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main.py
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main.py
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import pygame
import random
import math
from pygame import mixer
# Initialize the pygame
pygame.init()
# Create the screen & backgrond
screen = pygame.display.set_mode((800, 600))
background = pygame.image.load('background.png')
# Sounds
# mixer.music.load('bmusic.wav')
# mixer.music.play(-1)
# Title and Icon
pygame.display.set_caption("corona go")
icon = pygame.image.load('icon.png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('player.png')
playerX = 370
playerY = 500
playerX_change = 0
# Enemy (Random value to appear in random places)
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(2)
enemyY_change.append(40)
# Bullet
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 500
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"
# Score variable
score_value = 0
font = pygame.font.Font('Minecrafter_3.ttf', 27)
textX = 10
textY = 10
# Game over text
over_font = pygame.font.Font('Minecrafter_3.ttf', 60)
# Draw the player
def player(x, y):
screen.blit(playerImg, (x, y))
# Draw an enemy
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
# Bullet fire
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x+16, y+10))
# Collision
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
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():
over_text = over_font.render("Stay Home", True, (255, 255, 0))
screen.blit(over_text, (180, 250))
# Game loop
running = True
while running:
# Background
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check whether its right or left and fire
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 is "ready":
bullet_sound = mixer.Sound('laser.wav')
bullet_sound.play()
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
#Player movement & boundaries
playerX += playerX_change
if playerX <= 0:
playerX = 0
if playerX >=736:
playerX = 736
#Enemy movement & boundaries
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] = 2
enemyY[i] += enemyY_change[i]
elif enemyX[i] >=736:
enemyX_change[i] = -2
enemyY[i] += enemyY_change[i]
# Collision
collision = is_collision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
collision_sound = mixer.Sound('explosion.wav')
collision_sound.play()
bulletY = 500
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(50, 150)
# Calling enemy
enemy(enemyX[i], enemyY[i], i)
#Bullet movement
if bulletY <= 0:
bulletY = 500
bullet_state = "ready"
if bullet_state is "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
# Calling player
player(playerX, playerY)
# Score
show_score(textX, textY)
pygame.display.update()