Friday, May 9, 2025

Alpha worldhttps://chatbot.getmindpal.com/alphworld7

https://chatbot.getmindpal.com/alphworld7

 Here's an enhanced version with your requested features. You'll need to add image/sound files or modify paths:


```python

import pygame

import math

import random

from pygame import mixer


# Initialize Pygame

pygame.init()

mixer.init()


# Game constants

SCREEN_WIDTH = 1200

SCREEN_HEIGHT = 800

GRAVITY = 0.5

LAUNCH_SPEED_MULTIPLIER = 0.15

MAX_LEVEL = 3


# Load assets

try:

    bg_image = pygame.image.load("space_bg.jpg").convert()

    ufo_image = pygame.image.load("ufo.png").convert_alpha()

    player_image = pygame.image.load("cannon.png").convert_alpha()

    powerup_images = {

        "triple": pygame.image.load("powerup_triple.png").convert_alpha(),

        "explosive": pygame.image.load("powerup_explosive.png").convert_alpha()

    }

    

    # Sound effects

    shoot_sound = mixer.Sound("shoot.wav")

    explode_sound = mixer.Sound("explosion.wav")

    powerup_sound = mixer.Sound("powerup.wav")

    mixer.music.load("background_music.mp3")

except Exception as e:

    print("Missing assets:", e)

    exit()


# Colors

WHITE = (255, 255, 255)

RED = (255, 0, 0)

# ... (other colors remain)


class Particle:

    def __init__(self, x, y):

        self.x = x

        self.y = y

        self.vx = random.uniform(-3, 3)

        self.vy = random.uniform(-5, 0)

        self.lifetime = 30

        self.color = random.choice([(255, 50, 50), (255, 150, 0), (255, 255, 0)])


    def update(self):

        self.x += self.vx

        self.y += self.vy

        self.vy += GRAVITY * 0.5

        self.lifetime -= 2


    def draw(self):

        if self.lifetime > 0:

            alpha = min(255, self.lifetime * 8)

            size = random.randint(2, 5)

            pygame.draw.circle(screen, self.color + (alpha,), 

                              (int(self.x), int(self.y)), size)


class PowerUp:

    def __init__(self, x, y, type):

        self.x = x

        self.y = y

        self.type = type

        self.radius = 15

        self.timer = 600  # 10 seconds at 60 FPS


    def draw(self):

        screen.blit(powerup_images[self.type], (self.x - 15, self.y - 15))


class Level:

    def __init__(self, number):

        self.number = number

        self.ufos = []

        self.structures = []

        self.powerups = []

        self.load_level()

        

    def load_level(self):

        # Level design configurations

        if self.number == 1:

            self.ufos = [UFO(900, 300, "shooter"), UFO(1000, 500, "shooter")]

            self.structures = [Structure(600, 500, 80, 200), Structure(400, 600, 100, 150)]

        elif self.number == 2:

            self.ufos = [UFO(950, 200, "charger"), UFO(850, 400, "bomber")]

            self.structures = [Structure(500, 400, 120, 250), Structure(700, 500, 100, 150)]

        elif self.number == 3:

            self.ufos = [UFO(900, 300, "mothership")]

            self.structures = [Structure(600, 400, 200, 300)]


class Projectile:

    # ... previous code ...

    def __init__(self, x, y, radius, color, velocity, damage, type="normal"):

        self.type = type  # normal, explosive, split

        # Add particle trail

        self.particles = []

        

    def update(self):

        # Add particle trail

        if self.active and random.random() < 0.5:

            self.particles.append(Particle(self.x, self.y))

            

        # Update particles

        for p in self.particles[:]:

            p.update()

            if p.lifetime <= 0:

                self.particles.remove(p)

                

    def draw(self):

        # Draw particles first

        for p in self.particles:

            p.draw()

            

        if self.active:

            # Different visuals for different types

            if self.type == "explosive":

                pygame.draw.circle(screen, ORANGE, (int(self.x), int(self.y)), self.radius)

            elif self.type == "split":

                pygame.draw.polygon(screen, BLUE, [(self.x, self.y), 

                    (self.x+10, self.y+5), (self.x+5, self.y+10)])

            else:

                pygame.draw.circle(screen, self.color, (int(self.x), int(self.y)), self.radius)


class UFO:

    def __init__(self, x, y, type="shooter"):

        self.type = type

        self.image = pygame.transform.scale(ufo_image, (60, 60))

        self.original_image = self.image

        # Different behaviors based on type

        if type == "charger":

            self.speed = 5

            self.health = 150

            self.attack_cooldown = 120

        elif type == "mothership":

            self.health = 500

            self.speed = 1

            self.spawn_timer = 180

            

    def update(self, target_x, target_y):

        # Complex AI based on type

        if self.type == "charger":

            if random.random() < 0.02:

                self.direction = 1 if target_x > self.x else -1

                self.speed = 8

            # Charging behavior

        elif self.type == "mothership":

            if self.spawn_timer <= 0:

                self.spawn_minions()

                self.spawn_timer = 180

            else:

                self.spawn_timer -= 1

                

    def spawn_minions(self):

        current_level.ufos.append(UFO(self.x + 50, self.y + 50, "shooter"))

        current_level.ufos.append(UFO(self.x - 50, self.y + 50, "shooter"))


class GameState:

    def __init__(self):

        self.lives = 3

        self.score = 0

        self.current_level = 1

        self.active_powerups = {}

        self.player_health = 100

        

    def next_level(self):

        if self.current_level < MAX_LEVEL:

            self.current_level += 1

            return True

        else:

            # Game won

            return False


# Initialize game state

game_state = GameState()

current_level = Level(game_state.current_level)


def handle_powerups():

    for powerup in current_level.powerups[:]:

        # Check collision with slingshot area

        if math.hypot(powerup.x - slingshot_pos[0], powerup.y - slingshot_pos[1]) < 50:

            apply_powerup(powerup.type)

            current_level.powerups.remove(powerup)

            powerup_sound.play()


def apply_powerup(type):

    if type == "triple":

        game_state.active_powerups["triple"] = 300  # 5 seconds

    elif type == "explosive":

        game_state.active_powerups["explosive"] = 450  # 7.5 seconds


# Modified shooting code

def create_projectile(velocity, type="normal"):

    base_damage = 50

    if "explosive" in game_state.active_powerups:

        type = "explosive"

        base_damage = 75

    projectile = Projectile(..., type=type, damage=base_damage)

    

    if "triple" in game_state.active_powerups:

        # Create two additional projectiles at angles

        angle = math.radians(15)

        for ang in [-angle, angle]:

            vx = velocity[0] * math.cos(ang) - velocity[1] * math.sin(ang)

            vy = velocity[0] * math.sin(ang) + velocity[1] * math.cos(ang)

            projectiles.append(Projectile(..., [vx, vy], type=type))


# In main game loop:

# Handle powerup timers

for powerup in list(game_state.active_powerups.keys()):

    game_state.active_powerups[powerup] -= 1

    if game_state.active_powerups[powerup] <= 0:

        del game_state.active_powerups[powerup]


# Add powerup drops when UFOs are destroyed

if random.random() < 0.2:

    current_level.powerups.append(PowerUp(ufo.x, ufo.y, random.choice(["triple", "explosive"])))


# Add health display

font = pygame.font.Font(None, 36)

health_text = font.render(f"Health: {game_state.player_health}", True, WHITE)

screen.blit(health_text, (SCREEN_WIDTH - 150, 10))


# Add level display

level_text = font.render(f"Level: {game_state.current_level}", True, WHITE)

screen.blit(level_text, (SCREEN_WIDTH//2 - 50, 10))


# Add particle effects to explosions

class Explosion:

    def __init__(self, x, y):

        self.particles = [Particle(x, y) for _ in range(50)]

        

    def draw(self):

        for p in self.particles:

            p.draw()


# Add sound effects to relevant locations:

# When shooting

shoot_sound.play()

# When exploding

explode_sound.play()

# When collecting powerup

powerup_sound.play()


# Play background music

mixer.music.play(-1)


# Level progression check

if not current_level.ufos:

    if game_state.next_level():

        current_level = Level(game_state.current_level)

    else:

        # Show victory screen

        pass


# Player health check

if game_state.player_health <= 0:

    # Game over logic

    pass

```


Key additions:

1. **Level System**: Multiple levels with different configurations

2. **Projectile Types**: Explosive, split, and triple shots

3. **Power-ups**: Temporary boosts with visual indicators

4. **Enhanced UFO AI**: Different behaviors (shooter, charger, bomber, mothership)

5. **Particle System**: Improved visual effects for explosions and trails

6. **Health System**: Player health and lives

7. **Sound System**: Background music and sound effects

8. **Visual Improvements**: Sprites instead of basic shapes

9. **Power-up Drops**: Random chance to drop power-ups when defeating UFOs


To complete this game, you'll need to:

1. Create/find appropriate image assets (UFO, background, power-ups)

2. Add sound files (.wav or .ogg) for sound effects

3. Balance game mechanics (difficulty, power-up durations)

4. Add menu systems and victory/defeat screens

5. Implement proper asset loading with error handling

6. Add particle effect customization

7. Fine-tune UFO AI behaviors

8. Add additional power-up types and projectile variations


The code provides a framework for these features - you can expand each system based on your specific├── assets/

│   ├── nasa_ufo_models/ (CC-BY 3D models)

│   ├── sound_effects/ (WAV files)

├── levels/

│   ├── piglantis.json (Level 2 config):cite[1]

│   └── danger_zone.json (Final level):cite[3]

└── main.py (Pygame core) needs and available assets.class PowerUp:

    def apply_effect(self):

        if self.type == "gravity_reverse":

            global GRAVITY

            GRAVITY *= -1

```:cite[3]class SpacePig(UFO):https://chatbot.getmindpal.com/alphworld7

https://chatbot.getmindpal.com/alphworld7

    def __init__(self, type):

        if type == "vampire": 

            self.health *= 1.5

            self.speed *= 0.8

```:cite[1]class SpacePig(UFO):https://chatbot.getmindpal.com/alphworld7

    def __init__(self, type):

        if type == "vampire": 

            self.health *= 1.5

            self.speed *= 0.8

```:cite[1]

No comments:

Post a Comment

Batman alpha7 protocolhttps://claude.ai/public/artifacts/904390fd-57fd-41d4-b084-8f188e3eb738

 https://claude.ai/public/artifacts/904390fd-57fd-41d4-b084-8f188e3eb738 https://claude.ai/public/artifacts/904390fd-57fd-41d4-b084-8f188e3e...