Improved game visuals.
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@@ -23,7 +23,7 @@ pygame.mouse.set_visible(False)
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# Define colors
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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BLUE = (0, 200, 255) # Player glow blue
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RED = (255, 0, 0)
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DARK_GRAY = (50, 50, 50)
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@@ -36,11 +36,11 @@ def load_sound(filename):
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return None
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# Load sounds
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GO_SOUND = load_sound("go_sound.wav")
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FIRE_SOUND = load_sound("player_fire_sound.wav")
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DIE_SOUND = load_sound("player_death_sound.wav")
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LEVEL_UP_SOUND = load_sound("level_up_sound.wav")
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ENEMY_DEATH_SOUND = load_sound("enemy_death_sound.wav")
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GO_SOUND = load_sound("audio_go.wav")
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FIRE_SOUND = load_sound("audio_playerfire.wav")
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DIE_SOUND = load_sound("audio_playerdeath.wav")
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LEVEL_UP_SOUND = load_sound("audio_levelup.wav")
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ENEMY_DEATH_SOUND = load_sound("audio_enemydeath.wav")
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EXPLOSION_SOUND = load_sound("explosion_sound.wav")
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# Set font for score
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@@ -53,13 +53,36 @@ if pygame.joystick.get_count() > 0:
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controller = pygame.joystick.Joystick(0)
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controller.init()
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# Draw glowing rectangle ONLY (no solid fill)
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def draw_glow_rect(surf, rect, glow_color, glow_radius):
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glow_surface = pygame.Surface((rect.width + glow_radius*2, rect.height + glow_radius*2), pygame.SRCALPHA)
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max_glow = int(glow_radius * 0.6)
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for i in range(max_glow, 0, -1):
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alpha = int(255 * (i / max_glow) ** 2)
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glow_rect = pygame.Rect(
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glow_radius - i,
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glow_radius - i,
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rect.width + i * 2,
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rect.height + i * 2
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)
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pygame.draw.rect(
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glow_surface,
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glow_color + (alpha,),
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glow_rect,
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border_radius=3,
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width=2
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)
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surf.blit(glow_surface, (rect.x - glow_radius, rect.y - glow_radius))
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# No solid rect drawn for glow-only effect
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# Player class
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class Player:
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def __init__(self):
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self.x = SCREEN_WIDTH // 2
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self.y = SCREEN_HEIGHT // 2
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self.size = 20
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self.color = BLUE
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self.speed = 5
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self.direction = None
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@@ -100,7 +123,8 @@ class Player:
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self.y = 0
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def draw(self):
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pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
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rect = pygame.Rect(self.x, self.y, self.size, self.size)
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draw_glow_rect(screen, rect, BLUE, glow_radius=10)
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# Projectile class
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class Projectile:
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@@ -108,7 +132,7 @@ class Projectile:
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self.x = x
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self.y = y
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self.size = 5
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self.color = WHITE
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self.color = BLUE # Same as player's glow
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self.speed = 15
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self.direction = direction
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@@ -125,16 +149,17 @@ class Projectile:
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def draw(self):
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pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
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# Explosion class
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# Explosion class (color parameter added)
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class Explosion:
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def __init__(self, x, y):
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def __init__(self, x, y, color=RED):
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self.x = x
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self.y = y
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self.size = 50
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self.lifetime = 10
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self.color = color
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def draw(self):
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pygame.draw.circle(screen, (255, 165, 0), (self.x, self.y), self.size)
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pygame.draw.circle(screen, self.color, (self.x, self.y), self.size)
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self.lifetime -= 1
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def is_alive(self):
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@@ -158,7 +183,6 @@ class Enemy:
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self.y = random.randint(0, SCREEN_HEIGHT - 20)
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self.size = 20
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self.color = RED
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self.speed = speed
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def move(self, player_x, player_y):
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@@ -172,7 +196,8 @@ class Enemy:
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self.y -= self.speed
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def draw(self):
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pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
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rect = pygame.Rect(self.x, self.y, self.size, self.size)
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draw_glow_rect(screen, rect, RED, glow_radius=10)
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# Draw pause screen
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def draw_pause_screen(paused_by_controller):
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@@ -216,7 +241,6 @@ def game():
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player_dead = False
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controller_active = False
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# Rumble function now inside game to access controller_active
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def rumble(duration=300, strength=1.0):
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if controller_active and controller and hasattr(controller, "rumble"):
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try:
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@@ -248,13 +272,13 @@ def game():
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if FIRE_SOUND:
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FIRE_SOUND.play()
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if event.type == pygame.JOYBUTTONDOWN:
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controller_active = True # Enable rumble after first controller input
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if event.button == 7 or event.button == 6: # Start or Select
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controller_active = True
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if event.button == 7 or event.button == 6:
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paused = not paused
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paused_by_controller = True
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elif paused and event.button == 2: # X button
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elif paused and event.button == 2:
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running = False
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elif not paused and event.button == 0: # A button
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elif not paused and event.button == 0:
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if player.direction:
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projectiles.append(Projectile(player.x + player.size // 2, player.y + player.size // 2, player.direction))
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if FIRE_SOUND:
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@@ -272,6 +296,19 @@ def game():
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clock.tick(60)
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continue
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if player_dead:
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# Draw and update explosions until none remain
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for explosion in explosions[:]:
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explosion.draw()
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if not explosion.is_alive():
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explosions.remove(explosion)
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pygame.display.flip()
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clock.tick(60)
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if not explosions:
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show_final_score(score)
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running = False
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continue
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player.move(keys, joystick_axes)
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for projectile in projectiles[:]:
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@@ -291,8 +328,9 @@ def game():
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DIE_SOUND.play()
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rumble(duration=1000, strength=1.0)
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player_dead = True
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show_final_score(score)
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running = False
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# Add blue explosion at player position
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explosions.append(Explosion(player.x + player.size // 2, player.y + player.size // 2, color=BLUE))
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# Don't exit immediately; let explosion animation play first
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for projectile in projectiles[:]:
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if pygame.Rect(enemy.x, enemy.y, enemy.size, enemy.size).colliderect(
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@@ -336,7 +374,7 @@ def show_final_score(score):
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screen.blit(final_score_text, (SCREEN_WIDTH // 2 - final_score_text.get_width() // 2,
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SCREEN_HEIGHT // 2 - final_score_text.get_height() // 2))
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pygame.display.flip()
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time.sleep(3)
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time.sleep(2) # Display final score for 2 seconds
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# Run the game
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if __name__ == "__main__":
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