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Copy pathSpaceInvaders.py
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171 lines (130 loc) · 3.99 KB
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# imports the library
import math
import random
import pygame
# initializes pygame class
pygame.init()
# for configuring display size
screen = pygame.display.set_mode((700, 500))
# background
background = pygame.image.load('galaxy.jpg')
# Title of game
pygame.display.set_caption("Space Invaders")
# Put the icon for the game
gameicon = pygame.image.load('alien.png')
pygame.display.set_icon(gameicon)
pygame.display.update()
#Game Over
over = pygame.font.Font("text.ttf", 60)
def game_over():
game = over.render("GAME OVER",True,(255,255,255))
screen.blit(game,(150,200))
# player (spaceship)
playerimg = pygame.image.load('spaceship.png')
playerX = 285
playerY = 390
playerX_change = 0
# bullet
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 390
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"
# enemy
enemyimg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyimg.append(pygame.image.load('ufo (1).png'))
enemyX.append(random.randint(10, 650))
enemyY.append(random.randint(50, 150))
enemyX_change.append(4)
enemyY_change.append(30)
score =0
font = pygame.font.Font("text.ttf", 20)
scoreX= 10
scoreY =10
#function for score
def show_score(x,y):
text = font.render("SCORE:"+str(score),True,(255,255,255))
screen.blit(text,(x,y))
# function for bullet_
def fire(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x + 20, y + 8))
#funcion for knowing if bullet hit enemy
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
# function for player
def player(x,y):
screen.blit(playerimg, (x, y))
# function for enemy
def enemy(x,y,i):
screen.blit(enemyimg[i],(x,y))
# keeps the screen running
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -5
if event.key == pygame.K_RIGHT:
playerX_change = 5
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
screen.fill((0, 0, 0))
screen.blit(background,(0,0))
playerX += playerX_change
if bulletY<=0:
bulletY = 390
bullet_state="ready"
if bullet_state is "fire":
fire(bulletX, bulletY)
bulletY -= bulletY_change
#checking boundaries for spaceship
if playerX <= 0:
playerX = 10
elif playerX >= 620:
playerX = 620
#checking boundaries for enmy
for i in range(num_of_enemies):
if enemyY[i]> 340:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over()
break
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 3
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 650:
enemyX_change[i] = -3
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
bulletY= 390
bullet_state = "ready"
score += 1
enemyX[i] = random.randint(10, 650)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i],i)
player(playerX, playerY)
show_score(scoreX, scoreY)
pygame.display.update()