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spaceinvader.py
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import pygame
import time
import random
import math
pygame.init()#initialise pygame
#creating screen
screen=pygame.display.set_mode((800,600))
#title and icon
pygame.display.set_caption("space invaders")
icon=pygame.image.load("foxy.jpg")
bullet=pygame.image.load("bullet.png")
pygame.display.set_icon(icon)
#player
playerimg=pygame.image.load("player.png")
playerX=370
playerY=480
playerx_change=0
#bullet
#ready-cant see bullet on screen
#fire-bullet is moving
bulletimg=pygame.image.load("bullet.png")
bulletX=0
bulletY=480
bullety_change=20
bullet_state="ready"
#multiple enemies
enemyimg=[]
enemyX=[]
enemyY=[]
enemyy_change=[]
enemyx_change=[]
num_enemies=6
for i in range(num_enemies):
enemyimg.append(pygame.image.load("enemy.png"))
enemyX.append(random.randint(0,800))
enemyY.append(random.randint(50,150))
enemyx_change.append(10)
enemyy_change.append(0)
#score
score_val=0
font=pygame.font.Font('freesansbold.ttf',32)
#game over
over_font = pygame.font.Font('freesansbold.ttf', 32)
#draw on screen
def player(x,y):
screen.blit(playerimg,(x,y))
def enemy(x,y,i):
screen.blit(enemyimg[i],(x,y))
def fire(x,y):
global bullet_state
bullet_state="fire"
screen.blit(bullet,(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
def show_score(x, y):
score = font.render("Score : " + str(score_val), True, (255, 255, 255))
screen.blit(score, (x, y))
def game_over_text():
over_text = over_font.render("Oh no! the enemy came too close", True, (255, 255, 255))
screen.blit(over_text, (150, 250))
over_text2 = over_font.render("Game Over!!", True, (255, 255, 255))
screen.blit(over_text2, (250, 280))
# time.sleep(3)
# exit()
#game loop
running =True
while running:
for event in pygame.event.get():#looping through all the events
if event.type == pygame.QUIT:
running =False
#checking if any keystroke is pressed
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_LEFT:
playerx_change=-10
if event.key==pygame.K_RIGHT:
playerx_change=10
if event.key==pygame.K_SPACE:
if bullet_state=="ready":
bulletX=playerX
fire(bulletX,bulletY)
if event.type==pygame.KEYUP:
if event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT:
playerx_change=0
# playerX+=0.1
#we want out bg to be there always so we write command for bg in while loop
# screen.fill((0,0,0))#in a tuple
backGround=pygame.image.load("bg.jpg")
screen.blit(backGround,(0,0))
playerX+=playerx_change
#checking for boundaries
if playerX<=0:
playerX=0
elif playerX>=730:
playerX=730
for i in range(num_enemies):
enemyX[i]+=enemyx_change[i]
if enemyY[i]>400:
for j in range(num_enemies):
enemyY[j]=1000
game_over_text()
if enemyX[i]<=0 or enemyX[i]>=730:
enemyx_change[i]*=-1
enemyY[i]+=40
#checking for collision with enemy
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
bulletY = 480
bullet_state = "ready"
enemyX[i] = random.randint(0, 736)
enemyY[i] = random.randint(50, 150)
score_val+=1
enemy(enemyX[i], enemyY[i],i)
#bullet moving after fired
if bullet_state is "fire":
fire(bulletX,bulletY)
bulletY-=bullety_change
if bulletY<=0:
bullet_state="ready"
bulletX=0
bulletY=480
player(playerX,playerY)
for i in range(num_enemies):
enemy(enemyX[i],enemyY[i],i)
show_score(10,10)
pygame.display.update()