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main.py
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198 lines (149 loc) · 4.5 KB
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import pygame
import time
import random
import math
from pygame import mixer
# initialising pygame
pygame.init()
# setting window size
gamewindow = pygame.display.set_mode((1000,600))
#setting window title
pygame.display.set_caption("Lava Game")
running = True
# Background image
background = pygame.image.load("background1.jpg")
# Background Sounds
mixer.music.load("background1.wav")
mixer.music.play(-1)
# setting up game logo
logo = pygame.image.load("hacker.png")
pygame.display.set_icon(logo)
# Some variables related to players
playerimg = pygame.image.load("jet.png")
playerX = 500
playerY = 480
X_Change = 0
enemyimg = []
enemyX = []
enemyY = []
eX_Change = []
eY_Change = []
no_of_enemys = 6
# Enemy
for i in range(no_of_enemys):
enemyimg.append(pygame.image.load("enemy.png"))
enemyX.append(random.randint(0,800))
enemyY.append(random.randint(50,150))
eX_Change.append(2)
eY_Change.append(15)
# Bullet
''''Ready state means we can't see the bullet '''
bulletimg = pygame.image.load("bullet1.png")
bulletX = 0
bulletY = 480
bX_Change = 0
bY_Change = 7
bullet_state = "ready"
# Scoreboard
score_value = 0
font = pygame.font.Font('freesansbold.ttf',32)
textX = 10
textY = 10
game_over = pygame.font.Font('freesansbold.ttf',75)
def show_scoreboard(x,y):
score = font.render("Score : "+str(score_value),True,(255,255,255))
gamewindow.blit(score,(x,y))
def game_over_text():
over = font.render(" GAME OVER ",True,(255,255,255))
gamewindow.blit(over,(350,300))
# Player Direction Controls
def player(x,y):
gamewindow.blit(playerimg, (x,y))
def enemy(x,y):
gamewindow.blit(enemyimg[i], (x,y))
def fire_bullet(x,y):
global bullet_state
bullet_state = "fire"
gamewindow.blit(bulletimg, (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 < 30:
return True
else:
return False
# Main Game Loop
while running:
gamewindow.fill((0,0,0))
gamewindow.blit(background,(0,0))
for i in range(no_of_enemys):
# Game over
if enemyY[i] >= 450:
for _ in range(no_of_enemys):
enemyY[_]=2000
game_over_text()
break
enemyX[i]+= eX_Change[i]
if enemyX[i]<=0:
eX_Change[i] = 2
enemyY[i]+= eY_Change[i]
elif enemyX[i]>=950:
eX_Change[i] = -2
enemyY[i]+= eY_Change[i]
colision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
#Colision state
if colision:
colision_sound = mixer.Sound("explosion.wav")
colision_sound.play()
bulletY = 480
bullet_state = "ready"
score_value+= 1
# print(score)
enemyX[i] = random.randint(0,800)
enemyY[i] = random.randint(50,150)
enemy(enemyX[i], enemyY[i])
playerX+= X_Change
if playerX<=-50:
playerX = 1000
elif playerX>=1000:
playerX = 0
# For exiting the game
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
# print("KEY PRESSED")
if event.key == pygame.K_LEFT:
X_Change = -2
# print("left key is pressed")
if event.key == pygame.K_RIGHT:
X_Change = 2
# print("right key is pressed")
if event.key == pygame.K_SPACE:
if bullet_state == 'ready':
bullet_sound = mixer.Sound("laser.wav")
bullet_sound.play()
bulletX = playerX
fire_bullet(bulletX,bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
X_Change = 0
# print("Key is being released")
if bulletY <=0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX,bulletY)
bulletY -= bY_Change
# colision = isCollision(enemyX, enemyY, bulletX, bulletY)
# #Colision state
# if colision:
# bulletY = 480
# bullet_state = "ready"
# score+= 1
# print(score)
# enemyX = random.randint(0,800)
# enemyY = random.randint(50,150)
# enemy(enemyX, enemyY)
show_scoreboard(textX,textY)
player(playerX,playerY)
pygame.display.update()