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main.py
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main.py
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import pygame
import random
import math
# initialize pygame
pygame.init()
# width by height
screen = pygame.display.set_mode((800, 600))
running = True
# Title and Icon
pygame.display.set_caption('Space Invaders')
icon = pygame.image.load('Assets/spaceship.png')
pygame.display.set_icon(icon)
# player icon
player_img = pygame.image.load('Assets/playericon.png')
playerX = 370
playerY = 480
playerX_change = 0
playerY_change = 0
def player(x, y):
screen.blit(player_img, (x, y))
# enemy
enemy_img = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemy_img.append(pygame.image.load('Assets/enemy.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(2)
enemyY_change.append(30)
def enemy(x, y, i):
screen.blit(enemy_img[i], (x, y))
# bullet
bullet_img = pygame.image.load("Assets/bullet.png")
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = -7
bullet_state = 'ready'
def fire_bullet(x, y):
global bullet_state
bullet_state = 'fired'
screen.blit(bullet_img, (x + 15, y + 10))
# colliosion detection
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
# score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
def show_score(x, y):
score = font.render('Score : ' + str(score_value), True, (255, 255, 255))
screen.blit(score, (x, y))
# game over
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))
# main game loop for display
while running:
screen.fill((25, 25, 112))
background = pygame.image.load('Assets/background.png')
screen.blit(background, (0, 0))
# sustaining the display
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# player movement
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
playerX_change = 4
right_key = True
left_key = False
elif event.key == pygame.K_LEFT:
playerX_change = -4
left_key = True
right_key = False
elif event.key == pygame.K_SPACE:
if bullet_state == 'ready':
bulletX = playerX
fire_bullet(bulletX, bulletY)
# Smoothening the motion
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
if left_key == True:
playerX_change = -4
else:
playerX_change = 0
right_key = False
if event.key == pygame.K_LEFT:
if right_key == True:
playerX_change = 4
else:
playerX_change = 0
left_key = False
# player boundaries
playerX += playerX_change
playerY += playerY_change
if playerX <= 0:
playerX = 0
if playerX >= 736:
playerX = 736
# enemy movement and boundaries
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()
break
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 2
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -2
enemyY[i] += enemyY_change[i]
enemy(enemyX[i], enemyY[i], i)
# collision
collison = is_Collision(enemyX[i], enemyY[i], bulletX, bulletY)
if collison == True:
bulletY = 480
bullet_state = 'ready'
score_value += 1
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(50, 150)
# bullet movement
if bulletY <= 0:
bulletY = 480
bullet_state = 'ready'
if bullet_state == 'fired':
bulletY += bulletY_change
fire_bullet(bulletX, bulletY)
player(playerX, playerY)
show_score(textX, textY)
pygame.display.update()