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project2.py
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239 lines (210 loc) · 7.28 KB
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import pygame
import random
from pygame.math import Vector2
pygame.init()
#set up projectile - projectile means a flying object
def createProjectile(x,y):
projectile ={
"width" : 10,
"height" : 30,
"x" : x,
"y" : y,
"rect" : pygame.Rect(0,0,0,0),
"speed" : -15,
"velocity" : Vector2(0),
"destroyed" : False
}
return projectile
#function to update the projectile up the screen
def updateProjectile(projectile,screen):
#projectile["velocity"][0] = projectile["speed"]
projectile["velocity"][1] = projectile["speed"]
projectile["y"] += projectile["velocity"][1]
projectile["x"] += projectile["velocity"][0]
projectile["rect"].center = [projectile["x"],projectile["y"]]
projectile["rect"].width = projectile["width"]
projectile["rect"].height = projectile["height"]
pygame.draw.rect(screen,[255,0,0],projectile["rect"])
#destroy projectile if it out of screen
if projectile["rect"].bottom < 0:
projectile["destroyed"] = True
#funtion to detect if projectile hits enemy
def collideProjectile(projectile,enemies):
global score
for e in enemies:
if projectile["rect"].colliderect(e["rect"]):
score += 1
projectile["destroyed"] = True
e["destroyed"] = True
#set up enemy
def createEnemy():
enemy = {
"width" : 50,
"height" : 50,
"x" : 0,
"y" : 0,
"rect" : pygame.Rect(0,0,0,0),
"speed" : 3,
"velocity" : Vector2(0),
"image" : random.choice([pygame.image.load("enemy.png"),pygame.image.load("enemy2.png")]),
"destroyed" : False
}
return enemy
#function to set up our enemies
def enemysetup(enemy):
enemy["x"] = random.randint(0,WIDTH - enemy["width"])
enemy["y"] = 0
enemy["rect"].x = enemy["x"]
enemy["rect"].y = enemy["y"]
enemy["rect"].height = enemy["height"]
enemy["rect"].width = enemy["width"]
enemy["velocity"][1] = enemy["speed"]
enemy["image"] = pygame.transform.scale(enemy["image"],[enemy["width"],enemy["height"]])
#funtion to update our enemy in the game loop
def enemyupdate(enemy,screen):
enemy["rect"].centery += enemy["velocity"][1]
screen.blit(enemy["image"],enemy["rect"])
if enemy["rect"].top > HEIGHT:
enemysetup(enemy)
#funtion that detects if enemy collides with player
def enemycollide(enemy,player):
if enemy["rect"].colliderect(player):
return True
else:
return False
def updateEnemyList():
global player_destroyed
global enemies
for e in enemies:
enemyupdate(e,screen)
if e["destroyed"]:
enemies.remove(e)
player_destroyed = enemycollide(e,player)
if player_destroyed:
break
WIDTH = 800
HEIGHT = 640
screen = pygame.display.set_mode([WIDTH, HEIGHT])
clock = pygame.time.Clock()
fps = 60
#Setting up background image
background_img = pygame.image.load("background.png")
background_img = pygame.transform.scale(background_img,[WIDTH,HEIGHT])
white = [255, 255, 255]
black = [0, 0, 0]
# set up player
player_img = pygame.image.load("player.png")
p_width = 50
p_height = 50
player = pygame.Rect(0, 0, p_width, p_height) # x,y,w,h
player.center = [WIDTH / 2, HEIGHT / 2]
player_img = pygame.transform.scale(player_img,[p_width,p_height])
player_destroyed_img = pygame.image.load("player_destroyed.png")
player_destroyed_img = pygame.transform.scale(player_destroyed_img,[p_width,p_height])
player_destroyed = False
p_projectiles = []
#set up score system
score = 0
scoreFont = pygame.font.SysFont("Arial",48)
#list to hold all enemy dictionaries
enemies = []
numberofenemies = 3
wave = 1
for i in range(numberofenemies):
enemies.append(createEnemy())
#setting up each enemy in enemy list with the enemy setup function
for e in enemies:
enemysetup(e)
#Velocity as a Zero Vector = [v_x = 0, v_y = 0]
v = Vector2(0) #v = [0,0]
speed = 3
while True:
m = v.magnitude()
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN: # setting our velocity
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
v[0] = speed
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
v[0] = -speed
if event.key == pygame.K_UP or event.key == pygame.K_w:
v[1] = -speed
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
v[1] = speed
if event.type == pygame.KEYUP: # setting Velocity to be zero
if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
v[0] = 0
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
v[0] = 0
if event.key == pygame.K_UP or event.key == pygame.K_w:
v[1] = 0
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
v[1] = 0
if event.key == pygame.K_SPACE:
p_projectiles.append(createProjectile(player.centerx,player.centery))
#to stop at screen edges
if player.left < 0:
v[0] = 0
player.left = 0
if player.right > WIDTH:
v[0] = 0
player.right = WIDTH
if player.top < 0:
v[1] = 0
player.top = 0
if player.bottom > HEIGHT:
v[1] = 0
player.bottom = HEIGHT
if v != Vector2(0):
v = v.normalize()
v = v*speed
if m != v.magnitude():
print(v.magnitude()) #how long my velocity vector is
m = v.magnitude()
# add our velocity to our centerx and centery
if player_destroyed: #if player was destroyed turn off movement
v = Vector2(0)
player.centerx += v[0]
player.centery += v[1]
# set the background color to be white
screen.fill(white)
# display the background image
screen.blit(background_img,[0,0])
#display our score
scoreText = scoreFont.render("Score: " + str(score),True,[255,0,0])
screen.blit(scoreText,[0,0])
#update our player projectiles
if len(p_projectiles) > 0 and not player_destroyed:
for p in p_projectiles:
updateProjectile(p,screen)
collideProjectile(p,enemies)
if p["destroyed"]:
p_projectiles.remove(p)
#update our enemy every frame
if player_destroyed == False:
updateEnemyList()
if len(enemies) == 0: #all enemies are dead(the length of the enemy list is zero)
numberofenemies += wave
for i in range(numberofenemies):
enemies.append(createEnemy())
for e in enemies:
enemysetup(e)
wave += 1
#pygame.draw.rect(screen, black, player)
#if player was hit show the destroyed image instead of the player image
if player_destroyed:
screen.blit(player_destroyed_img,player)
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r:
player.center = [WIDTH/2,HEIGHT/2]
for e in enemies:
enemysetup(e)
player_destroyed = False
else:
screen.blit(player_img,player)
# move on and update to the next frame
pygame.display.update()
clock.tick(fps)