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spaceattack.py
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311 lines (229 loc) · 7.48 KB
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import math
import random
import pygame
from pygame import mixer
# Intialize the pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600))
# Background
background = pygame.image.load('background.png')
# Sound
#mixer.music.load("background.wav")
#mixer.music.play(-1)
# Caption and Icon
pygame.display.set_caption("Space Invader")
#icon = pygame.image.load('ufo.png')
#pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('player.png')
playerX = 370
playerY = 480
playerX_change = 0
angle = 180
# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(50, 150))
enemyX_change.append(4)
enemyY_change.append(40)
#Rocket enemy
rocketenemyImg = []
rocketenemyX = []
rocketenemyY = []
rocketenemyX_change = []
rocketenemyY_change = []
num_of_rocketenemies = 3
for j in range(num_of_enemies):
rocketenemyImg.append(pygame.image.load('enemy_spaceship.png'))
rocketenemyX.append(random.randint(0, 736))
rocketenemyY.append(random.randint(50, 150))
rocketenemyX_change.append(4)
rocketenemyY_change.append(40)
for i in range(num_of_rocketenemies):
angle = 180
rocketenemyImg[i] = pygame.transform.rotate(rocketenemyImg[i], angle)
#rocketbullet
#ready
#fire
enemybulletImg = pygame.image.load('enemy_bullet.png')
enemy_bulletX = 0
enemy_bulletY = 480
enemy_bulletX_change = 0
enemy_bulletY_change = 10
enemy_bullet_state = "ready"
# Bullet
# Ready - You can't see the bullet on the screen
# Fire - The bullet is currently moving
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"
#enemy bulllet
#enemy_ready = you can't see the bullet
#enemy_fire = you can see now
enemy_bulletImg = pygame.image.load('bullet.png')
angle = 180
enemy_bulletImg = pygame.transform.rotate(enemy_bulletImg, angle)
enemy_bulletX = 0
enemy_bulletY = 800
enemy_bulletX_change = 0
enemy_bulletY_change =12
enemy_bullet_state = "ready"
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
testY = 10
# Game Over
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 game_over_text():
over_text = over_font.render("GAME OVER", True, (255, 255, 255))
screen.blit(over_text, (200, 250))
def player(x, y,explosion = 0):
screen.blit(playerImg, (x, y))
#global playerImg =pygame.image.load('explosion.png')
#screen.blit(playerImg, (x, y))
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
def rocket_enemy(x,y,i):
screen.blit(rocketenemyImg[i],(x,y))
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x + 16, y + 10))
def enemy_firebullet(x,y):
global enemy_bullet_state
enemy_bullet_state = "fire"
screen.blit(enemy_bulletImg, (x + 16, y + 10))
def isCollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX - bulletX, 2) + (math.pow(enemyY - bulletY, 2)))
if distance < 27:
return True
else:
return False
def iscollision_with_player(playerX, playerY, enemy_bulletX, enemy_bulletY):
distance = math.sqrt(math.pow(playerX - enemy_bulletX, 2) + (math.pow(playerY - enemy_bulletY, 2)))
if distance < 20:
return True
else:
return False
# Game Loop
running = True
while running:
# RGB = Red, Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# if keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -5
if event.key == pygame.K_RIGHT:
playerX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state == "ready":
#bulletSound = mixer.Sound("laser.wav")
#bulletSound.play()
# Get the current x cordinate of the spaceship
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
# 5 = 5 + -0.1 -> 5 = 5 - 0.1
# 5 = 5 + 0.1
playerX += playerX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Enemy Movement
for i in range(num_of_enemies):
# Game Over
if enemyY[i] > 500:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over_text()
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 4
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -4
enemyY[i] += enemyY_change[i]
#rocket_enemy_movement
for i in range(num_of_rocketenemies):
print(num_of_rocketenemies)
rocketenemyX[i] += enemyX_change[i]
if rocketenemyX[i] <= 0:
enemyX_change[i] = 4
elif(rocketenemyX[i] >= 736):
enemyX_change[i] = -4
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
collision_with_player = iscollision_with_player(playerX,playerY,enemy_bulletX,enemy_bulletY)
if( collision_with_player):
enemy_bulletY = 2000
for j in range(num_of_enemies):
enemyY[j] = 2000
for j in range(num_of_rocketenemies):
rocketenemyY[j] = 2000
player(playerX,playerY,1)
game_over_text()
if collision:
#explosionSound = mixer.Sound("explosion.wav")
#explosionSound.play()
bulletY = 480
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 736)
enemyY[i] = random.randint(50, 150)
collision = isCollision(rocketenemyX[i], rocketenemyY[i], bulletX, bulletY)
if collision:
#explosionSound = mixer.Sound("explosion.wav")
#explosionSound.play()
bulletY = 480
bullet_state = "ready"
score_value += 1
rocketenemyX[i] = random.randint(0, 736)
rocketenemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
rocket_enemy(rocketenemyX[i],rocketenemyY[i],i)
# Bullet Movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
if(enemy_bullet_state == "ready"):
num = random.randint(0, 2)
enemy_bulletX = rocketenemyX[num]
enemy_bulletY = rocketenemyY[num]
enemy_bullet_state = "fire"
#enemybulletfire
if(enemy_bulletY>= 589):
num = random.randint(0, 2)
enemy_bulletX = rocketenemyX[num]
enemy_bulletY = rocketenemyY[num]
enemy_firebullet(enemy_bulletX,enemy_bulletY)
enemy_bulletY += enemy_bulletY_change
player(playerX, playerY)
show_score(textX, testY)
pygame.display.update()