Improved player/enemy speed.

This commit is contained in:
JustinOros
2025-07-21 11:17:00 -07:00
parent c9b82dc134
commit 5e20bebf0e
+18 -21
View File
@@ -56,7 +56,6 @@ if pygame.joystick.get_count() > 0:
# Draw glowing rectangle ONLY (no solid fill)
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)
@@ -73,9 +72,7 @@ def draw_glow_rect(surf, rect, glow_color, glow_radius):
border_radius=3,
width=2
)
surf.blit(glow_surface, (rect.x - glow_radius, rect.y - glow_radius))
# No solid rect drawn for glow-only effect
# Player class
class Player:
@@ -83,7 +80,7 @@ class Player:
self.x = SCREEN_WIDTH // 2
self.y = SCREEN_HEIGHT // 2
self.size = 20
self.speed = 5
self.speed = 3 # Start speed will be set in game()
self.direction = None
def move(self, keys, joystick_axes):
@@ -132,7 +129,7 @@ class Projectile:
self.x = x
self.y = y
self.size = 5
self.color = BLUE # Same as player's glow
self.color = BLUE
self.speed = 15
self.direction = direction
@@ -149,7 +146,7 @@ class Projectile:
def draw(self):
pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
# Explosion class (color parameter added)
# Explosion class
class Explosion:
def __init__(self, x, y, color=RED):
self.x = x
@@ -181,7 +178,6 @@ class Enemy:
else:
self.x = SCREEN_WIDTH - 20
self.y = random.randint(0, SCREEN_HEIGHT - 20)
self.size = 20
self.speed = speed
@@ -199,7 +195,7 @@ class Enemy:
rect = pygame.Rect(self.x, self.y, self.size, self.size)
draw_glow_rect(screen, rect, RED, glow_radius=10)
# Draw pause screen
# Pause screen
def draw_pause_screen(paused_by_controller):
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
overlay.set_alpha(180)
@@ -234,7 +230,9 @@ def game():
explosions = []
level = 1
score = 0
enemies = [Enemy(2)]
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
@@ -253,7 +251,6 @@ def game():
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]
@@ -297,7 +294,6 @@ def game():
continue
if player_dead:
# Draw and update explosions until none remain
for explosion in explosions[:]:
explosion.draw()
if not explosion.is_alive():
@@ -321,20 +317,16 @@ def game():
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)):
if pygame.Rect(player.x, player.y, player.size, player.size).colliderect(pygame.Rect(enemy.x, enemy.y, enemy.size, enemy.size)):
if not player_dead:
if DIE_SOUND:
DIE_SOUND.play()
rumble(duration=1000, strength=1.0)
player_dead = True
# Add blue explosion at player position
explosions.append(Explosion(player.x + player.size // 2, player.y + player.size // 2, color=BLUE))
# Don't exit immediately; let explosion animation play first
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)):
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))
if ENEMY_DEATH_SOUND:
ENEMY_DEATH_SOUND.play()
@@ -353,7 +345,13 @@ def game():
level += 1
if LEVEL_UP_SOUND:
LEVEL_UP_SOUND.play()
enemy_speed = 2 + (level // 3)
# 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()
@@ -366,7 +364,7 @@ def game():
pygame.display.flip()
clock.tick(60)
# Function to display the final score on death
# Show final score on death
def show_final_score(score):
font_large = pygame.font.SysFont(None, 80)
final_score_text = font_large.render(f"Final Score: {score}", True, WHITE)
@@ -374,9 +372,8 @@ 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) # Display final score for 2 seconds
time.sleep(2)
# Run the game
if __name__ == "__main__":
game()