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main.py
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173 lines (135 loc) · 4.18 KB
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import pygame
import random
import math
from pygame import mixer
# Initialize the pygame
pygame.init()
# Create the screen
screen = pygame.display.set_mode((800, 600))
# Background
background = pygame.image.load("background.png")
# Background sound
mixer.music.load('background.wav')
mixer.music.play(-1)
# Title and icon
pygame.display.set_caption("Space Invaders")
# Player
playerImg = pygame.image.load("spaceship.png")
playerX = 370
playerY = 480
playerX_change = 0
# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load("alien.png"))
enemyX.append(random.randint(50, 750))
enemyY.append(random.randint(50, 150))
enemyX_change.append(3)
enemyY_change.append(40)
# Bullet
bulletImg = pygame.image.load("bullet.png")
bulletX = 0
bulletY = 480
bulletY_change = 10
# Ready - You can't see the bullet on the screen
# Fire - The bullet is currently moving
bullet_state = "ready"
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
# Game over text
game_over_font = pygame.font.Font('freesansbold.ttf', 64)
def game_over():
game_over_text = game_over_font.render("GAME OVER", True, (255, 255, 255))
screen.blit(game_over_text, (200, 250))
def show_score(x, y):
score = font.render("Score: {}".format(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 is_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
# Game loop
running = True
while running:
screen.fill((0, 0, 0))
# Background image
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
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()
# Fixate bullet x coordinate
bulletX = playerX
fire_bullet(playerX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
# Bullet movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
# Checking for boundaries of spaceship so it doesn't go out of bounds
playerX += playerX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Enemy movement
for i in range(num_of_enemies):
# Game over
if enemyY[i] > 400:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over()
break
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 3
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -3
enemyY[i] += enemyY_change[i]
# Collision
collision = is_collision(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(50, 750)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
player(playerX, playerY)
show_score(textX, textY)
pygame.display.update()