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main.py
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235 lines (199 loc) · 6.45 KB
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import pygame
from pygame import mixer
import random
import math
import time
#initializing pygame
pygame.init()
mainscreen = pygame.display.set_mode((800, 600))
#Title and Icon
pygame.display.set_caption('Space Invaders')
icon = pygame.image.load('images/icon.ico')
pygame.display.set_icon(icon)
#BG Image
bgImage = pygame.image.load('images/bgImg.png')
#Player image
playerImg = pygame.image.load('images/player.png')
playerX = 370
playerY = 480
playerXChange = 0
playerYChange = 0
#Bullet image
bulletImg = pygame.image.load('images/bullet.png')
bulletX = playerX
bulletY = playerY
bulletYChange = 7
bulletState = 'ready'
#Enemy image
enemyImg = []
enemyX = []
enemyY = []
enemyXChange = []
enemyYChange = []
number_Enemies = 5
for i in range(number_Enemies):
enemyImg.append(pygame.image.load('images/enemy.png'))
enemyX.append(random.randint(0,736))
enemyY.append(random.randint(0,200))
enemyXChange.append(random.uniform(0.5,2.5))
enemyYChange.append(random.randint(19,27))
#score
score = 0
font = pygame.font.Font('fonts/Neuterous.otf',32)
scoreX = 10
scoreY = 10
#game over
gameOverfont = pygame.font.Font('fonts/Spooky Haunt.otf',50)
gameX = 400
gameY = 300
#button play again
playAgain = pygame.font.Font('fonts/Neuterous.otf',35)
playAgainX = 350
playAgainY = 370
#quit text
quitText = pygame.font.Font('fonts/Neuterous.otf',35)
quitX = 410
quitY = 430
def quitText(x,y):
s = playAgain.render("Quit",True,(255,255,255))
# pygame.draw.rect(mainscreen,(170,170,170),[x,y,90,50])
mainscreen.blit(s,(x,y))
def playAgainText(x,y):
s = playAgain.render("Play Again",True,(255,255,255))
# pygame.draw.rect(mainscreen,(170,170,170),[350,370,220,50])
mainscreen.blit(s,(x,y))
def gameOverText(x,y):
s = gameOverfont.render("GAME OVER",True,(255,255,255))
mainscreen.blit(s,(x,y))
def showScore(x,y):
s = font.render("Score : "+str(score),True,(255,255,255))
mainscreen.blit(s,(x,y))
def player(x,y):
mainscreen.blit(playerImg,(x,y))
def enemy(x,y,i):
mainscreen.blit(enemyImg[i],(x,y))
def fire_bullet(x,y):
global bulletState
bulletState = 'fire'
mainscreen.blit(bulletImg,(x+16,y+10))
def isCollision(eX, eY, bX, bY):
distance = math.sqrt(math.pow(eX-bX,2)+math.pow(eY-bY,2))
if distance < 27:
return True
else:
return False
def isCollisionWithPlayer(eX, eY, pX, pY):
distance = math.sqrt(math.pow(eX-pX,2)+math.pow(eY-pY,2))
if distance < 40:
return True
else:
return False
#Game loop
running = True
while running:
mainscreen.fill((23,23,23))
mainscreen.blit(bgImage,(0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
if 350 <= mouse[0] <= 570 and 370 <= mouse[1] <= 420:
score = 0
playerX = 370
playerY = 480
running = True
if quitX <= mouse[0] <= 500 and quitY <= mouse[1] <= quitY + 50:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerXChange = -0.8
if event.key == pygame.K_RIGHT:
playerXChange = +0.8
if event.key == pygame.K_UP:
playerYChange = -0.8
if event.key == pygame.K_DOWN:
playerYChange = +0.8
if event.key == pygame.K_SPACE:
bulletSound = mixer.music.load('sounds/shoot.wav')
if bulletState is 'ready':
bulletX = playerX
bulletY = playerY
fire_bullet(bulletX,playerY)
mixer.music.set_volume(0.5)
mixer.music.play(1)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerXChange = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
playerYChange = 0
#mouse movement
mouse = pygame.mouse.get_pos()
if score >= 20 or score <= -10:
if 350 <= mouse[0] <= 570 and 370 <= mouse[1] <= 420:
pygame.draw.rect(mainscreen,(110,110,110),[350,370,220,50])
else:
pygame.draw.rect(mainscreen,(170,170,170),[350,370,220,50])
if quitX <= mouse[0] <= 500 and quitY <= mouse[1] <= quitY + 50:
pygame.draw.rect(mainscreen,(100,100,100),[quitX,quitY,90,50])
else:
pygame.draw.rect(mainscreen,(170,170,170),[quitX,quitY,90,50])
#player movement
playerX += playerXChange
playerY += playerYChange
if playerX < 0 :
playerX = 0
if playerY < 0 :
playerY = 0
if playerX > 736:
playerX = 736
if playerY > 536:
playerY = 536
if playerY < 0:
playerY = 0
#enemy loop
for i in range(number_Enemies):
if score >= 20 or score <=-10:
gameOverText(gameX,gameY)
playAgainText(playAgainX,playAgainY)
quitText(quitX,quitY)
break
enemyX[i] += enemyXChange[i]
if enemyX[i] < 0 :
enemyX[i] = 0
enemyXChange[i] *= -1
enemyY[i] += enemyYChange[i]
if enemyX[i] > 736:
enemyX[i] = 736
enemyXChange[i] *= -1
enemyY[i] += enemyYChange[i]
if isCollision(enemyX[i],enemyY[i],bulletX,bulletY):
bulletState = 'ready'
bulletX = playerX
bulletY = playerY
score += 1
enemyX[i] = random.randint(0,736)
enemyY[i] = random.randint(0,200)
dead = mixer.music.load('sounds/dead.wav')
mixer.music.set_volume(0.5)
mixer.music.play(1)
if isCollisionWithPlayer(enemyX[i],enemyY[i],playerX,playerY):
score -= 5
enemyX[i] = random.randint(0,736)
enemyY[i] = random.randint(0,200)
error = mixer.music.load('sounds/error.wav')
mixer.music.set_volume(0.5)
mixer.music.play(1)
enemy(enemyX[i],enemyY[i],i)
#enemy loop ends
#bullet boundaries
if bulletY < 0 :
bulletY = playerY
bulletX = playerX
bulletState = 'ready'
if bulletState is 'fire':
fire_bullet(bulletX,bulletY)
bulletY -= bulletYChange
player(playerX,playerY) #creating and updating the player
showScore(scoreX,scoreY) #creating and updating the score
pygame.display.update()
#gameloop ends