-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathitiswhatitis.py
More file actions
148 lines (119 loc) · 3.79 KB
/
itiswhatitis.py
File metadata and controls
148 lines (119 loc) · 3.79 KB
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
import pygame
import random
import math
pygame.init()
score_value = 0
font = pygame.font.Font('Roboto-Bold.ttf', 32)
textX = 10
textY = 10
back_drop = ["back.jpg", "back2.jpg", "back3.jpg"]
over_font = pygame.font.Font('Roboto-Bold.ttf', 64)
pygame.display.set_caption("Lanre is the absolute best")
icon = pygame.image.load('ufo.png')
background = pygame.image.load(random.choice(back_drop))
background = pygame.transform.scale(background, (800, 600))
pygame.display.set_icon(icon)
screen = pygame.display.set_mode((800, 600))
playerImg = pygame.image.load('spaceship.png')
playerX = 370
playerY = 480
playerX_change = 0
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_enemies = 20
for i in range(num_enemies):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(0, 200))
enemyX_change.append(1)
enemyY_change.append(40)
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 1.5
bullet_state = "ready"
def show_score(x, y):
score = font.render(f"Score : {str(score_value)}", True, (255, 255, 0))
screen.blit(score, (x, y))
def over():
over_text = font.render(f"GAME OVER", True, (255, 255, 0))
screen.blit(over_text, (300, 250))
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x + 16, y + 10))
def player(x, y):
screen.blit(playerImg, (x, y))
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
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
running = True
while running:
screen.fill((255, 255, 0))
screen.blit(background, (0, 0))
show_score(textX, textY)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerX_change = -1.5
print("key left was pressed")
if event.key == pygame.K_d:
playerX_change = 1.5
if event.key == pygame.K_SPACE:
if bullet_state == "ready":
bulletX = playerX
fire_bullet(playerX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
playerX_change = 0
print(playerX)
playerX += playerX_change
enemyX += enemyX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
for i in range(num_enemies):
if enemyY[i] >= playerY:
over()
for j in range(num_enemies):
enemyY[i] = 2000
break
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 1
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -1
enemyY[i] += enemyY_change[i]
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
if bulletX == playerX and bulletY == playerY:
pass
else:
bulletY = 480
bullet_state = "ready"
score_value += 1
print(score_value)
enemyX[i] = random.randint(0, 736)
enemyY[i] = random.randint(0, 400)
enemy(enemyX[i], enemyY[i], i)
player(playerX, playerY)
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
pygame.display.update()