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main.py
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import math
import pygame
import random
from pygame import mixer
# Initialized the game
pygame.init()
# Added Title, Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load("icon.png")
pygame.display.set_icon(icon)
# Background
background = pygame.image.load("background.png")
mixer.music.load("background.wav")
mixer.music.play(-1)
screen = pygame.display.set_mode((800, 600))
# Rocket
rocket_image = pygame.image.load("rocket.png")
rocketX = 370
rocketY = 480
rocketX_change = 0
# Enemy
enemy_image = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_enemies = 6
# Random respawns of enemies
for i in range(num_enemies):
enemy_image.append(pygame.image.load("enemy.png"))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(4)
enemyY_change.append(40)
# Bullet
bullet_image = pygame.image.load("bullet.png")
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
over_font = pygame.font.Font('freesansbold.ttf', 64)
def game_over_text():
over_text = over_font.render("Game Over", True, (255, 255, 255))
screen.blit(over_text, (200, 250))
def show_score(x, y):
score = font.render("Score: " + str(score_value), True, (255, 255, 255))
screen.blit(score, (x, y))
def rocket(x, y):
screen.blit(rocket_image, (x, y))
def enemy(x, y, i):
screen.blit(enemy_image[i], (x, y))
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bullet_image, (x + 16, y + 10))
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
def rocket_crash(enemyx, enemyy, rocketx, rockety):
distance = math.sqrt(math.pow(enemyx - rocketx, 2) + math.pow(enemyy - rockety, 2))
if distance <= 35:
return True
else:
return False
show_game_over = False
running = True
while running:
try:
screen.fill((0, 0, 0))
screen.blit(background, (0, 0))
except KeyboardInterrupt:
pass
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
rocketX_change = -5
if event.key == pygame.K_RIGHT:
rocketX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state == "ready":
bullet_sound = mixer.Sound("laser.wav")
bullet_sound.play()
bulletX = rocketX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
rocketX_change = 0
rocketX += rocketX_change
if rocketX <= 0:
rocketX = 0
if rocketX >= 716:
rocketX = 716
game_over = False
for i in range(num_enemies):
rocket_blast = rocket_crash(enemyX[i], enemyY[i], rocketX, rocketY)
if rocket_blast:
for j in range(num_enemies):
enemyY[j] = 2000
game_over = True
show_game_over = True
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 4
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 735:
enemyX_change[i] = -4
enemyY[i] += enemyY_change[i]
collision = iscollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
collision_sound = mixer.Sound("explosion.wav")
collision_sound.play()
bulletY = 480
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
if game_over is True:
over_sound = mixer.Sound("gameover.wav")
over_sound.play()
break
if show_game_over:
game_over_text()
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
show_score(textX, textY)
rocket(rocketX, rocketY)
pygame.display.update()