pygame.time.delay(1500)
level += 1
spawn_level(level, all_sprites, guards, jewels, player)
load_new_background()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()