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Copy pathpygame.theme.music.py
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238 lines (211 loc) · 8 KB
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import pygame
import random
pygame.init()
pygame.mixer.init()
# 🎵 Load and play background music
pygame.mixer.music.load("nostalgic-344879.mp3") # Ensure this file exists in the same folder
pygame.mixer.music.set_volume(0.5)
pygame.mixer.music.play(-1) # Loop indefinitely
# Screen setup
WIDTH, HEIGHT = 600, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Simon Says - 16 Colors")
# Themes with 16 button color definitions
THEMES = {
"Dark": {
"bg": pygame.Color("black"),
"text": pygame.Color("white"),
"buttons": [
"red", "green", "blue", "yellow",
"orange", "purple", "cyan", "magenta",
"lime", "pink", "teal", "maroon",
"navy", "olive", "brown", "gray"
]
},
"Light": {
"bg": pygame.Color("white"),
"text": pygame.Color("black"),
"buttons": [
"salmon", "lightgreen", "skyblue", "khaki",
"coral", "plum", "lightcyan", "orchid",
"palegreen", "hotpink", "turquoise", "rosybrown",
"slateblue", "beige", "sandybrown", "gainsboro"
]
},
"Retro": {
"bg": pygame.Color("darkblue"),
"text": pygame.Color("lightyellow"),
"buttons": [
"crimson", "gold", "darkgreen", "orange",
"darkred", "darkgoldenrod", "seagreen", "dodgerblue",
"indigo", "coral", "mediumvioletred", "slategray",
"firebrick", "peru", "mediumblue", "mediumseagreen"
]
},
"Neon": {
"bg": pygame.Color("black"),
"text": pygame.Color("aqua"),
"buttons": [
"aqua", "lime", "fuchsia", "yellow",
"springgreen", "deeppink", "chartreuse", "cyan",
"violet", "turquoise", "magenta", "orange",
"red", "blue", "green", "gold"
]
}
}
theme_names = list(THEMES.keys())
current_theme_index = 0
# Button setup (4x4)
BUTTONS = {}
BUTTON_SIZE = 150
for i in range(4):
for j in range(4):
idx = i * 4 + j
rect = pygame.Rect(j * BUTTON_SIZE, i * BUTTON_SIZE, BUTTON_SIZE, BUTTON_SIZE)
BUTTONS[idx] = rect
# High score functions
def get_high_score():
try:
with open("highscore.txt", "r") as f:
return int(f.read())
except:
return 0
def save_high_score(score):
with open("highscore.txt", "w") as f:
f.write(str(score))
# UI functions
def draw_buttons(highlight=None):
theme = THEMES[theme_names[current_theme_index]]
screen.fill(theme["bg"])
for idx, rect in BUTTONS.items():
color_name = theme["buttons"][idx]
color = pygame.Color(color_name)
if highlight == idx:
color = theme["text"]
pygame.draw.rect(screen, color, rect)
pygame.display.flip()
def flash(index):
draw_buttons(highlight=index)
pygame.time.delay(500)
draw_buttons()
pygame.time.delay(250)
def show_message(text, delay=1000):
theme = THEMES[theme_names[current_theme_index]]
font = pygame.font.Font(None, 48)
msg = font.render(text, True, theme["text"])
rect = msg.get_rect(center=(WIDTH // 2, HEIGHT // 2))
screen.blit(msg, rect)
pygame.display.flip()
pygame.time.delay(delay)
draw_buttons()
def show_theme_label():
theme = THEMES[theme_names[current_theme_index]]
font = pygame.font.Font(None, 36)
label = f"Theme: {theme_names[current_theme_index]}"
text = font.render(label, True, theme["text"])
rect = text.get_rect(center=(WIDTH // 2, HEIGHT - 30))
screen.blit(text, rect)
pygame.display.flip()
pygame.time.delay(1000)
draw_buttons()
def wait_for_input():
global current_theme_index
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return "quit"
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t and pygame.key.get_mods() & pygame.KMOD_CTRL:
current_theme_index = (current_theme_index + 1) % len(theme_names)
draw_buttons()
show_theme_label()
if event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
for idx, rect in BUTTONS.items():
if rect.collidepoint(x, y):
flash(idx)
return idx
def wait_for_start(message="Click to Start"):
global current_theme_index
draw_buttons()
theme = THEMES[theme_names[current_theme_index]]
font_main = pygame.font.Font(None, 48)
font_note = pygame.font.Font(None, 28)
msg_main = font_main.render(message, True, theme["text"])
msg_note = font_note.render("Press Ctrl + T to change theme", True, theme["text"])
rect_main = msg_main.get_rect(center=(WIDTH // 2, HEIGHT // 2 - 20))
rect_note = msg_note.get_rect(center=(WIDTH // 2, HEIGHT // 2 + 30))
screen.blit(msg_main, rect_main)
screen.blit(msg_note, rect_note)
pygame.display.flip()
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t and pygame.key.get_mods() & pygame.KMOD_CTRL:
current_theme_index = (current_theme_index + 1) % len(theme_names)
draw_buttons()
wait_for_start(message)
else:
waiting = False
if event.type == pygame.MOUSEBUTTONDOWN:
waiting = False
def main():
while True:
wait_for_start("Click to Start")
running = True
sequence = []
level = 1
high_score = get_high_score()
draw_buttons()
while running:
show_message(f"Level {level}")
if level in [5, 10, 20]:
messages = {
5: "🎉 Great job! Keep going!",
10: "🔥 Amazing memory!",
20: "👑 You're a Simon Master!"
}
show_message(messages[level], delay=1500)
sequence.append(random.choice(list(BUTTONS.keys())))
for idx in sequence:
flash(idx)
for idx in sequence:
user_input = wait_for_input()
if user_input == "quit":
pygame.quit()
return
if user_input != idx:
final_score = level - 1
show_message("Game Over!", delay=1000)
show_message(f"Level Reached: {final_score}", delay=1000)
if final_score > high_score:
save_high_score(final_score)
show_message("🎉 New High Score!", delay=1000)
show_message(f"High Score: {final_score}", delay=1500)
else:
show_message(f"High Score: {high_score}", delay=1500)
wait_for_start("Press R to Restart or Q to Quit")
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
waiting = False
elif event.key == pygame.K_q:
pygame.quit()
return
running = False
break
else:
level += 1
continue
break
if __name__ == "__main__":
main()