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worms sim.py
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#lemmings
import pygame, sys, math, random,os ,ctypes, webbrowser, pygame.midi, Perlin
from pygame.locals import *
from ctypes import wintypes
from operator import itemgetter
windowed=True
if not windowed:
os.environ['SDL_VIDEO_WINDOW_POS'] = str(0)+","+str(0)
pygame.init()
pygame.display.set_caption('Worms!')
screenDetails = pygame.display.Info()
if not windowed:
screenW,screenH = int(screenDetails.current_w),int(screenDetails.current_h)
else:
screenW=1000
screenH=800
screen = pygame.display.set_mode((screenW, screenH))
user32 = ctypes.WinDLL("user32")
user32.FindWindowW.restype = wintypes.HWND
user32.FindWindowW.argtypes = (
wintypes.LPCWSTR,
wintypes.LPCWSTR)
user32.ShowWindow.argtypes = (
wintypes.HWND,
ctypes.c_int)
playerID = random.randint(0,10000)
class point():
def __init__(self,x,y):
self.x=x
self.y=y
self.velocityx=0
self.velocityy=0
class barrel():
def __init__(self,x,y,damage,radius,ID):
self.x=x
self.y=y
self.damage=damage
self.radius=radius
self.ID=ID
def explode(self):
global worms, selectedWorm, hitcount, hpToRemove
pygame.draw.circle(bitmap, (255, 0, 255), (int(self.x),int(self.y)), self.radius)
playExplosionSound(self.radius)
createExplosion(self.x,self.y,self.radius,(255,0,0))
for worm in worms:
dx=worm.x-self.x
dy=worm.y+5-self.y
dist=math.sqrt((dx)**2+(dy)**2)
if dist<self.radius+5:
damage=(1-(dist/self.radius))*self.damage
damage=abs(damage)
hpToRemove.append([worm.ID,damage,worms[selectedWorm].name,False])
hitcount+=1
if worm.x>self.x:
worm.velocityx+=damage/10
else:
worm.velocityx-=damage/10
if worm.y<self.y+1:
worm.velocityy-=damage/10
else:
worm.velocityy+=damage/10
for barrel in barrels:
if barrel.ID==self.ID:
barrels.remove(barrel)
for barrel in barrels:
if barrel.ID!=self.ID:
dx=barrel.x-self.x
dy=barrel.y-self.y
dist=math.sqrt((dx)**2+(dy)**2)
if dist<self.radius+5:
barrel.explode()
class worm():
def __init__(self,x,y,hp,team,name):
self.x=x
self.y=y
self.velocityx=0
self.velocityy=0
self.hp=hp
self.team=team
self.name=name
self.grounded=False
self.jumping=False
self.direction=1
self.ID=random.randint(0,10000)
def showCoords(self):
print(self.x,self.y)
def explode(self):
global worms, barrels, hpToRemove, hitcount, gameState, hpTick
pygame.draw.circle(bitmap, (255, 0, 255), (int(self.x),int(self.y)), 25)
playExplosionSound(25)
createExplosion(self.x,self.y,25,(255,0,0))
for worm in worms:
dx=worm.x-self.x
dy=worm.y+5-self.y
dist=math.sqrt((dx)**2+(dy)**2)
if dist<25:
damage=(1-(dist/25))*10#max damage of 10
damage=abs(damage)
hpToRemove.append([worm.ID,damage,self.name,False])
hitcount+=1
hpTick=0
if worm.x>self.x:
worm.velocityx+=damage/10
else:
worm.velocityx-=damage/10
if worm.y<self.y+1:
worm.velocityy-=damage/10
else:
worm.velocityy+=damage/10
gameState="waiting"
for barrel in barrels:
if barrel.ID==self.ID:
barrels.remove(barrel)
for barrel in barrels:
if barrel.ID!=self.ID:
dx=barrel.x-self.x
dy=barrel.y-self.y
dist=math.sqrt((dx)**2+(dy)**2)
if dist<20:
barrel.explode()
def domordea(name,prevname):
global message, announcerTimer
announcerTimer=100
domordea=random.randint(0,1)
if name==prevname:
message=name+" killed himself, idiot"
if domordea==0:
randomNum1=random.randint(0,len(announcerDeathLines)-1)
if randomNum1==0:
message=name+announcerDeathLines[randomNum1][random.randint(0,len(announcerDeathLines[randomNum1])-1)]
elif randomNum1==1:
message=announcerDeathLines[randomNum1][random.randint(0,len(announcerDeathLines[randomNum1])-1)]+name
else:
message=announcerDeathLines[randomNum1][random.randint(0,len(announcerDeathLines[randomNum1])-1)]
else:
randomNum1=random.randint(0,len(announcerDominationLines)-1)
if randomNum1==0:
message=announcerDominationLines[randomNum1][random.randint(0,len(announcerDominationLines[randomNum1])-1)]+prevname
elif randomNum1==1:
message=prevname+announcerDominationLines[randomNum1][random.randint(0,len(announcerDominationLines[randomNum1])-1)]
else:
message=announcerDominationLines[randomNum1][random.randint(0,len(announcerDominationLines[randomNum1])-1)]
def createGroundBlock():
global tileSize, bitmap, screenW, screenH
groundTexture=pygame.image.load("groundTextureSeamless.jpg")
groundTexture=pygame.transform.scale(groundTexture,(tileSize,tileSize))
for i in range(0,(screenW//tileSize)+1):
for j in range(1,(screenH//tileSize)+1):
bitmap.blit(groundTexture,(i*tileSize,100+j*tileSize))
bitmap.set_alpha()
bitmap.set_colorkey((255,0,255))
def groundWorms():
global worms, genType
for i in range(len(worms)):
while not worms[i].grounded:
worms[i].y+=1
if bitmap.get_at((int(worms[i].x),int(worms[i].y)+5))!=(255,0,255):
worms[i].grounded=True
if worms[i].y>screenH-10:
worms[i].y=0
worms[i].x=random.randint(10,screenW-10)
if genType==3:
worms[i].x=random.randint(10,screenW-10)
worms[i].y=random.randint(10,screenH-10)
if worms[i].y>screenH-5:
worms[i].x=random.randint(10,screenW-10)
worms[i].y=random.randint(10,screenH-10)
while bitmap.get_at((int(worms[i].x),int(worms[i].y)+4))!=(255,0,255):
worms[i].y-=1
if worms[i].y<5:
worms[i].x=random.randint(10,screenW-10)
worms[i].y=random.randint(10,screenH-10)
def loadWorldFromSave(saveName):
global bitmap, screenW, screenH
worldImage=pygame.image.load("saved terrain/"+str(saveName)+".png")
worldImage=pygame.transform.scale(worldImage,(screenW,screenH))
bitmap.blit(worldImage,(0,0))
bitmap.set_alpha()
bitmap.set_colorkey((255,0,255))
def createWorm(x,y,hp,team,name):
global worms
worm0=worm(x,y,hp,team,name)
worms.append(worm0)
def spawnWorms(numOfTeams,wormsPerTeam,hp):
global wormStats, worms, wormNames, startHp, genType
wormNum=numOfTeams*wormsPerTeam
startHp=wormsPerTeam*hp
for i in range(0,wormNum):
for j in range(0,numOfTeams):
if i%numOfTeams==j:
team=j+1
x=random.randint(10,screenW-10)
y=random.randint(10,screenH-10)
if genType==2:
if team%2==1:
x=random.randint(10,450)
else:
x=random.randint(550,screenW)
createWorm(x,y,hp,team,wormNames[random.randint(0,len(wormNames)-1)])
wormStats.append([worms[i].ID,worms[i].name,0,0,0,0,0])#id, name, total dmg, max dmg in one shot,misses,totalShotNum,hpLost
def updateWorm(ID):
global worms, gravity, aiming, selectedWorm, message, announcerTimer, movingWormLeft, movingWormRight, gameState, timer, timing, hpToRemove, windSpeed
if ID<len(worms):
worms[ID].y+=worms[ID].velocityy
worms[ID].x+=worms[ID].velocityx
checkWormBoundaries(worms[selectedWorm])
if worms[ID].velocityy<-5:
worms[ID].velocityy=-5
if not worms[ID].grounded:
worms[ID].velocityy+=gravity
worms[ID].velocityx+=windSpeed/1500
if bitmap.get_at((int(worms[ID].x),int(worms[ID].y)+5))!=(255,0,255):
worms[ID].grounded=True
if worms[ID].velocityy>13:
hpToRemove.append([worms[ID].ID,int(worms[ID].velocityy/1.5),worms[selectedWorm].name,False])
checkEnded()
timing=True
timer=0
gameState="waiting"
worms[ID].velocityx=0
movingWormLeft=False
movingWormRight=False
worms[ID].velocityy=0
else:
worms[ID].velocityx*=0.8
if bitmap.get_at((int(worms[ID].x),int(worms[ID].y)+4))!=(255,0,255):
starty=worms[ID].y
while bitmap.get_at((int(worms[ID].x),int(worms[ID].y)+4))!=(255,0,255):
worms[ID].y-=1
if starty-worms[ID].y>2:
if bitmap.get_at((int(worms[ID].x-3),int(worms[ID].y)))==(255,0,255):
worms[ID].x-=1
elif bitmap.get_at((int(worms[ID].x+3),int(worms[ID].y)))==(255,0,255):
worms[ID].x+=1
if bitmap.get_at((int(worms[ID].x),int(worms[ID].y)+5))==(255,0,255):
worms[ID].grounded=False
if worms[ID].direction==1:
if bitmap.get_at((int(worms[ID].x+5),int(worms[ID].y)-5))!=(255,0,255):
worms[ID].velocityx*=-1
if worms[ID].direction==-1:
if bitmap.get_at((int(worms[ID].x-5),int(worms[ID].y)-5))!=(255,0,255):
worms[ID].velocityx*=-1
if bitmap.get_at((int(worms[ID].x),int(worms[ID].y)-10))!=(255,0,255):
worms[ID].velocityy+=1
worms[ID].velocityx=0
if worms[selectedWorm].direction==-1:
if bitmap.get_at((int(worms[selectedWorm].x-3),int(worms[selectedWorm].y)))==(255,0,255):
if worms[selectedWorm].jumping:
if worms[selectedWorm].grounded:
worms[selectedWorm].velocityy-=5
worms[selectedWorm].velocityx+=2*worms[selectedWorm].direction
worms[selectedWorm].jumping=False
elif bitmap.get_at((int(worms[ID].x),int(worms[ID].y)-20))==(255,0,255):
if worms[selectedWorm].jumping:
worms[selectedWorm].velocityy-=5
worms[selectedWorm].jumping=False
else:
jumping=False
if worms[selectedWorm].direction==1:
if bitmap.get_at((int(worms[selectedWorm].x-3),int(worms[selectedWorm].y)))==(255,0,255):
if worms[selectedWorm].jumping:
if worms[selectedWorm].grounded:
worms[selectedWorm].velocityy-=5
worms[selectedWorm].velocityx+=2*worms[selectedWorm].direction
worms[selectedWorm].jumping=False
elif bitmap.get_at((int(worms[ID].x),int(worms[ID].y)-20))==(255,0,255):
if worms[selectedWorm].jumping:
worms[selectedWorm].velocityy-=5
worms[selectedWorm].jumping=False
else:
jumping=False
if worms[selectedWorm].velocityx<0.5 and worms[selectedWorm].velocityy<0.5 and gameState=="playing":
aimWeapon()
drawRecticle()
aiming=True
def updateAllWorms():
global worms, selectedWorm, message, announcerTimer, projectiles, hpToRemove, timer, timing
for worm in worms:
worm.y+=worm.velocityy
worm.x+=worm.velocityx
checkWormBoundaries(worm)
if not worm.grounded:
worm.velocityy+=gravity
if bitmap.get_at((int(worm.x),int(worm.y)+5))!=(255,0,255):
worm.grounded=True
if worm.velocityy>15:
hpToRemove.append([worm.ID,int(worm.velocityy/1.5),worms[selectedWorm].name,False])
timing=True
timer=0
worm.velocityy=0
else:
worm.velocityx*=0.8
if bitmap.get_at((int(worm.x),int(worm.y)+4))!=(255,0,255):
while bitmap.get_at((int(worm.x),int(worm.y)+4))!=(255,0,255):
worm.y-=1
if bitmap.get_at((int(worm.x),int(worm.y)+5))==(255,0,255):
worm.grounded=False
if bitmap.get_at((int(worm.x)+5,int(worm.y-5)))!=(255,0,255):
worm.velocityx=0
if bitmap.get_at((int(worm.x)-5,int(worm.y-5)))!=(255,0,255):
worm.velocityx=0
if bitmap.get_at((int(worm.x),int(worm.y)-10))!=(255,0,255):
worm.velocityy=1
worm.velocityx=0
def selectWorm(ID):
global selectedWorm
selectedWorm=ID
def handleWormMovement():
global worms, selectedWorm, movingWormLeft, movingWormRight, gameState, jumpTimer
try:
if movingWormLeft:
if bitmap.get_at((int(worms[selectedWorm].x-3),int(worms[selectedWorm].y)))==(255,0,255):
worms[selectedWorm].x-=1.5
worms[selectedWorm].velocityx*=0.5
if bitmap.get_at((int(worms[selectedWorm].x+1),int(worms[selectedWorm].y+4)))!=(255,0,255):
worms[selectedWorm].y-=0.5
elif bitmap.get_at((int(worms[selectedWorm].x-5),int(worms[selectedWorm].y-3)))!=(255,0,255):
if gameState=="thinking" and worms[selectedWorm].grounded:
if jumpTimer==0:
startjumpWorm()
if movingWormRight:
if bitmap.get_at((int(worms[selectedWorm].x+3),int(worms[selectedWorm].y)))==(255,0,255):
worms[selectedWorm].x+=1.5
worms[selectedWorm].velocityx*=0.5
if bitmap.get_at((int(worms[selectedWorm].x-1),int(worms[selectedWorm].y+4)))!=(255,0,255):
worms[selectedWorm].y-=0.5
elif bitmap.get_at((int(worms[selectedWorm].x+5),int(worms[selectedWorm].y-3)))!=(255,0,255):
if gameState=="thinking"and worms[selectedWorm].grounded:
if jumpTimer==0:
startjumpWorm()
if jumpTimer>0:
jumpTimer-=1
if selectedWorm<len(worms):
checkWormBoundaries(worms[selectedWorm])
except:
None
def checkWormBoundaries(worm):
global worms
if worm.x<6:
worm.x=6
worm.velocityx=0
elif worm.x>screenW-6:
worm.x=screenW-6
worm.velocityx=0
if worm.y<6:
worm.y=6
elif worm.y>screenH-6:
worm.y=screenH-6
for i in range(0,len(worms)):
if worm.ID==worms[i].ID:
domordea(worm.name,"The arena")
worms.remove(worm)
endTurn()
gameState="waiting"
break
def aimWeapon():
global aimAngle, aimingUp, aimingDown, recticlePoint, worms, selectedWorm
if aimingUp:
if aimAngle>-88:
aimAngle-=2
if aimingDown:
if aimAngle<88:
aimAngle+=2
recticlePoint.x=worms[selectedWorm].x+(math.cos((aimAngle*math.pi)/180)*50)*worms[selectedWorm].direction
recticlePoint.y=worms[selectedWorm].y+(math.sin((aimAngle*math.pi)/180)*50)
def fireWeapon():
global weaponHold, firing, weapons, currentWeapon, aimAngle, worms, selectedWorm, projectiles, gameState
if firing:
weaponHold+=2
if weaponHold>weapons[currentWeapon][3]-1:
firing=False
if not firing:
if currentWeapon==0:
speed=(weaponHold/weapons[currentWeapon][3])*weapons[currentWeapon][2]
projectile=point(worms[selectedWorm].x,worms[selectedWorm].y)
projectile.velocityx=(math.cos((aimAngle*math.pi)/180)*worms[selectedWorm].direction)*speed
projectile.velocityy=(math.sin((aimAngle*math.pi)/180))*speed
projectiles.append([projectile,50,weapons[currentWeapon][0],weapons[currentWeapon][4],worms[selectedWorm].name,False])
weaponHold=0
gameState="waiting"
def updateProjectiles():
global projectiles, worms, message, announcerTimer, selectedWorm, hitcount, trailDelay, hpToRemove, windSpeed
listOfRemoves=[]
for projectile in projectiles:
if trailDelay>1:
createTrail(projectile[0].x,projectile[0].y,(20,20,20))
trailDelay=0
else:
trailDelay+=1
if onScreen(projectile[0]):
if bitmap.get_at((int(projectile[0].x),int(projectile[0].y)))!=(255,0,255):
while bitmap.get_at((int(projectile[0].x),int(projectile[0].y)))!=(255,0,255):
projectile[0].x-=projectile[0].velocityx*0.1
projectile[0].y-=projectile[0].velocityy*0.1
playExplosionSound(projectile[3])
pygame.draw.circle(bitmap, (255, 0, 255), (int(projectile[0].x),int(projectile[0].y)), projectile[3])
createExplosion(projectile[0].x,projectile[0].y,projectile[3],(255,0,0))
hitcount=0
for barrel in barrels:
dx=barrel.x-projectile[0].x
dy=barrel.y-projectile[0].y
dist=math.sqrt((dx)**2+(dy)**2)
if dist<projectile[3]+5:
barrel.explode()
for worm in worms:
dx=worm.x-projectile[0].x
dy=worm.y+5-projectile[0].y
dist=math.sqrt((dx)**2+(dy)**2)
if dist<projectile[3]:
damage=(1-(dist/projectile[3]))*projectile[1]
hpToRemove.append([worm.ID,damage,projectile[4],False])
hitcount+=1
if worm.x>projectile[0].x:
worm.velocityx+=damage/10
else:
worm.velocityx-=damage/10
if worm.y<projectile[0].y+1:
worm.velocityy-=damage/10
else:
worm.velocityy+=damage/10
if hitcount==0:
announcerTimer=100
randomNum1=random.randint(0,len(announcerMissLines)-1)
if randomNum1==0:
message=announcerMissLines[randomNum1][random.randint(0,len(announcerMissLines[randomNum1])-1)]+projectile[4]
elif randomNum1==1:
message=projectile[4]+announcerMissLines[randomNum1][random.randint(0,len(announcerMissLines[randomNum1])-1)]
else:
message=announcerMissLines[randomNum1][random.randint(0,len(announcerMissLines[randomNum1])-1)]
listOfRemoves.append(projectile)
if projectile[2]:
projectile[0].velocityy+=gravity/2
projectile[0].velocityx+=windSpeed/600
projectile[0].x+=projectile[0].velocityx
projectile[0].y+=projectile[0].velocityy
if projectile[0].x<0:
listOfRemoves.append(projectile)
elif projectile[0].x>screenW:
listOfRemoves.append(projectile)
elif projectile[0].y>screenH:
listOfRemoves.append(projectile)
for i in range(0,len(listOfRemoves)):
if listOfRemoves[i] in projectiles:
projectiles.remove(listOfRemoves[i])
def onScreen(p):
global screenW, screenH
if p.x>0 and p.x<screenW and p.y>0 and p.y<screenH:
return True
else:
return False
def checkEnded():
global projectiles, selectedWorm, gameState, timer, timing, movingWormLeft, movingWormRight, aimingUp, aimingDown, worms
if len(projectiles)==0:
counter=0
if len(worms)>0:
for i in range(len(worms)):
if worms[i].grounded:
counter+=1
if counter==len(worms):
if not timing:
timer=0
timing=True
else:
timing=True
timer=0
if timer>50 and timing:
timer=0
timing=False
movingWormLeft=False
movingWormRight=False
aimingUp=False
aimingDown=False
gameState="damaging"
try:
worms[selectedWorm].grounded=True
except:
print("selected worm out of range")
if timing:
timer+=1
def updateWormHp():
global worms, hpToRemove, gameState, selectedWorm, hpTick, wormDeathDelay, playerControlledTeam
for i in range(0,len(hpToRemove)):
for worm in worms:
if not hpToRemove[i][3]:
if worm.ID==hpToRemove[i][0]:
worm.hp-=hpToRemove[i][1]*0.02
if worm.hp<=0:
worm.hp=0
if hpTick>100:
toRemove=[]
for i in range(0,len(hpToRemove)):
hpToRemove[i][3]=True
for j in range(0,len(worms)):
worms[j].hp=int(worms[j].hp)
if worms[j].hp<=0:
place=0
if selectedWorm>j:
selectedWorm-=1
toRemove.append(worms[j].ID)
wormDeathDelay=0
for i in range(0,len(toRemove)):
for worm in worms:
if worm.ID==toRemove[i]:
if wormDeathDelay<=0:
worm.explode()
domordea(worm.name,hpToRemove[i][2])
worms.remove(worm)
wormDeathDelay=50
else:
wormDeathDelay-=1
if len(toRemove)==0:
endTurn()
hpTick=0
else:
hpTick+=2
updateHealthBars()
def updateTimer():
global turnTimeLeft, turnTiming, selectedWorm, gameState, worms, deltaTime, movingWormRight, movingWormLeft
if turnTimeLeft<0:
turnTimeLeft=10000
gameState="damaging"
hpTick=0
movingWormRight=False
movingWormLeft=False
elif turnTiming:
turnTimeLeft-=deltaTime
def drawTurnTimer():
global turnTimeLeft, turnTiming
if turnTiming:
timerFont = pygame.font.Font(None,35)
turnTimerText=timerFont.render(str(round(turnTimeLeft/1000)),True,(0,0,0))
screen.blit(turnTimerText,(0,100))
def endTurn():
global selectedWorm, gameState, worms, playerControlledTeam, turnTimeLeft, arrowTimer
testWorm=selectedWorm
teams=[]
currentTeam=worms[selectedWorm].team-1
nextTeam=0
for i in range(0,len(worms)):
if worms[i].team-1 not in teams:
teams.append(worms[i].team-1)
teams.sort()
if currentTeam<len(teams)-1:
for i in range(0,len(teams)):
if teams[i]==currentTeam:
nextTeam=teams[i+1]
else:
nextTeam=teams[0]
while worms[testWorm].team-1!=nextTeam:
if testWorm<len(worms)-1:
testWorm+=1
else:
testWorm=0
selectedWorm=testWorm
gameState="playing"
updateWind()
checkGameEnded()
if nextTeam!=playerControlledTeam:
for i in range(len(teams)):
teams[i]+=1
teams.remove(nextTeam+1)
startThinking(worms[selectedWorm],teams)
turnTimeLeft=10000
arrowTimer=0
def tryToShoot(worm,teams):
global firing, aimAngle, weaponHold, worms, wormThinkState, moveTime
if len(teams)>0:
shot=calculateShot(worms[selectedWorm],teams,1)
if shot[0]:
worms[selectedWorm].direction=shot[1]
weaponHold=shot[2]
aimAngle=shot[3]
firing=False
fireWeapon()
else:
wormThinkState="moving"
moveTime=random.randint(1,50)
def drawProjectiles():
for projectile in projectiles:
pygame.draw.circle(screen,(0,0,0),(int(projectile[0].x),int(projectile[0].y)),2,0)
def drawRecticle():
global worms, selectedWorm, recticlePoint, weaponHold, weapons, currentWeapon
charge=weaponHold/weapons[currentWeapon][3]
chargePoint.x=worms[selectedWorm].x+(recticlePoint.x-worms[selectedWorm].x)*charge
chargePoint.y=worms[selectedWorm].y+(recticlePoint.y-worms[selectedWorm].y)*charge
pygame.draw.line(screen,(255*charge,255-255*charge,0),(worms[selectedWorm].x,worms[selectedWorm].y),(chargePoint.x,chargePoint.y),int(5*charge))
pygame.draw.circle(screen,(0,0,0),(int(recticlePoint.x),int(recticlePoint.y)),10,1)
pygame.draw.line(screen,(0,0,0),(int(recticlePoint.x-10),int(recticlePoint.y)),(int(recticlePoint.x+10),int(recticlePoint.y)),1)
pygame.draw.line(screen,(0,0,0),(int(recticlePoint.x),int(recticlePoint.y-10)),(int(recticlePoint.x),int(recticlePoint.y+10)),1)
def drawWorms():
global worms, teamColours, showHealthBars, showNames, playerFont
for selectedWorm in worms:
pygame.draw.circle(screen,(0,0,0),(int(selectedWorm.x),int(selectedWorm.y)),6,2)
pygame.draw.circle(screen,(0,0,0),(int(selectedWorm.x),int(selectedWorm.y-6)),5,2)
pygame.draw.circle(screen,(255,224,189),(int(selectedWorm.x),int(selectedWorm.y)),5,0)
pygame.draw.circle(screen,(255,224,189),(int(selectedWorm.x),int(selectedWorm.y-6)),4,0)
screen.set_at((int(selectedWorm.x-2),int(selectedWorm.y-7)),(0,0,0))
screen.set_at((int(selectedWorm.x+1),int(selectedWorm.y-7)),(0,0,0))
if showHealthBars or showNames:
if showHealthBars:
hpText=playerFont.render(str(int(selectedWorm.hp)),True,teamColours[selectedWorm.team-1])
screen.blit(hpText,(selectedWorm.x-hpText.get_width()/2,selectedWorm.y-40))
if showNames:
nameText=playerFont.render(selectedWorm.name,True,teamColours[selectedWorm.team-1])
screen.blit(nameText,(selectedWorm.x-nameText.get_width()/2,selectedWorm.y-30))
def announce():
global announcerTimer, message
if announcerTimer>0:
announcerFont = pygame.font.Font(None,40)
announceText=announcerFont.render(message,True,(0,0,0))
screen.blit(announceText,(screenW/2-announceText.get_width()/2,30))
announcerTimer-=1
def checkGameEnded():
global worms, announcerTimer, message
if len(worms)==1 and announcerTimer==0:
announcerTimer=10000
message="Victory for "+str(worms[0].name)+"!"
counter=0
for i in range(len(teamColours)):
for j in range(len(worms)):
if worms[j].team==i:
counter+=1
if counter==len(worms):
announcerTimer=10000
message="Victory for team "+str(worms[j].team-1)+"!"
gameState="ended"
counter=0
if len(worms)==0:
print("noone wins")
announcerTimer=10000
message="No-one wins"
def showCurrentWorm():
global worms, selectedWorm, selectedWormText1
HUDFont = pygame.font.Font(None,35)
selectedWormText0=HUDFont.render("Now up is: ",True,(0,0,0))
try:
selectedWormText1=HUDFont.render(worms[selectedWorm].name,True,teamColours[worms[selectedWorm].team-1])
except:
selectedWormText1=HUDFont.render("",True,(0,0,0))
screen.blit(selectedWormText0,(0,0))
screen.blit(selectedWormText1,(130,0))
def spawnPictureObjects(pictureObjectNum):
picturePoints=[]
picturePoint=point(0,0)
for i in range(0,pictureObjectNum):
picturePoint.x=random.randint(0,screenW)
picturePoint.y=0
while bitmap.get_at((int(picturePoint.x),int(picturePoint.y)))==(255,0,255):
picturePoint.y+=1
object1=pygame.image.load("object"+str(random.randint(0,1))+".png")
object1=pygame.transform.scale(object1,(150,150))
object1=pygame.transform.rotozoom(object1,random.randint(0,4)*90,1)
picturePoints.append([picturePoint.x,picturePoint.y,object1])
bitmap.set_alpha()
bitmap.set_colorkey((255,0,255))
for i in range(0,len(picturePoints)):
bitmap.blit(picturePoints[i][2],(picturePoints[i][0]-75,picturePoints[i][1]-75))
def spawnBarrel(x,y,damage,radius):
global barrels
barrels.append(barrel(x,y,damage,radius,random.randint(0,100000)))
def spawnBarrels():
global barrelNum, barrels, screenW, screenH
for i in range(barrelNum):
spawnBarrel(random.randint(10,screenW-10),0,50,50)
for barrel in barrels:
while bitmap.get_at((int(barrel.x),int(barrel.y)+8))==(255,0,255):
barrel.y+=1
if barrel.y>screenH-10:
barrel.x=random.randint(10,screenW-10)
barrel.y=0
barrelImage=pygame.image.load("barrel.png")
bitmap.blit(barrelImage,(int(barrel.x)-5,int(barrel.y)-8))
#pygame.draw.rect(bitmap,(35, 158, 70),(int(barrel.x)-5,int(barrel.y)-8,10,16),0)
def startjumpWorm():
global selectedWorm, worm
worms[selectedWorm].jumping=True
def hideTaskbar():
hWnd = user32.FindWindowW(u"Shell_traywnd", None)
user32.ShowWindow(hWnd, 0)
def unhideTaskbar():
hWnd = user32.FindWindowW(u"Shell_traywnd", None)
user32.ShowWindow(hWnd, 5)
def drawExplosions():
global explosions
for i in range(0,len(explosions)):
pygame.draw.circle(screen,explosions[i][3],(int(explosions[i][0].x),int(explosions[i][0].y)),int(explosions[i][1]))
def drawTrails():
global trails
for i in range(0,len(trails)):
pygame.draw.circle(screen,trails[i][2],(int(trails[i][0].x),int(trails[i][0].y)),int(trails[i][1]))
def updateExplosions():
toRemove=[]
for i in range(0,len(explosions)):
if explosions[i][1]>1:
explosions[i][2]+=0.1
explosions[i][1]-=explosions[i][2]
if explosions[i][1]<1:
toRemove.append(explosions[i])
for i in range(0,len(toRemove)):
explosions.remove(toRemove[i])
def updateTrails():
global trails
toRemove=[]
for i in range(0,len(trails)):
trails[i][3]-=0.1
trails[i][1]+=trails[i][3]
if trails[i][1]<1:
trails[i][1]=1
toRemove.append(trails[i])
col=trails[i][2][0]
col+=4
if col>255:
col=255
trails[i][2]=(col,col,col)
for i in range(0,len(toRemove)):
trails.remove(toRemove[i])
def createExplosion(x,y,radius,colour):
global explosions
explosionPoint=point(x,y)
explosions.append([explosionPoint,radius,0,colour])
def createTrail(x,y,colour):
global trails
trailPoint=point(x,y)
trails.append([trailPoint,1,colour,1.25])
def rickRoll():
webbrowser.open("https://www.youtube.com/watch?v=dQw4w9WgXcQ")
def playExplosionSound(radius):
global sounds
#116,120,47,108,33,38,15,105,10,32 for win
#sounds.append([random.randint(20,50),127,100,100])
low=100-radius*2
if low<0:
low=0
if low>107:
low=107
sounds.append([random.randint(low,low+20),118,100,100])
def handleSounds():
global sounds
toRemove=[]
for sound in sounds:
if sound[3]==sound[2]:
player.set_instrument(sound[1],1)
player.note_on(sound[0],127,1)
if sound[3]>0:
sound[3]-=1
elif sound[3]==0:
player.set_instrument(sound[1],1)
player.note_off(sound[0],127,1)
toRemove.append(sound)
for item in toRemove:
sounds.remove(item)
def updateHealthBars():
global worms, startHp, teamHps
teams=[]
teamHps=[]
for worm in worms:
if worm.team-1 not in teams:
teams.append(worm.team-1)
teamHps=[[0,teams[i]] for i in range(len(teams))]
for teamNo in range(0,len(teamHps)):
for worm in worms:
if worm.team-1==teamHps[teamNo][1]:
teamHps[teamNo][0]+=worm.hp
teamHps=sorted(teamHps, key=itemgetter(0),reverse=True)
def drawHeathBars():
global worms, startHp, teamHps, screenH
for i in range(len(teamHps)):
pygame.draw.rect(screen,teamColours[teamHps[i][1]],(40,screenH-20-15*len(teamHps)+15*i,200*(teamHps[i][0]/startHp),10),0)
hpFont = pygame.font.Font(None,20)
hpText=hpFont.render(str(int(teamHps[i][0])),True,teamColours[teamHps[i][1]])
screen.blit(hpText,(20-hpText.get_width()/2,screenH-20-len(teamHps)*15+i*15))
def drawHud():
global teamHps, selectedWormText, teamColours, gameState
pygame.draw.rect(screen, (0,0,0),(0,0,selectedWormText1.get_width()+142,31),2)
pygame.draw.rect(screen, (255,255,255),(0,0,selectedWormText1.get_width()+141,30),0)
if gameState=="damaging":
pygame.draw.rect(screen,(255,255,255),(0,screenH-30-len(teamHps)*15,250,20+len(teamHps)*15),0)
#pygame.draw.rect(screen,(0,0,0),(-2,screenH-53-len(teamHps)*15,253,52+len(teamHps)*15),2)
#HUDFont = pygame.font.Font(None,35)
#HUDTextObject1=HUDFont.render("Leader is team ",True,(0,0,0))
#try:
# HUDTextObject2=HUDFont.render(str(teamHps[0][1]),True,teamColours[teamHps[0][1]])
#except:
# HUDTextObject2=HUDFont.render("",True,(0,0,0))
#screen.blit(HUDTextObject1,(10,screenH-50-len(teamHps)*15))
#screen.blit(HUDTextObject2,(200,screenH-50-len(teamHps)*15))
def saveAllData():
global worms, bitmap, barrels, selectedWorm
pygame.image.save(bitmap,"multiplayer data/map.png")
f=open("multiplayer data/worm data.txt","w")
for i in range(len(worms)):
string=str(worms[i].x)+","+str(worms[i].y)+","+str(worms[i].hp)+","+str(worms[i].team)+","+str(worms[i].name)+","+str(worms[i].direction)+","+str(worms[i].grounded)+","+str(worms[i].ID)+"\n"
f.write(string)
f.close()
f=open("multiplayer data/barrel data.txt","w")
for i in range(len(barrels)):
string=str(barrels[i].x)+","+str(barrels[i].y)+","+str(barrels[i].damage)+","+str(barrels[i].radius)+","+str(barrels[i].ID)+"\n"
f.write(string)
f.close()
f=open("multiplayer data/general data.txt","w")
string=str(selectedWorm)
f.write(string)
f.close()
def loadAllData():
global bitmap, worms, barrels, selectedWorm
worms=[]
barrels=[]
bitmap=pygame.image.load("multiplayer data/map.png")
bitmap.set_alpha()
bitmap.set_colorkey((255,0,255))
f=open("multiplayer data/worm data.txt","r")
wormData=f.readlines()
for i in range(0,len(wormData)):
singleWorm = wormData[i].split(",")
worm1=worm(float(singleWorm[0]),float(singleWorm[1]),float(singleWorm[2]),int(singleWorm[3]),singleWorm[4])
worm1.direction=int(singleWorm[5])
worm1.grounded=bool(singleWorm[6])
worm1.ID=int(singleWorm[7])
worms.append(worm1)
f.close()
f=open("multiplayer data/barrel data.txt","r")
barrelData=f.readlines()
for i in range(0,len(barrelData)):
singleBarrel = barrelData[i].split(",")
barrel1=barrel(float(singleBarrel[0]),float(singleBarrel[1]),float(singleBarrel[2]),int(singleBarrel[3]),int(singleBarrel[4]))
barrels.append(barrel1)
f.close()
f=open("multiplayer data/general data.txt","r")
generalData=f.readlines()
selectedWorm=int(generalData[0])
updateHealthBars()
def addToServer():
global playerID
f=open("multiplayer data/new player.txt","w")
f.write(str(playerID))
def generateTerrain():
global bitmap, screenW, screenW, tilesize, genType, data, labels, nextLabel
bitmap=pygame.image.load("black.png")
bitmap=pygame.transform.scale(blank,(screenW,screenH))
groundTexture=pygame.image.load("groundTextureSeamless.jpg")
groundTexture=pygame.transform.scale(groundTexture,(tileSize,tileSize))
for i in range(0,(screenW//tileSize)+1):
for j in range(0,(screenH//tileSize)+1):
bitmap.blit(groundTexture,(i*tileSize,j*tileSize))
if genType==0:
acc=0
num=random.randint(200,500)
for i in range(screenW):
acc+=random.randint(-100,100)/500
num+=acc
if abs(acc)>1:
acc*=0.5
if num<100:
acc+=0.1
if num>screenH-100:
acc-=0.1
for j in range(screenH):
#if j<screenH/2+math.sin((i*math.pi)/180)*300:
# bitmap.set_at((i,j),(255,0,255))
if j< num+math.sin((i*math.pi)*10/180)*3:
bitmap.set_at((i,j),(255,0,255))
for i in range(2):
tunnel=random.randint(0,screenH)
tunnelAcc=0
tunnelRadius=0
tunnelRadiusAcc=0
for j in range(screenW):
tunnelAcc+=random.randint(-100,100)/500
tunnel+=tunnelAcc
tunnelRadiusAcc+=random.randint(-100,100)/500
tunnelRadius+=tunnelRadiusAcc
if abs(tunnelAcc)>1.5:
tunnelAcc*=0.5
if tunnel<200:
tunnelAcc+=0.1
if tunnel>screenH-100:
tunnelAcc-=0.1
if abs(tunnelRadiusAcc)>0.5:
tunnelRadiusAcc*=0.5
if tunnelRadius<10:
tunnelRadius=10
tunnelRadiusAcc+=0.1
if tunnelRadius>35:
tunnelRadiusAcc-=0.05
if tunnelRadius<0:
tunnelRadius=0
pygame.draw.circle(bitmap,(255,0,255),(j,int(tunnel)),int(tunnelRadius),0)
if genType==1:
bitmap.fill((255,0,255))
for i in range(50):
radius=random.randint(10,50)
posx=random.randint(0,screenW)
posy=random.randint(0,screenH)
pygame.draw.circle(bitmap,(128,128,0),(posx,posy),radius,0)
for i in range(10):
pygame.draw.circle(bitmap,(i*12.8,128-i*12.8,0),(posx,posy),int(radius-(radius/(11-i))),0)
if genType==2:
bitmap.fill((255,0,255))
fort=pygame.image.load("fort1.png")
bitmap.blit(fort,(0,250))
fort=pygame.transform.flip(fort,True,False)
bitmap.blit(fort,(400,250))
if genType==3:
maxi=0
mini=10000000
for i in range(screenW):
for j in range(screenH):
n=Perlin.noise(i/75,j/75,2)
if n>maxi:
maxi=n
if n<mini:
mini=n
if n<0:
bitmap.set_at((i,j),(255,0,255))
print(maxi,mini)
if genType==4:
#bitmap.fill((255,0,255))
num=random.randint(100,500)/1000
print(num)
data= [[0 for i in range(screenH)] for i in range(screenW)]
labels= [[-1 for i in range(screenH)] for i in range(screenW)]
print("Creating Noise Map")
for i in range(screenW):
for j in range(screenH):
n=Perlin.noise(i/30,j/30,num)
n=abs(n)
n*=255
if n<20:
n=0
else:
n=1
## if n<20:
## n=0
## else:
## n=255
## bitmap.set_at((i,j),(n,n,n))
data[i][j]=n
## for i in range(screenW):
## for j in range(screenH):
## if data[i][j]==0:
## bitmap.set_at((i,j),(0,0,0))
## else:
## bitmap.set_at((i,j),(255,255,255))
print("Creating Distinct Islands")
passOverImage()
print("Choosing Islands")
regionsToShow=[]
for i in range(screenW):
if labels[i-1][screenH-400] != 0 and labels[i-1][screenH-400]:
randnum=random.randint(0,1000)
if randnum<250 and labels[i][screenH-400] not in regionsToShow:
regionsToShow.append(labels[i][screenH-125])
else:
if labels[i][screenH-125] in regionsToShow:
regionsToShow.remove(labels[i][screenH-125])
for i in range(screenW):
if labels[i-1][screenH-100] != 0 and labels[i-1][screenH-100] not in regionsToShow:
randnum=random.randint(0,1000)
if randnum<500:
regionsToShow.append(labels[i][screenH-100])
for i in range(screenW):
if labels[i-1][screenH-75] != 0 and labels[i-1][screenH-75] not in regionsToShow:
regionsToShow.append(labels[i][screenH-75])
for i in range(screenW):
if labels[i-1][screenH-50] != 0 and labels[i-1][screenH-50] not in regionsToShow:
regionsToShow.append(labels[i][screenH-50])
for i in range(screenW):
if labels[i-1][screenH-25] != 0 and labels[i-1][screenH-25] not in regionsToShow:
regionsToShow.append(labels[i][screenH-25])
for i in range(screenW):
if labels[i-1][screenH-1] != 0 and labels[i-1][screenH-1] not in regionsToShow:
regionsToShow.append(labels[i][screenH-1])
#dilate