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main.py
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import asyncio
import pygame
import random
import os
import json
import sys
import time
from npc_controller import *
from utility import *
from collectibles_controller import *
from load_image import load_image
music = ['CasualRide', 'HighwayToTheWest', 'OnMyWay', '47WeeksOnTheRoad',
'WeHaveNotGottenReallyFar', 'Off']
skins = {'red': ['open', 0],
'yellow': ['locked', 500],
'pink': ['locked', 1000],
'blue': ['locked', 300],
'brown': ['locked', 100],
'green': ['locked', 750]}
road_skins = {'road_basic': ['open', 0],
'road_winter': ['locked', 2000],
'road_desert': ['locked', 1000],
'road_city': ['locked', 750],
'road_racetrack': ['locked', 3000],
'road_ocean': ['locked', 1500]}
saving = {
'coins': 0,
'high_score': 0,
'car_skin': 0,
'road_skin': 0,
'car_skins': skins,
'road_skins': road_skins
}
settings_file = {
'music_volume': 1,
'sfx_volume': 0.5,
'song': 0,
'render_hints': 0
}
last_time = time.time()
dt = time.time() - last_time
dt *= 60
def render_hint(hint, rect, hints_on=0):
if rect.collidepoint(pygame.mouse.get_pos()) and hints_on:
hint_font = pygame.font.Font(
'assets/fonts/PixelOperator8-Bold.ttf',
15)
hint_render = hint_font.render(hint, True, pygame.Color('white'))
pygame.draw.rect(screen, pygame.Color('black'),
pygame.Rect(pygame.mouse.get_pos()[0] + 14 - 70,
pygame.mouse.get_pos()[1] + 14,
hint_render.get_width() + 8,
hint_render.get_height() + 8))
screen.blit(hint_render, (pygame.mouse.get_pos()[0] + 14 + 4 - 70,
pygame.mouse.get_pos()[1] + 14 + 4))
def close(*args):
global settings_file
global saving
song, coins, main_skin, main_road_skin, skins, road_skins = args
settings_file['song'] = song
saving['coins'] = coins
saving['car_skin'] = main_skin
saving['road_skin'] = main_road_skin
saving['car_skins'] = skins
saving['road_skins'] = road_skins
# with open(saving_file_path, 'w') as f:
# json.dump(saving, f)
# print('All scores successfully saved.')
# with open(settings_file_path, 'w') as f:
# json.dump(settings_file, f)
# print('All settings successfully saved.')
pygame.quit()
sys.exit()
async def play():
global main_skin
global main_road_skin
global last_time
global dt
timer = Timer(-1, screen, size)
timer.seconds = 4
pause_menu_sprites = pygame.sprite.Group()
restart_button_group = pygame.sprite.Group()
home_button_group = pygame.sprite.Group()
sprites = pygame.sprite.Group()
particles = pygame.sprite.Group()
hit_particles = pygame.sprite.Group()
npc_cars = pygame.sprite.Group()
collectibles = pygame.sprite.Group()
player = pygame.sprite.Group()
npc_particles = pygame.sprite.Group()
overlay_group = pygame.sprite.Group()
road = Road(load_image(list(road_skins.keys())[main_road_skin]), sprites)
car = Car(load_image(f'car_{list(skins.keys())[main_skin]}_up'), road,
npc_cars, player)
overlay = UiSprite(load_image('overlay'), (0, 0), overlay_group)
show_rect = False
show_hitbox = False
lost = False
updated = False
paused = False
spawn_tick = 0
coin_spawn_tick = 0
spanner_spawn_tick = 0
lose_label = Text(screen, size, 50, 'You lost!', 'white')
lose_label.dest = ((size[0] - lose_label.render.get_width()) // 2, 100)
score_lost_label = ScoreLabel(screen, size, 20, '', road, 'white')
score_lost_label.dest = (
(size[0] // 2 - score_lost_label.render.get_width() // 2) - 20, 150)
score_label = ScoreLabel(screen, size, 50, '', road, 'white')
pause_label = Text(screen, size, 50, 'Pause', 'white')
pause_label.dest = ((size[0] - pause_label.render.get_width()) // 2, 10)
home_button = Button(load_image('buttons/home'),
load_image('buttons/home_hl'), (12, 560),
home_button_group)
continue_button = Button(load_image('buttons/continue'),
load_image('buttons/continue_hl'), (396, 560),
pause_menu_sprites)
restart_button = Button(load_image('buttons/restart'),
load_image('buttons/restart_hl'), (396, 560),
restart_button_group)
warning = Text(screen, size, 15, "Score won't be saved if you leave!",
'white')
warning.dest = ((size[0] - warning.render.get_width()) // 2, 530)
health = Health(screen, size, (10, 10))
timer_sfx = pygame.mixer.Sound('assets/sfx/Countdown.mp3')
timer_sfx.set_volume(1)
timer_sfx.play()
while True:
dt = time.time() - last_time
dt *= 60
last_time = time.time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
close(current_song, coins_count.coins_count, main_skin,
main_road_skin, skins, road_skins)
if paused:
if home_button.update(event):
await main_menu()
if continue_button.update(event):
paused = not paused
if lost:
if home_button.update(event):
await main_menu()
if restart_button.update(event):
await play()
if event.type == pygame.KEYDOWN:
if lost:
if event.key == pygame.K_r:
await play()
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
if car.rect.x >= 0:
car.x_movement = -1
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
if car.rect.x <= 420:
car.x_movement = 1
car.x_movement = 1
if event.key == pygame.K_s or event.key == pygame.K_DOWN:
if car.rect.y <= 580:
car.y_movement = 1
if event.key == pygame.K_w or event.key == pygame.K_UP:
if car.rect.y >= 0:
car.y_movement = -1
if event.key == pygame.K_ESCAPE:
if not lost and timer.seconds <= 0:
paused = not paused
elif lost:
await main_menu()
if event.key == pygame.K_F3:
settings_file['render_hints'] = int(
not bool(settings_file['render_hints']))
if event.key == pygame.K_F1:
show_rect = not show_rect
if event.key == pygame.K_F2:
show_hitbox = not show_hitbox
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
car.x_movement = 0
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
car.x_movement = 0
if event.key == pygame.K_s or event.key == pygame.K_DOWN:
car.y_movement = 0
if event.key == pygame.K_w or event.key == pygame.K_UP:
car.y_movement = 0
if timer.seconds <= 0 and not lost and not paused:
road.update(dt)
if car.update(particles, dt, hit_particles):
health.health -= 1
if not npc_cars:
pass
spawn_npc(npc_cars, road)
if spawn_tick == 300:
for npc in npc_cars:
npc.update(npc_particles, dt)
else:
spawn_tick += 1
for collectible in collectibles:
collectible.update(dt)
if coin_spawn_tick == 120:
coin_spawn_tick = 0
spawn_coins(car, road, coins_count, collectibles)
if spanner_spawn_tick == 630:
spanner_spawn_tick = 0
spawn_spanner(car, road, health, collectibles)
coin_spawn_tick += 1
spanner_spawn_tick += 1
particles.update(screen_rect, dt)
npc_particles.update(screen_rect, dt)
hit_particles.update(screen_rect, dt)
screen.fill(pygame.Color('black'))
sprites.draw(screen)
collectibles.draw(screen)
particles.draw(screen)
player.draw(screen)
npc_particles.draw(screen)
npc_cars.draw(screen)
hit_particles.draw(screen)
render_hitbox(screen, car, npc_cars, show_rect, show_hitbox)
screen.blit(load_image('line'), (-10, 0))
if lost:
if not updated:
if road.score <= saving['high_score']:
sll_msg = 'Score: '
else:
sll_msg = 'New high score: '
saving['high_score'] = road.score
updated = True
score_lost_label.message = sll_msg
score_lost_label.render = score_lost_label.font.render(
score_lost_label.message, True, score_lost_label.color)
score_lost_label.dest = (
(size[
0] // 2 - score_lost_label.render.get_width() // 2) - 20,
150)
overlay_group.draw(screen)
lose_label.update()
score_lost_label.update()
home_button_group.draw(screen)
restart_button_group.draw(screen)
render_hint('[Esc]', home_button.rect,
settings_file['render_hints'])
render_hint('[R]', restart_button.rect,
settings_file['render_hints'])
else:
if health.health <= 0:
lost = True
score_label.update(dynamic_update=True)
if 0 < timer.seconds:
overlay_group.draw(screen)
timer.render()
timer.update()
coins_count.update()
health.update()
if paused:
overlay_group.draw(screen)
pause_label.update()
pause_menu_sprites.draw(screen)
home_button_group.draw(screen)
warning.update()
render_hint('[Esc]', continue_button.rect,
settings_file['render_hints'])
clock.tick(fps)
pygame.display.flip()
await asyncio.sleep(0)
async def main_menu():
global car_skin
global main_road_skin
global skins
global main_skin
global last_time
global dt
menu_sprites = pygame.sprite.Group()
lock_button_group = pygame.sprite.Group()
sprites = pygame.sprite.Group()
npc_cars = pygame.sprite.Group()
player = pygame.sprite.Group()
overlay_group = pygame.sprite.Group()
label = Text(screen, size, 50, 'Menu', 'white')
label.dest = (10, 10)
road = Road(load_image(list(road_skins.keys())[main_road_skin]), sprites)
car = Car(load_image(f'car_{list(skins.keys())[main_skin]}_up'), road,
npc_cars, player)
overlay = UiSprite(load_image('overlay'), (0, 0), overlay_group)
play_button = Button(load_image('buttons/play'),
load_image('buttons/play_hl'), (170, 560),
menu_sprites)
arrow_right = Button(load_image('buttons/arrow'),
load_image('buttons/arrow_hl'), (340, 420),
menu_sprites)
arrow_left = Button(
pygame.transform.flip(load_image('buttons/arrow'), True, False),
pygame.transform.flip(load_image('buttons/arrow_hl'), True, False),
(140 - 36, 420), menu_sprites)
settings_button = Button(load_image('buttons/settings'),
load_image('buttons/settings_hl'), (60, 560),
menu_sprites)
road_button = Button(load_image('buttons/road'),
load_image('buttons/road_hl'), (480 - 60 - 64, 560),
menu_sprites)
lock_button = Button(load_image('buttons/lock'),
load_image('buttons/lock_hl'), (216, 415),
lock_button_group)
car_skin = main_skin
skin_info_msg = f'{skins[list(skins.keys())[car_skin]][0].capitalize()}. Price: {skins[list(skins.keys())[car_skin]][1]}'
skin_info = Text(screen, size, 20, skin_info_msg, 'white')
skin_info.dest = ((size[0] - skin_info.render.get_width()) // 2, 350)
score_label = Text(screen, size, 30, f'High score: {saving["high_score"]}',
'white', (10, 80))
while True:
dt = time.time() - last_time
dt *= 60
last_time = time.time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
close(current_song, coins_count.coins_count, main_skin,
main_road_skin, skins, road_skins)
if play_button.update(
event) or event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
await play()
if skins[list(skins.keys())[car_skin]][0] == 'locked':
if lock_button.update(
event) or event.type == pygame.KEYDOWN and event.key == pygame.K_e:
if coins_count.coins_count - \
skins[list(skins.keys())[car_skin]][1] >= 0:
skins[list(skins.keys())[car_skin]][0] = 'open'
main_skin = car_skin
coins_count.coins_count = coins_count.coins_count - \
skins[list(skins.keys())[
car_skin]][1]
if arrow_left.update(
event) or event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
if car_skin - 1 < 0:
car_skin = len(skins) - 1
else:
car_skin -= 1
change_skin(car, list(skins.keys())[car_skin])
if skins[list(skins.keys())[car_skin]][0] == 'open':
main_skin = car_skin
skin_info_msg = f'{skins[list(skins.keys())[car_skin]][0].capitalize()}. Price: {skins[list(skins.keys())[car_skin]][1]}'
skin_info.set_text(skin_info_msg)
skin_info.dest = (
(size[0] - skin_info.render.get_width()) // 2, 350)
if arrow_right.update(
event) or event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
if car_skin + 1 > len(skins) - 1:
car_skin = 0
else:
car_skin += 1
change_skin(car, list(skins.keys())[car_skin])
if skins[list(skins.keys())[car_skin]][0] == 'open':
main_skin = car_skin
skin_info_msg = f'{skins[list(skins.keys())[car_skin]][0].capitalize()}. Price: {skins[list(skins.keys())[car_skin]][1]}'
skin_info.set_text(skin_info_msg)
skin_info.dest = (
(size[0] - skin_info.render.get_width()) // 2, 350)
if settings_button.update(event) or event.type == pygame.KEYDOWN and event.key == pygame.K_s:
await settings()
if road_button.update(event) or event.type == pygame.KEYDOWN and event.key == pygame.K_r:
await road_menu()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_F3:
settings_file['render_hints'] = int(
not bool(settings_file['render_hints']))
screen.fill(pygame.Color('black'))
sprites.draw(screen)
overlay_group.draw(screen)
player.draw(screen)
menu_sprites.draw(screen)
if skins[list(skins.keys())[car_skin]][0] == 'locked':
skin_info.update()
lock_button_group.draw(screen)
render_hint('[E]', lock_button.rect)
score_label.update()
render_hint('[Space]', play_button.rect, settings_file['render_hints'])
render_hint('[Left arrow]', arrow_left.rect,
settings_file['render_hints'])
render_hint('[Right arrow]', arrow_right.rect,
settings_file['render_hints'])
render_hint('[S]', settings_button.rect, settings_file['render_hints'])
render_hint('[R]', road_button.rect,
settings_file['render_hints'])
road.update(dt)
screen.blit(load_image('line'), (-10, 0))
label.update()
coins_count.update()
clock.tick(fps)
pygame.display.flip()
await asyncio.sleep(0)
async def settings():
global car_skin
global main_road_skin
global current_song
global last_time
global dt
menu_sprites = pygame.sprite.Group()
sprites = pygame.sprite.Group()
npc_cars = pygame.sprite.Group()
player = pygame.sprite.Group()
overlay_group = pygame.sprite.Group()
label = Text(screen, size, 50, 'Settings', 'white')
label.dest = ((size[0] - label.render.get_width()) // 2, 10)
road = Road(load_image(list(road_skins.keys())[main_road_skin]), sprites)
current_song_name = music[current_song]
rendering_song_name = current_song_name if len(
current_song_name) <= 10 else current_song_name[0:6] + '...'
song_name = HiddenText(screen, size, 30, rendering_song_name, 'white')
song_name.dest = ((size[0] - song_name.render.get_width()) // 2,
100 + 30 - song_name.render.get_height() // 2)
car = Car(load_image(f'car_{list(skins.keys())[main_skin]}_up'), road,
npc_cars, player)
overlay = UiSprite(load_image('overlay'), (0, 0), overlay_group)
song_section = Text(screen, size, 20, 'Music', 'white')
song_section.dest = ((size[0] - song_section.render.get_width()) // 2, 80)
arrow_right = Button(load_image('buttons/arrow'),
load_image('buttons/arrow_hl'), (430 - 36, 100),
menu_sprites)
arrow_left = Button(
pygame.transform.flip(load_image('buttons/arrow'), True, False),
pygame.transform.flip(load_image('buttons/arrow_hl'), True, False),
(50, 100), menu_sprites)
back_button = Button(load_image('buttons/back'),
load_image('buttons/back_hl'), (12, 560),
menu_sprites)
information_button = Button(load_image('buttons/information'),
load_image('buttons/information_hl'), (396, 560),
menu_sprites)
while True:
dt = time.time() - last_time
dt *= 60
last_time = time.time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
close(current_song, coins_count.coins_count, main_skin,
main_road_skin, skins, road_skins)
if arrow_left.update(event):
if current_song - 1 < 0:
current_song = len(music) - 1
else:
current_song -= 1
song_name = change_song(screen, size, music, current_song)
settings_file['song'] = current_song
if arrow_right.update(event):
if current_song + 1 > len(music) - 1:
current_song = 0
else:
current_song += 1
song_name = change_song(screen, size, music, current_song)
settings_file['song'] = current_song
if back_button.update(event):
await main_menu()
if information_button.update(event):
secret_sfx = pygame.mixer.Sound('assets/sfx/Secret.mp3')
secret_sfx.set_volume(0.2)
secret_sfx.play()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
await main_menu()
if event.key == pygame.K_F3:
settings_file['render_hints'] = int(
not bool(settings_file['render_hints']))
screen.fill(pygame.Color('black'))
sprites.draw(screen)
player.draw(screen)
overlay_group.draw(screen)
menu_sprites.draw(screen)
road.update(dt)
render_hint('[Esc]', back_button.rect, settings_file['render_hints'])
render_hint('[F3]', information_button.rect, True)
screen.blit(load_image('line'), (-10, 0))
label.update()
song_section.update()
song_name.update(hidden_message=music[current_song])
clock.tick(fps)
pygame.display.flip()
await asyncio.sleep(0)
async def road_menu():
global car_skin
global main_road_skin
global road_skin
global last_time
global dt
menu_sprites = pygame.sprite.Group()
sprites = pygame.sprite.Group()
npc_cars = pygame.sprite.Group()
player = pygame.sprite.Group()
lock_button_group = pygame.sprite.Group()
road_skin = main_road_skin
label = Text(screen, size, 50, 'Road', 'white')
label.dest = (10, 10)
road = Road(load_image(list(road_skins.keys())[main_road_skin]), sprites)
car = Car(load_image(f'car_{list(skins.keys())[main_skin]}_up'), road,
npc_cars, player)
arrow_right = Button(load_image('buttons/arrow'),
load_image('buttons/arrow_hl'), (340, 420),
menu_sprites)
arrow_left = Button(
pygame.transform.flip(load_image('buttons/arrow'), True, False),
pygame.transform.flip(load_image('buttons/arrow_hl'), True, False),
(140 - 36, 420), menu_sprites)
back_button = Button(load_image('buttons/back'),
load_image('buttons/back_hl'), (12, 560),
menu_sprites)
lock_button = Button(load_image('buttons/lock'),
load_image('buttons/lock_hl'), (216, 415),
lock_button_group)
skin_info_msg = f'{road_skins[list(road_skins.keys())[road_skin]][0].capitalize()}. Price: {road_skins[list(road_skins.keys())[road_skin]][1]}'
skin_info = Text(screen, size, 20, skin_info_msg, 'Black')
skin_info.dest = ((size[0] - skin_info.render.get_width()) // 2, 350)
while True:
dt = time.time() - last_time
dt *= 60
last_time = time.time()
for event in pygame.event.get():
if event.type == pygame.QUIT:
close(current_song, coins_count.coins_count, main_skin,
main_road_skin, skins, road_skins)
if road_skins[list(road_skins.keys())[road_skin]][0] == 'locked':
if lock_button.update(
event) or event.type == pygame.KEYDOWN and event.key == pygame.K_e:
if coins_count.coins_count - \
road_skins[list(road_skins.keys())[road_skin]][
1] >= 0:
road_skins[list(road_skins.keys())[road_skin]][
0] = 'open'
main_road_skin = road_skin
coins_count.coins_count = coins_count.coins_count - \
road_skins[
list(road_skins.keys())[
road_skin]][1]
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
await main_menu()
if event.key == pygame.K_F3:
settings_file['render_hints'] = int(
not bool(settings_file['render_hints']))
if arrow_left.update(
event) or event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
if road_skin - 1 < 0:
road_skin = len(road_skins) - 1
else:
road_skin -= 1
change_road(road, list(road_skins.keys())[road_skin])
if road_skins[list(road_skins.keys())[road_skin]][0] == 'open':
main_road_skin = road_skin
skin_info_msg = f'{road_skins[list(road_skins.keys())[road_skin]][0].capitalize()}. Price: {road_skins[list(road_skins.keys())[road_skin]][1]}'
skin_info.set_text(skin_info_msg)
skin_info.dest = (
(size[0] - skin_info.render.get_width()) // 2, 350)
if arrow_right.update(
event) or event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
if road_skin + 1 > len(road_skins) - 1:
road_skin = 0
else:
road_skin += 1
change_road(road, list(road_skins.keys())[road_skin])
if road_skins[list(road_skins.keys())[road_skin]][0] == 'open':
main_road_skin = road_skin
skin_info_msg = f'{road_skins[list(road_skins.keys())[road_skin]][0].capitalize()}. Price: {road_skins[list(road_skins.keys())[road_skin]][1]}'
skin_info.set_text(skin_info_msg)
skin_info.dest = (
(size[0] - skin_info.render.get_width()) // 2, 350)
if back_button.update(event):
await main_menu()
screen.fill(pygame.Color('black'))
sprites.draw(screen)
player.draw(screen)
menu_sprites.draw(screen)
road.update(dt)
render_hint('[Esc]', back_button.rect, settings_file['render_hints'])
render_hint('[Left arrow]', arrow_left.rect,
settings_file['render_hints'])
render_hint('[Right arrow]', arrow_right.rect,
settings_file['render_hints'])
screen.blit(load_image('line'), (-10, 0))
label.update()
coins_count.update()
if road_skins[list(road_skins.keys())[road_skin]][0] == 'locked':
skin_info.update()
lock_button_group.draw(screen)
render_hint('[E]', lock_button.rect,
settings_file['render_hints'])
clock.tick(fps)
pygame.display.flip()
await asyncio.sleep(0)
async def main():
global screen
global size
global fps
global clock
global car_skin
global main_skin
global road_skin
global main_road_skin
global skins
global road_skins
global coins_count
global current_song
global screen_rect
pygame.init()
clock = pygame.time.Clock()
fps = 60
screen, size, screen_rect = set_screen((480, 640))
car_skin = saving['car_skin']
main_skin = car_skin
road_skin = saving['road_skin']
main_road_skin = road_skin
skins = saving['car_skins']
road_skins = saving['road_skins']
coins_count = CoinsCount(screen, size, 30, '#f7e26b')
coins_count.coins_count = saving['coins']
current_song = settings_file['song']
set_music(music[current_song])
await main_menu()
if __name__ == '__main__':
asyncio.run(main())