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main.py
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main.py
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import math
import pygame
import random
from pygame import mixer
# Intialize the pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600))
# Background Image & Sound
background = pygame.image.load('background.png')
pygame.display.set_icon(background)
mixer.music.load('background.wav')
mixer.music.play(-1)
# Titile and icon
pygame.display.set_caption("Space Invaders")
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
# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
numb_of_enemies = 1
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 36)
textX = 10
textY = 10
# Level
level_value = 1
font = pygame.font.Font('freesansbold.ttf', 36)
text_X = 650
text_Y = 10
# Game over
over_font = pygame.font.Font('freesansbold.ttf', 60)
for i in range(numb_of_enemies):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(4)
enemyY_change.append(40)
# Bullet
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 15
bullet_state = "ready"
def show_score(x, y):
score = font.render("Score: " + str(score_value), True, (0, 255, 0))
screen.blit(score, (x, y))
def show_level(x, y):
level = font.render("Level: " + str(level_value), True, (0, 255, 0))
screen.blit(level, (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))
def iscollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt((math.pow(enemyX - bulletX, 2)) + (math.pow(enemyY - bulletY, 2)))
if distance < 28:
return True
else:
return False
def game_over_text():
over_text = over_font.render("GAME OVER", True, (255, 0, 0))
screen.blit(over_text, (200, 250))
# Game Loop
running = True
while running:
# RGB
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If key pressed cheek right or left
if event.type == pygame.KEYDOWN:
# print ("Key pressed")
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 is "ready":
bulletSound = mixer.Sound('laser.wav')
bulletSound.play()
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
playerX += playerX_change
# Limit of movement
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
for i in range(numb_of_enemies):
# Game Over
if enemyY[i] > 440:
for j in range(numb_of_enemies):
enemyY[j] = 2000
game_over_text()
bullet_state = "stop"
break
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]
# Collision
collision = iscollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
explosion_sound = mixer.Sound('explosion.wav')
explosion_sound.play()
bulletY = 480
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
# Bullet Movement & Reload
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)
show_level(text_X, text_Y)
level_value = int((score_value / 5) + 1)
pygame.display.update()