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main.py
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from os.path import exists
from random import randint
from constants import *
from enemy import Enemy
from player import Player
from shooter_enemy import ShooterEnemy
score = 0
lives = 5
if exists("assets/highscore.txt"):
with open("assets/highscore.txt", 'r') as f:
highscore = int(f.read())
else:
highscore = 0
def starter():
screen.fill((0,0,0))
pygame.display.update()
timer = pygame.time.get_ticks()
while pygame.time.get_ticks() - timer < 1000:
screen.fill((0,0,0))
txt = GAME_FONT.render("The game is started.", True, (255,0,0))
rct = txt.get_rect(center=(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 3))
screen.blit(txt, rct)
pygame.display.update()
screen.fill((0,0,0))
pygame.display.update()
player = Player()
bullet_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
shooter_enemy_group = pygame.sprite.Group()
shooter_enemy_bullet_group = pygame.sprite.Group()
if randint(1, 2) == 1:
Enemy(randint(0, 1440), 0, enemy_group)
else:
ShooterEnemy(randint(0, 1440), 0, shooter_enemy_group)
score_text = GAME_FONT.render(f"Score:{score}", True, (255,0,0))
score_rect = score_text.get_rect(centerx=SCREEN_WIDTH / 4)
lives_text = GAME_FONT.render(f"Lives:{lives}", True, (255,0,0))
lives_rect = lives_text.get_rect(centerx=SCREEN_WIDTH / 4 * 2)
highscore_text = GAME_FONT.render(f"Highscore:{highscore}", True, (255,0,0))
highscore_rect = highscore_text.get_rect(centerx=SCREEN_WIDTH / 4 * 3)
pygame.mixer.music.play(-1)
starter()
def game_over():
global score, lives, score_text, score_rect, lives_text, lives_rect
with open("assets/highscore.txt", 'w') as f:
f.write(str(highscore))
br = False
game_over_sound.play()
score = 0
lives = 5
bullet_group.empty()
enemy_group.empty()
shooter_enemy_group.empty()
shooter_enemy_bullet_group.empty()
player.__init__()
game_over_text = GAME_FONT.render("""Game over! press 's' to start again. better luck next time.""", True, (255,0,0))
game_over_rect = game_over_text.get_rect(center=(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 3))
game_over = True
while game_over:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
exit()
elif event.key == pygame.K_s:
game_over = False
score_text = GAME_FONT.render(f"Score:{score}", True, (255,0,0))
score_rect = score_text.get_rect(centerx=SCREEN_WIDTH / 4)
lives_text = GAME_FONT.render(f"Lives:{lives}", True, (255,0,0))
lives_rect = lives_text.get_rect(centerx=SCREEN_WIDTH / 4 * 2)
pygame.mixer.music.play(-1)
starter()
br = True
screen.fill((0,0,0))
if not br:
game_over_text = GAME_FONT.render("""Game over! press 's' to start again. better luck next time.""", True, (255,0,0))
game_over_rect = game_over_text.get_rect(center=(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 3))
screen.blit(game_over_text, game_over_rect)
pygame.display.update()
def check_collisions():
global score, lives, highscore
for bullet in bullet_group:
for enemy in enemy_group:
if pygame.sprite.collide_mask(bullet, enemy):
enemy.kill()
bullet.kill()
score += enemy.hard
if score > highscore:
highscore = score
score_sound.play()
for shooter_enemy in shooter_enemy_group:
if pygame.sprite.collide_mask(bullet, shooter_enemy):
shooter_enemy.kill()
bullet.kill()
score += shooter_enemy.hard
if score > highscore:
highscore = score
score_sound.play()
for shooter_enemy_bullet in shooter_enemy_bullet_group:
if pygame.sprite.collide_mask(player, shooter_enemy_bullet):
shooter_enemy_bullet.kill()
live_lose_sound.play()
lives -= 1
if lives == 0:
game_over()
for bullet in bullet_group:
if pygame.sprite.collide_mask(shooter_enemy_bullet, bullet):
shooter_enemy_bullet.kill()
bullet.kill()
score_sound.play()
score += 1
for enemy in enemy_group:
if pygame.sprite.collide_mask(enemy, shooter_enemy_bullet):
enemy.kill()
shooter_enemy_bullet.kill()
score_sound.play()
score += 1
for enemy in enemy_group:
if pygame.sprite.collide_mask(enemy, player):
enemy.kill()
live_lose_sound.play()
lives -= 1
if lives == 0:
game_over()
for shooter_enemy in shooter_enemy_group:
if pygame.sprite.collide_mask(shooter_enemy, player):
shooter_enemy.kill()
live_lose_sound.play()
lives -= 1
if lives == 0:
game_over()
timer = pygame.time.get_ticks()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
with open("assets/highscore.txt", 'w') as f:
f.write(str(highscore))
running = False
screen.fill((0,0,0))
check_collisions()
if pygame.time.get_ticks() - timer >= 900:
timer = pygame.time.get_ticks()
if randint(1, 2) == 2:
Enemy(randint(0, 1440), 0, enemy_group)
else:
ShooterEnemy(randint(0, 1440), 0, shooter_enemy_group)
player.move()
if pygame.key.get_pressed()[pygame.K_SPACE] or pygame.key.get_pressed()[pygame.K_UP]:
player.fire(bullet_group)
bullet_group.update()
enemy_group.update()
for e in shooter_enemy_group:
score = e.update(score, shooter_enemy_bullet_group)
shooter_enemy_bullet_group.update()
score_text = GAME_FONT.render(f"Score:{score}", True, (255,0,0))
score_rect.centerx = SCREEN_WIDTH / 4
lives_text = GAME_FONT.render(f"Lives:{lives}", True, (255,0,0))
lives_rect.centerx = SCREEN_WIDTH / 4 * 2
highscore_text = GAME_FONT.render(f"Highscore:{highscore}", True, (255,0,0))
highscore_rect.centerx = SCREEN_WIDTH / 4 * 3
screen.blit(score_text, score_rect)
screen.blit(lives_text, lives_rect)
screen.blit(highscore_text, highscore_rect)
player.draw()
bullet_group.draw(screen)
enemy_group.draw(screen)
shooter_enemy_group.draw(screen)
shooter_enemy_bullet_group.draw(screen)
pygame.display.update()
clock.tick(FPS)