Blockwars Game

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JustinOros
2025-07-13 12:45:46 -07:00
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#!/usr/bin/python3
# Description: blockwars - A simple game written in Python.
# Usage: python3 blockwars.py
# Author: Justin Oros
# Source: https://github.com/JustinOros
import pygame
import random
import time
import os
# Initialize pygame
pygame.init()
# Set up full-screen mode
SCREEN_WIDTH = pygame.display.Info().current_w
SCREEN_HEIGHT = pygame.display.Info().current_h
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN)
pygame.display.set_caption("Block Wars")
# Define colors
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
DARK_GRAY = (50, 50, 50)
# Function to load sound safely
def load_sound(filename):
if os.path.exists(filename):
return pygame.mixer.Sound(filename)
else:
print(f"Warning: {filename} not found. Sound will be disabled.")
return None
# Load sounds
GO_SOUND = load_sound("go_sound.wav")
FIRE_SOUND = load_sound("player_fire_sound.wav")
DIE_SOUND = load_sound("player_death_sound.wav")
LEVEL_UP_SOUND = load_sound("level_up_sound.wav")
ENEMY_DEATH_SOUND = load_sound("enemy_death_sound.wav")
EXPLOSION_SOUND = load_sound("explosion_sound.wav")
# Set font for score
font = pygame.font.SysFont(None, 30)
# Initialize the joystick (controller)
pygame.joystick.init()
controller = None
if pygame.joystick.get_count() > 0:
controller = pygame.joystick.Joystick(0)
controller.init()
# Player class
class Player:
def __init__(self):
self.x = SCREEN_WIDTH // 2
self.y = SCREEN_HEIGHT // 2
self.size = 20
self.color = BLUE
self.speed = 5
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'
if joystick_axes[0] < -0.5:
self.x -= self.speed
self.direction = 'left'
elif joystick_axes[0] > 0.5:
self.x += self.speed
self.direction = 'right'
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
self.direction = 'left'
if keys[pygame.K_d]:
self.x += self.speed
self.direction = 'right'
if self.x < 0:
self.x = SCREEN_WIDTH - self.size
elif self.x > SCREEN_WIDTH - self.size:
self.x = 0
if self.y < 0:
self.y = SCREEN_HEIGHT - self.size
elif self.y > SCREEN_HEIGHT - self.size:
self.y = 0
def draw(self):
pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
# Projectile class
class Projectile:
def __init__(self, x, y, direction):
self.x = x
self.y = y
self.size = 5
self.color = WHITE
self.speed = 15
self.direction = direction
def move(self):
if self.direction == 'up':
self.y -= self.speed
elif self.direction == 'down':
self.y += self.speed
elif self.direction == 'left':
self.x -= self.speed
elif self.direction == 'right':
self.x += self.speed
def draw(self):
pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
# Explosion class
class Explosion:
def __init__(self, x, y):
self.x = x
self.y = y
self.size = 50
self.lifetime = 10
def draw(self):
pygame.draw.circle(screen, (255, 165, 0), (self.x, self.y), self.size)
self.lifetime -= 1
def is_alive(self):
return self.lifetime > 0
# Enemy class
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.y = 0
elif edge == "bottom":
self.x = random.randint(0, SCREEN_WIDTH - 20)
self.y = SCREEN_HEIGHT - 20
elif edge == "left":
self.x = 0
self.y = random.randint(0, SCREEN_HEIGHT - 20)
else:
self.x = SCREEN_WIDTH - 20
self.y = random.randint(0, SCREEN_HEIGHT - 20)
self.size = 20
self.color = RED
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
def draw(self):
pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
# Draw pause screen
def draw_pause_screen():
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
overlay.set_alpha(180)
overlay.fill((0, 0, 0))
screen.blit(overlay, (0, 0))
pause_font = pygame.font.SysFont(None, 100)
instruction_font = pygame.font.SysFont(None, 40)
pause_text = pause_font.render("PAUSED", True, WHITE)
instruction_text = instruction_font.render("Press ESC to resume or Q to Quit.", True, WHITE)
screen.blit(pause_text, (
SCREEN_WIDTH // 2 - pause_text.get_width() // 2,
SCREEN_HEIGHT // 2 - pause_text.get_height() // 2 - 30
))
screen.blit(instruction_text, (
SCREEN_WIDTH // 2 - instruction_text.get_width() // 2,
SCREEN_HEIGHT // 2 + 30
))
# Main game loop
def game():
clock = pygame.time.Clock()
player = Player()
projectiles = []
explosions = []
level = 1
score = 0
enemies = [Enemy(2)]
running = True
paused = False
player_dead = False
if GO_SOUND:
GO_SOUND.play()
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]
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
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()
if event.type == pygame.JOYBUTTONDOWN:
if event.button == 7 or event.button == 6: # Start or Select
paused = not paused
elif paused and event.button == 2: # X button
running = False
elif not paused and event.button == 0: # A button
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 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 paused:
draw_pause_screen()
pygame.display.flip()
clock.tick(60)
continue
player.move(keys, joystick_axes)
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:
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)):
if not player_dead:
if DIE_SOUND:
DIE_SOUND.play()
player_dead = True
show_final_score(score)
running = False
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))
if ENEMY_DEATH_SOUND:
ENEMY_DEATH_SOUND.play()
enemies.remove(enemy)
projectiles.remove(projectile)
score += 100
break
for explosion in explosions[:]:
explosion.draw()
if not explosion.is_alive():
explosions.remove(explosion)
if not enemies:
level += 1
if LEVEL_UP_SOUND:
LEVEL_UP_SOUND.play()
enemy_speed = 2 + (level // 3)
enemies = [Enemy(enemy_speed) for _ in range(level)]
player.draw()
score_text = font.render(f"Score: {score}", True, WHITE)
level_text = font.render(f"Level: {level}", True, WHITE)
screen.blit(score_text, (10, 10))
screen.blit(level_text, (SCREEN_WIDTH - level_text.get_width() - 10, 10))
pygame.display.flip()
clock.tick(60)
# Function to display the 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)
screen.fill(DARK_GRAY)
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(3)
# Run the game
if __name__ == "__main__":
game()
pygame.quit()
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