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main.py
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'''
Hope for the Galaxy
A Game by Peter Nielsen (@peternielsen112)
This game is licensed under a GPL-3.0 License.
For How to Play, see the README.md file.
If you encounter a bug or have a suggestion, see README.md for instructions.
'''
# import statements
import pgzrun
import random
import pygame
import sys
import time
from pgzero.screen import Screen
from pgzero.builtins import Actor, keyboard
screen = Screen()
# Constants
WIDTH = 585
HEIGHT = 700
SPEED = 5
tie_speed = 9
tiestart = (random.randint(1,250))
if len(sys.argv) >= 2:
shipchoice = sys.argv[1]
else:
shipchoice = 'xwing'
# music
pygame.mixer.music.load('theme.mp3')
pygame.mixer.music.play(loops=-1)
t1 = time.time()
print(t1)
# game attributes [score, level, ship, etc]
class Game():
def __init__(self):
self.level1quota = 150
self.score = 0
self.level = 1
self.quaduse = 0
self.tiesLet = 0
self.tiesStopped = 0
self.hitsHit = 0
self.deaths = 0
self.end = False
self.view = 'splash'
if len(sys.argv) >= 2:
if sys.argv[1] == 'xwing':
self.ship = shipchoice
elif sys.argv[1] == 'falcon':
self.ship = shipchoice
elif sys.argv[1] == 'awing':
self.ship = shipchoice
elif sys.argv[1] == 'ywing':
self.ship = shipchoice
elif sys.argv[1] == 'givemepowers':
self.ship = 'deethstarr'
else:
self.ship = 'xwing'
else:
self.ship = 'xwing'
game = Game()
BACKGROUND_IMAGE = f'background{game.level}'
def game_end():
time.sleep(1)
t2 = time.time()
t3 = t2-t1
if game.end is True:
print('\n\nLevel 1 Complete!')
else:
pass
print(f'\n\n\n\nFinal Stats:\n\nScore: {game.score}\nTies Hit: {game.hitsHit}\nDeaths: {game.deaths}\nTies Let Through: {game.tiesLet}\nGame Total Time: {t3}')
sys.exit()
# actors
explosion = Actor('explosion', (-WIDTH, -HEIGHT))
explosion.inGame = False
explosion.times = 0
# tie fighters
tie = Actor('tiefighter', (tiestart, 0))
tie.y = tie.height/2
tie2 = Actor('tiefighter', (tiestart, 0))
tie2.y = tie2.height/2
tie3 = Actor('tiefighter', (tiestart, 0))
tie3.y = tie3.height/2
# standard laser, universal
laser = Actor('laser', (-WIDTH, -HEIGHT))
laser.active = False
laser2 = Actor('laser', (-WIDTH, -HEIGHT))
laser2.active = False
laser3 = Actor('laser', (-WIDTH, -HEIGHT))
laser3.active = False
laser4 = Actor('laser', (-WIDTH, -HEIGHT))
laser4.active = False
laser5 = Actor('laser', (-WIDTH, -HEIGHT))
laser5.active = False
laser6 = Actor('laser', (-WIDTH, -HEIGHT))
laser6.active = False
laser7 = Actor('laser', (-WIDTH, -HEIGHT))
laser7.active = False
laser8 = Actor('laser', (-WIDTH, -HEIGHT))
laser8.active = False
laser9 = Actor('laser', (-WIDTH, -HEIGHT))
laser9.active = False
# quad cannon blast, for the Millenium Falcon's ability
quadcannonblast = Actor('morelaser', (-WIDTH, -HEIGHT))
quadcannonblast.active = False
# ion blast, for the a=wing ability
ion = Actor('ion', (-WIDTH, -HEIGHT))
ion.active = False
# proton torpedo, for the x-wing ability
protontorp = Actor('torp', (-WIDTH, -HEIGHT))
protontorp.active = False
# x-wing
ship = Actor(game.ship, (WIDTH/2, HEIGHT))
ship.y = HEIGHT - ship.height/2
bomb = Actor('bomb', (-WIDTH,-HEIGHT))
bomb.active = False
# laser functions
def laser_motion(sent):
if sent.active is True:
sent.y -= SPEED
def fire(sent):
sent.x = ship.x
sent.y = ship.y - ship.height/2 - laser.height/2
# quad cannon functions
def quad_motion():
if quadcannonblast.active is True:
quadcannonblast.y -= SPEED
def fire_quad():
quadcannonblast.x = ship.x
quadcannonblast.y = ship.y - ship.height/2 - quadcannonblast.height/2
# ion blast functions
def ion_motion():
if ion.active is True:
ion.y -= SPEED
def fire_ion():
ion.x = ship.x
ion.y = ship.y - ship.height/2 - ion.height/2
# proton torpedo functions
def protontorp_motion():
if protontorp.active is True:
protontorp.y -= SPEED
def fire_protontorp():
protontorp.x = ship.x
protontorp.y = ship.y - ship.height/2 - protontorp.height/2
def bomb_motion():
if bomb.active is True:
bomb.y -= SPEED
def fire_bomb():
bomb.x = ship.x
bomb.y = ship.y-ship.height/2-protontorp.height/2
# movement and keyboard input
def get_keyboard(SPEED):
if keyboard.left:
ship.x -= SPEED
elif keyboard.right:
ship.x += SPEED
elif keyboard.space:
if laser.active is True:
if laser2.active is True:
if laser3.active is True:
if laser4.active is True:
if laser5.active is True:
if laser6.active is True:
if laser7.active is True:
if laser8.active is True:
laser9.active = True
fire(laser9)
else:
laser8.active = True
fire(laser8)
else:
laser7.active = True
fire(laser7)
else:
laser6.active = True
fire(laser6)
else:
laser5.active = True
fire(laser5)
else:
laser4.active = True
fire(laser4)
else:
laser3.active = True
fire(laser3)
else:
laser2.active = True
fire(laser2)
else:
laser.active = True
fire(laser)
elif keyboard.down:
if game.view == 'splash':
game.view = 'level-1'
game.tiesLet = 0
elif game.view == 'level-1':
if game.ship == 'falcon':
quadcannonblast.active = True
fire_quad()
elif game.ship == 'awing':
ion.active = True
fire_ion()
elif game.ship == 'xwing':
protontorp.active = True
fire_protontorp()
elif game.ship == 'ywing':
bomb.active = True
fire_bomb()
else:
pass
else:
pass
else:
pass
# resets
# tie fighters
def reset_tie(newtie):
explosion.x = newtie.x
explosion.y = newtie.y
explosion.inGame = True
newtie.y = 0
newtie.x = random.randint(0, WIDTH)
# player's ship
def ship_kill():
ship.x = WIDTH/2
ship.y = HEIGHT - ship.height/2
game.score -= 100
game.deaths += 1
def out_screen():
if ship.x > WIDTH or ship.x < 0 or ship.y < 0 or ship.y > HEIGHT:
ship_kill()
game.score -= 100
if laser.y < 0:
laser.active = False
if laser2.y < 0:
laser2.active = False
if laser3.y < 0:
laser3.active = False
if laser4.y < 0:
laser4.active = False
if laser5.y < 0:
laser5.active = False
if laser6.y < 0:
laser6.active = False
if laser7.y < 0:
laser7.active = False
if laser8.y < 0:
laser8.active = False
if laser9.y < 0:
laser9.active = False
# weaponry
def reset_laser(sentlaser):
sentlaser.pos = (-WIDTH, -HEIGHT)
sentlaser.active = False
def reset_quad():
quadcannonblast.pos = (-WIDTH, -HEIGHT)
quadcannonblast.active = False
def reset_ion():
ion.pos = (-WIDTH, -HEIGHT)
ion.active = False
def reset_torp():
protontorp.pos = (-WIDTH, -HEIGHT)
protontorp.active = False
def reset_bomb():
bomb.pos = (-WIDTH, -HEIGHT)
bomb.active = False
# check for hits
def test_hit():
if tie.colliderect(laser):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser2):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser2)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser2):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser2)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser2):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser2)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser3):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser3)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser3):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser3)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser3):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser3)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser4):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser4)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser4):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser4)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser4):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser4)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser5):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser5)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser5):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser5)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser5):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser5)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser6):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser6)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser6):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser6)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser6):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser6)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser7):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser7)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser7):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser7)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser7):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser7)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser8):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser8)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser8):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser8)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser8):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser8)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(laser9):
addScore = round(150 + tie.x / 5)
reset_tie(tie)
reset_laser(laser9)
game.score += addScore
game.hitsHit += 1
elif tie2.colliderect(laser9):
add2Score = round(150 + tie2.x / 5)
reset_tie(tie2)
reset_laser(laser9)
game.score += add2Score
game.hitsHit += 1
elif tie3.colliderect(laser9):
add3Score = round(150 + tie3.x / 5)
reset_tie(tie3)
reset_laser(laser9)
game.score += add3Score
game.hitsHit += 1
elif tie.colliderect(quadcannonblast):
addQuadScore = round(100 + tie.x / 5)
reset_tie(tie)
game.quaduse += 1
game.score += addQuadScore
if game.quaduse == 2:
reset_quad()
game.quaduse -= 2
game.hitsHit += 1
elif tie2.colliderect(quadcannonblast):
addQuad2Score = round(100 + tie2.x / 5)
reset_tie(tie2)
game.quaduse += 1
game.score += addQuad2Score
if game.quaduse == 2:
reset_quad()
game.quaduse -= 2
game.hitsHit += 1
elif tie3.colliderect(quadcannonblast):
addQuad3Score = round(100 + tie3.x / 5)
reset_tie(tie3)
game.quaduse += 1
game.score += addQuad3Score
if game.quaduse == 2:
reset_quad()
game.quaduse -= 2
game.hitsHit += 1
elif tie.colliderect(ion):
addIonScore = round(100 + ((tie3.x + tie2.x + tie.x) / 5))
reset_tie(tie)
reset_tie(tie2)
reset_tie(tie3)
game.score += addIonScore
game.hitsHit += 3
elif tie2.colliderect(ion):
addIon2Score = round(100 + ((tie3.x + tie2.x + tie.x) / 5))
reset_tie(tie)
reset_tie(tie2)
reset_tie(tie3)
game.score += addIon2Score
game.hitsHit += 3
elif tie3.colliderect(ion):
addIon3Score = round(100 + ((tie3.x + tie2.x + tie.x) / 5))
reset_tie(tie)
reset_tie(tie2)
reset_tie(tie3)
game.score += addIon3Score
game.hitsHit += 3
elif tie.colliderect(protontorp):
addProtonScore = round(100 + tie.x / 5)
reset_tie(tie)
game.score += addProtonScore
game.hitsHit += 1
elif tie2.colliderect(protontorp):
addProton2Score = round(100 + tie2.x / 5)
reset_tie(tie2)
game.score += addProton2Score
game.hitsHit += 1
elif tie3.colliderect(protontorp):
addProton3Score = round(100 + tie3.x / 5)
reset_tie(tie3)
game.score += addProton3Score
game.hitsHit += 1
elif tie.colliderect(bomb):
addBombScore = round(100 + tie.x/5)
reset_tie(tie)
reset_bomb()
game.score += addBombScore
game.hitsHit += 1
elif tie2.colliderect(bomb):
addBomb2Score = round(100 + tie2.x/5)
reset_tie(tie2)
reset_bomb()
game.score += addBomb2Score
game.hitsHit += 1
elif tie3.colliderect(bomb):
addBomb3Score = round(100 + tie3.x/5)
reset_tie(tie3)
reset_bomb()
game.score += addBomb3Score
game.hitsHit += 1
elif tie.colliderect(ship):
if len(sys.argv) > 2:
if sys.argv[1] == 'givemepowers':
reset_tie(tie)
else:
reset_tie(tie)
ship_kill()
else:
reset_tie(tie)
ship_kill()
elif tie2.colliderect(ship):
if len(sys.argv) > 2:
if sys.argv[1] == 'givemepowers':
reset_tie(tie2)
else:
reset_tie(tie2)
ship_kill()
else:
reset_tie(tie2)
ship_kill()
elif tie3.colliderect(ship):
if len(sys.argv) > 2:
if sys.argv[1] == 'givemepowers':
reset_tie(tie3)
else:
reset_tie(tie3)
ship_kill()
else:
reset_tie(tie3)
ship_kill()
else:
pass
def stopScoreFromZero():
if game.score <= 0:
game.score = 0
else:
pass
# motion
# tie fighters
def tie_motion():
tie.y += tie_speed/3
if tie.y > HEIGHT:
reset_tie(tie)
game.score -= 200
game.tiesLet += 1
tie2.y += tie_speed/3
if tie2.y > HEIGHT:
reset_tie(tie2)
game.score -= 200
game.tiesLet += 1
tie3.y += tie_speed/3
if tie3.y > HEIGHT:
reset_tie(tie3)
game.score -= 200
game.tiesLet += 1
# execute main functions
# update
def update():
get_keyboard(SPEED)
tie_motion()
laser_motion(laser)
laser_motion(laser2)
laser_motion(laser3)
laser_motion(laser4)
laser_motion(laser5)
laser_motion(laser6)
laser_motion(laser7)
laser_motion(laser8)
laser_motion(laser9)
test_hit()
out_screen()
quad_motion()
protontorp_motion()
ion_motion()
bomb_motion()
stopScoreFromZero()
if game.level == 1:
if game.level1quota <= game.hitsHit:
game.end = True
else:
pass
if game.end is True:
game_end()
else:
pass
if explosion.inGame is True:
explosion.times += 1
else:
pass
if explosion.times >= 15:
explosion.times = 0
explosion.inGame = False
explosion.x = -WIDTH
explosion.y = -HEIGHT
else:
pass
tie_speed = (game.score / 300) + 9
# The draw function
def draw():
if game.view == 'level-1':
screen.clear()
screen.blit(BACKGROUND_IMAGE, (0,0))
explosion.draw()
ship.draw()
tie.draw()
tie2.draw()
tie3.draw()
laser.draw()
laser2.draw()
laser3.draw()
laser4.draw()
laser5.draw()
laser6.draw()
laser7.draw()
laser8.draw()
laser9.draw()
quadcannonblast.draw()
ion.draw()
protontorp.draw()
bomb.draw()
screen.draw.text(str(f'Score: {game.score}'), (WIDTH/20, HEIGHT/20))
screen.draw.text(str(f'Ties Killed: {game.hitsHit}'), (WIDTH/20, HEIGHT/30 - 5))
screen.draw.text(str(f'Deaths: {game.deaths}'), (WIDTH/20, HEIGHT/10 - 15))
screen.draw.text(str(f'Ties Escaped: {game.tiesLet}'), (WIDTH/20, HEIGHT/10))
elif game.view == 'splash':
screen.clear()
screen.blit('logo', (WIDTH * 0.08,HEIGHT/3))
screen.draw.text(str('<Press the DOWN key to begin>'), (WIDTH - 400, HEIGHT - 30))
else:
pass
# Wrap up and run with pgzrun.go()
pgzrun.go()
game_end()