|
| 1 | +import pygame |
| 2 | +import os |
| 3 | +import time |
| 4 | +import random |
| 5 | +from pygame.constants import WINDOWCLOSE |
| 6 | +from pygame import mixer |
| 7 | +# Initializes Font |
| 8 | +pygame.font.init() |
| 9 | +# Initializes mixer (music) |
| 10 | +pygame.mixer.init() |
| 11 | + |
| 12 | +# Made by: Joshua Lagat |
| 13 | + |
| 14 | +# Pygame Window |
| 15 | +WIDTH, HEIGHT = 1280, 720 |
| 16 | +WIN = pygame.display.set_mode((WIDTH, HEIGHT)) |
| 17 | +pygame.display.set_caption("Space Colonizers") |
| 18 | +# Defines the Width and Height and initializes the window and window name |
| 19 | + |
| 20 | +# Main Menu Font |
| 21 | +main_font = pygame.font.Font("assets/font/joystix monospace.ttf", 25) |
| 22 | +#os.path.join("assets", "joystix monospace.ttf", 25) |
| 23 | + |
| 24 | +# Sounds |
| 25 | +laser_sound = mixer.Sound("assets/sound/laser.wav") |
| 26 | +explosion_sound = mixer.Sound("assets/sound/explosion.wav") |
| 27 | +pop_sound = mixer.Sound("assets/sound/pop.wav") |
| 28 | +gameover_sound = mixer.Sound("assets/sound/gameover.wav") |
| 29 | +bruh_sound = mixer.Sound("assets/sound/bruh.wav") |
| 30 | + |
| 31 | +# Game Icon |
| 32 | +GAME_ICON = pygame.image.load( |
| 33 | + os.path.join("assets", "icon.png")) |
| 34 | +pygame.display.set_icon(GAME_ICON) |
| 35 | + |
| 36 | +# Load image assets |
| 37 | +RED_SPACE_SHIP = pygame.image.load( |
| 38 | + os.path.join("assets", "pixel_ship_red_small.png")) |
| 39 | +BLUE_SPACE_SHIP = pygame.image.load( |
| 40 | + os.path.join("assets", "pixel_ship_blue_small.png")) |
| 41 | +GREEN_SPACE_SHIP = pygame.image.load( |
| 42 | + os.path.join("assets", "pixel_ship_green_small.png")) |
| 43 | +# User Ship |
| 44 | +YELLOW_SPACE_SHIP = pygame.image.load( |
| 45 | + os.path.join("assets", "pixel_ship_yellow.png")) |
| 46 | + |
| 47 | +# Projectiles |
| 48 | +RED_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_red.png")) |
| 49 | +BLUE_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_blue.png")) |
| 50 | +GREEN_LASER = pygame.image.load( |
| 51 | + os.path.join("assets", "pixel_laser_green.png")) |
| 52 | +YELLOW_LASER = pygame.image.load( |
| 53 | + os.path.join("assets", "pixel_laser_yellow.png")) |
| 54 | + |
| 55 | +# Space Background |
| 56 | +SPCBG = pygame.transform.scale(pygame.image.load( |
| 57 | + os.path.join("assets", "background-black.png")), (WIDTH, HEIGHT)) |
| 58 | + |
| 59 | +# Background Music |
| 60 | +mixer.music.load("assets/sound/background-music.wav") |
| 61 | +mixer.music.play(-1) |
| 62 | + |
| 63 | +# Laser |
| 64 | + |
| 65 | + |
| 66 | +class Laser: |
| 67 | + def __init__(self, x, y, img): |
| 68 | + self.x = x |
| 69 | + self.y = y |
| 70 | + self.img = img |
| 71 | + self.mask = pygame.mask.from_surface(self.img) |
| 72 | + |
| 73 | + def draw(self, window): |
| 74 | + window.blit(self.img, (self.x, self.y)) |
| 75 | + |
| 76 | + def move(self, vel): |
| 77 | + self.y += vel |
| 78 | + |
| 79 | + def off_screen(self, height): |
| 80 | + return not(self.y < height and self.y >= 0) |
| 81 | + |
| 82 | + def collision(self, obj): |
| 83 | + return collide(self, obj) |
| 84 | + |
| 85 | +# Ship |
| 86 | + |
| 87 | + |
| 88 | +class Ship: |
| 89 | + COOLDOWN = 30 |
| 90 | + |
| 91 | + def __init__(self, x, y, health=100): |
| 92 | + self.x = x |
| 93 | + self.y = y |
| 94 | + self.health = health |
| 95 | + self.ship_img = YELLOW_SPACE_SHIP |
| 96 | + self.laser_img = YELLOW_LASER |
| 97 | + self.lasers = [] |
| 98 | + self.cool_down_counter = 0 |
| 99 | + |
| 100 | + def draw(self, window): |
| 101 | + window.blit(self.ship_img, (self.x, self.y)) |
| 102 | + for laser in self.lasers: |
| 103 | + laser.draw(window) |
| 104 | + |
| 105 | + def move_lasers(self, vel, obj): |
| 106 | + self.cooldown() |
| 107 | + for laser in self.lasers: |
| 108 | + laser.move(vel) |
| 109 | + if laser.off_screen(HEIGHT): |
| 110 | + self.lasers.remove(laser) |
| 111 | + elif laser.collision(obj): |
| 112 | + obj.health -= 10 |
| 113 | + self.lasers.remove(laser) |
| 114 | + explosion_sound.play() |
| 115 | + |
| 116 | + def cooldown(self): |
| 117 | + if self.cool_down_counter >= self.COOLDOWN: |
| 118 | + self.cool_down_counter = 0 |
| 119 | + elif self.cool_down_counter > 0: |
| 120 | + self.cool_down_counter += 1 |
| 121 | + |
| 122 | + def shoot(self): |
| 123 | + if self.cool_down_counter == 0: |
| 124 | + laser = Laser(self.x, self.y, self.laser_img) |
| 125 | + self.lasers.append(laser) |
| 126 | + self.cool_down_counter = 1 |
| 127 | + laser_sound.play() |
| 128 | + |
| 129 | + def get_width(self): |
| 130 | + return self.ship_img.get_width() |
| 131 | + |
| 132 | + def get_height(self): |
| 133 | + return self.ship_img.get_width() |
| 134 | + |
| 135 | +# Player |
| 136 | + |
| 137 | + |
| 138 | +class Player(Ship): |
| 139 | + def __init__(self, x, y, health=100): |
| 140 | + super().__init__(x, y, health) |
| 141 | + self.player_img = YELLOW_SPACE_SHIP |
| 142 | + self.laser_img = YELLOW_LASER |
| 143 | + self.mask = pygame.mask.from_surface(self.ship_img) |
| 144 | + self.max_health = health |
| 145 | + |
| 146 | + def move_lasers(self, vel, objs): |
| 147 | + self.cooldown() |
| 148 | + for laser in self.lasers: |
| 149 | + laser.move(vel) |
| 150 | + if laser.off_screen(HEIGHT): |
| 151 | + self.lasers.remove(laser) |
| 152 | + else: |
| 153 | + for obj in objs: |
| 154 | + if laser.collision(obj): |
| 155 | + explosion_sound.play() |
| 156 | + objs.remove(obj) |
| 157 | + if laser in self.lasers: |
| 158 | + self.lasers.remove(laser) |
| 159 | + |
| 160 | + def health_bar(self, window): |
| 161 | + pygame.draw.rect(window, (255, 0, 0), (self.x, self.y + |
| 162 | + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10)) |
| 163 | + pygame.draw.rect(window, (0, 255, 0), (self.x, self.y + self.ship_img.get_height() + |
| 164 | + 10, self.ship_img.get_width() * (self.health/self.max_health), 10)) |
| 165 | + |
| 166 | + def draw(self, window): |
| 167 | + super().draw(window) |
| 168 | + self.health_bar(window) |
| 169 | + |
| 170 | +# Enemy |
| 171 | + |
| 172 | + |
| 173 | +class Enemy(Ship): |
| 174 | + # COLOR_MAP is a dictionary where it defines which spaceships and lasers go where using strings. |
| 175 | + COLOR_MAP = { |
| 176 | + "red": (RED_SPACE_SHIP, RED_LASER), |
| 177 | + "green": (GREEN_SPACE_SHIP, GREEN_LASER), |
| 178 | + "blue": (BLUE_SPACE_SHIP, BLUE_LASER) |
| 179 | + } |
| 180 | + |
| 181 | + def __init__(self, x, y, color, health=100): |
| 182 | + super().__init__(x, y, health) |
| 183 | + pop_sound.play() |
| 184 | + # This calls on color_map to define the ships using strings that are in a dictionary. |
| 185 | + self.ship_img, self.laser_img = self.COLOR_MAP[color] |
| 186 | + self.mask = pygame.mask.from_surface(self.ship_img) |
| 187 | + |
| 188 | + def move(self, vel): |
| 189 | + self.y += vel |
| 190 | + |
| 191 | + def shoot(self): |
| 192 | + laser_sound.play() |
| 193 | + if self.cool_down_counter == 0: |
| 194 | + laser = Laser(self.x-24, self.y, self.laser_img) |
| 195 | + self.lasers.append(laser) |
| 196 | + self.cool_down_counter = 1 |
| 197 | + |
| 198 | +# Collision Loop |
| 199 | + |
| 200 | + |
| 201 | +def collide(obj1, obj2): |
| 202 | + offset_x = obj2.x - obj1.x |
| 203 | + offset_y = obj2.y - obj1.y |
| 204 | + # Uses map.overlap to identify if there are overlapping pixels. |
| 205 | + return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) != None |
| 206 | + |
| 207 | +# Main Loop |
| 208 | + |
| 209 | + |
| 210 | +def main(): |
| 211 | + run = True |
| 212 | + FPS = 360 |
| 213 | + level = 0 |
| 214 | + lives = 5 |
| 215 | + main_font = pygame.font.Font("assets/font/joystix monospace.ttf", 40) |
| 216 | + lost_font = pygame.font.Font("assets/font/joystix monospace.ttf", 45) |
| 217 | + |
| 218 | + enemies = [] |
| 219 | + wave_length = 2 |
| 220 | + enemy_vel = 2 |
| 221 | + |
| 222 | + player_vel = 14 |
| 223 | + laser_vel = 12 |
| 224 | + |
| 225 | + player = Player(350, 400) |
| 226 | + |
| 227 | + clock = pygame.time.Clock() |
| 228 | + |
| 229 | + lost = False |
| 230 | + lost_count = 0 |
| 231 | + |
| 232 | + def redraw_window(): |
| 233 | + # "Blit" places the defined "SPCBG" into WIN |
| 234 | + WIN.blit(SPCBG, (0, 0)) |
| 235 | + # Draws Text |
| 236 | + lives_label = main_font.render(f"Lives: {lives}", 1, (0, 255, 255)) |
| 237 | + level_label = main_font.render(f"Level: {level}", 1, (255, 255, 255)) |
| 238 | + # Shows Text to "WIN" with BLIT |
| 239 | + WIN.blit(lives_label, (10, 10)) |
| 240 | + WIN.blit(level_label, (WIDTH - level_label.get_width() - 10, 10)) |
| 241 | + |
| 242 | + for enemy in enemies: |
| 243 | + enemy.draw(WIN) |
| 244 | + |
| 245 | + player.draw(WIN) |
| 246 | + # Lost Screen |
| 247 | + if lost: |
| 248 | + gameover_sound.play() |
| 249 | + lost_label = lost_font.render("You Lost, loser!", 1, (255, 0, 0)) |
| 250 | + WIN.blit(lost_label, (WIDTH/2 - lost_label.get_width()/2, 350)) |
| 251 | + |
| 252 | + pygame.display.update() |
| 253 | + |
| 254 | + while run: |
| 255 | + clock.tick(FPS) |
| 256 | + redraw_window() |
| 257 | + |
| 258 | + if lives <= 0 or player.health <= 0: |
| 259 | + lost = True |
| 260 | + lost_count += 1 |
| 261 | + |
| 262 | + if lost: |
| 263 | + if lost_count > FPS * 0.25: |
| 264 | + pop_sound.play() |
| 265 | + run = False |
| 266 | + else: |
| 267 | + continue |
| 268 | + |
| 269 | + if len(enemies) == 0: |
| 270 | + level += 1 |
| 271 | + wave_length += 3 |
| 272 | + for i in range(wave_length): |
| 273 | + enemy = Enemy(random.randrange(50, WIDTH-100), |
| 274 | + random.randrange(-1500*level/5, -100), random.choice(["red", "blue", "green"])) |
| 275 | + enemies.append(enemy) |
| 276 | + |
| 277 | + for event in pygame.event.get(): |
| 278 | + if event.type == pygame.QUIT: |
| 279 | + quit() |
| 280 | + |
| 281 | + keys = pygame.key.get_pressed() |
| 282 | + if keys[pygame.K_a] and player.x - player_vel > 0: # Move Left |
| 283 | + player.x -= player_vel |
| 284 | + if keys[pygame.K_d] and player.x + player_vel + player.get_width() < WIDTH: # Move Right |
| 285 | + player.x += player_vel |
| 286 | + if keys[pygame.K_w] and player.y - player_vel > 0: # Move Up |
| 287 | + player.y -= player_vel |
| 288 | + if keys[pygame.K_s] and player.y + player_vel + player.get_height() + 15 < HEIGHT: # Move Down |
| 289 | + player.y += player_vel |
| 290 | + if keys[pygame.K_SPACE]: # Shoots Lasers |
| 291 | + player.shoot() |
| 292 | + if keys[pygame.K_q]: # Quits Game |
| 293 | + run = False |
| 294 | + |
| 295 | + for enemy in enemies[:]: |
| 296 | + enemy.move(enemy_vel) |
| 297 | + enemy.move_lasers(laser_vel, player) |
| 298 | + |
| 299 | + if random.randrange(0, 2*60) == 1: |
| 300 | + enemy.shoot() |
| 301 | + |
| 302 | + if collide(enemy, player): |
| 303 | + player.health -= 10 |
| 304 | + enemies.remove(enemy) |
| 305 | + explosion_sound.play() |
| 306 | + bruh_sound.play() |
| 307 | + elif enemy.y + enemy.get_height() > HEIGHT: |
| 308 | + lives -= 1 |
| 309 | + enemies.remove(enemy) |
| 310 | + |
| 311 | + player.move_lasers(-laser_vel, enemies) |
| 312 | + |
| 313 | + |
| 314 | +def main_menu(): |
| 315 | + run = True |
| 316 | + while run: |
| 317 | + WIN.blit(SPCBG, (0, 0)) |
| 318 | + menu_label = main_font.render( |
| 319 | + "Press any mouse key to start...", 1, (255, 255, 255)) |
| 320 | + WIN.blit(menu_label, (WIDTH/2 - menu_label.get_width()/2, 350)) |
| 321 | + pygame.display.update() |
| 322 | + for event in pygame.event.get(): |
| 323 | + if event.type == pygame.QUIT: |
| 324 | + run = False |
| 325 | + if event.type == pygame.MOUSEBUTTONDOWN: |
| 326 | + main() |
| 327 | + quit() |
| 328 | + |
| 329 | + |
| 330 | +main_menu() |
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