Rating:
# Trick or Treat
![Category](http://img.shields.io/badge/Category-Programming-orange?style=for-the-badge) ![Points](http://img.shields.io/badge/Points-200-brightgreen?style=for-the-badge)
## Details
> A user on Ghost Town created a game that he claims no one can beat. Check out the game and find the flag hidden inside. Submit the flag as: flag{flag-goes-here}.
>
> [Download file](https://tinyurl.com/832fzesv)
>
> SHA1: 610430cb737a2a8478a9b9c53535e58010f14a91
>
> Password: `d34df4c3`
---
Looking at the downloaded files we see a `gampe.py` file, with the following contents;
```python
import pygame
from random import randrange
from time import sleep
from binascii import unhexlify
abc = b'4142434445464748494a4b4c4d4e4f505152535455565758595a6162636465666768696a6b6c6d6e6f707172737475767778797a31323' \
b'3343536373839305f2d7b7d'
pygame.init()
class Game:
def __init__(self, dW, dH, caption):
self.dW = dW
self.dH = dH
self.alpha = abc
self.hidden = b'666c61677b6a6b5f6e6f745f7468655f7265616c5f666c61677d'
self.gD = pygame.display.set_mode((dW, dH))
self.caption = caption
self.clock = pygame.time.Clock()
self.pause_text = ('Continue', 'Quit')
self.font = 'rkill.ttf'
self.text_small = 20
self.text_large = 115
class Colors:
def __init__(self):
self.colors = {
'black': (0, 0, 0),
'white': (255, 255, 255),
'block': (116, 77, 37),
'red': (255, 0, 0),
'green': (0, 255, 0),
'blue': (0, 0, 255),
'button': (130, 130, 130),
'button_hover': (200, 200, 200),
'button_click': (75, 75, 75),
'bg': (0, 0, 126),
'grey': (1, 1, 1)
}
class Sprite:
def __init__(self, img, imgL, imgR):
self.img = pygame.image.load(img)
self.imgL = pygame.image.load(imgL)
self.imgR = pygame.image.load(imgR)
class Button:
def __init__(self, text, color, color_hover, color_click, bX, bY, bW, bH, action=None):
self.text = text
self.color = color
self.color_hover = color_hover
self.color_click = color_click
self.bX = bX
self.bY = bY
self.bW = bW
self.bH = bH
class Enemy:
def __init__(self, eX, speed, count):
self.eX = eX
self.eY = -600
self.speed = speed
self.eW = 100
self.eH = 100
self.count = count
class Msg:
def __init__(self):
self.alpha = b'4142434445464748494a4b4c4d4e4f505152535455565758595a6162636465666768696a6b6c6d6e6f70717273747' \
b'5767778797a313233343536373839305f2d7b7d'
def prnt(self, message):
msg = str()
for i in message:
msg += u(self.alpha)[i]
return msg
def u(n):
return unhexlify(n).decode('utf-8')
def close_game():
pygame.quit()
quit()
def text_objects(text, font):
text_surface = font.render(text, True, (255, 255, 255))
return text_surface, text_surface.get_rect()
def draw_button(text, color, color_hover, color_click, bX, bY, bW, bH, action=None):
mouse_pos = pygame.mouse.get_pos()
mouse_click = pygame.mouse.get_pressed()
if (bX + bW) > mouse_pos[0] > bX and (bY + bH) > mouse_pos[1] > bY:
pygame.draw.rect(gD, color_hover, (bX, bY, bW, bH))
if mouse_click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(gD, color, (bX, bY, bW, bH))
text_surf, text_rec = text_objects(text, pygame.font.Font(game.font, 20))
text_rec.center = ((bX + (bW / 2)), (bY + (bH / 2)))
gD.blit(text_surf, text_rec)
def escaped(count):
font = pygame.font.SysFont(None, 25)
text = font.render(u(b'446f646765643a20') + str(count), True, color.colors['white'])
gD.blit(text, (0, 0))
def show_msg(text):
text_surf, text_rec = text_objects(text, pygame.font.Font(game.font, 115))
text_rec.center = ((game.dW / 2), (game.dH / 2))
gD.blit(text_surf, text_rec)
pygame.display.update()
sleep(2)
gameloop()
def do_coll():
show_msg(u(b'44656174682764'))
def check_border(cX, cY, cW, cH):
if cX > game.dW - (cW / 2):
return ((game.dW - (cW / 2)), cY)
elif cX < 0 - (cX / 2):
return ((0 - (cX / 2)), cY)
if cY > game.dH - (cH / 1.5):
return (cX, (game.dH - (cH / 1.5)))
elif cY < 0 - (cH / 4):
return (cX, (0 - (cH / 4)))
def get_intersect(x1, x2, w1, w2, y1, y2, h1):
if y1 < (y2 + h1):
if x1 > x2 and x1 < (x2 + w2) or (x1 + w1) > x2 and (x1 + w1) < (x2 + w2):
do_coll()
def spawn_enemy(eX, eY):
gD.blit(enemy.img, (eX, eY))
def spawn_player(pX, pY):
gD.blit(player.img, (pX, pY))
def game_unpause():
global pause
pause = False
def game_pause():
while pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
game.gD.fill((0, 0, 26))
text_large = pygame.font.Font(game.font, 115)
text_surf, text_rec = text_objects("Paused", text_large)
text_rec.center = ((game.dW / 2), (game.dH / 2))
gD.blit(text_surf, text_rec)
draw_button(game.pause_text[0], color.colors['button'], color.colors['button_hover'],
color.colors['button_click'], (game.dW / 4 - 100), (game.dH / 1.25 - 25), 200, 50, game_unpause)
draw_button(game.pause_text[1], color.colors['button'], color.colors['button_hover'],
color.colors['button_click'], (game.dW / 1.3 - 100), (game.dH / 1.25 - 25), 200, 50, close_game)
pygame.display.update()
game.clock.tick()
def set_pref():
return str(f'{b.prnt([31, 37, 26, 32, 64])}')
def gs():
gs_ = [2, 26, 13, 19, 62, 28, 33, 54, 55, 45, 62, 29, 54, 55, 45, 33, 65]
print(f"{set_pref()}{b.prnt(gs_)}")
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gD.fill(color.colors['bg'])
font_sizes = {'large': 72, 'medium': 32}
text_large = pygame.font.Font(game.font, font_sizes['large'])
text_medium = pygame.font.Font(game.font, font_sizes['medium'])
text_surf, text_rec = text_objects(game.caption, text_large)
text_rec.center = ((game.dW / 2), (game.dH / 2))
gD.blit(text_surf, text_rec)
draw_button('GO!', color.colors['button'], color.colors['button_hover'], color.colors['button_click'],
(game.dW / 4 - 100), (game.dH / 1.25 - 25), 200, 50, gameloop)
draw_button('Quit', color.colors['button'], color.colors['button_hover'], color.colors['button_click'],
(game.dW / 1.3 - 100), (game.dH / 1.25 - 25), 200, 50, close_game)
pygame.display.update()
game.clock.tick(15)
def gameloop():
global pause
x = game.dW * 0.45
y = game.dH * 0.85
xchange = 0
ychange = 0
enemy = Enemy(eX=randrange(0, game.dW), speed=4, count=1)
gss, gf = 0, 0
game_exit = False
while not game_exit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
pause = True
game_pause()
if event.key == pygame.K_LEFT:
xchange = -5
elif event.key == pygame.K_RIGHT:
xchange = 5
elif event.key == pygame.K_UP:
ychange = -2
elif event.key == pygame.K_DOWN:
ychange = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
xchange = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
ychange = 0
x += xchange
y += ychange
gD.fill(color.colors['bg'])
spawn_enemy(enemy.eX, enemy.eY)
enemy.eY += enemy.speed
spawn_player(x, y)
escaped(gss)
if enemy.eY > game.dH:
enemy.eY = 0 - enemy.eH
enemy.eX = randrange(0, game.dW)
gss += 0x1
gf = gss
enemy.speed += 1
if gf > (5 * 20):
gf = (25 * 4)
game.pause_text = gs()
pause = True
if x > game.dW - (player.img.get_rect().size[0] / 2):
x = game.dW - (player.img.get_rect().size[0] / 2)
elif x < 0 - (player.img.get_rect().size[0] / 2):
x = 0 - (player.img.get_rect().size[0] / 2)
if y > game.dH - (player.img.get_rect().size[1] / 2):
y = game.dH - (player.img.get_rect().size[1] / 2)
elif y < 0 - (player.img.get_rect().size[1] / 4):
y = 0 - (player.img.get_rect().size[1] / 4)
get_intersect(x, enemy.eX, player.img.get_rect().size[0], enemy.eW, y, enemy.eY, enemy.eH)
pygame.display.update()
game.clock.tick(60)
# MAIN
b = Msg()
print(b.prnt([31, 37, 26, 32, 64]))
game = Game(dW=800, dH=600, caption='Trick or Treat')
player = Sprite('img/player.png', 'img/player.png', 'img/player.png')
enemy = Sprite('img/enemy.png', 'img/enemy.png', 'img/enemy.png')
pygame.display.set_caption(game.caption)
player_sprite = pygame.image.load('img/player.png')
pygame_gs = (game.dW, game.dH, player_sprite.get_rect().size[0], player_sprite.get_rect().size[1])
pause = True
a = u(abc)
gD = pygame.display.set_mode((game.dW, game.dH))
color = Colors()
game_intro()
gameloop()
pygame.quit()
quit()
```
Running the game we see the following;
The idea of the game is to dodge the enemy character which moves faster and faster until you can no longer move quick enough to avoid it!
When the characters colide we see;
There are several ways to get the flag from this game but we found the easiest was to cheat the game was by editing the above code to remove the colision detection!
This can be done by commenting out the line with a towards the end that reads;
`get_intersect(x, enemy.eX, player.img.get_rect().size[0], enemy.eW, y, enemy.eY, enemy.eH)` with `#`
```
#get_intersect(x, enemy.eX, player.img.get_rect().size[0], enemy.eW, y, enemy.eY, enemy.eH)
```
If we run the game again, the enemey charcter will never colide and after a short time, you will see in the terminal (where the game was launched) the string;
## flag{CaNT_ch34t_d34th}