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main.py
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import pygame
import random
import math
from pygame import mixer
# Initialize Pygame
pygame.init()
# Initialize Screen
# Need to add another tuple to make its work
screen = pygame.display.set_mode((800, 600))
# Background
background = pygame.image.load(
"C:/Users/Muhammad Daffa/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/background.png")
# Background Music
# mixer.music.load(
# "C:/Users/muham/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/background.wav")
# mixer.music.play(-1)
# Title and icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load(
"C:/Users/Muhammad Daffa/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/ufo.png")
pygame.display.set_icon(icon)
# Player
player_img = pygame.image.load(
"C:/Users/Muhammad Daffa/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/player.png")
# Player Coordinates
playerX = 370
playerY = 480
playerX_change = 0
# Enemy
enemy_img = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 10
for i in range(num_of_enemies):
enemy_img.append(pygame.image.load(
"C:/Users/Muhammad Daffa/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/enemy.png"))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(50, 150))
enemyX_change.append(1.5)
enemyY_change.append(30)
# Bullet
# ready -> bullet aren't fired yet/cant see the bullet
# fire -> bullet are fired/can see the bullet moving
bullet_img = pygame.image.load(
"C:/Users/Muhammad Daffa/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/bullet.png")
bulletX = 0
bulletY = 480
bulletY_change = 8
bullet_state = "ready"
# Font
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
# Game Over Text
end_font = pygame.font.Font('freesansbold.ttf', 64)
# Create Function
def show_score(x, y):
score = font.render("Score : " + str(score_value), True, (255, 255, 255))
screen.blit(score, (x, y))
def game_over_text():
end_text = end_font.render("GAME OVER", True, (255, 255, 255))
screen.blit(end_text, (200, 250))
def player(x, y):
# Draw the player
screen.blit(player_img, (x, y)) # blit == draw
def enemy(x, y, i):
screen.blit(enemy_img[i], (x, y)) # d draw the enemy
def fire_bullet(x, y):
global bullet_state # set the bullet_state to global
bullet_state = "fire" # change the value of the bullet state
# draw the bullet with the coordinates
screen.blit(bullet_img, (x + 16, y + 10))
def is_Collision(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
# Algorthym
# Set the game loop
# The game loop is important for game
# Because every asset in the game will be running infinitely
# By giving loop
running = True # The game set true which means it will open until unkown time
while running: # The loop of windows
# Background color
# RGB - Red , Green, Blue
screen.fill((0, 0, 0))
# Background Image
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT: # If the close button is pressed
running = False # The Game Changed to false which means the windows will be closed
# Keystroke checker if right or left arrow key is pressed
if event.type == pygame.KEYDOWN: # This Keydown/up func is when user finger still pressed the button it will
# run this function but
if event.key == pygame.K_LEFT:
playerX_change = -3.5
if event.key == pygame.K_RIGHT:
playerX_change = 3.5
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
bullet_sound = mixer.Sound(
"C:/Users/Muhammad Daffa/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/laser.wav")
bullet_sound.play()
# Get the current x coordinates of the spaceship
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP: # If the finger is released from the button the function of this code will be work
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
# Checking For the Boundaries to make it stay in the windows
# Player Movement
playerX += playerX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Enemy Movement
for i in range(num_of_enemies):
# Game Over
if enemyY[i] > 440:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over_text()
break
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 1.5
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -1.5
enemyY[i] += enemyY_change[i]
# Collision Box
collision = is_Collision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
explosion_sound = mixer.Sound(
"C:/Users/Muhammad Daffa/Documents/Pemrograman/Python/Program/Pygame/Space Invaders/explosion.wav")
explosion_sound.play()
bulletY = 480
bullet_state = "ready"
score_value += 10
enemyX[i] = random.randint(0, 736)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
# Bullet Movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state is "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
player(playerX, playerY)
show_score(textX, textY)
pygame.display.update()