-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgame.py
302 lines (249 loc) · 8.55 KB
/
game.py
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
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
# Imports
import sys
import random
import pygame
import pygame.freetype
import webbrowser
# settings
pygame.init()
pygame.mixer.init()
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
WHITE = (255, 255, 255)
size = width, height = ((1024, 1024))
FPS = 60
score = 1
font = pygame.font.Font("8-BIT WONDER.TTF", 16)
font2 = pygame.font.Font("8-BIT WONDER.TTF", 80)
laser_sound = pygame.mixer.Sound("laser.mp3")
enemy_kill_sound = pygame.mixer.Sound("enemy_kill.wav")
# Screen
screen = pygame.display.set_mode(size, 0, 32)
pygame.display.set_caption("Space Invaders")
clock = pygame.time.Clock()
pygame.time.set_timer(pygame.USEREVENT, 1000)
# images
ship = pygame.image.load("ship.png")
enemy = pygame.image.load("enemy1.png").convert_alpha()
enemy.set_colorkey((255, 255, 255))
enemy = enemy.convert()
background = pygame.image.load("background.png")
background = pygame.transform.scale(background, size)
background = background.convert()
menu1 = pygame.image.load("menu1.png")
menu1 = pygame.transform.scale(menu1, size)
menu1 = menu1.convert()
menu2 = pygame.image.load("menu2.png")
menu2 = pygame.transform.scale(menu2, size)
menu2 = menu2.convert()
credits = pygame.image.load("credits.png")
credits = pygame.transform.scale(credits, size)
credits = credits.convert()
finalScore = pygame.image.load("final score.png")
finalScore = pygame.transform.scale(finalScore, size)
finalScore = finalScore.convert()
heart = pygame.image.load("heart.png")
heart = pygame.transform.scale(heart, (44, 44))
# ship
class Ship(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = ship
self.rect = self.image.get_rect()
self.rect.centerx = width / 2
self.rect.y = 930
self.speed_x = 0
def movement(self):
self.speed_x = 0
events = pygame.key.get_pressed()
if events[pygame.K_a] or events[pygame.K_LEFT]:
self.speed_x = -13
elif events[pygame.K_d] or events[pygame.K_RIGHT]:
self.speed_x = 13
self.rect.centerx += self.speed_x
def boundary(self):
if self.rect.left < 0:
self.rect.left = -5
elif self.rect.right > width:
self.rect.right = width + 10
def update(self):
self.movement()
self.boundary()
# shots
class Shot(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((3, 8))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.speed_y = -15
self.rect.x = ship.rect.centerx
self.rect.y = 930
def update(self):
self.rect.y = self.rect.y + self.speed_y
if self.rect.bottom < 0:
self.kill()
class Hearts(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = heart
self.rect = self.image.get_rect()
self.rect.y = 14
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.speed_y = random.randint(4, 8)
self.image = enemy
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, 1000)
self.rect.y = 0
def update(self):
self.rect.y = self.rect.y + self.speed_y
if self.rect.y > 1024:
self.kill()
Variables.lives -= 1
# message to screen
def message_to_screen(message, color, font_size, x, y):
text = font.render(message, True, BLACK)
text_rect = text.get_rect()
text_rect.center = (x, y)
screen.blit(text, text_rect)
def final_score_text(message, color, font_size, x, y):
text = font2.render(message, True, BLACK)
text_rect = text.get_rect()
text_rect.center = (x, y)
screen.blit(text, text_rect)
# global variables
class Variables():
score = 1
counter = 30
lives = 3
# Group all spirtes
all_sprites = pygame.sprite.Group()
all_enemies = pygame.sprite.Group()
all_shots = pygame.sprite.Group()
ship = Ship()
all_sprites.add(ship)
# main game loop
def game():
while (Variables.counter > 0 and Variables.lives > 0):
# draw to screen
screen.blit(background, (0, 0))
message_to_screen(str(Variables.score) + " Points", RED, 32, 940, 32)
message_to_screen("Time " + str(Variables.counter), RED, 32, 80, 32)
while len(all_enemies) < 8:
new_enemy = Enemy()
all_sprites.add(new_enemy)
all_enemies.add(new_enemy)
hearts = []
clock.tick(FPS)
# check for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.USEREVENT:
Variables.counter -= 1
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
new_shot = Shot()
pygame.mixer.Sound.play(laser_sound)
pygame.mixer.music.stop()
all_shots.add(new_shot)
all_sprites.add(new_shot)
# check if a shot is in the rectangle of an enemy sprite,
# if so, kill enemy and shot
collision = pygame.sprite.groupcollide(
all_shots, all_enemies, True, True)
if collision:
pygame.mixer.Sound.play(enemy_kill_sound)
Variables.score += 50
for i in range(Variables.lives):
hearts.append(heart)
screen.blit(hearts[i], (156 + (50 * i), 14))
all_sprites.update()
all_sprites.draw(screen)
pygame.display.update()
clock.tick(FPS)
final_score()
# end of game loop
def menu():
while True:
clock.tick(FPS)
screen.blit(menu1, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in (pygame.K_s, pygame.K_DOWN):
othermenu()
elif event.key in (
pygame.K_KP_ENTER, pygame.K_RETURN,
pygame.K_SPACE):
game()
pygame.display.update()
screen.blit(menu1, (0, 0))
def othermenu():
while True:
screen.blit(menu2, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in (pygame.K_w, pygame.K_UP):
menu()
elif event.key in (
pygame.K_KP_ENTER, pygame.K_RETURN,
pygame.K_SPACE):
credit()
pygame.display.update()
clock.tick(FPS)
def credit():
while True:
screen.blit(credits, (0, 0))
# pygame.Rect(left, top, width, height)
rect = pygame.Rect(275, 545, 530, 30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in (
pygame.K_KP_ENTER, pygame.K_RETURN,
pygame.K_SPACE):
game()
elif event.key == pygame.K_BACKSPACE:
othermenu()
elif event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
if rect.collidepoint(pos):
webbrowser.open("https://github.com/gutoarraes")
pygame.display.update()
clock.tick(FPS)
def final_score():
while True:
screen.blit(finalScore, (0, 0))
final_score_text(
str(Variables.score), BLACK, 70,
width * 0.52, height * 0.5)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in (
pygame.K_KP_ENTER, pygame.K_RETURN,
pygame.K_SPACE):
for enemy in all_enemies:
enemy.kill()
for shot in all_shots:
shot.kill()
Variables.counter = 30
Variables.score = 1
Variables.lives = 3
game()
pygame.display.update()
clock.tick(FPS)
menu()