## ~ Game Design

### Challenge 3

So, you've managed to add a timer function to the game - this is always handy - and allowed a mere 20 seconds for game play! Your game also has the win./lose functionality built in!

### CHALLENGE :

1. Copy and paste the code below (this is the solution to Challenge 2 and has a working timer, timed element and "win" and "lose" built in to the game)

2. Extend the program to do the following:

>>Add the high scores save and view feature to the game. The first three high scores are stored in a file in the following format (Name: Score). If the user 'wins', they can add their high score to the file (Press S on the Menu). Pressing 'V' would enable the high scores from the file to be viewed (displayed on screen). This is going to involve some file handling. Yep, it's getting harder - but keep going. Incidentally, the game, as it is, with a score of 200 to reach, is very difficult! You may want to change the winning score to something like 10 for testing purposes or you'll go a little crazy!

### CODE :

```import pygame
import random
import math

#FILE 2: Timer
#Added the variables timeToEnd and timeEllapsed to make a timer
#For ending the game. Modified the winning conditions to reflect this

SCREEN_WIDTH = 400
SCREEN_HEIGHT = 300

class Ball:
def __init__(self, x, y, radius, color, screen):
self.x = x
self.y = y
self.screen = screen
self.color = color

def draw(self):

class PlayerBall(Ball):
def __init__(self, x, y, radius, color, screen):
Ball.__init__(self, x, y, radius, color, screen)
self.green_cooldown = 0
self.red_cooldown = 0

def move(self, mv_type):
if mv_type == "UP":
self.y -= 5
elif mv_type == "DOWN":
self.y += 5
elif mv_type == "LEFT":
self.x -= 5
elif mv_type == "RIGHT":
self.x += 5

if self.x - self.radius < 0:
elif self.x + self.radius > SCREEN_WIDTH:
if self.y - self.radius < 0:
elif self.y + self.radius > SCREEN_HEIGHT:

def check_contact(self, greenBall, redBall):
to_return = 0
if math.sqrt((self.y - greenBall.y) ** 2 + (self.x - greenBall.x) ** 2) < self.radius + greenBall.radius:
if self.green_cooldown == 0:
self.green_cooldown = 10
to_return += 10
if math.sqrt((self.y - redBall.y) ** 2 + (self.x - redBall.x) ** 2) < self.radius + redBall.radius:
if self.red_cooldown == 0:
self.red_cooldown = 10
to_return -= 10

class GreenBall(Ball):
def __init__(self, x, y, radius, color, screen):
Ball.__init__(self, x, y, radius, color, screen)
self.vy = random.randint(0, 4) - 2
self.vx = random.randint(0, 4) - 2
while self.vy == 0 or self.vx == 0:
self.vy = random.randint(0, 4) - 2
self.vx = random.randint(0, 4) - 2

def move(self):
self.x += self.vx
self.y += self.vy

if self.x - self.radius < 0:
self.vx *= -1
elif self.x + self.radius > SCREEN_WIDTH:
self.vx *= -1
if self.y - self.radius < 0:
self.vy *= -1
elif self.y + self.radius > SCREEN_HEIGHT:
self.vy *= -1

class RedBall(Ball):
def __init__(self, x, y, radius, color, screen):
Ball.__init__(self, x, y, radius, color, screen)
self.vy = random.randint(0, 6) - 3
self.vx = random.randint(0, 6) - 3
while self.vy == 0 or self.vx == 0:
self.vy = random.randint(0, 6) - 3
self.vx = random.randint(0, 6) - 3

def move(self):
self.x += self.vx
self.y += self.vy

if self.x - self.radius < 0:
self.vx *= -1
elif self.x + self.radius > SCREEN_WIDTH:
self.vx *= -1
if self.y - self.radius < 0:
self.vy *= -1
elif self.y + self.radius > SCREEN_HEIGHT:
self.vy *= -1

myfont = pygame.font.SysFont("monospace", 30)
title = myfont.render("Main Menu", 1, (0,0,0))
screen.blit(title, (SCREEN_WIDTH/4,0))
play = myfont.render("P - Play", 1, (0,0,0))
screen.blit(play, (0,50))
quit = myfont.render("Q - Quit", 1, (0,0,0))
screen.blit(quit, (0,100))
save = myfont.render("S - Save Scores", 1, (0,0,0))
screen.blit(save, (0,150))
view = myfont.render("V - View Scores", 1, (0,0,0))
screen.blit(view, (0,200))

res = 0

pressed = pygame.key.get_pressed()
if pressed[pygame.K_p]:
res = 1
if pressed[pygame.K_q]:
res = 2
if pressed[pygame.K_s]:
res = 3
if pressed[pygame.K_v]:
res = 4

pygame.display.flip()
clock.tick(60)
return res

pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
done = False
score = 0

myfont = pygame.font.SysFont("monospace", 15)

clock = pygame.time.Clock()

ball1 = PlayerBall(100, 100, 20, (0, 0, 0), screen)
ball2 = GreenBall(200, 200, 5, (0, 255, 0), screen)
ball3 = RedBall(250, 300, 90, (255, 0, 0), screen)

#Variables to determine time to end the game (in milliseconds)
timeToEnd = 20000
timeEllapsed = 0

while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True

screen.fill((255, 255, 255))

done = True
continue

#Add a finishing condition for when a certain amount of time passed
if score > -100 and score < 100 and timeEllapsed < timeToEnd:
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
ball1.move("UP")
if pressed[pygame.K_DOWN]:
ball1.move("DOWN")
if pressed[pygame.K_LEFT]:
ball1.move("LEFT")
if pressed[pygame.K_RIGHT]:
ball1.move("RIGHT")

label = myfont.render("SCORE: " + str(score), 1, (0,0,0))
screen.blit(label, (10, SCREEN_HEIGHT - 20))

#Set up the label for the timer's value and put it on screen
timeLabel = myfont.render("TIME: " + str((timeToEnd - timeEllapsed)/1000 + 1), 1,(0,0,0))
screen.blit(timeLabel,(300, SCREEN_HEIGHT - 20))

ball2.move()
ball3.move()
score += ball1.check_contact(ball2, ball3)

ball2.draw()
ball3.draw()
ball1.draw()

if ball1.green_cooldown > 0:
ball1.green_cooldown -= 1
if ball1.red_cooldown > 0:
ball1.red_cooldown -= 1

#Update the timer
timeEllapsed += clock.get_time()
else:
myfont = pygame.font.SysFont("monospace", 50)
if score < 100:
label = myfont.render("YOU LOSE!", 1, (0,0,0))
screen.blit(label, (0,0))
else:
label = myfont.render("YOU WIN!", 1, (0,0,0))
screen.blit(label, (0,0))

pygame.display.flip()
clock.tick(60)

pygame.quit()

```