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main.py
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171 lines (140 loc) · 4.72 KB
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import random
import math
import pygame
from pygame import mixer
# initialize pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600))
# background sounds
mixer.music.load('sounds/background.wav')
mixer.music.play(-1)
# background image
background = pygame.image.load("img/background.png")
# set title and icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('img/gameicon.png')
pygame.display.set_icon(icon)
# enemy icon
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('img/enemy.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(100, 150))
enemyX_change.append(1)
enemyY_change.append(30)
# player (craft) icon and initial position
playerImg = pygame.image.load('img/player.png')
playerX = 370
playerY = 480
playerX_change = 0
playerY_change = 0
# ready- you can't see bullet on the screen, if fired, state is fire
bulletImg = pygame.image.load('img/bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 7.5
bullet_state = "ready"
# blit(...) used to draw am item on the screen
# score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
over_font = pygame.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 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 + 16, y + 10))
# collision logic
def isCollision(enemyX, enemyY, bulletX, bulletY):
distance = math.hypot(enemyX - bulletX, enemyY - bulletY)
if distance < 27:
return True
else:
return False
def game_over_text():
over_text = over_font.render("GAME OVER", True, (255, 255, 255))
screen.blit(over_text, (200, 250))
running = True
while running:
# while is necessary so that the window keeps running otherwise it will stop abruptly after initial load
screen.fill((128, 128, 128)) # filling screen with color in (R, G, B)
screen.blit(background, (0, 0))
for event in pygame.event.get():
# pygame.QUIT is pressing the cross at the top-right
if event.type == pygame.QUIT:
running = False
# print("Quitting......")
# checks if key has been pressed
if event.type == pygame.KEYDOWN:
# checks if key pressed is right or left
if event.key == pygame.K_LEFT:
playerX_change = -2.5 # reduction of x-axis value if left key pressed
if event.key == pygame.K_RIGHT:
playerX_change = 2.5 # increase of x-axis value if right key pressed
if event.key == pygame.K_SPACE:
if bullet_state == "ready":
bullet_Sound = mixer.Sound('sounds/laser.wav')
bullet_Sound.play()
bulletX = playerX
fire_bullet(bulletX, bulletY)
# checks if key has been released
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
playerX += playerX_change
# prevents craft from going off screen
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# prevents enemy from going off screen
for i in range(num_of_enemies):
# Game Over
if enemyY[i] > 440:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over_text()
break
if enemyX[i] <= 0:
enemyX_change[i] = 1
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -1
enemyY[i] += enemyY_change[i]
# collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
bulletY = 480
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(100, 150)
explosion_Sound = mixer.Sound('sounds/explosion.wav')
explosion_Sound.play()
enemyX[i] += enemyX_change[i]
enemy(enemyX[i], enemyY[i], i)
# bullet movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
show_score(textX, textY)
player(playerX, playerY)
pygame.display.update() # compulsory for display to update