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Copy pathmain.py
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386 lines (345 loc) · 13.2 KB
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import pygame
import random
import time
from pygame import mixer
pygame.init()
# Set up game window
sWidth = 1920
sHeight = 1080
screen = pygame.display.set_mode((sWidth, sHeight))
pygame.display.set_caption('Space Invaders')
pygame.display.set_icon(pygame.image.load('spaceship-black.png'))
background = pygame.image.load('space-bg.png')
# Music
mixer.music.set_volume(0.2)
mixer.music.load('Main.mp3')
mixer.music.play(-1) # -1 infinitely loops
# Framerate and setting up framerate independent movement
clock = pygame.time.Clock()
prev = time.time()
dt = 0
fps = 60
target = 60
# Player hitbox (Rect) and settings
playerImg = pygame.image.load('spaceship-colour.png')
playerRect = playerImg.get_rect()
playerRect.centerx = sWidth / 2
playerRect.centery = sHeight - 100
playerChangeX = 0
playerChangeY = 0
playerSpeed = 4
playerState = 'alive'
playerDown = mixer.Sound('Player Down.mp3')
# Bullet hitboxes and settings
playerBulletImg = pygame.image.load('bullet.png')
playerBulletRect = playerBulletImg.get_rect()
playerBulletChangeY = 8
playerBulletState = 'ready'
fire = mixer.Sound('Fire.mp3')
fire.set_volume(0.4)
# Enemies
enemyType = []
enemyImg = []
enemyRect = []
enemyState = []
enemyStartX = 100
enemyStartY = 100
enemyCols = 10
enemyRows = 1
enemyChangeX = 1.5
enemyChangeY = 128
enemyDirection = 'right'
enemyBulletImg = []
enemyBulletRect = []
enemyBulletState = []
enemyBulletFreq = 1000
enemyBulletNormChangeY = 6
enemyBulletRareChangeY = 8
enemyDown = mixer.Sound('Invader Down.mp3')
# General
mode = 'title'
scoreValue = 0
level = 0
titleFont = pygame.font.Font('ATROX.TTF', 128)
optionFont = pygame.font.Font('ATROX.TTF', 48)
scoreFont = pygame.font.Font('ATROX.TTF', 48)
goFont = pygame.font.Font('ATROX.TTF', 128)
levelFont = pygame.font.Font('ATROX.TTF', 48)
def display_title():
titletext = titleFont.render('SPACE INVADERS', True, (255, 255, 255))
titlerect = titletext.get_rect()
titlerect.center = (sWidth / 2, sHeight / 2)
playtext = optionFont.render('Play: Press ENTER', True, (255, 255, 255))
playrect = playtext.get_rect()
playrect.center = (sWidth / 2, sHeight / 2 + 100)
quittext = optionFont.render('Quit: Press ESCAPE', True, (255, 255, 255))
quitrect = quittext.get_rect()
quitrect.center = (sWidth / 2, sHeight / 2 + 150)
screen.blit(titletext, titlerect)
screen.blit(playtext, playrect)
screen.blit(quittext, quitrect)
def display_score():
scoretext = scoreFont.render('Score: ' + str(scoreValue), True, (255, 255, 255))
screen.blit(scoretext, (10, 10))
def display_level():
leveltext = levelFont.render('Level: ' + str(level), True, (255, 255, 255))
levelrect = leveltext.get_rect()
levelrect.topright = (sWidth - 10, 10)
screen.blit(leveltext, levelrect)
def game_over():
global sHeight, sWidth, playerSpeed, playerState
gotext = goFont.render('GAME OVER', True, (255, 255, 255))
gorect = gotext.get_rect()
gorect.center = (sWidth / 2, sHeight / 2)
playtext = optionFont.render('Play: Press ENTER', True, (255, 255, 255))
playrect = playtext.get_rect()
playrect.center = (sWidth / 2, sHeight / 2 + 100)
quittext = optionFont.render('Quit: Press ESCAPE', True, (255, 255, 255))
quitrect = quittext.get_rect()
quitrect.center = (sWidth / 2, sHeight / 2 + 150)
screen.blit(gotext, gorect)
screen.blit(playtext, playrect)
screen.blit(quittext, quitrect)
playerSpeed = 0
playerState = 'dead'
# Draw player icon at x, y coords
def player(x, y):
if playerState == 'alive':
screen.blit(playerImg, (x, y))
# Change state of player bullet and draw to screen
def player_fire(x, y):
global playerBulletState
playerBulletState = 'fire'
screen.blit(playerBulletImg, (x, y))
def player_reset():
global playerState, playerSpeed, playerBulletState
playerRect.centerx = sWidth / 2
playerRect.centery = sHeight - 100
playerState = 'alive'
playerSpeed = 4
playerBulletState = 'ready'
# Draw enemy icons at x, y coords
def enemy(c, x, y):
global enemyState
if enemyState[c] == 'alive':
screen.blit(enemyImg[c], (x, y))
# Change state of enemy bullet and draw to screen
def enemy_fire(c, x, y):
global enemyBulletState
enemyBulletState[c] = 'fire'
screen.blit(enemyBulletImg[c], (x, y))
def enemy_reset():
global enemyDirection, enemyChangeX
enemyType.clear()
enemyImg.clear()
enemyRect.clear()
enemyState.clear()
enemyBulletImg.clear()
enemyBulletRect.clear()
enemyBulletState.clear()
if enemyDirection == 'left':
enemyChangeX = -enemyChangeX
enemyDirection = 'right'
def load_enemies(rows, cols):
for _i in range(rows):
for _j in range(cols):
_r = random.randint(1, 5)
if _r == 1:
enemyType.append('rare')
enemyImg.append(pygame.image.load('ufo-rare.png'))
enemyBulletImg.append(pygame.image.load('bullet-rare.png'))
else:
enemyType.append('norm')
enemyImg.append(pygame.image.load('ufo-norm.png'))
enemyBulletImg.append(pygame.image.load('bullet-norm.png'))
enemyRect.append(pygame.Rect(enemyStartX + (100 * _j), enemyStartY + (100 * _i), 64, 64))
enemyState.append('alive')
enemyBulletRect.append(pygame.Rect(enemyStartX + (100 * _j), enemyStartY + (100 * _i), 10, 31))
enemyBulletState.append('ready')
def next_level():
global level, enemyRows, enemyChangeX, enemyBulletFreq
level += 1
enemy_reset()
if level % 5 == 0:
enemyRows += 1
enemyBulletFreq = 1000
enemyChangeX = 2
elif level % 2 == 0:
enemyBulletFreq -= 250
else:
enemyChangeX += 0.5
load_enemies(enemyRows, enemyCols)
def new_game():
global scoreValue, level, enemyBulletFreq, enemyChangeX
player_reset()
enemy_reset()
enemyBulletFreq = 1000
enemyChangeX = 2
scoreValue = 0
level = 1
load_enemies(1, 10)
mixer.music.load('Main.mp3')
mixer.music.play(-1)
# Game loop
running = True
while running:
# Calculate time delta
clock.tick(fps)
now = time.time()
dt = now - prev
prev = now
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
# Pygame events
for event in pygame.event.get():
# Functionality for red close button
if event.type == pygame.QUIT:
running = False
# Player controls
keyState = pygame.key.get_pressed()
if keyState[ord('a')] and keyState[ord('d')]:
playerChangeX = 0
elif keyState[ord('a')] and playerRect.x > 0:
playerChangeX = -playerSpeed
elif keyState[ord('d')] and playerRect.x < sWidth - 64:
playerChangeX = playerSpeed
if keyState[ord('w')] and keyState[ord('s')]:
playerChangeY = 0
elif keyState[ord('w')] and playerRect.y > 0:
playerChangeY = -playerSpeed
elif keyState[ord('s')] and playerRect.y < sHeight - 77:
playerChangeY = playerSpeed
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if playerBulletState == 'ready' and playerState == 'alive':
playerBulletRect.x = playerRect.x + 27
playerBulletRect.y = playerRect.y - 20
player_fire(playerBulletRect.x, playerBulletRect.y)
fire.play()
elif event.key == pygame.K_RETURN:
if mode == 'title':
player_reset()
mode = 'play'
elif mode == 'over':
new_game()
mode = 'play'
elif event.key == pygame.K_ESCAPE:
if mode == 'title' or mode == 'over':
running = False
if event.type == pygame.KEYUP:
if (event.key == pygame.K_a and not keyState[ord('d')]) or (event.key == pygame.K_d and not keyState[ord('a')]):
playerChangeX = 0
elif (event.key == pygame.K_w and not keyState[ord('s')]) or (event.key == pygame.K_s and not keyState[ord('w')]):
playerChangeY = 0
# Player speed, multiplied by delta time for frame independence
playerRect.x += playerChangeX * dt * target
playerRect.y += playerChangeY * dt * target
# Screen boundaries
if playerRect.x < 0 or playerRect.x > sWidth - 64:
playerChangeX = 0
if playerRect.y < 0 or playerRect.y > sHeight - 77:
playerChangeY = 0
player(playerRect.x, playerRect.y)
# Player bullet movement
if playerBulletRect.y <= 0:
playerBulletRect.x = playerRect.x
playerBulletRect.y = playerRect.y
playerBulletState = 'ready'
if playerBulletState == 'fire':
player_fire(playerBulletRect.x, playerBulletRect.y)
playerBulletRect.y -= playerBulletChangeY * dt * target
elif playerBulletState == 'ready':
playerBulletRect.x = playerRect.x
playerBulletRect.y = playerRect.y
if mode == 'title':
display_title()
elif mode == 'play':
# Enemy movement
enemyCount = len(enemyImg)
for i in range(enemyCount):
if enemyRect[i].y >= sHeight - 50:
mode = 'over'
break
while enemyRect[i].x <= 0 and enemyDirection == 'left':
for j in range(enemyCount):
enemyRect[j].y += enemyChangeY
enemyChangeX = -enemyChangeX
enemyDirection = 'right'
while enemyRect[i].x >= sWidth - 64 and enemyDirection == 'right':
for j in range(enemyCount):
enemyRect[j].y += enemyChangeY
enemyChangeX = -enemyChangeX
enemyDirection = 'left'
enemyRect[i].x += enemyChangeX * dt * target
enemy(i, enemyRect[i].x, enemyRect[i].y)
# Enemy bullets
r = random.randint(1, enemyBulletFreq)
if enemyType[i] == 'norm' and enemyState[i] == 'alive' and r in range(1, 5):
if enemyBulletState[i] == 'ready':
enemyBulletRect[i].x = enemyRect[i].x + 27
enemyBulletRect[i].y = enemyRect[i].y + 50
enemy_fire(i, enemyBulletRect[i].x, enemyBulletRect[i].y)
elif enemyType[i] == 'rare' and enemyState[i] == 'alive' and r in range(1, 10):
if enemyBulletState[i] == 'ready':
enemyBulletRect[i].x = enemyRect[i].x + 27
enemyBulletRect[i].y = enemyRect[i].y + 50
enemy_fire(i, enemyBulletRect[i].x, enemyBulletRect[i].y)
elif enemyState[i] == 'alive' and enemyBulletState[i] == 'ready':
enemyBulletRect[i].x = enemyRect[i].x
enemyBulletRect[i].y = enemyRect[i].y
if enemyBulletRect[i].y >= sHeight:
enemyBulletRect[i].x = enemyRect[i].x
enemyBulletRect[i].y = enemyRect[i].y
enemyBulletState[i] = 'ready'
if enemyBulletState[i] == 'fire':
enemy_fire(i, enemyBulletRect[i].x, enemyBulletRect[i].y)
if enemyType[i] == 'norm':
enemyBulletRect[i].y += enemyBulletNormChangeY * dt * target
elif enemyType[i] == 'rare':
enemyBulletRect[i].y += enemyBulletRareChangeY * dt * target
# Collisions
for i in range(enemyCount):
# Player collides with enemy
if playerRect.colliderect(enemyRect[i]) and playerState == 'alive' and enemyState[i] == 'alive':
mode = 'over'
playerDown.play()
mixer.music.stop()
mixer.music.load('Game Over.mp3')
mixer.music.play()
playerBulletRect.x = playerRect.x
playerBulletRect.y = playerRect.y
playerBulletState = 'ready'
break
# Player bullet collides with enemy
if playerBulletRect.colliderect(enemyRect[i]) and playerState == 'alive' and enemyState[i] == 'alive':
enemyDown.play()
playerBulletRect.x = playerRect.x
playerBulletRect.y = playerRect.y
playerBulletState = 'ready'
if enemyType[i] == 'norm':
scoreValue += 100
elif enemyType[i] == 'rare':
scoreValue += 300
enemyState[i] = 'dead'
# Player collides with enemy bullet
if playerRect.colliderect(enemyBulletRect[i]) and playerState == 'alive':
mode = 'over'
playerDown.play()
mixer.music.stop()
mixer.music.load('Game Over.mp3')
mixer.music.play()
playerBulletRect.x = playerRect.x
playerBulletRect.y = playerRect.y
playerBulletState = 'ready'
enemyBulletRect[i].x = enemyRect[i].x
enemyBulletRect[i].y = enemyRect[i].y
break
if 'alive' not in enemyState:
next_level()
display_score()
display_level()
elif mode == 'over':
game_over()
display_score()
display_level()
pygame.display.update()