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main.py
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main.py
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import pygame
import os
import random
pygame.font.init()
## Parent Screen
WIDTH, HEIGHT = 750, 750
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter")
## Objects
# Ships
RED_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_red_small.png"))
GREEN_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_green_small.png"))
BLUE_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_blue_small.png"))
YELLOW_SPACE_SHIP = pygame.image.load(os.path.join("assets", "pixel_ship_yellow.png"))
# Lasers
RED_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_red.png"))
GREEN_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_green.png"))
YELLOW_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_yellow.png"))
BLUE_LASER = pygame.image.load(os.path.join("assets", "pixel_laser_blue.png"))
## Background
BG = pygame.transform.scale(pygame.image.load(os.path.join("assets", "background-black.png")), (WIDTH, HEIGHT))
class Ship:
COOLDOWN = 60
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 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
def shoot(self):
self.cooldown()
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 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 draw(self, window):
window.blit(self.ship_image, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def get_height(self):
return self.ship_image.get_height()
def get_width(self):
return self.ship_image.get_width()
class Enemy(Ship):
COLOR_MAP = {
"red": (RED_SPACE_SHIP, RED_LASER),
"green": (GREEN_SPACE_SHIP, GREEN_LASER),
"blue": (BLUE_SPACE_SHIP, BLUE_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
class PLAYER(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.score = 0
self.ship_image = YELLOW_SPACE_SHIP
self.laser_image = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_image)
self.max_health = self.health
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):
obj.health -= 10
objs.remove(obj)
self.lasers.remove(laser)
self.score += 1
def move(self, keys, vel):
if keys[pygame.K_a] and self.x - vel > 0:
self.x -= vel
if keys[pygame.K_d] and self.x + vel + self.ship_image.get_width() < WIDTH:
self.x += vel
if keys[pygame.K_w] and self.y - vel > 0:
self.y -= vel
if keys[pygame.K_s] and self.y + vel + self.ship_image.get_height() < HEIGHT - 20:
self.y += vel
if keys[pygame.K_SPACE]:
self.shoot()
def draw(self, window):
super().draw(window)
self.healthbar(window)
self.score_board(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 score_board(self, window):
score_font = pygame.font.SysFont("arial", 30)
title_label = score_font.render(f"SCORE: {self.score}", 1, (255, 255, 255))
window.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, 10))
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(obj, self)
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():
run = True
FPS = 120
level = 0
lives = 5
enemies = []
wave_length = 5
lost = False
enemy_vel = 1
laser_vel = 8
player_vel = 10
clock = pygame.time.Clock()
main_font = pygame.font.SysFont("arial", 50)
lost_font = pygame.font.SysFont("arial", 50)
lost_count = 0
player = PLAYER(300, 630)
def redraw_window():
WIN.blit(BG, (0, 0))
lives_label = main_font.render(f"lives : {lives}", 1, (255, 255, 255))
level_label = main_font.render(f"level : {level}", 1, (255, 255, 255))
WIN.blit(lives_label, (10, 10))
WIN.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
player.draw(WIN)
for enemy in enemies:
enemy.draw(WIN)
player.draw(WIN)
if lost:
lost_label = lost_font.render("You lost!!", 1, (255, 255, 255))
WIN.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))
pygame.display.update()
while run:
clock.tick(FPS)
if lost:
if lost_count > FPS * 3:
run = False
else:
lost_count += 1
continue
if lives <= 0 or player.health <= 0:
lost = True
lost_count += 1
if len(enemies) == 0:
level += 1
wave_length += 5
for i in range(wave_length):
enemy = Enemy(random.randrange(100, WIDTH - 100), random.randrange(-1500, -100),
random.choice(["red", "green", "blue"]))
enemies.append(enemy)
redraw_window()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
player.move(keys, player_vel)
for enemy in enemies:
enemy.move(enemy_vel)
enemy.move_lasers(laser_vel, player)
if random.randrange(0, 4 * 60) == 1:
enemy.shoot()
if enemy.y + enemy.get_height() > HEIGHT:
lives -= 1
enemies.remove(enemy)
if collide(enemy, player):
player.health -= 10
enemies.remove(enemy)
player.move_lasers(-laser_vel, enemies)
def main_menue():
title_font = pygame.font.SysFont("arial", 70)
run = True
while run:
WIN.blit(BG, (0, 0))
title_label = title_font.render("Click to begin ...", 1, (255, 255, 255))
WIN.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_menue()