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main.py
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import pygame as pg
import random as rd
import math as mt
from pygame import mixer
# Intialize the pygame
pg.init()
# Create the screen
screen = pg.display.set_mode((800, 600))
# Background
background = pg.image.load('background.png ')
# Background Sound
mixer.music.load('background.wav')
mixer.music.play(-1)
mixer.music.set_volume(0.2)
# Caption and Icon
pg.display.set_caption("Space Invaders")
icon = pg.image.load("Untitled.png")
pg.display.set_icon(icon)
# Player
PlayerImg = pg.image.load("spaceship.png")
playerX = 350
playerY = 470
playerX_change = 0
# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pg.image.load("real enemy.png"))
enemyX.append(rd.randint(0, 735)) # 335
enemyY.append(rd.randint(50, 150)) # 2
enemyX_change.append(6)
enemyY_change.append(40)
# Bullet
# Ready - You can't see the bullet on the screen
# Fire - The bullet is currently moving
bulletImg = pg.image.load("bullet.png")
bulletX = 0
bulletY = 470
bulletX_change = 2
bulletY_change = 12
bullet_state = 'ready'
score = 0
# Score
score_value = 0
font = pg.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
#Game Over text
over_font = pg.font.Font('freesansbold.ttf', 64)
def show_score(x, y):
score = font.render("Score :" + str(score_value), True, (255, 255, 255))
screen.blit(score, (x, y))
def game_over_text():
over_text = over_font.render("Game Over", True, (255, 255, 255))
screen.blit(over_text, (200, 250))
def player(x, y):
screen.blit(PlayerImg, (x, y))
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
def fire_bullet(x, y):
global bullet_state
bullet_state = 'fire'
screen.blit(bulletImg, (x + 41.8, y + 10))
def isCollision(enemyX, enemyY, bulletX, bulletY):
distance = mt.sqrt((mt.pow(enemyX-bulletX-28, 2)) + (mt.pow(enemyY-bulletY, 2)))
if distance < 27:
return True
else:
return False
# Game Loop
running = True
while running:
# RGB = Red, Green, Blue
screen.fill((160, 160, 160))
# Background Image
screen.blit(background,(0, 0))
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
# If keystroke is pressed check whether its right or left
if event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
playerX_change = -5
if event.key == pg.K_RIGHT:
playerX_change = 5
if event.key == pg.K_KP_ENTER:
if bullet_state is 'ready':
# Get the current x cordinate of the spaceship
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.key == pg.K_SPACE:
if bullet_state is 'ready':
# Get the current x cordinate of the spaceship
bullet_sound = mixer.Sound("laser.wav")
bullet_sound.set_volume(0.2)
bullet_sound.play()
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.key == pg.KMOD_ALT or event.key == pg.K_F4:
running = False
if event.type == pg.KEYUP:
if event.key == pg.K_LEFT or event.key == pg.K_RIGHT:
playerX_change = 0
# Checking for boundaries of spaceship so it doesn't go out of bounds
playerX += playerX_change
if playerX <= -30:
playerX = -30
elif playerX >= 715:
playerX = 715
# Enemy Movement
for i in range(num_of_enemies):
# Game Over
if enemyY[i] > 470:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over_text()
break
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 2
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -2
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
explosion_sound = mixer.Sound("explosion.wav")
explosion_sound.set_volume(0.15)
explosion_sound.play()
bulletY = 480
bullet_state = "ready"
score_value += 1
enemyX[i] = rd.randint(0, 735)
enemyY[i] = rd.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
# Bullet Movement
if bulletY <= 0:
bulletY = 480
bullet_state = 'ready'
if bullet_state is 'fire':
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
player(playerX, playerY)
show_score(textX, textY)
pg.display.update()