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space_invaders.py
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313 lines (250 loc) · 9.04 KB
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import pygame, random, sys
pygame.init()
clock = pygame.time.Clock()
W, H = 1000, 650
WIN = pygame.display.set_mode((W, H))
pygame.display.set_caption("Space Invaders")
# Assests Path
PATH = "space_invaders_assests/"
# Space Ships
RED_SHIP = pygame.image.load(PATH + 'enemyRed2.png')
GREEN_SHIP = pygame.image.load(PATH + 'enemyGreen2.png')
BLUE_SHIP = pygame.image.load(PATH + 'enemyBlue2.png')
# Player Ship
YELLOW_SHIP = pygame.image.load(PATH + 'ship.png')
# Lasers
RED_LASER = pygame.image.load(PATH + 'laserRed01.png')
GREEN_LASER = pygame.image.load(PATH + 'laserGreen11.png')
BLUE_LASER = pygame.image.load(PATH + 'laserBlue01.png')
YELLOW_LASER = pygame.image.load(PATH + 'pixel_laser_yellow.png')
# BG
BG = (64,0,64)
# Pause
pause_img = pygame.image.load(PATH + 'pause.png')
pause_rect = pause_img.get_rect(center = (W - 30, 70))
class Ship:
COOLDOWN = 15
def __init__(self, x, y, health = 100):
self.x = x
self.y =y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self,window):
for laser in self.lasers:
laser.draw(window)
window.blit(self.ship_img, (self.x, self.y))
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
def move_laser(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen():
self.lasers.remove(laser)
elif laser.collision(obj):
self.lasers.remove(laser)
if laser.img == RED_LASER:
obj.health -= 10
elif laser.img == GREEN_LASER:
obj.health -= 2
elif laser.img == BLUE_LASER:
obj.health -= 5
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):
if self.cool_down_counter == 0:
laser = Laser(self.x + 6, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
class Player(Ship):
def __init__(self, x, y, health = 100):
super().__init__(x, y, health)
self.ship_img = YELLOW_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_laser(self, vel, objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen():
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
if laser in self.lasers:
self.lasers.remove(laser)
def health_bar(self,window):
pygame.draw.rect(window, (255,0,0), (10, 50, self.max_health, 20))
if self.health > 0: pygame.draw.rect(window, (0,255,0), (10, 50, self.health, 20))
def draw(self, window):
super().draw(window)
self.health_bar(window)
class Enemy(Ship):
COLOR_MAP = {"red" : (RED_SHIP, RED_LASER),"green" : (GREEN_SHIP, GREEN_LASER),"blue" : (BLUE_SHIP, BLUE_LASER),}
def __init__(self, x, y, color, health = 100):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x + 48, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
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):
return self.y >= H or self.y <= -50
def collision(self, obj):
return COLLIDE(self, obj)
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_GAME():
# Player
player = Player(W//2 - 50, H - 150)
vel = 5
laser_vel_player = -10
# Enemy
enemies = []
for i in range(5):
enemy = Enemy(random.randrange(50, W - 100), random.randrange(-500, -100), random.choice(["red","blue","green"]))
enemies.append(enemy)
enemy_vel = 1
laser_vel_enemy = 5
# Stats
level = 1
lives = 5
wave = 5
lost = 0
pause = False
# Limit
w_lim = W - player.get_width()
h_lim = H - player.get_height() - 10
# Font
main_font = pygame.font.SysFont('Papyrus', 25,1)
lost_font = pygame.font.SysFont('Papyrus', 50,1)
def redraw_window():
WIN.fill(BG)
# Pause
WIN.blit(pause_img, pause_rect)
# Enemy
for enemy in enemies:
enemy.draw(WIN)
# Ship
player.draw(WIN)
# Draw Text
lives_label = main_font.render(f"Invasion Left: {lives}",1,(255,255,255))
level_label = main_font.render(f"Wave: {level}",1,(255,255,255))
WIN.blit(lives_label, (10,10))
WIN.blit(level_label, (W - level_label.get_width() - 10, 10))
# Lost
if lost:
lost_label = lost_font.render("You Lost !!", 1, (255,255,255))
WIN.blit(lost_label, (W//2 - lost_label.get_width()//2, H//2 - lost_label.get_height()//2))
pygame.display.update()
# Game Loop
while True:
# Events
for event in pygame.event.get():
# Quit
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Pause
if event.type == pygame.MOUSEBUTTONDOWN:
if pause_rect.collidepoint(event.pos):
if pause:
pause = False
else:
pause = True
# Movements
if not lost and not pause:
keys = pygame.key.get_pressed()
if keys[pygame.K_a]: # left
player.x -= vel
if player.x <= 0:
player.x = 0
if keys[pygame.K_d]: # right
player.x += vel
if player.x >= w_lim:
player.x = w_lim
if keys[pygame.K_w]: # up
player.y -= vel
if player.y <= 0:
player.y = 0
if keys[pygame.K_s]: # down
player.y += vel
if player.y >= h_lim:
player.y = h_lim
if keys[pygame.K_SPACE]: # shoot
player.shoot()
# Draw and Increase Enemy and Lasers
if len(enemies) == 0:
level += 1
wave += 2
#enemy_vel += 0.5
#laser_vel_enemy += 0.5
for i in range(wave):
enemy = Enemy(random.randrange(50, W - 100), random.randrange(-500, -100), random.choice(["red","blue","green"]))
enemies.append(enemy)
for enemy in enemies[:]:
enemy.move(int(enemy_vel))
enemy.move_laser(int(laser_vel_enemy), player)
if random.randrange(0, 200) == 1:
enemy.shoot()
if COLLIDE(enemy,player):
player.health -= 10
enemies.remove(enemy)
elif enemy.y > H:
lives -= 1
enemies.remove(enemy)
# Lost
if lives <= 0 or player.health <= 0: lost += 1
if lost > 200: main_menu()
# Pause
if pause:
pause_label = lost_font.render("Paused", 1, (255,255,255))
WIN.blit(pause_label, (W//2 - pause_label.get_width()//2, H//2 - pause_label.get_height()//2))
pygame.display.update()
continue
# Laser
player.move_laser(laser_vel_player, enemies)
redraw_window()
clock.tick(70)
def main_menu():
title = pygame.font.SysFont('comicsans',80)
while True:
WIN.fill((0,0,0))
title_label = title.render("Press Enter To Start...",1,(255,255,255))
title_rect = title_label.get_rect(center = (W//2, H//2))
WIN.blit(title_label, title_rect)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
MAIN_GAME()
main_menu()