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main.py
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217 lines (191 loc) · 8.77 KB
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import pygame
from pygame.locals import*
from characters import*
from movements import*
from attacks import*
from vision import*
from dynamics import*
pygame.init()
clock = pygame.time.Clock()
running = True
knockout = False
vision = False
screenWidth, screenHeight = 1200, 675
screen = pygame.display.set_mode((screenWidth, screenHeight))
background = pygame.image.load("background.jpg").convert()
stageWidth, stageHeight = screenWidth, 125
stage = pygame.Surface((stageWidth, stageHeight), pygame.SRCALPHA, 32)
stage = stage.convert_alpha()
themeSound = pygame.mixer.Sound("sounds/theme.mp3")
themeSound.play(loops=-1)
character1 = makeCharacter("ryu", 400, 100, forward=True)
character2 = makeCharacter("ken", 800, 100, forward=False)
characterMoves1 = {'up': K_w, 'down': K_s, 'left': K_a, 'right': K_d,
'block': K_e, 'punch': K_r, 'kick': K_t}
characterMoves2 = {'up': K_UP, 'down': K_DOWN, 'left': K_LEFT, 'right': K_RIGHT,
'block': K_m, 'punch': K_COMMA, 'kick': K_PERIOD}
def startGame():
titleFont = pygame.font.Font('font.ttf', 90)
startFont = pygame.font.Font('font.ttf', 60)
titleText = titleFont.render('FARNAMS FIGHT OFF', True, 'red')
startText = startFont.render('PRESS SPACE TO START', True, 'gold')
startText2 = startFont.render('PRESS V TO START WITH VISION', True, 'gold')
textRect1 = titleText.get_rect()
textRect2 = startText.get_rect()
textRect3 = startText2.get_rect()
textRect1.center = (600, 300)
textRect2.center = (600, 450)
textRect3.center = (600, 550)
screen.blit(titleText, textRect1)
screen.blit(startText, textRect2)
screen.blit(startText2, textRect3)
pygame.display.flip()
startScreen = True
global vision
while startScreen:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_SPACE:
vision = False
startScreen = False
elif event.key == K_v:
vision = True
startScreen = False
startSound = pygame.mixer.Sound("sounds/start.mp3")
startSound.play()
def victory(character):
victoryFont = pygame.font.Font('font.ttf', 80)
restartFont = pygame.font.Font('font.ttf', 30)
victoryText = victoryFont.render(f'{character} WINS', True, 'lightblue' if character == "PAT" else 'orange')
restartText = restartFont.render('PRESS SPACE TO RESTART, PRESS V FOR VISION', True, 'white')
victoryTextRect = victoryText.get_rect()
restartTextRect = restartText.get_rect()
victoryTextRect.center = (600, 200)
restartTextRect.center = (600, 300)
screen.blit(victoryText, victoryTextRect)
screen.blit(restartText, restartTextRect)
pygame.display.flip()
victoryScreen = True
while victoryScreen:
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_SPACE:
victoryScreen = False
restart(visionMode=False)
if event.key == K_v:
victoryScreen = False
restart(visionMode=True)
def restart(visionMode):
startSound = pygame.mixer.Sound("sounds/start.mp3")
startSound.play()
global character1
global character2
global knockout
character1 = makeCharacter("ryu", 400, 100, forward=True)
character2 = makeCharacter("ken", 800, 100, forward=False)
knockout = False
global themeSound
themeSound = pygame.mixer.Sound("sounds/theme.mp3")
themeSound.play(loops=-1)
global vision
vision = visionMode
startGame()
while running:
clock.tick(60)
yBound1 = screenHeight-stageHeight-character1.surf.get_height()
yBound2 = screenHeight-stageHeight-character2.surf.get_height()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
changeVelocity(character1, characterMoves1, event.key, yBound1)
changeVelocity(character2, characterMoves2, event.key, yBound2)
attack(character1, characterMoves1, character2, event.key, screenWidth)
attack(character2, characterMoves2, character1, event.key, screenWidth)
elif event.type == KEYUP:
stopVelocity(character1, characterMoves1, event.key)
stopVelocity(character2, characterMoves2, event.key)
if vision:
bodyPoints = displayVideo(screen)
if bodyPoints.get("nose", (0,0))[1] < 45:
changeVelocity(character1, characterMoves1, characterMoves1["up"], yBound1)
elif checkPunch(bodyPoints.get("left_wrist", (0,0))[0], bodyPoints.get("right_wrist", (0,0))[0],
bodyPoints.get("left_shoulder", (0,0))[0], bodyPoints.get("right_shoulder", (0,0))[0]):
attack(character1, characterMoves1, character2, characterMoves1["punch"], screenWidth)
if bodyPoints.get("nose", (0,0))[1] > 100:
changeVelocity(character1, characterMoves1, characterMoves1["down"], yBound1)
elif character1.crouch:
stopVelocity(character1, characterMoves1, characterMoves1["down"])
lean = checkLean(bodyPoints.get("nose", (0, 0)), bodyPoints.get("left_hip", (0, 0)),
bodyPoints.get("right_hip", (0, 0)))
if lean == 1:
changeVelocity(character1, characterMoves1, characterMoves1["right"], yBound1)
elif lean == -1:
changeVelocity(character1, characterMoves1, characterMoves1["left"], yBound1)
else:
stopVelocity(character1, characterMoves1, characterMoves1["left"])
if not knockout:
if character1.hp <= 0:
character1.posX -= 60
koSound = pygame.mixer.Sound("sounds/death.mp3")
koSound.play()
character1.changeSprite("ryu/ryu_ko.png", character2.posY, character2.sizeY, 225, 75)
character1.posY -= 100
knockout = True
themeSound.fadeout(1000)
victorySound = pygame.mixer.Sound("sounds/victory.mp3")
victorySound.set_volume(200)
victorySound.play()
if character2.hp <= 0:
character2.posX += 50
koSound = pygame.mixer.Sound("sounds/death.mp3")
koSound.play()
character2.posY -= 100
character2.changeSprite("ken/ken_ko.png", character2.posY, character2.sizeY, 225, 75)
knockout = True
themeSound.fadeout(1000)
victorySound = pygame.mixer.Sound("sounds/victory.mp3")
victorySound.set_volume(200)
victorySound.play()
changeCharacterPosition(character1, yBound1, character2, screenWidth, screenHeight)
changeCharacterPosition(character2, yBound2, character1, screenWidth, screenHeight)
hpBar1 = [50, 40, 500, 20]
hpBarOutline1 = Rect(hpBar1[0] - 4, hpBar1[1] - 4, hpBar1[2] + 8, hpBar1[3] + 8)
hpBarHealth1 = Rect(550 - character1.hp * 5, hpBar1[1], character1.hp * 5, hpBar1[3])
hpBar2 = [650, 40, 500, 20]
hpBarOutline2 = Rect(hpBar2[0] - 4, hpBar2[1] - 4, hpBar2[2] + 8, hpBar2[3] + 8)
hpBarHealth2 = Rect(hpBar2[0], hpBar2[1], character2.hp * 5, hpBar2[3])
middleBoxOutline = Rect(550, 24, 100, 52)
middleBoxFill = Rect(550, 28, 100, 44)
screen.blit(background, (0, 0))
pygame.draw.rect(screen, "white", hpBarOutline1, 4)
pygame.draw.rect(screen, "red", hpBarHealth1)
pygame.draw.rect(screen, "white", hpBarOutline2, 4)
pygame.draw.rect(screen, "red", hpBarHealth2)
pygame.draw.rect(screen, "black", middleBoxFill)
pygame.draw.rect(screen, "white", middleBoxOutline, 4)
font = pygame.font.Font('font.ttf', 60)
text = font.render('KO', False, 'red')
textRect = text.get_rect()
textRect.center = (600, 50)
font = pygame.font.Font('font.ttf', 30)
character1Text = font.render('PAT', False, 'white')
character1Rect = character1Text.get_rect()
character1Rect.center = (character1.posX, character1.posY-25)
character2Text = font.render('MIKE', False, 'white')
character2Rect = character2Text.get_rect()
character2Rect.center = (character2.posX + 140, character2.posY-25)
screen.blit(text, textRect)
screen.blit(character1Text, character1Rect)
screen.blit(character2Text, character2Rect)
screen.blit(stage, (0, screenHeight-stageHeight))
screen.blit(character1.surf, (character1.posX, character1.posY))
screen.blit(character2.surf, (character2.posX, character2.posY))
if character1.hp <= 0:
victory('MIKE')
elif character2.hp <= 0:
victory('PAT')
pygame.display.flip()
pygame.quit()