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main.py
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main.py
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import os
import pygame
import random
import time
pygame.font.init()
# ---- PYGAME WINDOW SETUP
WIDTH, HEIGHT = 750, 750
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Invaders 1.0")
# ---- LOADING IMAGES ----
# ---- ENEMY SHIPS
RED_SPACE_SHIP = pygame.image.load("assets/pixel_ship_red_small.png")
BLUE_SPACE_SHIP = pygame.image.load("assets/pixel_ship_blue_small.png")
GREEN_SPACE_SHIP = pygame.image.load("assets/pixel_ship_green_small.png")
# ---- PLAYER SHIP
PLAYER_SHIP = pygame.image.load("assets/pixel_ship_yellow.png")
# ---- LASERS
RED_LASER = pygame.image.load("assets/pixel_laser_red.png")
BLUE_LASER = pygame.image.load("assets/pixel_laser_blue.png")
GREEN_LASER = pygame.image.load("assets/pixel_laser_green.png")
YELLOW_LASER = pygame.image.load("assets/pixel_laser_yellow.png")
# ---- BACKGROUND
BG = pygame.transform.scale(pygame.image.load("assets/background-black.png"), (WIDTH, HEIGHT))
# ---- LASERS
class Laser:
def __init__(self, x, y, img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window):
window.blit(self.img, (self.x, self.y))
def move(self, speed):
self.y += speed
def off_screen(self, height):
return not (height >= self.y >= 0)
def collision(self, obj):
return collide(self, obj)
def collide(obj1, obj2): # ---- we are checking collision between 2 objects(their masks)
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) is not None # is obj1 overlapping obj2 with the given
# offsets ( offset: distance between top-left angle of object masks)
# ---- SHIPS
class Ship:
COOLDOWN_FIRE = 30 # 0.5 sec
def __init__(self, x, y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def cooldown(self): # shooting cd
if self.cool_down_counter >= self.COOLDOWN_FIRE:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def move_lasers(self, speed, obj): # ---- checking if enemy laser hits the player
self.cooldown()
for laser in self.lasers:
laser.move(speed)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj): # ---- if hit, reduce hp
obj.health -= 10
self.lasers.remove(laser)
class Player(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = PLAYER_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, speed, objs): # ---- checking if our laser hits enemy
self.cooldown()
for laser in self.lasers:
laser.move(speed)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
self.lasers.remove(laser)
def healthbar(self, window):
pygame.draw.rect(window, (255, 0, 0),
(self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0),
(self.x, self.y + self.ship_img.get_height() + 10,
self.ship_img.get_width() * (self.health / self.max_health), 10))
def draw(self, window):
super().draw(window)
self.healthbar(window)
class EnemyShip(Ship):
COLOR_MAP = {
'red': (RED_SPACE_SHIP, RED_LASER),
'blue': (BLUE_SPACE_SHIP, BLUE_LASER),
'green': (GREEN_SPACE_SHIP, GREEN_LASER)
}
def __init__(self, x, y, color, health=100):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, speed):
self.y += speed
# ---- MAIN LOOP
def main():
run = True
FPS = 60
level = 0
lives = 5
lost = False
lost_counter = 0
player = Player(335, 620)
player_speed = 5
main_font = pygame.font.SysFont("comicsans", size=50)
# ---- Enemies params
enemies = []
wave_length = 5
enemy_speed = 1
laser_speed = 5
clock = pygame.time.Clock()
def refresh_redraw_window(): # ---- rendering stuff on screen
WIN.blit(BG, (0, 0))
# ---- drawing
lives_label = main_font.render(f'Lives: {lives}', True, (255, 255, 255))
level_label = main_font.render(f'Level: {level}', True, (255, 255, 255))
WIN.blit(lives_label, (10, 10))
WIN.blit(level_label, (WIDTH - lives_label.get_width() - 10, 10))
for enemy in enemies:
enemy.draw(WIN)
player.draw(WIN)
if lost:
lost_label = main_font.render(f'You Lost on LVL {level}! Nice try!', True, (255, 255, 255))
WIN.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))
pygame.display.update()
while run:
clock.tick(FPS)
refresh_redraw_window()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if lives <= 0 or player.health <= 0:
lost = True
lost_counter += 1
if lost:
if lost_counter > FPS * 3: # msg time on screen control, we wait 3 sec and then close game
run = False
else:
continue
if len(enemies) == 0:
level += 1
wave_length += 3
for i in range(wave_length): # ---- spawning enemies
enemy = EnemyShip(random.randrange(50, WIDTH - 100), random.randrange(-1500, -100),
random.choice(['red', 'blue', 'green']))
enemies.append(enemy)
# ---- SHIP MOVEMENT
keys = pygame.key.get_pressed() # dict of pressed keys
if keys[pygame.K_a] and player.x - player_speed > 0: # moving left
player.x -= player_speed
if keys[pygame.K_d] and player.x + player_speed + player.get_width() < WIDTH: # moving right
player.x += player_speed
if keys[pygame.K_w] and player.y - player_speed > 0: # moving up
player.y -= player_speed
if keys[
pygame.K_s] and player.y + player_speed + player.get_height() + 20 < HEIGHT: # moving down ( +20 for healtbar)
player.y += player_speed
if keys[pygame.K_SPACE]:
player.shoot()
for enemy in enemies[:]: # ---- enemy movements ( copy of enemies list)
enemy.move(enemy_speed)
enemy.move_lasers(laser_speed, player)
if random.randrange(0, 2 * 60) == 1:
enemy.shoot()
if enemy.y + enemy.get_height() > HEIGHT:
lives -= 1
enemies.remove(enemy)
if collide(enemy, player): # crash -20 hp
player.health -= 20
enemies.remove(enemy)
player.move_lasers(-laser_speed, enemies)
def menu():
title_font = pygame.font.SysFont('comicsans', size=80)
run = True
while run:
WIN.blit(BG, (0, 0))
title_label = title_font.render("Press mouse to start...", True, (255, 255, 255))
WIN.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, 350))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
main()
pygame.quit()
menu()