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term project 112.py
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580 lines (519 loc) · 26.7 KB
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from cmu_112_graphics import *
import enemies
import PIL
import math
import n
import tkinter
import towers
import random
import arrow
import fire
from other import *
####All tower images are from CraftPix.net
### map from: https://craftpix.net/product/tower-defense-2d-game-kit/
###main towers from: https://craftpix.net/product/archer-tower-game-assets/
### magic tower from: https://craftpix.net/product/magic-tower-game-assets/
### fire from: https://www.storyblocks.com/video/search/blue+flames
##Background from wallpapertip.com, https://www.wallpapertip.com/wpic/miTixR_abstract-art-cool-backgrounds/
##Animations, graphics from cmu 15112 graphics :https://www.cs.cmu.edu/~112/notes/notes-animations-part1.html
##modal app from https://www.cs.cmu.edu/~112/notes/notes-animations-part3.html
def runGame():
def board(rows, cols):
return [[0] * cols for row in range(rows)]
class SplashScreenMode(Mode):
def appStarted(mode):
mode.startimg = mode.loadImage("Images/start.jpg")
width, height = mode.startimg.size
mode.startimg = mode.scaleImage(mode.startimg, mode.width/width)
mode.help = False
mode.helpimg = mode.loadImage("Images/e.png")
width, height = mode.helpimg.size
mode.helpimg = mode.scaleImage(mode.helpimg, (mode.height - 10)/height)
def mousePressed(mode, event):
x = event.x
y = event.y
if (120 <= x <= 360) and (520 <= y <= 630):
mode.app.setActiveMode(mode.app.normal)
if (840 <= x <= 1080) and (520 <= y <= 630):
mode.app.setActiveMode(mode.app.nightmare)
if (480 <= x <= 720) and (520 <= y <= 630):
mode.help = True
if mode.help == True:
if (450<=x<=500) and (660<=y<=690):
mode.help = False
mode.app.setActiveMode(mode.app.splashscreen)
def redrawAll(mode, canvas):
canvas.create_image(600,350, image=ImageTk.PhotoImage(mode.startimg))
canvas.create_text(mode.width/2, mode.height/2, text="Balloons Tower Defense 1", font="Arial 50")
canvas.create_rectangle(120, 520, 360, 630, fill="brown")
canvas.create_text(240, 575, text="Normal", font="Arial 35")
canvas.create_rectangle(840, 520, 1080, 630, fill="red")
canvas.create_text(960, 575, text="Nightmare", font="Arial 35")
canvas.create_rectangle(480, 520, 720, 630, fill="white")
canvas.create_text(600, 575, text="How To Play", font="Arial 30")
if mode.help:
canvas.create_image(mode.width/2, mode.height/2, image=ImageTk.PhotoImage(mode.helpimg))
canvas.create_rectangle(450, 660, 500, 690, fill="black")
canvas.create_text(475,675, text="back", fill="white", font="Arial 15")
class Normal(Mode):
def appStarted(mode):
mode.rows = 15
mode.cols = 15
mode.towers = []
mode.bullets = []
mode.bullet = []
mode.enemies = []
mode.gold = 1000
mode.lives = 100
mode.gameOver = False
mode.paused = False
mode.cantafford = False
mode.placetower = None
mode.illegal = False
mode.placefire = None
mode.clock = 0
mode.pathpos = 0
mode.board = board(mode.rows, mode.cols)
mode.path = []
mode.board1 = n.createmap(mode.board, mode.path)
mode.boardd = mode.board1[0]
mode.image = mode.loadImage("Images/landv2.png")
width, height = mode.image.size
scaleFactor = 80/width
mode.image = mode.scaleImage(mode.image, scaleFactor)
mode.image2 = mode.loadImage("Images/landv1.png")
width1, height1 = mode.image2.size
scaleFactor1 = 80/width1
mode.image2 = mode.scaleImage(mode.image2, scaleFactor1)
mode.image3 = mode.loadImage("Images/13.png")
width, height = mode.image3.size
mode.image3 = mode.scaleImage(mode.image3, 80/width)
mode.image5 = mode.loadImage("Images/11.png")
width, height = mode.image5.size
mode.image5 = mode.scaleImage(mode.image5, 80/width)
mode.image6 = mode.loadImage("Images/20.png")
width, height = mode.image6.size
mode.image6 = mode.scaleImage(mode.image6, 80/width)
mode.image7 = mode.loadImage("Images/22.png")
width, height = mode.image7.size
mode.image7 = mode.scaleImage(mode.image7, 20/width)
mode.image8 = mode.loadImage("Images/freeze1.png")
width, height = mode.image8.size
mode.image8 = mode.scaleImage(mode.image8, 80/width)
mode.image9 = mode.loadImage("Images/flame1.png")
width, height = mode.image9.size
mode.image9 = mode.scaleImage(mode.image9, 25/width)
mode.lix = None
mode.liy = None
mode.lightning = []
mode.bolts = []
mode.fire = []
# mode.timerDelay = 200
def addTower(mode, x, y):
tower = towers.Tower((x,y))
mode.towers.append(tower)
def addFire(mode, x, y):
flame = fire.Fire((x,y))
mode.fire.append(flame)
def spawnv2(mode):
while len(mode.enemies) < 6:
i = random.randint(0, 4)
if i == 0:
mode.enemies.append(enemies.Enemy(mode.path[0][0], mode.path[0][1]))
return
elif i == 1:
mode.enemies.append(enemies.BlueBalloon(mode.path[0][0], mode.path[0][1]))
return
elif i == 2:
mode.enemies.append(enemies.GreenBalloon(mode.path[0][0], mode.path[0][1]))
return
elif i == 3:
mode.enemies.append(enemies.YellowBalloon(mode.path[0][0], mode.path[0][0]))
return
elif i == 4:
mode.enemies.append(enemies.MetalBalloon(mode.path[0][0], mode.path[0][1]))
return
def mousePressed(mode, event):
if mode.gameOver: return
if not mode.paused:
if mode.placetower != None:
if mode.legalplace(event.x, event.y, 50):
mode.illegal = False
towers.position = (event.x, event.y)
mode.towers.append(mode.placetower)
mode.gold -= mode.placetower.price
mode.placetower = None
else:
mode.illegal = True
if mode.placefire != None:
if mode.legalplace2(event.x, event.y, 50):
mode.illegal = False
fire.position = (event.x, event.y)
mode.fire.append(mode.placefire)
mode.gold -= mode.placefire.price
mode.placefire = None
else:
mode.illegal = True
if mode.towers != []:
for tower in mode.towers:
if isinstance(tower, towers.Tower):
w,h = mode.image3.size
if event.x <= tower.position[0] + w/2 and event.x >= tower.position[0] - w/2:
if event.y <= tower.position[1] + h/2 and event.y >= tower.position[1] - h/2:
tower.selected = True
else:
tower.selected = False
elif isinstance(tower, towers.Fasttower):
w,h = mode.image5.size
if event.x <= tower.position[0] + w/2 and event.x >= tower.position[0] - w/2:
if event.y <= tower.position[1] + h/2 and event.y >= tower.position[1] - h/2:
tower.selected = True
else:
tower.selected = False
elif isinstance(tower, towers.Wizardtower):
w,h = mode.image6.size
if event.x <= tower.position[0] + w/2 and event.x >= tower.position[0] - w/2:
if event.y <= tower.position[1] + h/2 and event.y >= tower.position[1] - h/2:
tower.selected = True
else:
tower.selected = False
elif isinstance(tower, towers.Freezetower):
w,h = mode.image8.size
if event.x <= tower.position[0] + w/2 and event.x >= tower.position[0] - w/2:
if event.y <= tower.position[1] + h/2 and event.y >= tower.position[1] - h/2:
tower.selected = True
else:
tower.selected = False
if mode.fire != []:
for flame in mode.fire:
w,h = mode.image9.size
if event.x <= flame.position[0] + w/2 and event.x >= flame.position[0] - w/2:
if event.y <= flame.position[1] + h/2 and event.y >= flame.position[1] - h/2:
flame.selected = True
else:
flame.selected = False
if len(mode.bolts) > 0:
i = 0
while i < len(mode.bolts):
bolt = mode.bolts[i]
w,h = mode.image7.size
if distance(event.x, event.y, bolt[0], bolt[1]) <= h:
mode.gold += 50
mode.bolts.pop(i)
mode.lightning.pop(i)
else:
i += 1
def mouseMoved(mode, event):
if mode.placetower != None:
mode.placetower.position = (event.x, event.y)
elif mode.placefire != None:
mode.placefire.position = (event.x, event.y)
def timerFired(mode):
mode.clock += 1
if mode.lives <= 0:
mode.gameOver = True
if mode.gameOver: return
if not mode.paused:
if mode.clock % 3 == 0:
mode.spawnv2()
for balloon in mode.enemies:
if mode.pathpos < len(mode.path):
if isinstance(balloon, enemies.BlueBalloon):
if balloon.freeze == False:
balloon.row = mode.path[balloon.pos][0]
balloon.col = mode.path[balloon.pos][1]
if balloon.pos < len(mode.path) - 1:
balloon.pos += 1
else:
mode.removeenemies()
balloon.pos = 0
elif isinstance(balloon, enemies.Enemy):
if balloon.freeze == False:
balloon.row = mode.path[balloon.pos][0]
balloon.col = mode.path[balloon.pos][1]
if balloon.pos < len(mode.path) - 1:
balloon.pos += 1
else:
mode.removeenemies()
balloon.pos = 0
elif isinstance(balloon, enemies.MetalBalloon):
if balloon.freeze == False:
balloon.row = mode.path[balloon.pos][0]
balloon.col = mode.path[balloon.pos][1]
if balloon.pos < len(mode.path) - 1:
balloon.pos += 1
else:
mode.removeenemies()
balloon.pos = 0
elif isinstance(balloon, enemies.GreenBalloon):
if balloon.freeze == False:
balloon.row = mode.path[balloon.pos][0]
balloon.col = mode.path[balloon.pos][1]
if balloon.pos < len(mode.path) - 1:
balloon.pos += 1
else:
mode.removeenemies()
balloon.pos = 0
elif isinstance(balloon, enemies.YellowBalloon):
if balloon.freeze == False:
balloon.row = mode.path[balloon.pos][0]
balloon.col = mode.path[balloon.pos][1]
if balloon.pos < len(mode.path) - 1:
balloon.pos += 1
else:
mode.removeenemies()
balloon.pos = 0
for tower in mode.towers:
if not isinstance(tower, towers.Wizardtower):
if isinstance(tower, towers.Fasttower):
if tower.shoot > 0:
bul = tower.attack(mode.enemies)
mode.bullets.extend(bul)
tower.shoot -= 1
elif tower.shoot <= 0:
if mode.clock % 10 == 0:
tower.shoot = 15
elif isinstance(tower, towers.Freezetower):
for balloon in mode.enemies:
i = random.randint(0, len(mode.enemies) - 1)
bl = mode.enemies[i]
br, bc = bl.row, bl.col
bx, by, bx1, by1 = getCellBounds(br, bc)
bcx, bcy = (bx+bx1)/2, (by+by1)/2
tx = tower.position[0]
ty = tower.position[1]
if distance(bcx, bcy, tx, ty) < tower.range:
if mode.clock % 10 == 0:
mode.enemies[i].freeze = True
elif mode.clock % 15 == 0:
mode.enemies[i].freeze = False
elif isinstance(tower, towers.Tower):
if tower.shoot > 0:
bul = tower.attack(mode.enemies)
mode.bullets.extend(bul)
tower.shoot -= 2
elif tower.shoot <= 0:
if mode.clock % 20 == 0:
tower.shoot = 15
if mode.clock % 4 == 0:
if isinstance(tower, towers.Wizardtower):
if mode.clock % 5 == 0:
(mode.lix, mode.liy, gold) = tower.attack(mode.enemies)
tower.shoot -= 1
mode.gold += gold
mode.lightning.append((mode.lix, mode.liy))
mode.bolts.append((mode.lix, mode.liy))
for flame in mode.fire:
if mode.clock % 10 == 0:
for balloon in mode.enemies:
br, bc = balloon.row, balloon.col
bx, by, bx1, by1 = getCellBounds(br, bc)
bcx, bcy = (bx+bx1)/2, (by+by1)/2
fx = flame.position[0]
fy = flame.position[1]
if distance(bcx, bcy, fx, fy) < flame.radius + 15:
if not isinstance(balloon, enemies.MetalBalloon):
newbloon = balloon.weakerballoon()
mode.enemies.remove(balloon)
if newbloon.health > 0:
mode.enemies.append(newbloon)
else:
newbloon = enemies.YellowBalloon(balloon.row, balloon.col)
mode.enemies.remove(balloon)
mode.enemies.append(newbloon)
i = 0
while i < len(mode.bullets):
bullet = mode.bullets[i]
x0 = bullet.position[0]
y0 = bullet.position[1]
x1 = x0 + (bullet.dx * bullet.speed)
y1 = y0 + (bullet.dy * bullet.speed)
bullet.position = (x1, y1)
if bullet.checkcollision(mode.enemies):
mode.bullets.pop(i)
mode.gold += 3
elif distance(x1, y1, tower.position[0], tower.position[1]) >= 200:
mode.bullets.pop(i)
else:
i += 1
def removeenemies(mode):
result = []
for balloon in mode.enemies:
if balloon.pos < len(mode.path) - 1:
continue
else:
result.append(balloon)
for balloon in result:
mode.lives -= balloon.health
mode.enemies.remove(balloon)
def legalplace2(mode, x,y, towerrange):
r,c = getCell(x,y)
if mode.boardd[r][c] == 0 or (r,c) not in mode.path:
return False
for fire in mode.fire:
if distance(x,y,fire.position[0],fire.position[1]) < fire.radius * 2:
return False
return True
def legalplace(mode, x,y, towerrange):
r,c = getCell(x,y)
if mode.boardd[r][c] == 1 or (r,c) in mode.path:
return False
for tower in mode.towers:
if distance(x,y,tower.position[0],tower.position[1]) < tower.radius * 2:
return False
for balloon in mode.enemies:
x1,y1 = getCell(balloon.row, balloon.col)
if distance(x,y,x1,y1) < 65:
return False
return True
def keyPressed(mode, event):
if event.key == "p":
mode.paused = not mode.paused
if event.key == "a":
if mode.gold >= towers.Tower((1,1)).price:
mode.placetower = towers.Tower((1,1))
mode.cantafford = False
else:
mode.cantafford = True
elif event.key == "m":
if mode.gold >= towers.Wizardtower((1,1)).price:
mode.placetower = towers.Wizardtower((1,1))
mode.cantafford = False
else:
mode.cantafford = True
elif event.key == "f":
if mode.gold >= towers.Fasttower((1,1)).price:
mode.placetower = towers.Fasttower((1,1))
mode.cantafford = False
else:
mode.cantafford = True
elif event.key == "i":
if mode.gold >= towers.Freezetower((1,1)).price:
mode.placetower = towers.Freezetower((1,1))
mode.cantafford = False
else:
mode.cantafford = True
elif event.key == "h":
if mode.gold >= fire.Fire((1,1)).price:
mode.placefire = fire.Fire((1,1))
mode.cantafford = False
else:
mode.cantafford = True
###short cuts
elif event.key == "l":
mode.lives = 0
elif event.key == "z":
mode.gold = 10000
def drawenemies(mode, canvas):
r = 15
for balloon in mode.enemies:
brow = balloon.row
bcol = balloon.col
x0,y0,x1,y1 = getCellBounds(brow,bcol)
cx = (x0+x1)/2
cy = (y0+y1)/2
if isinstance(balloon, enemies.MetalBalloon):
brow = balloon.row
bcol = balloon.col
x0,y0,x1,y1 = getCellBounds(brow,bcol)
cx = (x0+x1)/2
cy = (y0+y1)/2
if balloon.freeze == False:
canvas.create_oval(cx-r, cy+r, cx+r, cy-r, fill=balloon.color)
canvas.create_text(cx, cy, text=f"{balloon.health}", fill="white")
else:
canvas.create_oval(cx-r, cy+r, cx+r, cy-r, fill="white")
canvas.create_text(cx, cy, text=f"{balloon.health}", fill="black")
else:
if balloon.freeze == False:
canvas.create_oval(cx-r, cy+r, cx+r, cy-r, fill=balloon.color)
else:
canvas.create_oval(cx-r, cy+r, cx+r, cy-r, fill="white")
def drawtowerrange(mode, canvas):
for tower in mode.towers:
if tower.selected:
x,y = x,y = tower.position[0], tower.position[1]
r = tower.range
canvas.create_oval(x-r, y-r, x+r, y+r)
def drawtowers(mode, canvas):
for tower in mode.towers:
x,y = tower.position[0], tower.position[1]
r = tower.radius - 5
if isinstance(tower, towers.Fasttower):
canvas.create_image(x, y, image=ImageTk.PhotoImage(mode.image5))
elif isinstance(tower, towers.Wizardtower):
canvas.create_image(x, y, image=ImageTk.PhotoImage(mode.image6))
elif isinstance(tower, towers.Freezetower):
canvas.create_image(x, y, image=ImageTk.PhotoImage(mode.image8))
elif isinstance(tower, towers.Tower):
canvas.create_image(x, y, image=ImageTk.PhotoImage(mode.image3))
def drawfire(mode, canvas):
for flame in mode.fire:
x,y = flame.position[0], flame.position[1]
r = flame.radius - 5
canvas.create_image(x, y, image=ImageTk.PhotoImage(mode.image9))
def drawstats(mode, canvas):
canvas.create_text(1100, 15, text=f"Health: {mode.lives}", fill="red", font="Arial 15 bold")
canvas.create_text(990, 15, text=f"gold: {mode.gold}", fill="yellow", font="Arial 15 bold")
def drawbullets(mode, canvas):
for bullet in mode.bullets:
x,y = bullet.position[0], bullet.position[1]
r = bullet.radius
canvas.create_oval(x-r, y-r, x+r, y+r, fill="grey")
def drawlightning(mode, canvas):
for bolt in mode.lightning:
x,y = bolt[0], bolt[1]
canvas.create_image(x,y, image=ImageTk.PhotoImage(mode.image7))
def redrawAll(mode, canvas):
for row in range(mode.rows):
for col in range(mode.cols):
x0,y0,x1,y1 = getCellBounds(row, col)
cx,cy = (x0+x1)/2, (y0+y1)/2
if mode.boardd[row][col] == 0:
canvas.create_rectangle(x0,y0,x1,y1, fill="lightgreen")
canvas.create_image(cx,cy, image=ImageTk.PhotoImage(mode.image))
elif mode.boardd[row][col] == 1:
canvas.create_rectangle(x0,y0,x1,y1, fill="brown")
canvas.create_image(cx,cy,image=ImageTk.PhotoImage(mode.image2))
mode.drawtowerrange(canvas)
mode.drawtowers(canvas)
mode.drawstats(canvas)
mode.drawbullets(canvas)
mode.drawfire(canvas)
mode.drawenemies(canvas)
mode.drawlightning(canvas)
if mode.placetower != None:
x = mode.placetower.position[0]
y = mode.placetower.position[1]
r = 50
canvas.create_oval(x-r, y-r, x+r, y+r, fill="grey")
if mode.placefire != None:
x = mode.placefire.position[0]
y = mode.placefire.position[1]
r = 50
canvas.create_oval(x-r, y-r, x+r, y+r, fill="red")
if mode.cantafford == True:
canvas.create_text(mode.width/2, mode.height/2, text="You can't afford that right now, defeat more balloons in order to earn more gold", font="Arial 20")
if mode.illegal == True:
canvas.create_text(mode.width/2, mode.height/2, text="You can't place that here",font="Arial 30")
if mode.lives <= 0:
canvas.create_rectangle(20,20, 1000,1000, fill="yellow")
canvas.create_text(500,300, text="GAMEOVER!", fill="black", font="Arial 50")
canvas.create_text(500,500, text="You lost all your lives D:", fill="black", font="Arial 50")
if mode.paused == True:
canvas.create_oval(300,100, 800,600, w=3, fill="grey")
canvas.create_rectangle(425,250,475,500, fill="black")
canvas.create_rectangle(600,250,650,500, fill="black")
class Nightmare(Normal):
def appStarted(mode):
super().appStarted()
mode.gold = 600
mode.lives = 50
class MyModalApp(ModalApp):
def appStarted(app):
app.splashscreen = SplashScreenMode()
app.normal = Normal()
app.nightmare = Nightmare()
app.setActiveMode(app.splashscreen)
app = MyModalApp(width=1200, height=700)
runGame()