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"""
Complete game example with UI, multiple scenes, and particle effects
"""
import math
import random
from engine import GameEngine, GameObject, Vector2, Transform, Sprite, Scene
class ParticleSystem(GameObject):
"""Simple particle system for visual effects"""
def __init__(self, name: str = "ParticleSystem"):
super().__init__(name)
self.particles = []
self.max_particles = 50
self.emit_rate = 5.0
self.emit_timer = 0.0
self.gravity = Vector2(0, 98) # Gravity effect
def emit_particle(self, position: Vector2, velocity: Vector2, color: str = '#FFD700', life: float = 2.0):
"""Emit a new particle"""
if len(self.particles) < self.max_particles:
particle = {
'position': position.copy(),
'velocity': velocity.copy(),
'color': color,
'life': life,
'max_life': life,
'size': random.uniform(2, 6)
}
self.particles.append(particle)
def update(self, delta_time: float):
super().update(delta_time)
# Update existing particles
for particle in self.particles[:]:
particle['position'] += particle['velocity'] * delta_time
particle['velocity'] += self.gravity * delta_time
particle['life'] -= delta_time
if particle['life'] <= 0:
self.particles.remove(particle)
def render(self, renderer):
"""Render all particles"""
for particle in self.particles:
alpha = particle['life'] / particle['max_life']
size = particle['size'] * alpha
if size > 0.5:
renderer.draw_circle(particle['position'], size, particle['color'])
class Player(GameObject):
"""Enhanced player with particle effects"""
def __init__(self, name: str = "Player"):
super().__init__(name)
self.speed = 250.0
self.rotation_speed = 4.0
self.health = 100
self.max_health = 100
self.score = 0
self.invulnerable_time = 0.0
self.particle_system = None
sprite = Sprite(color='#00FF00', size=Vector2(30, 30))
self.add_component(sprite)
self.transform.position = Vector2(400, 300)
def take_damage(self, damage: int):
"""Take damage and become briefly invulnerable"""
if self.invulnerable_time <= 0:
self.health -= damage
self.invulnerable_time = 1.0
# Emit damage particles
if self.particle_system:
for _ in range(10):
vel = Vector2.from_angle(random.uniform(0, 2 * math.pi), random.uniform(50, 150))
self.particle_system.emit_particle(self.transform.position, vel, '#FF0000', 1.0)
def add_score(self, points: int):
"""Add score and emit celebration particles"""
self.score += points
if self.particle_system:
for _ in range(5):
vel = Vector2.from_angle(random.uniform(0, 2 * math.pi), random.uniform(30, 80))
self.particle_system.emit_particle(self.transform.position, vel, '#FFD700', 0.8)
def update(self, delta_time: float):
super().update(delta_time)
if self.invulnerable_time > 0:
self.invulnerable_time -= delta_time
# Flash when invulnerable
sprite = self.get_component(Sprite)
if sprite:
if int(self.invulnerable_time * 10) % 2:
sprite.color = '#FFFFFF'
else:
sprite.color = '#00FF00'
else:
sprite = self.get_component(Sprite)
if sprite:
sprite.color = '#00FF00'
if hasattr(self.scene, 'engine'):
input_manager = self.scene.engine.input_manager
# Movement
movement = input_manager.get_movement_vector()
if movement.magnitude > 0:
self.transform.translate(movement * self.speed * delta_time)
# Rotation
if input_manager.is_key_pressed('q'):
self.transform.rotate(-self.rotation_speed * delta_time)
if input_manager.is_key_pressed('e'):
self.transform.rotate(self.rotation_speed * delta_time)
# Wrap around screen
pos = self.transform.position
if pos.x < -20: pos.x = 820
elif pos.x > 820: pos.x = -20
if pos.y < -20: pos.y = 620
elif pos.y > 620: pos.y = -20
class Enemy(GameObject):
"""Enhanced enemy with AI and particle effects"""
def __init__(self, name: str = "Enemy", center: Vector2 = None, radius: float = 100):
super().__init__(name)
self.center = center or Vector2(400, 300)
self.radius = radius
self.angle = random.uniform(0, 2 * math.pi)
self.speed = random.uniform(1.5, 3.0)
self.health = 50
self.damage_timer = 0.0
sprite = Sprite(color='#FF3232', size=Vector2(25, 25), shape='circle')
self.add_component(sprite)
def take_damage(self, damage: int):
"""Take damage"""
self.health -= damage
self.damage_timer = 0.2
def update(self, delta_time: float):
super().update(delta_time)
if self.damage_timer > 0:
self.damage_timer -= delta_time
sprite = self.get_component(Sprite)
if sprite:
sprite.color = '#FFFFFF' if int(self.damage_timer * 20) % 2 else '#FF3232'
else:
sprite = self.get_component(Sprite)
if sprite:
sprite.color = '#FF3232'
# Move in orbit
self.angle += self.speed * delta_time
offset = Vector2.from_angle(self.angle, self.radius)
self.transform.position = self.center + offset
# Face movement direction
self.transform.rotation = self.angle + math.pi / 2
# Check if dead
if self.health <= 0:
# Find player and add score
if self.scene:
player = self.scene.find_object("Player")
if player and hasattr(player, 'add_score'):
player.add_score(10)
self.destroy()
class UIElement(GameObject):
"""Base UI element"""
def __init__(self, name: str = "UIElement"):
super().__init__(name)
self.text = ""
self.font_size = 16
self.color = '#FFFFFF'
self.background_color = None
def render(self, renderer):
if self.background_color:
# Draw background
text_size = Vector2(len(self.text) * self.font_size * 0.6, self.font_size * 1.2)
bg_pos = self.transform.position - text_size / 2
renderer.draw_rect(bg_pos, text_size, self.background_color)
# Draw text
renderer.draw_text(self.transform.position, self.text, self.color, self.font_size)
class Button(UIElement):
"""Interactive button"""
def __init__(self, name: str = "Button", text: str = "Button", callback=None):
super().__init__(name)
self.text = text
self.callback = callback
self.size = Vector2(120, 40)
self.is_hovered = False
self.is_pressed = False
def update(self, delta_time: float):
super().update(delta_time)
if hasattr(self.scene, 'engine'):
input_manager = self.scene.engine.input_manager
mouse_pos = input_manager.get_mouse_position()
# Check if mouse is over button
button_rect = (
self.transform.position.x - self.size.x / 2,
self.transform.position.y - self.size.y / 2,
self.size.x,
self.size.y
)
self.is_hovered = (
button_rect[0] <= mouse_pos.x <= button_rect[0] + button_rect[2] and
button_rect[1] <= mouse_pos.y <= button_rect[1] + button_rect[3]
)
# Check for click
if self.is_hovered and input_manager.is_mouse_button_just_pressed('left'):
self.is_pressed = True
print(f"Button '{self.text}' clicked!")
if self.callback:
print(f"Executing callback for button '{self.text}'")
self.callback()
else:
print(f"No callback set for button '{self.text}'")
elif not input_manager.is_mouse_button_pressed('left'):
self.is_pressed = False
def render(self, renderer):
# Choose colors based on state
bg_color = '#666666'
text_color = '#FFFFFF'
if self.is_pressed:
bg_color = '#333333'
elif self.is_hovered:
bg_color = '#888888'
# Draw button background
button_pos = self.transform.position - self.size / 2
renderer.draw_rectangle(button_pos, self.size, bg_color, 0.0, '#FFFFFF')
# Draw button text centered
renderer.draw_text(self.transform.position, self.text, text_color, 14)
class MenuScene(Scene):
"""Main menu scene"""
def __init__(self):
super().__init__("Menu")
def initialize(self):
super().initialize()
# Title
title = UIElement("Title")
title.text = "SPACE DEFENSE"
title.font_size = 32
title.color = '#00FFFF'
title.transform.position = Vector2(400, 200)
self.add_object(title)
# Instructions
instructions = [
"Use WASD or Arrow Keys to move",
"Use Q/E to rotate",
"Avoid the red enemies!",
"Survive as long as possible"
]
for i, instruction in enumerate(instructions):
inst_obj = UIElement(f"Instruction_{i}")
inst_obj.text = instruction
inst_obj.font_size = 14
inst_obj.color = '#CCCCCC'
inst_obj.transform.position = Vector2(400, 280 + i * 25)
self.add_object(inst_obj)
# Start button
def start_game():
if hasattr(self, 'engine') and self.engine:
game_scene = GameScene()
self.engine.load_scene(game_scene)
else:
print("Error: Engine reference not found")
start_button = Button("StartButton", "START GAME", start_game)
start_button.transform.position = Vector2(400, 450)
self.add_object(start_button)
class GameScene(Scene):
"""Main game scene"""
def __init__(self):
super().__init__("Game")
self.wave = 1
self.enemies_remaining = 0
self.wave_timer = 0.0
self.game_time = 0.0
def initialize(self):
super().initialize()
# Create particle system
particle_system = ParticleSystem("Particles")
self.add_object(particle_system)
# Create player
player = Player("Player")
player.particle_system = particle_system
self.add_object(player)
# Start first wave
self.start_wave()
# UI Elements
self.create_ui()
def create_ui(self):
"""Create game UI"""
# Health bar background
health_bg = UIElement("HealthBG")
health_bg.transform.position = Vector2(100, 30)
self.add_object(health_bg)
# Score display
score_display = UIElement("ScoreDisplay")
score_display.transform.position = Vector2(400, 30)
self.add_object(score_display)
# Wave display
wave_display = UIElement("WaveDisplay")
wave_display.transform.position = Vector2(700, 30)
self.add_object(wave_display)
def start_wave(self):
"""Start a new wave of enemies"""
self.enemies_remaining = 3 + self.wave
for i in range(self.enemies_remaining):
angle = (i / self.enemies_remaining) * 2 * math.pi
center = Vector2(400, 300) + Vector2.from_angle(angle, 150 + self.wave * 20)
enemy = Enemy(f"Enemy_{self.wave}_{i}", center, 40 + random.uniform(-20, 20))
self.add_object(enemy)
def update(self, delta_time: float):
super().update(delta_time)
self.game_time += delta_time
self.wave_timer += delta_time
# Check for player death
player = self.find_object("Player")
if player and player.health <= 0:
if hasattr(self, 'engine'):
game_over_scene = GameOverScene(player.score, self.game_time)
self.engine.load_scene(game_over_scene)
return
# Check for wave completion
enemies = self.find_objects_with_tag("enemy")
if not enemies and self.wave_timer > 2.0:
self.wave += 1
self.wave_timer = 0.0
self.start_wave()
# Collision detection
if player:
player_pos = player.transform.position
for enemy in enemies:
enemy_pos = enemy.transform.position
distance = player_pos.distance_to(enemy_pos)
if distance < 25:
player.take_damage(20)
# Update UI
self.update_ui()
def update_ui(self):
"""Update UI elements"""
player = self.find_object("Player")
if not player:
return
# Health bar
health_bg = self.find_object("HealthBG")
if health_bg:
health_percent = player.health / player.max_health
health_bg.text = f"Health: {'█' * int(health_percent * 10)}{'░' * (10 - int(health_percent * 10))}"
health_bg.color = '#00FF00' if health_percent > 0.5 else '#FFFF00' if health_percent > 0.25 else '#FF0000'
# Score
score_display = self.find_object("ScoreDisplay")
if score_display:
score_display.text = f"Score: {player.score}"
score_display.color = '#FFFFFF'
# Wave
wave_display = self.find_object("WaveDisplay")
if wave_display:
wave_display.text = f"Wave: {self.wave}"
wave_display.color = '#FFFFFF'
class GameOverScene(Scene):
"""Game over scene"""
def __init__(self, final_score: int = 0, survival_time: float = 0.0):
super().__init__("GameOver")
self.final_score = final_score
self.survival_time = survival_time
def initialize(self):
super().initialize()
# Game Over title
title = UIElement("GameOverTitle")
title.text = "GAME OVER"
title.font_size = 36
title.color = '#FF0000'
title.transform.position = Vector2(400, 200)
self.add_object(title)
# Final score
score_text = UIElement("FinalScore")
score_text.text = f"Final Score: {self.final_score}"
score_text.font_size = 20
score_text.color = '#FFFFFF'
score_text.transform.position = Vector2(400, 280)
self.add_object(score_text)
# Survival time
time_text = UIElement("SurvivalTime")
time_text.text = f"Survived: {self.survival_time:.1f} seconds"
time_text.font_size = 16
time_text.color = '#CCCCCC'
time_text.transform.position = Vector2(400, 320)
self.add_object(time_text)
# Restart button
def restart_game():
if hasattr(self, 'engine'):
game_scene = GameScene()
self.engine.load_scene(game_scene)
restart_button = Button("RestartButton", "PLAY AGAIN", restart_game)
restart_button.transform.position = Vector2(300, 400)
self.add_object(restart_button)
# Menu button
def return_to_menu():
if hasattr(self, 'engine'):
menu_scene = MenuScene()
self.engine.load_scene(menu_scene)
menu_button = Button("MenuButton", "MAIN MENU", return_to_menu)
menu_button.transform.position = Vector2(500, 400)
self.add_object(menu_button)
class CompleteGame(GameEngine):
"""Complete game with multiple scenes"""
def initialize(self):
"""Initialize the game with menu scene"""
menu_scene = MenuScene()
menu_scene.engine = self # Give scene access to engine
self.load_scene(menu_scene)
print("Space Defense - Complete Game")
print("Starting at main menu...")
def update(self, delta_time: float):
"""Game update logic"""
# Global controls
if self.input_manager.is_key_just_pressed('escape'):
# Return to menu or quit
if self.current_scene.name != "Menu":
menu_scene = MenuScene()
menu_scene.engine = self
self.load_scene(menu_scene)
else:
self.quit()
if self.input_manager.is_key_just_pressed('f11'):
self.toggle_fullscreen()
# Update window title with scene info
fps = self.get_fps()
scene_name = self.current_scene.name if self.current_scene else "None"
self.window.set_title(f"Space Defense - {scene_name} - FPS: {fps:.1f}")
def load_scene(self, scene):
"""Load a new scene"""
if self.current_scene:
self.current_scene.cleanup()
self.current_scene = scene
scene.engine = self # Give scene access to engine
scene.initialize()
# Ensure all objects in the scene have access to the engine
for obj in scene.game_objects:
if hasattr(obj, 'scene'):
obj.scene = scene
if __name__ == "__main__":
# Create and run the complete game
game = CompleteGame("Space Defense - Complete Game", (800, 600), 60)
game.run()