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Final Code

# 1 - Import library
import math
import random
import pygame
from pygame.locals import *

# 2 - Initialize the game
pygame.init()
#pygame.mixer.init()
width, height = 1550, 1000
screen = pygame.display.set_mode((width, height))
keys = [False, False, False, False]
playerpos = [100, 100]
acc = [0, 0]
arrows = []
badtimer = 100
badtimer1 = 0
badguys = [[900, 100]]
healthvalue = 194


# 3 - Load images
player = pygame.image.load("resources/images/spaceship.png")
sky = pygame.image.load("resources/images/sky.png")
spacestation = pygame.image.load("resources/images/spacestation.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
badguyimg = badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")

# 3.1 - Load audio
#hit = pygame.mixer.Sound("resources/audio/explode.wav")
#enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
#shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
#hit.set_volume(0.05)
#enemy.set_volume(0.05)
#shoot.set_volume(0.05)
#pygame.mixer.music.load('resources/audio/moonlight.wav')
#pygame.mixer.music.play(-1, 0.0)
#pygame.mixer.music.set_volume(0.25)

# 4 - keep looping through
running = 1
exitcode = 0
while running:
    # 5 - clear the screen before drawing it again
    screen.fill(0)
    # 6 - draw the screen elements
    for x in range(width//sky.get_width()+1):
        for y in range(height//sky.get_height()+1):
            screen.blit(sky, (x*100, y*100))
    screen.blit(spacestation, (0, 60))
    screen.blit(spacestation, (0, 180))
    screen.blit(spacestation, (0, 310))
    screen.blit(spacestation, (0, 435))
    # 6.1 - Set player position and rotation
    position = pygame.mouse.get_pos()
    angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))
    playerrot = pygame.transform.rotate(player, 360-angle*57)
    playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)
    screen.blit(playerrot, playerpos1)
    # 6.2 - Draw arrows
    for bullet in arrows:
        index = 0
        velx = math.cos(bullet[0])*10
        vely = math.sin(bullet[0])*10
        bullet[1] += velx
        bullet[2] += vely
        if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:
            arrows.pop(index)
        index += 1
        for projectile in arrows:
            arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57)
            screen.blit(arrow1, (projectile[1], projectile[2]))
    # 6.3 - Draw enemies
    if badtimer == 0:
        badguys.append([640, random.randint(50, 430)])
        badtimer = 100 - (badtimer1 * 2)
        if badtimer1 >= 35:
            badtimer1 = 35
        else:
            badtimer1 += 5
    index = 0
    for badguy in badguys:
        if badguy[0] < -64:
            badguys.pop(index)
        badguy[0] -= 7
        # 6.3.1 - Attack spacestation
        badrect = pygame.Rect(badguyimg.get_rect())
        badrect.top = badguy[1]
        badrect.left = badguy[0]
        if badrect.left < 64:
            #hit.play()
            healthvalue -= random.randint(5,20)
            badguys.pop(index)
        # 6.3.2 - Check for collisions
        index1 = 0
        for bullet in arrows:
            bullrect = pygame.Rect(arrow.get_rect())
            bullrect.left = bullet[1]
            bullrect.top = bullet[2]
            if badrect.colliderect(bullrect):
                #enemy.play()
                acc[0] += 1
                badguys.pop(index)
                arrows.pop(index1)
            index1 += 1
        # 6.3.3 - Next bad guy
        index += 1
    for badguy in badguys:
        screen.blit(badguyimg, badguy)
    # 6.4 - Draw clock
    font = pygame.font.Font(None, 24)
    survivedtext = font.render(str((90000-pygame.time.get_ticks())//60000)+":"+str((90000-pygame.time.get_ticks())//1000%60).zfill(2), True, (0,0,0))
    textRect = survivedtext.get_rect()
    textRect.topright = [635, 5]
    screen.blit(survivedtext, textRect)
    # 6.5 - Draw health bar
    screen.blit(healthbar, (5, 5))
    for health1 in range(healthvalue):
        screen.blit(health, (health1 + 8, 8))
    # 7 - update the screen
    pygame.display.flip()
    # 8 - loop through the events
    for event in pygame.event.get():
        # check if the event is the X button
        if event.type == KEYDOWN:
            if event.key == K_w:
                keys[0] = True
            elif event.key == K_a:
                keys[1] = True
            elif event.key == K_s:
                keys[2] = True
            elif event.key == K_d:
                keys[3] = True
        if event.type == KEYUP:
            if event.key == K_w:
                keys[0] = False
            elif event.key == K_a:
                keys[1] = False
            elif event.key == K_s:
                keys[2] = False
            elif event.key == K_d:
                keys[3] = False
        if event.type == QUIT:
            # if it is quit the game
            pygame.quit()
            exit(0)
        if event.type == MOUSEBUTTONDOWN:
            #shoot.play()
            position = pygame.mouse.get_pos()
            acc[1] += 1
            arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])
    # 9 - Move player
    if keys[0]:
        playerpos[1] -= 5
    elif keys[2]:
        playerpos[1] += 5
    if keys[1]:
        playerpos[0] -= 5
    elif keys[3]:
        playerpos[0] += 5
    badtimer -= 1
    # 10 - Win/Lose check
    if pygame.time.get_ticks() >= 90000:
        running = 0
        exitcode = 1
    if healthvalue <= 0:
        running = 0
        exitcode = 0
    if acc[1] != 0:
        accuracy = acc[0]*1.0/acc[1]*100
    else:
        accuracy = 0

# 11 - Win/lose display
if exitcode == 0:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (255, 0, 0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(gameover, (0, 0))
    screen.blit(text, textRect)
else:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (0, 255, 0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(youwin, (0, 0))
    screen.blit(text, textRect)

while 1:
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()

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