-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.py
More file actions
204 lines (157 loc) · 4.96 KB
/
main.py
File metadata and controls
204 lines (157 loc) · 4.96 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
import pygame
import random
import math
from pygame import mixer
# initialize
pygame.init()
start_time = pygame.time.get_ticks()
screen = pygame.display.set_mode((800, 600))
winning_score = 50
play_time = 10
# background image
background = pygame.image.load('space.png')
# background sound
mixer.music.load('music.wav')
mixer.music.play(-1)
# title and logo
pygame.display.set_caption("Space Invader")
icon = pygame.image.load('undertake.png')
pygame.display.set_icon(icon)
# player
playerImg = pygame.image.load('spaceship (1).png')
playerX = 370
playerY = 480
playerX_change = 0
playerY_change = 0
# enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num = 6
for i in range(num):
enemyImg.append(pygame.image.load('alien.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(1)
enemyY_change.append(100)
# bullet
# ready state in which you cant see bullet
# fir is moving state of bullet
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"
# score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
# GAME OVER
fontG = pygame.font.Font('my game.ttf', 70)
def show_score(x, y):
score = font.render("SCORE : " + str(score_value), True, (255, 255, 255))
screen.blit(score, (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 collision(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 game_over_text():
over = fontG.render("GAME OVER : ", True, (255, 255, 255))
screen.blit(over, (200, 250))
def draw_time(screen, x, y, time_left):
fontT = pygame.font.Font('freesansbold.ttf', 30)
textT = fontT.render("Time : " + str(time_left), True, (255, 255, 255))
screen.blit(textT, (50, 510))
# loop
running = True
while running:
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
time_left = pygame.time.get_ticks() - start_time
time_left = time_left / 1000
time_left = play_time - time_left
time_left = int(time_left)
if time_left >= 0:
draw_time(screen, 50, 450, time_left)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# key pressing
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -4
if event.key == pygame.K_RIGHT:
playerX_change = 4
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
bullet_Sound = mixer.Sound('shoot.wav')
bullet_Sound.play()
bulletX = playerX
fire_bullet(playerX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
playerX_change = 0
if event.key == pygame.K_RIGHT:
playerX_change = 0
if event.key == pygame.K_DOWN:
playerY_change = 0
if event.key == pygame.K_UP:
playerY_change = 0
playerX += playerX_change
playerY += playerY_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# enemy movement
for i in range(num):
if time_left is 0:
for j in range(num):
enemyY[j] = 2000
game_over_text()
break
enemyX[i] += enemyX_change[i]
enemyY[i] += enemyY_change[i]
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 2
elif enemyX[i] >= 736:
enemyX_change[i] = -2
if enemyY[i] <= 0:
enemyY_change[i] = 2
elif enemyY[i] >= 536:
enemyY_change[i] = -2
# collision
collide = collision(enemyX[i], enemyY[i], bulletX, bulletY)
if collide:
explosion_Sound = mixer.Sound('destroy.wav')
explosion_Sound.play()
bullet_state = "ready"
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(50, 150)
score_value += 1
enemy(enemyX[i], enemyY[i], i)
# bullet movement
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)
pygame.display.update()