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spaceGame.py
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205 lines (143 loc) · 4.63 KB
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import pygame
import random
import math
from pygame import mixer
# initialize pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600))
# Backgroung sound
mixer.music.load('background.wav')
mixer.music.play(-1)
# BackGround
background = pygame.image.load("planetBackground.png")
# Title and Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('001-galaxy.png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('001-spaceship.png')
playerX = 370
playerY = 480
playerX_change = 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('004-alien.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(50, 150))
enemyX_change.append(2)
enemyY_change.append(25)
# Bullet
# Ready- You can't see the bullet
# Fire- The bullet is moving
bulletImg = pygame.image.load('005-bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 2
bullet_state = "ready"
# Score
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)
def show_score(x, y):
score = font.render("Score : " + str(score_value), True, (255,255,255))
screen.blit(score, (x, y))
# Game over Function
def game_over_text():
over_text = over_font.render("GAME OVER!", True, (255,0,0))
screen.blit(over_text, (200, 250))
# Player and Enemy func
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:
# RGB- RED, GREEN, BLUE
screen.fill((30,12,155))
# background Img
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# if keystroke is pressed check whether it's right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = - 2
if event.key == pygame.K_RIGHT:
playerX_change = 2
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
bullet_Sound = mixer.Sound('laser.wav')
bullet_Sound.play()
# Get the current X of the spaceship
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
# Checking for boundrings of spaceship
playerX += playerX_change
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
over_sound = mixer.Sound('overSound.wav')
over_sound.play()
game_over_text()
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
col = iscollision(enemyX[i], enemyY[i], bulletX, bulletY)
if col:
exp_Sound = mixer.Sound('explosion.wav')
exp_Sound.play()
bulletY = 480
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
# Bullet movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state is "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
show_score(textX, textY)
player(playerX, playerY)
pygame.display.update()