import pygame
from pygame.locals import *
from pygame.math import Vector2
from pygame import mixer
import time
import random
import math

#0 = Menu, 1 = Game, 2 = Quit
game_state = 0
score = 0
score_int = 0
max_score = 0

entities_alive = []

class Player():
    global game_state
    #Transform
    position = pygame.Vector2()
    scale = pygame.Vector2()

    #Physics
    velocity_y = 0
    gravity_scale = 3000
    jump_force = 2000
    speed = 400
    is_grounded = False

    #Graphics
    player_sprite = 0
    rotation = 0
    rot_speed = 400

    scale_speed = 3

    player_collider = 0


    def __init__(self, desired_scale_x, desired_scale_y, Width, Height):
        self.scale.x = desired_scale_x
        self.scale.y = desired_scale_y

        self.scalar = 50

        self.player_sprite = pygame.sprite.Sprite()
        self.player_sprite.image = pygame.image.load("Data/Textures/Snowball.png").convert_alpha()
        self.player_sprite.rect = self.player_sprite.image.get_rect()
        self.player_sprite.image = pygame.transform.scale(self.player_sprite.image, (int(self.scale.x), int(self.scale.y)))

        self.position.x = Width / 2
        self.position.y = Height / 2 

        self.scalar = self.scale.x

    def move(self, keys, dt):
        global score_int
        global score
        global max_score

        if(keys[0]):
            self.position.x -= 0.01 * dt * self.speed
            self.rotation += 0.01 * dt * self.rot_speed
        if(keys[1]):
            self.position.x += 0.01 * dt * self.speed
            self.rotation -= 0.01 * dt * self.rot_speed
        if(keys[2] and self.is_grounded):
            self.velocity_y -= 0.01 * dt * self.jump_force

        self.velocity_y += 0.00001 * dt * self.gravity_scale

        self.position.y += self.velocity_y * dt

        self.player_sprite.rect.topleft = self.position.x, self.position.y

        #Scale The Snowball

        if(self.scalar < 12):
            game_state = 0
            if(score > max_score):
                max_score = score
            #score = 0
            #score_int = 0

        else:
            self.scalar -= 0.01 * dt * self.scale_speed

    def draw(self, screen, color, dt, colliders):
        img_copy = pygame.transform.scale(self.player_sprite.image, (int(self.scalar), int(self.scalar)))
        img_copy = pygame.transform.rotate(img_copy, self.rotation)
        self.collisions(colliders, img_copy.get_height())
        screen.blit(img_copy, (self.position.x - int(img_copy.get_width() / 2), self.position.y - int(img_copy.get_height() / 2)))
        
    def collisions(self, colliders, scale):
        #Top of box
        self.is_grounded = False
        for i in range(len(colliders)):
            if(self.position.y - int(scale / 2) >= colliders[i].top - scale and colliders[i].typeof == "environment"):
                self.is_grounded = True
                self.position.y = colliders[i].top - int(scale / 2) + 5
                self.velocity_y  = 0
            if(self.position.x + int(self.player_sprite.image.get_width() / 2) >= 720):
                self.position.x = 720 - int(self.player_sprite.image.get_width() / 2)
            if(self.position.x - int(self.player_sprite.image.get_width() / 2) <= 0):
                self.position.x = 0 + int(self.player_sprite.image.get_width() / 2)

class Box_Collider():
    position = Vector2()
    scale = Vector2()

    top = 0
    right = 0
    left = 0
    down = 0

    typeof = "default"

    def __init__(self, desired_position_x, desired_position_y, desired_scale_x, desired_scale_y, typeof):
        self.position.x = desired_position_x
        self.position.y = desired_position_y
        self.scale.x = desired_scale_x
        self.scale.y = desired_scale_y
        self.typeof = typeof

        self.top = self.position.y - self.scale.y / 2
        self.right = self.position.x + self.scale.x / 2
        self.left = self.position.x - self.scale.x / 2
        self.down = self.position.y + self.scale.y / 2

    def draw(self, screen, color):
        pygame.draw.rect(screen, color, (self.position.x, self.position.y, self.scale.x, self.scale.y))


class Entity():
    tag = "Default"
    bottom = 0

    entity_color = (0, 0, 0)
    sound = 0

    radius = 0

    right = 0
    left = 0

    def move(self, dt):
        self.position.y += dt * self.speed
        self.bottom = self.position.y + (self.radius * 2)
        self.right = self.position.x + (self.radius * 2)
        self.left = self.position.x

    def collisions(self, enemies):
        if(self.position.y > 390):
            enemies.remove(self)
            enemies = enemies[:-1]
            self.sound.play()

    def initialiser(self, color, sfx_path):
        self.entity_color = color
        self.sound = mixer.Sound(sfx_path)

    def draw(self, screen):
        pygame.draw.circle(screen, self.entity_color, (self.position.x, self.position.y), self.radius)

class Enemy(Entity):
    def __init__(self):
        self.speed = random.randrange(1, 5)
        self.position = Vector2()
        self.position.x = random.randrange(0, 720)
        self.position.y = 0

        self.initialiser((102, 107, 102),"Data/Sounds/RockHit.wav")

        self.tag = "enemy"

        self.radius = random.randrange(10, 30)

class Snowball(Entity):
    def __init__(self):
        self.speed = random.randrange(1, 5)
        self.position = Vector2()
        self.position.x = random.randrange(0, 720)
        self.position.y = 0
        self.initialiser((255, 255, 255),"Data/Sounds/SnowballHit.wav")
        self.tag = "snowball"

        self.radius = random.randrange(10, 30)

class Spawner():
    global game_state
    global entities_alive
    total_enemies_spawned = 0
    time_elapsed = 0
    screen = 0
    time_between_spawns = 100
    concurrent_enemys = 0

    sound = 0

    def __init__(self, screen):
        self.screen = screen
        self.sound = mixer.Sound("Data/Sounds/SnowballPowerup.wav")

    def check_for_player(self, player, scalar):
        global game_state
        global score_int
        global score
        global max_score
        for i in range(len(entities_alive)):
            try:
                if(entities_alive[i].bottom > 380 + 50 - scalar):
                    if(entities_alive[i].position.x > player.position.x - player.scale.x and entities_alive[i].position.x < player.position.x + player.scale.x):
                        if(entities_alive[i].tag == "enemy"):
                            game_state = 0
                            if(score > max_score):
                                max_score = score
                            #score = 0
                            #score_int = 0
                        else:
                            score += 5
                            player.scalar = 50
                            self.sound.play()
                            entities_alive.remove(entities_alive[i])
            except:
                pass
                        

        
    def set_time_between_spawns(self, time_between_spawns):
        self.time_between_spawns = time_between_spawns
    
    def draw_enemies(self, dt):
        for i in range(len(entities_alive)):
            try:
                entities_alive[i].draw(self.screen)
                entities_alive[i].move(dt)
                entities_alive[i].collisions(entities_alive)
            except:
                pass

    def timer(self, dt):
        self.time_elapsed += dt
    
    def spawner(self):
        if(self.time_elapsed >= self.time_between_spawns):
            random_int = random.randint(0, 4)
            if(random_int != 0 and self.concurrent_enemys < 3):
                entity = Enemy()
                self.concurrent_enemys += 1
            else:
                entity = Snowball()
                self.concurrent_enemys = 0
            entities_alive.append(entity)

            self.time_elapsed = 0

class Particle():
    def __init__(self):
        self.position = Vector2()
        self.position.x = random.randrange(0, 720)
        self.position.y = 0
        self.size = random.randrange(0, 15)
        self.color = (255, 255, 255)
        self.speed = random.randrange(20, 50)

    def move(self, dt):
        self.position.y += 0.01 * dt * self.speed

    def draw(self, screen):
        pygame.draw.rect(screen, self.color, (self.position.x, self.position.y,self.size,self.size))
    
    def collision(self, particles):
        if(self.position.y > 390):
            particles.remove(self)



class Main():
    global game_state
    previous_frame_time = 0
    dt = 0
    elapsed_time = 0
    time_between_spawns = 100
    
    def calculate_deltatime(self):
        self.dt = time.time() - self.previous_frame_time
        self.dt *= 60
        self.previous_frame_time = time.time()

    def difficulty(self):
        self.elapsed_time += self.dt
        if(self.elapsed_time > 1000):
            self.time_between_spawns /= 1.45
            self.elapsed_time = 0

    def handle_inputs(self, keys, event):
        if(event.type == pygame.KEYDOWN):
            if(event.key == K_a):
                keys[0] = True
            if(event.key == K_d):
                keys[1] = True
            if(event.key == K_w):
                keys[2] = True
        if(event.type == pygame.KEYUP):
            if(event.key == K_a):
                keys[0] = False
            if(event.key == K_d):
                keys[1] = False
            if(event.key == K_w):
                keys[2] = False
    
    def setup_pygame(self, title, width, height):
        screen = pygame.display.set_mode((width, height))
        pygame.display.set_caption(title)
        favicon = pygame.image.load("Data/Textures/Favicon.png").convert_alpha()
        pygame.display.set_icon(favicon)
        pygame.init()
        return screen

    def update_score(self, screen, text):
        global score_int
        global score
        score += self.dt / 100
        score_int = int(score)
        score_text = text.render("SCORE: " + str(score_int),True,(0,0,0))
        screen.blit(score_text, (10, 10))

    def draw_colliders(self, colliders, screen, color, width, height):
        for i in range(len(colliders)):
            colliders[i].draw(screen, color, width, height)

    def reset_state(self):
        self.previous_frame_time = 0
        self.dt = 0
        self.elapsed_time = 0
        self.time_between_spawns = 100
        self.score_int = 0
        

    def game(self, screen, font, WIDTH, HEIGHT):
        global game_state

        WHITE = (255, 255, 255)
        BLACK = (0,0,0)

        #         A      D    Space
        self.previous_frame_time = time.time()

        keys = [False, False, False]

        player = Player(40, 40, WIDTH, HEIGHT)

        colliders = []

        #Constant Sprites
        foreground = pygame.sprite.Sprite()
        foreground.image = pygame.image.load("Data/Textures/Foreground.png").convert_alpha()
        foreground.rect = foreground.image.get_rect()
        foreground.rect.topleft = 0, HEIGHT - 480
        foreground.image = pygame.transform.scale(foreground.image, (720, 480))
        foreground_collider = Box_Collider(WIDTH / 2, HEIGHT - 20, 720, 120, "environment")

        colliders.append(foreground_collider)

        spawner = Spawner(screen)

        particles = []

        time_elapsed = 0

        while(game_state == 1):
            screen.fill(WHITE)
            for event in pygame.event.get():
                if(event.type == pygame.QUIT):
                    game_state = 2
                self.handle_inputs(keys, event)
            self.difficulty()
            self.calculate_deltatime()

            screen.blit(foreground.image, foreground.rect)
            
            time_elapsed += self.dt
            
            if(time_elapsed > 10):
                part = Particle()
                particles.append(part)
                time_elapsed = 0
            for i in range(len(particles)):
                try:
                    particles[i].move(self.dt)
                    particles[i].draw(screen)
                    particles[i].collision(particles)
                except:
                    pass

            player.move(keys, self.dt)
            player.draw(screen, BLACK, self.dt, colliders)

            spawner.spawner()
            spawner.set_time_between_spawns(self.time_between_spawns)
            spawner.timer(self.dt)
            spawner.draw_enemies(self.dt)
            spawner.check_for_player(player, player.scalar)


            self.update_score(screen, font)

            pygame.display.update()

    def menu(self, screen, font, WIDTH, HEIGHT):
        global game_state

        COLOR = (224, 190, 108)

        sound = pygame.mixer.Sound("Data/Sounds/Start.wav")
        play_text = font.render("PLAY", True, (255,255,255))
        play_text_y_offset = 0

        score_text = font.render("HIGH SCORE: " + str(int(max_score)), True, (255,255,255))

        tutorial_text = font.render("You're Melting!", True, (255,255,255))
        tutorial_text_2 = font.render("Collect Snow And Avoid Moving Rocks!", True, (255,255,255))

        direc = 1
        while game_state == 0:
            screen.fill(COLOR)
            screen.blit(play_text, (WIDTH/2 - play_text.get_width() / 2, HEIGHT/2 - play_text.get_height() / 2 + play_text_y_offset))
            screen.blit(score_text, (WIDTH/2 - score_text.get_width() / 2, HEIGHT/2 - score_text.get_height() / 2 + 150))
            play_text_y_offset = math.sin(time.time() * 5) * 5 - 25
            for event in pygame.event.get():
                if(event.type == pygame.QUIT):
                    game_state = 2
                if(pygame.mouse.get_pos()[0] < WIDTH/2 + play_text.get_width() / 2 and pygame.mouse.get_pos()[0] > WIDTH/2 - play_text.get_width() / 2):
                    if(pygame.mouse.get_pos()[1] < HEIGHT/2 + play_text.get_height() / 2 + play_text_y_offset and pygame.mouse.get_pos()[1] > HEIGHT/2 - play_text.get_height() / 2 + play_text_y_offset):
                        if(event.type == pygame.MOUSEBUTTONDOWN):
                            game_state = 1
                            sound.play()
            pygame.display.update()
                       
    def __init__(self):
        global game_state
        global score 
        global score_int
        global entities_alive 
        
        while game_state != 2:
            WIDTH, HEIGHT = 720, 480

            screen = self.setup_pygame("Sno Snow", WIDTH, HEIGHT)
            font = pygame.font.Font("Data/Fonts/Inter.ttf", 32)

            if(game_state == 0):
                self.menu(screen, font, WIDTH, HEIGHT)
            if(game_state == 1):
                self.previous_frame_time = time.time()
                self.game(screen, font, WIDTH, HEIGHT)
            
            sound = pygame.mixer.Sound("Data/Sounds/Die.wav")
            sound.play()
            self.reset_state()
            score = 0
            score_int = 0
            entities_alive.clear()
            entities_alive = []
            
game = Main() 

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import sys
name = sys.stdin.readline()
print("Hello "+ name)

About Python

Python is a very popular general-purpose programming language which was created by Guido van Rossum, and released in 1991. It is very popular for web development and you can build almost anything like mobile apps, web apps, tools, data analytics, machine learning etc. It is designed to be simple and easy like english language. It's is highly productive and efficient making it a very popular language.

Tutorial & Syntax help

Loops

1. If-Else:

When ever you want to perform a set of operations based on a condition IF-ELSE is used.

if conditional-expression
    #code
elif conditional-expression
    #code
else:
    #code

Note:

Indentation is very important in Python, make sure the indentation is followed correctly

2. For:

For loop is used to iterate over arrays(list, tuple, set, dictionary) or strings.

Example:

mylist=("Iphone","Pixel","Samsung")
for i in mylist:
    print(i)

3. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while condition  
    #code 

Collections

There are four types of collections in Python.

1. List:

List is a collection which is ordered and can be changed. Lists are specified in square brackets.

Example:

mylist=["iPhone","Pixel","Samsung"]
print(mylist)

2. Tuple:

Tuple is a collection which is ordered and can not be changed. Tuples are specified in round brackets.

Example:

myTuple=("iPhone","Pixel","Samsung")
print(myTuple)

Below throws an error if you assign another value to tuple again.

myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
myTuple[1]="onePlus"
print(myTuple)

3. Set:

Set is a collection which is unordered and unindexed. Sets are specified in curly brackets.

Example:

myset = {"iPhone","Pixel","Samsung"}
print(myset)

4. Dictionary:

Dictionary is a collection of key value pairs which is unordered, can be changed, and indexed. They are written in curly brackets with key - value pairs.

Example:

mydict = {
    "brand" :"iPhone",
    "model": "iPhone 11"
}
print(mydict)

Supported Libraries

Following are the libraries supported by OneCompiler's Python compiler

NameDescription
NumPyNumPy python library helps users to work on arrays with ease
SciPySciPy is a scientific computation library which depends on NumPy for convenient and fast N-dimensional array manipulation
SKLearn/Scikit-learnScikit-learn or Scikit-learn is the most useful library for machine learning in Python
PandasPandas is the most efficient Python library for data manipulation and analysis
DOcplexDOcplex is IBM Decision Optimization CPLEX Modeling for Python, is a library composed of Mathematical Programming Modeling and Constraint Programming Modeling