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main.py
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import pygame
from ship import Enemy, Player
import os
import random
pygame.font.init()
NORMAL_FONT = pygame.font.SysFont('comicsans', 40, True)
WIN_OVER_FONT = pygame.font.SysFont('comicsans', 100)
f = pygame.font.SysFont("segoeuisymbol", 30, True)
MAIN_MENU_FONT = pygame.font.SysFont("Comicsans", 90)
SHIP_FONT = pygame.font.SysFont("comicsans", 30)
WIDTH, HEIGHT = 700, 600
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Invaders")
RED_SHIP_IMG = pygame.transform.rotate(pygame.image.load(
os.path.join("assets", "player_space_ship.png")), 0)
BLUE_SHIP_IMG = pygame.transform.rotate(pygame.image.load(
os.path.join("assets", "space_ship_lvl2.png")), 90)
GREEN_SHIP_IMG = pygame.transform.rotate(pygame.image.load(
os.path.join("assets", "space_ship_lvl3.png")), 90)
LEVELS = {
"level1": 3,
"level2": 4,
"level3": 5
}
FPS = 60
YELLOW = (255, 255, 0)
BG = pygame.transform.scale(pygame.image.load(
os.path.join("assets", "background-black.png")), (WIDTH, HEIGHT))
COLLISION = pygame.transform.scale(pygame.image.load(
os.path.join("assets", "collision.png")), (55, 55))
def draw_text(text):
text_label = WIN_OVER_FONT.render(text, 1, (255, 255, 0))
WIN.blit(text_label, (WIDTH//2 - text_label.get_width() //
2, HEIGHT//2 - text_label.get_height()//2))
pygame.display.update()
def redraw_window(player, enemies, lives, wave):
WIN.blit(BG, (0, 0))
for enemy in enemies:
enemy.draw(WIN)
enemy.activate(bullet_vel=4)
if enemy.collisions(player):
WIN.blit(COLLISION, (player.x, player.y))
if player.collisions(enemy):
WIN.blit(COLLISION, (enemy.x, enemy.y))
if player.collide(player, enemy):
player.health -= 10
WIN.blit(COLLISION, (enemy.x, enemy.y))
enemies.remove(enemy)
WIN.blit(COLLISION, (player.x, player.y))
lives_draw_text = f.render(
f"{lives}❤", 1, (255, 0, 0))
wave_draw_text = NORMAL_FONT.render(f"Level:{wave}", 1, (255, 255, 0))
WIN.blit(lives_draw_text, (WIDTH - lives_draw_text.get_width() -
10, 10 + wave_draw_text.get_height()))
WIN.blit(wave_draw_text, (WIDTH - wave_draw_text.get_width() - 10, 10))
player.draw(WIN)
pygame.display.update()
def game_loop():
clock = pygame.time.Clock()
player = Player(300, 500)
enemies = []
wave_length = 5
lives = 3
wave = 0
total_wave = 3
lost = False
lost_count = 0
won = False
won_count = 0
run = True
while run:
clock.tick(FPS)
if wave > total_wave:
draw_text("You Won!")
won = True
won_count += 1
if won:
if won_count > FPS * 3:
break
else:
continue
if lives == 0:
draw_text("Game Over!")
lost = True
lost_count += 1
if lost:
if lost_count > FPS * 3:
break
else:
continue
if player.health <= 0:
lives -= 1
player.health = player.max_health
for enemy in enemies:
if enemy.health <= 0:
enemies.remove(enemy)
del enemy
if len(enemies) == 0:
if wave <= total_wave:
wave += 1
try:
for _ in range(wave_length):
enemy = Enemy(random.randrange(
50, WIDTH-100), random.randrange(-1500, -100), level=f"level{wave}")
enemies.append(enemy)
except KeyError:
continue
for enemy in enemies:
if enemy.y + enemy.vel + enemy.get_height() > HEIGHT:
enemies.remove(enemy)
del enemy
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_LEFT] and player.x - player.vel > 0:
player.x -= player.vel
if key_pressed[pygame.K_RIGHT] and player.x + player.vel + player.get_width() < WIDTH:
player.x += player.vel
if key_pressed[pygame.K_UP] and player.y - player.vel > 0:
player.y -= player.vel
if key_pressed[pygame.K_DOWN] and player.y + player.vel + player.get_height() < HEIGHT:
player.y += player.vel
if key_pressed[pygame.K_SPACE]:
player.shoot(vel=-3)
redraw_window(player, enemies, lives, wave)
def main_menu():
state = "start" # "quit"
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
state = "start"
if event.key == pygame.K_DOWN:
state = "quit"
if event.key == pygame.K_RETURN:
if state == "start":
game_loop()
elif state == "quit":
pygame.quit()
WIN.blit(BG, (0, 0))
WIN.blit(RED_SHIP_IMG, (10, 250))
text = MAIN_MENU_FONT.render("SPACE INVADERS", 1, YELLOW)
WIN.blit(text, (WIDTH//2 - text.get_width() //
2, HEIGHT//2 - text.get_height()//2 - 100))
pygame.draw.rect(WIN, YELLOW, (WIDTH//2 - text.get_width()//2 - 20, HEIGHT // 2
- text.get_height()//2 - 112, text.get_width() + 40, text.get_height() + 20), 5)
start_text = NORMAL_FONT.render("START GAME", 1, YELLOW)
WIN.blit(start_text, (WIDTH//2 - start_text.get_width() //
2, HEIGHT//2 - 20))
quit_text = NORMAL_FONT.render("QUIT", 1, YELLOW)
WIN.blit(quit_text, (WIDTH//2 - quit_text.get_width()//2, HEIGHT//2 + 40))
if state == "start":
pygame.draw.rect(WIN, YELLOW, (WIDTH//2 - start_text.get_width() //
2 - 10, HEIGHT//2 - 20 - 10, start_text.get_width()+20, start_text.get_height()+20), 3)
elif state == "quit":
pygame.draw.rect(
WIN, YELLOW, (WIDTH//2 - quit_text.get_width()//2 - 10, HEIGHT//2 +
40 - 10, quit_text.get_width()+20, quit_text.get_height()+15), 3)
pygame.display.update()
main_menu()