-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathmygame.py
178 lines (140 loc) · 4.36 KB
/
mygame.py
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
import pygame
import random
import math
from pygame import mixer
# Intialize the pygame
pygame.init()
# Background
background = pygame.image.load('background.png')
# Background sound
mixer.music.load("background.wav")
mixer.music.play(-1)
# Create the screen
screen = pygame.display.set_mode((800, 600))
# Title and Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('game.png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('ship.png')
playerX = 360
playerY = 500
new_playerX = 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('play.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(30, 200))
enemyX_change.append(1.5)
enemyY_change.append(30)
# bullet
# Ready = you can't see the bullet on the screen
# Fire = The bullet is currently moving
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 500
bulletX_change = 0
bulletY_change = 8
bullet_state = "ready"
# Score counter
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
# Game over text
over_font = pygame.font.Font('freesansbold.ttf', 64)
# Creating the score thing on the screen
def show_score(x, y):
score = font.render("score :" + str(score_value), True, (255, 255, 0))
screen.blit(score, (x, y))
def game_over_text():
over_text = over_font.render("GAME OVER", True, (255, 255, 255))
screen.blit(over_text, (200, 200))
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 isCollision(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:
# Adding RGB = Red, Green, Blue
screen.fill((255, 128, 255))
# 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:
new_playerX = -5
if event.key == pygame.K_RIGHT:
new_playerX = 5
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
# Get the current x coordinate of the bullet
bulletX = playerX
bullet_sound = mixer.Sound('laser.wav')
bullet_sound.play()
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
new_playerX = 0
# Checking for boundaries of the ship so it doesn't go out of bounds
playerX += new_playerX
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] = 1.5
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -1.5
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision is True:
collision_sound = mixer.Sound('explosion.wav')
collision_sound.play()
bulletY = 500
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 736)
enemyY[i] = random.randint(30, 200)
enemy(enemyX[i], enemyY[i], i)
# Bullet Movement
if bullet_state is "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
if bulletY <= 0:
bulletY = 500
bullet_state = "ready"
player(playerX, playerY)
show_score(textX, textY)
pygame.display.update()