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main.py
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import pygame
import random
import math
import sys
from pygame import mixer
pygame.init()
life = 'alive'
# Images loading
iconImg = pygame.image.load("data/Icon.png")
Backgrond = pygame.image.load("data/bg11.png")
Backgrond = pygame.transform.scale(Backgrond, (800, 600))
playerImg = pygame.image.load("data/player.png")
bulletImg = pygame.image.load("data/bullet.png")
# setting up screen and frame rate by specifying ticks using clock
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
mixer.music.load("data/Bit Style.wav")
mixer.music.play(-1)
# title and icon for game
pygame.display.set_caption("data/Space Warrior")
pygame.display.set_icon(iconImg)
# score
score_value = 0
font = pygame.font.Font("data/SCORE.ttf", 32)
textX = 10
textY = 10
def show_score(x, y):
score = font.render("Score : " + str(score_value), True, (255, 255, 255))
screen.blit(score, (x, y))
# game over text
over_font = pygame.font.Font("data/OVER.ttf", 62)
over_textX = 150
over_textY = 200
# exit text
ded_font = pygame.font.Font('data/OVER.ttf', 25)
ded_fontX = 240
ded_fontY = 300
def game_over_text(x, y, x1, y1):
game_over = over_font.render("GAME OVER", True, (255, 255, 255))
ded = ded_font.render("Press 'X' to Exit", True, (255, 255, 0))
screen.blit(game_over, (x, y))
screen.blit(ded, (x1, y1))
mixer.music.stop()
game_over = mixer.Sound("data/Game Over.wav")
game_over.play(1)
# credit text
credit_font = pygame.font.Font('data/SCORE.ttf', 12)
credit_fontX = 620
credit_fontY = 570
def credit_text(x, y):
credit = credit_font.render("Made By : Rohit Kushwaha", True, (255, 255, 255))
screen.blit(credit, (x, y))
# player positions and function
playerX = 368
playerY = 500
playerX_change = 0
def player(x, y):
screen.blit(playerImg, (x, y))
# player positions and function
bulletX = 0
bulletY = 500
bulletX_change = 0
bulletY_change = 15
bullet_state = "ready"
def bullet_fire(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x + 14, y))
# enemy positions and function
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
number_of_enemies = 7
for i in range(number_of_enemies):
enemyImage = pygame.image.load("data/enemy2.png")
enemyImage = pygame.transform.flip(enemyImage, False, True)
enemyImg.append(enemyImage)
enemyX.append(random.randrange(10, 725))
enemyY.append(random.randrange(10, 200))
enemyX_change.append(8)
enemyY_change.append(15)
# enemy function
def enemy(x, y):
screen.blit(enemyImage, (x, y))
# collision function
def isCollision(EnemyX, EnemyY, BulletX, BulletY):
distance = math.sqrt((math.pow(EnemyX - BulletX, 2)) + math.pow(EnemyY - BulletY, 2))
if distance < 29:
explode = mixer.Sound("data/explode.wav")
explode.play()
return True
else:
return False
# Game Loop
running = True
while running:
screen.fill((0, 0, 0))
screen.blit(Backgrond, (0, 0))
# Getting the events that are happening
for events in pygame.event.get():
if events.type == pygame.QUIT:
running = False
pygame.quit()
sys.exit()
# check if Key is pressed, if yes, then execute accordingly
if events.type == pygame.KEYDOWN:
if events.key == pygame.K_LEFT:
playerX_change += -5
if events.key == pygame.K_RIGHT:
playerX_change += 5
if events.key == pygame.K_SPACE:
if bullet_state == "ready":
bullet_sound = mixer.Sound("data/pew pew.wav")
bullet_sound.play()
bulletX = playerX
bullet_fire(bulletX, bulletY)
if events.key == pygame.K_x and life == 'lolded':
running = False
if events.type == pygame.KEYUP:
if events.key == pygame.K_LEFT or events.key == pygame.K_RIGHT:
playerX_change = 0
# bullet movement
if bulletY <= 0:
bullet_state = "ready"
bulletY = playerY
if bullet_state == "fire":
bullet_fire(bulletX, bulletY)
bulletY -= bulletY_change
# setting up functions of player
playerX += playerX_change
player(playerX, playerY)
# Restricting player movement
if playerX <= 0:
playerX = 0
if playerX >= 730:
playerX = 730
# game over text
for i in range(number_of_enemies):
if enemyY[i] >= 450:
for j in range(number_of_enemies):
enemyY[j] = 2000
game_over_text(over_textX, over_textY, ded_fontX, ded_fontY)
life = 'lolded'
break
# enemy movement mechaning
enemyX[i] += enemyX_change[i]
enemy(enemyX[i], enemyY[i])
# Restricting enemy movement
if enemyX[i] <= 0:
enemyX_change[i] = -enemyX_change[i]
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 730:
enemyX_change[i] = -enemyX_change[i]
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
bulletY = playerY
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randrange(10, 725)
enemyY[i] = random.randrange(10, 200)
show_score(textX, textY)
credit_text(credit_fontX, credit_fontY)
pygame.display.update()
clock.tick(60)