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main.py
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import pygame
import math
import random
from pygame import mixer # Helps to deal with music
# initialize the pygame library
pygame.init()
# creating screen and entering value of width and height into it
screen = pygame.display.set_mode((800, 600))
# Background image
background = pygame.image.load('1876.jpg')
# Background sound
mixer.music.load('background.wav') # load is used because we want to play music for long time
mixer.music.play(-1) # to play sound in loop
# Title and Icon
pygame.display.set_caption("Alien Shooter")
icon = pygame.image.load('rocket.png')
pygame.display.set_icon(icon)
# Player (loading player)
playerImg = pygame.image.load('player.png')
playerX = 370 # X coordinate of player position
playerY = 480 # Y coordinate of player position
playerX_change = 0
# Enemy (loading enemy)
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('pink_alien.png'))
enemyX.append(random.randint(0, 736)) # random enemy position x-axis between 0 to 800
enemyY.append(random.randint(50, 150)) # random enemy position y-axis
enemyX_change.append(4)
enemyY_change.append(40)
# Bullet (loading bullet)
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready" # ready means bullet currently not visible
# fire means bullet is currently moving
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32) # Font style and size
textX = 10
textY = 10
# Game over
over_font = pygame.font.Font("freesansbold.ttf", 64)
def show_score(x, y): # For text first we need to render then we blit it on the screen
score = font.render("Score :" + str(score_value), True, (255, 255, 255)) # text, text, True, Colour
screen.blit(score, (x, y))
def game_over_text():
over_text = font.render("GAME OVER", True, (255, 255, 255))
screen.blit(over_text, (200, 250))
def player(x, y):
screen.blit(playerImg, (x, y)) # Drawing image of player on screen
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 < 27:
return True # Collision occoured
else:
return False # Collision didn't occoured
# Holding screen for a long time (until cross button is pressed) [Game loop]
running = True
while running:
# Colour on screen
screen.fill((255, 0, 0))
# Background image
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Check which keystroke is pressed
if event.type == pygame.KEYDOWN: # keydown means presssing of a key
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 == "ready":
bullet_sound = mixer.Sound("laser.wav")
bullet_sound.play()
bulletX = playerX # Getting current position of the spaceship
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP: # releasing a key
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
playerX += playerX_change # changing the x coordinate for movement
# Creating boundries
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Enemy movement
for i in range(num_of_enemies):
# Game over
if enemyY[i] > 440:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over_text()
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]
# For collision detection
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
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
player(playerX, playerY) # Calling player over screen
show_score(textX, textY)
pygame.display.update() # To update any change in the display