Improved enemy movement.

This commit is contained in:
JustinOros
2025-07-21 11:38:11 -07:00
parent bd2dbc97ab
commit 2911e5fbc4
+107 -61
View File
@@ -1,7 +1,7 @@
#!/usr/bin/python3
# Description: blockwars - A simple game written in Python.
# Usage: python3 blockwars-game.py
# Author: Justin Oros
# Author: Justin Oros (improved by ChatGPT)
# Source: https://github.com/JustinOros
import pygame
@@ -22,11 +22,16 @@ pygame.display.set_caption("Block Wars")
pygame.mouse.set_visible(False)
# Define colors
NEON_BLUE = (0, 200, 255)
BLUE = (0, 200, 255) # Player glow blue
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):
@@ -79,37 +84,52 @@ class Player:
def __init__(self):
self.x = SCREEN_WIDTH // 2
self.y = SCREEN_HEIGHT // 2
self.size = 20
self.size = PLAYER_SIZE
self.speed = 3 # Start speed will be set in game()
self.direction = None
def move(self, keys, joystick_axes):
if joystick_axes[1] < -0.5:
self.y -= self.speed
self.direction = 'up'
elif joystick_axes[1] > 0.5:
self.y += self.speed
self.direction = 'down'
# Determine movement vector first
move_x, move_y = 0, 0
# Joystick movement (prioritize joystick over keyboard)
if joystick_axes[0] < -0.5:
self.x -= self.speed
self.direction = 'left'
move_x = -self.speed
elif joystick_axes[0] > 0.5:
self.x += self.speed
self.direction = 'right'
move_x = self.speed
if keys[pygame.K_w]:
self.y -= self.speed
self.direction = 'up'
if keys[pygame.K_s]:
self.y += self.speed
self.direction = 'down'
if keys[pygame.K_a]:
self.x -= self.speed
if joystick_axes[1] < -0.5:
move_y = -self.speed
elif joystick_axes[1] > 0.5:
move_y = self.speed
# Keyboard movement (only if joystick not active)
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
# Update position
self.x += move_x
self.y += move_y
# Determine direction based on last movement
if move_x < 0:
self.direction = 'left'
if keys[pygame.K_d]:
self.x += self.speed
elif move_x > 0:
self.direction = 'right'
elif move_y < 0:
self.direction = 'up'
elif move_y > 0:
self.direction = 'down'
# Screen wrapping
if self.x < 0:
self.x = SCREEN_WIDTH - self.size
elif self.x > SCREEN_WIDTH - self.size:
@@ -128,7 +148,7 @@ class Projectile:
def __init__(self, x, y, direction):
self.x = x
self.y = y
self.size = 5
self.size = PROJECTILE_SIZE
self.color = BLUE
self.speed = 15
self.direction = direction
@@ -167,29 +187,27 @@ class Enemy:
def __init__(self, speed):
edge = random.choice(["top", "bottom", "left", "right"])
if edge == "top":
self.x = random.randint(0, SCREEN_WIDTH - 20)
self.x = random.randint(0, SCREEN_WIDTH - ENEMY_SIZE)
self.y = 0
elif edge == "bottom":
self.x = random.randint(0, SCREEN_WIDTH - 20)
self.y = SCREEN_HEIGHT - 20
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 - 20)
self.y = random.randint(0, SCREEN_HEIGHT - ENEMY_SIZE)
else:
self.x = SCREEN_WIDTH - 20
self.y = random.randint(0, SCREEN_HEIGHT - 20)
self.size = 20
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):
if self.x < player_x:
self.x += self.speed
elif self.x > player_x:
self.x -= self.speed
if self.y < player_y:
self.y += self.speed
elif self.y > player_y:
self.y -= self.speed
# Move towards player with normalized speed to avoid diagonal speedup
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):
rect = pygame.Rect(self.x, self.y, self.size, self.size)
@@ -222,6 +240,15 @@ def draw_pause_screen(paused_by_controller):
SCREEN_HEIGHT // 2 + 30
))
# Helper function to fire projectile
def fire_projectile(player, projectiles):
if player.direction:
px = player.x + player.size // 2 - PROJECTILE_SIZE // 2
py = player.y + player.size // 2 - PROJECTILE_SIZE // 2
projectiles.append(Projectile(px, py, player.direction))
if FIRE_SOUND:
FIRE_SOUND.play()
# Main game loop
def game():
clock = pygame.time.Clock()
@@ -237,7 +264,7 @@ def game():
paused = False
paused_by_controller = False
player_dead = False
controller_active = False
controller_active = controller is not None # Set active if controller connected
def rumble(duration=300, strength=1.0):
if controller_active and controller and hasattr(controller, "rumble"):
@@ -257,6 +284,7 @@ def game():
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
paused = not paused
@@ -264,28 +292,25 @@ def game():
elif paused and event.key == pygame.K_q:
running = False
elif not paused and event.key == pygame.K_SPACE:
if player.direction:
projectiles.append(Projectile(player.x + player.size // 2, player.y + player.size // 2, player.direction))
if FIRE_SOUND:
FIRE_SOUND.play()
fire_projectile(player, projectiles)
if event.type == pygame.JOYBUTTONDOWN:
controller_active = True
controller_active = True # Joystick input detected, activate rumble
# 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:
if player.direction:
projectiles.append(Projectile(player.x + player.size // 2, player.y + player.size // 2, player.direction))
if FIRE_SOUND:
FIRE_SOUND.play()
fire_projectile(player, projectiles)
if event.type == pygame.MOUSEBUTTONDOWN:
if not paused and event.button == 1:
if player.direction:
projectiles.append(Projectile(player.x + player.size // 2, player.y + player.size // 2, player.direction))
if FIRE_SOUND:
FIRE_SOUND.play()
if not paused and event.button == 1: # Left mouse button
fire_projectile(player, projectiles)
if paused:
draw_pause_screen(paused_by_controller)
@@ -310,24 +335,33 @@ def game():
for projectile in projectiles[:]:
projectile.move()
projectile.draw()
if projectile.x < 0 or projectile.x > SCREEN_WIDTH or projectile.y < 0 or projectile.y > SCREEN_HEIGHT:
# 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()
if pygame.Rect(player.x, player.y, player.size, player.size).colliderect(pygame.Rect(enemy.x, enemy.y, enemy.size, enemy.size)):
player_rect = pygame.Rect(player.x, player.y, player.size, player.size)
enemy_rect = pygame.Rect(enemy.x, enemy.y, enemy.size, enemy.size)
if player_rect.colliderect(enemy_rect):
if not player_dead:
if DIE_SOUND:
DIE_SOUND.play()
rumble(duration=1000, strength=1.0)
player_dead = True
explosions.append(Explosion(player.x + player.size // 2, player.y + player.size // 2, color=BLUE))
explosions.append(Explosion(player.x + player.size // 2,
player.y + player.size // 2,
color=BLUE))
for projectile in projectiles[:]:
if pygame.Rect(enemy.x, enemy.y, enemy.size, enemy.size).colliderect(pygame.Rect(projectile.x, projectile.y, projectile.size, projectile.size)):
explosions.append(Explosion(enemy.x + enemy.size // 2, enemy.y + enemy.size // 2))
projectile_rect = pygame.Rect(projectile.x, projectile.y, projectile.size, projectile.size)
if enemy_rect.colliderect(projectile_rect):
explosions.append(Explosion(enemy.x + enemy.size // 2,
enemy.y + enemy.size // 2))
if ENEMY_DEATH_SOUND:
ENEMY_DEATH_SOUND.play()
rumble(duration=150, strength=0.5)
@@ -376,7 +410,19 @@ def show_final_score(score):
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()
time.sleep(2)
# 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()