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main.py
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main.py
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import pygame
import random
#initialize pygame
pygame.init()
pygame.font.init()
#screen dimensions
width = 750
height = 750
screen = pygame.display.set_mode((width,height))
#Game info/Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load("spaceship.png")
pygame.display.set_icon(icon)
#import player
playerImg = pygame.image.load("player.png")
playerX = 370
playerY = 480
playerXchange = 0
#import enemy
enemyImg = pygame.image.load("enemy.png")
enemy2Img = pygame.image.load("enemy2.png")
enemy3Img = pygame.image.load("enemy3.png")
#import lasers
red_laser = pygame.image.load("pixel_laser_red.png")
yellow_laser = pygame.image.load("pixel_laser_yellow.png")
green_laser = pygame.image.load("pixel_laser_green.png")
blue_laser = pygame.image.load("pixel_laser_blue.png")
#import background
background = pygame.transform.scale(pygame.image.load("background.gif"), (width,height))
class Laser:
def __init__(self, x,y, img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self,window):
window.blit(self.img,(self.x,self.y))
def move(self,vel):
self.y+=vel
def off_screen(self,height):
return not (self.y <= height and self.y >= 0)
def collision(self,obj):
return collide(self,obj)
class Ship:
COOLDOWN = 30
def __init__(self,x,y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_image = None
self.laser_image = None
self.lasers = []
self.cool_down_counter = 0
def draw(self,window):
window.blit(self.ship_image,(self.x,self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self,vel,obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(height):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 10
self.lasers.remove(laser)
def get_width(self):
return self.ship_image.get_width()
def get_height(self):
return self.ship_image.get_height()
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x,self.y,self.laser_image)
self.lasers.append(laser)
self.cool_down_counter = 1
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter +=1
class Player(Ship):
def __init__(self,x,y,health = 100):
super().__init__(x,y,health)
self.ship_image = playerImg
self.laser_image = red_laser
self.mask = pygame.mask.from_surface(self.ship_image)
self.max_health = health
def draw(self,window):
super().draw(window)
self.healthbar(window)
def healthbar(self,window):
pygame.draw.rect(window, (255,0,0), (self.x,self.y + self.ship_image.get_height()+10, self.ship_image.get_width(),10))
pygame.draw.rect(window, (0,255,0), (self.x,self.y + self.ship_image.get_height()+10, self.ship_image.get_width()*(self.health/self.max_health),10))
def move_lasers(self,vel,objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(height):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
class Enemy(Ship):
COLOR_MAP = {"blue": (enemyImg,blue_laser), "white":(enemy2Img,yellow_laser),"red":(enemy3Img, green_laser)}
def __init__(self,x,y,color,health = 100):
super().__init__(x,y,health)
self.ship_image, self.laser_image = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_image)
def move(self,vel):
self.y +=vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x-20,self.y,self.laser_image)
self.lasers.append(laser)
self.cool_down_counter = 1
def collide(obj1,obj2):
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask,(offset_x,offset_y)) != None
def main():
# Game loop running
running = True
FPS = 60
level = 0
lives = 5
player_vel = 5
lost = False
lost_count = 0
main_font = pygame.font.SysFont("comicsans", 30)
lost_font = pygame.font.SysFont("comicsans", 60)
player = Player(300,630)
clock = pygame.time.Clock()
enemies = []
enemy_vel =1
laser_vel = 5
wave_length = 5
def redraw_window():
screen.blit(background,(0,0))
lives_label = main_font.render(f"Lives: {lives}", 1, (255,255,255))
levels_label = main_font.render(f"Levels: {level}", 1, (255,255,255))
screen.blit(lives_label, (10,10))
screen.blit(levels_label, (width-10-levels_label.get_width(),10))
for enemy in enemies:
enemy.draw(screen)
player.draw(screen)
if lost:
lost_label = lost_font.render("You Lost!!",1,(255,255,255))
screen.blit(lost_label, (width/2 - lost_label.get_width()/2,350))
pygame.display.update()
while running:
clock.tick(FPS)
redraw_window()
if lives <=0 or player.health <=0:
lost =True
lost_count += 1
if lost:
if lost_count > FPS * 3:
running = False
else:
continue
if len(enemies)==0:
level+=1
wave_length += 5
for i in range(wave_length):
enemy = Enemy(random.randrange(50,width-100), random.randrange(-1500,-100),random.choice(["blue","white","red"]))
enemies.append(enemy)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and player.x - player_vel > 0: #left
player.x -=player_vel
if keys[pygame.K_d] and player.x + player_vel + player.get_width() < width: #right
player.x +=player_vel
if keys[pygame.K_w] and player.y - player_vel > 0: #up
player.y -=player_vel
if keys[pygame.K_s] and player.y + player_vel + player.get_height() +15 < height: #down
player.y +=player_vel
if keys[pygame.K_SPACE]:
player.shoot()
for enemy in enemies[:]:
enemy.move(enemy_vel)
enemy.move_lasers(laser_vel,player)
if random.randrange(0,2*60) ==1:
enemy.shoot()
if collide(enemy, player):
player.health -=10
enemies.remove(enemy)
elif enemy.y + enemy.get_height() > height:
lives-=1
enemies.remove(enemy)
player.move_lasers(-laser_vel, enemies)
def main_menu():
title_font = pygame.font.SysFont("comicsans",70)
run = True
while run:
screen.blit(background,(0,0))
title_label = title_font.render("Press the mouse to begin...",1,(255,255,255))
screen.blit(title_label,(width/2 - title_label.get_width()/2,350))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
main()
pygame.quit()
main_menu()