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game.py
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import pygame
import random
import math
from pygame import mixer
#initialize the pygame
pygame.init()
#create the screen
screen = pygame.display.set_mode((800,600))
RED =(255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
WHITE = (255,255,255)
# Variables
# Title and Icons
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('Assets/spaceship.jfif')
pygame.display.set_icon(icon)
#Back ground
background = pygame.image.load('Assets/background1.jfif')
background = pygame.transform.scale(background,(800,600))
#Background Sound
mixer.music.load('Assets/background.wav')
#mixer.music.play(-1)#-1 for play continously
#if you remove -1 it will play
#Player
playerImg = pygame.image.load('Assets/player3.png')
playerX=370
playerY = 480
playerX_change=0
pv=5
#Enemy
S=28
enemyImg_original= pygame.image.load('Assets/enemy3.png')
enemyImg_original = pygame.transform.scale(enemyImg_original,(S,S))
enemyX= []
enemyY_change=[]
enemyX_change=[]
enemyY =[]
enemyImg =[]
num_of_enemies = 6
evx=1
evy=20
for i in range(num_of_enemies):
enemyImg.append(enemyImg_original)
enemyX.append(random.randint(0,800))
enemyY.append(random.randint(50,150))
enemyY_change.append(evy)
enemyX_change.append(evx)
#Bullet
#ready = you can't see the bullet on the screen
#Fire - The bullet is currently moving
S=28
bulletImg = pygame.image. load('Assets/bullet.png')
bulletImg = pygame.transform.scale(bulletImg,(S,S))
bulletX=0
bulletY = 480
bvx=1
bvy=10
bulletY_change=bvy
bulletX_change=bvx
bullet_state ="ready"
#Score
score_value =0
font = pygame.font.Font('Assets/freesansbold.ttf',32)
textX = 10
textY = 10
#Game over text
over_font = pygame.font.Font('Assets/freesansbold.ttf',256)
def draw_border():
pygame.draw.line(screen,BLUE,(0,480),(800,480),1)
def show_score(x,y):
score = font.render("Score : "+str(score_value),True,(255,255,255))
screen.blit(score,(x,y))
def game_over_text():
over_text = font.render("GAME OVER",True,(255,255,255))
screen.blit(over_text,(300,250))
def player(x,y):
if x<0:
x=0
if x >736:
x=736
screen.blit(playerImg,(x,y))
def enemy(x,y):
if x<0:
x=0
elif x >736:
x=736
screen.blit(enemyImg[1],(x,y))
def fire_bullet(x,y):
global bullet_state
bullet_state="fire"
screen.blit(bulletImg,(x+16,y-26))
#collision
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 :
screen.fill(WHITE)
screen.blit(background,(0,0))
draw_border()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running=False
if event.type == pygame.KEYDOWN:
#print(event.key)
if event.key == pygame.K_LEFT:
# print("left")
playerX_change = -pv
if event.key == pygame.K_RIGHT:
# print("Right")
playerX_change = pv
if event.key == pygame.K_SPACE:
bulletY = 480
bullet_state = "ready"
if bullet_state == "ready":
bullet_Sound = mixer.Sound('Assets/laser.wav')
bullet_Sound.play()
bulletX = playerX
fire_bullet(bulletX,bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
# print("keystrokes has been released")
playerX_change = 0
#bullet movement
if bulletY <=0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX,bulletY)
bulletY-=bulletY_change
#Enemy Movement
for i in range(num_of_enemies):
#Game over
if enemyY[i]>480:
for j in range (num_of_enemies):
enemyY[j] = 2000
game_over_text()
break
if enemyX[i] <+0:
enemyX_change[i] = evx
enemyY [i] += enemyY_change[i]
elif enemyX[i] >+750:
enemyX_change[i] =-evx
enemyY[i] += enemyY_change[i]
enemyX[i] += enemyX_change[i]
enemy(enemyX[i],enemyY[i])
#Collision
collision = isCollision(enemyX[i],enemyY[i],bulletX,bulletY)
if collision:
explosion_Sound = mixer.Sound('Assets/explosion.wav')
explosion_Sound.play()
bulletY = 480
bullet_state="ready"
collision =False
score_value +=1
enemyX[i] = random.randint(0,735)
enemyY[i] = random.randint(50,150)
playerX += playerX_change
player(playerX,playerY)
show_score(textX,textY)
pygame.display.update()
pygame.quit()