The Belt - Final Build

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python
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import pygame
import random
from os import path

#Defines where the image folder is into a variable.
image_folder = path.join(path.dirname(__file__), "Images")

WIDTH = 480
HEIGHT = 600
FPS = 60
POWERUP_DURATION = 5000

#Define colours.
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)

#Initalises pygame, sets screen, caption and clock.
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("The Belt")
clock = pygame.time.Clock()

#Defines the default font.
font_name = pygame.font.match_font("Arial")

def draw_text(surface, text, size, x, y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surface.blit(text_surface, text_rect)

def new_asteroid():
    a = Asteroid()
    all_sprites.add(a)
    asteroids.add(a)

def draw_health_bar(surface, x, y, percentage):
    if percentage < 0:
        percentage = 0
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    health_draw = (percentage/100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    health_rect = pygame.Rect(x, y, health_draw, BAR_HEIGHT)
    pygame.draw.rect(surface, GREEN, health_rect)
    pygame.draw.rect(surface, WHITE, outline_rect, 2)

def draw_lives(surface, x, y, lives, img):
    for i in range(lives):
        img_rect = img.get_rect()
        img_rect.x = x + 32.5 * i
        img_rect.y = y
        surface.blit(img, img_rect)

'''-----CLASSES-----'''

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(player_img, (50, 40))
        self.rect = self.image.get_rect()
        self.radius = 20
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0
        self.health = 100
        self.shoot_delay = 250
        self.last_shot = pygame.time.get_ticks()
        self.lives = 3
        self.hidden = False
        self.time_hidden = pygame.time.get_ticks()
        self.power = 1
        self.power_duration = pygame.time.get_ticks()

    def update(self):
        #The time that the power-ups remain active.
        if self.power >= 2 and pygame.time.get_ticks() - self.power_duration > POWERUP_DURATION:
            self.power -= 1
            self.power_duration = pygame.time.get_ticks()

        #This will unhide the player if they are still hidden.
        if self.hidden and pygame.time.get_ticks() - self.time_hidden > 1000:
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 10

        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -8
        if keystate[pygame.K_RIGHT]:
            self.speedx = 8
        if keystate[pygame.K_SPACE]:
            self.shoot()
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0

    def powerup(self):
        self.power += 1
        self.power_duration = pygame.time.get_ticks()

    def shoot(self):
        now = pygame.time.get_ticks()
        if now - self.last_shot > self.shoot_delay:
            self.last_shot = now
            if self.power == 1:
                bullet = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
            if self.power >= 2:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                bullets.add(bullet1)
                bullets.add(bullet2)

    def hide_player(self):
        #This will temporarily hide the player when they lose a life.
        self.hidden = True
        self.time_hidden = pygame.time.get_ticks()
        self.rect.center = (WIDTH / 2, HEIGHT + 200)

class Asteroid(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = random.choice(asteroid_images)
        self.image = self.image_orig
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width * 0.85 / 2)
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)
        self.speedx = random.randrange(-3, 3)

    def update(self):
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        #Kill the bullet if it moves off-screen.
        if self.rect.bottom < 0:
            self.kill()

class Powers(pygame.sprite.Sprite):
    def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(["Shield", "Multiplier"])
        self.image = powerup_images[self.type]
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.speedy = 5

    def update(self):
        self.rect.y += self.speedy
        #Kill the power up if it moves off-screen.
        if self.rect.top > HEIGHT:
            self.kill()

class Explosion(pygame.sprite.Sprite):
    def __init__(self, center, size):
        pygame.sprite.Sprite.__init__(self)
        self.size = size
        self.image = explosion_anim[self.size][0]
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.frame = 0
        self.last_update = pygame.time.get_ticks()
        self.frame_rate = 75

    def update(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > self.frame_rate:
            self.last_update = now
            self.frame += 1
            if self.frame == len(explosion_anim[self.size]):
                self.kill()
            else:
                center = self.rect.center
                self.image = explosion_anim[self.size][self.frame]
                self.rect = self.image.get_rect()
                self.rect.center = center

def title_screen():
    screen.blit(background, background_rect)
    draw_text(screen, "The Belt", 64, WIDTH / 2, HEIGHT / 4)
    draw_text(screen, "Arrow keys move, Space to fire.", 22, WIDTH / 2, HEIGHT / 2)
    draw_text(screen, "Press a key to begin.", 18, WIDTH / 2, HEIGHT * 3 / 4)
    pygame.display.flip()
    waiting = True
    while waiting:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYUP:
                waiting = False

'''-----GRAPHICS-----'''

#Background loading.
background = pygame.image.load(path.join(image_folder, "Background.png")).convert()
background_rect = background.get_rect()

#Player Ship images loading.
player_img = pygame.image.load(path.join(image_folder, "Ship.png")).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))

#Bullet loading.
bullet_img = pygame.image.load(path.join(image_folder, "Beam.png")).convert()

#Asteroid images loading.
asteroid_images = []
asteroid_list = ["Asteroid.png", "Asteroid_Small.png", "Asteroid_Mini.png", "Asteroid_Big.png"]
for Images in asteroid_list:
    asteroid_images.append(pygame.image.load(path.join(image_folder, Images)).convert())

#Expolsion Animations.
explosion_anim = {}
explosion_anim["asteroid"] = []
explosion_anim["player"] = []
for i in range(8):
    #Asteroid Explosion.
    filename = "Explosion 0{}.png".format(i)
    img = pygame.image.load(path.join(image_folder, filename)).convert()
    img.set_colorkey(BLACK)
    img_asteroid = pygame.transform.scale(img, (75, 75))
    explosion_anim["asteroid"].append(img_asteroid)

    #Player Explosion.
    filename = "shipExplosion 0{}.png".format(i)
    img = pygame.image.load(path.join(image_folder, filename)).convert()
    img.set_colorkey(BLACK)
    explosion_anim["player"].append(img)

#Power-Up Images.
powerup_images = {}
powerup_images["Shield"] = pygame.image.load(path.join(image_folder, "Shield Power Up.png")).convert()
powerup_images["Multiplier"] = pygame.image.load(path.join(image_folder, "x2 Power Up.png")).convert()

'''-----GAME LOOP-----'''

game_over = True
running = True
while running:
    if game_over:
        title_screen()
        game_over = False
        #Group sprites.
        all_sprites = pygame.sprite.Group()
        asteroids = pygame.sprite.Group()
        bullets = pygame.sprite.Group()
        powerups = pygame.sprite.Group()
        player = Player()
        all_sprites.add(player)
        for i in range(8):
            new_asteroid()
        score = 0

    clock.tick(FPS) #Keep the game running at the correct speed.
    for event in pygame.event.get():
        if event.type == pygame.QUIT: #Close the game when the player closes the window.
            running = False

    #Update screen.
    all_sprites.update()

    '''-----COLLISION-----'''

    #Check to see if a bullet has made contact with an asteroid.
    hits = pygame.sprite.groupcollide(asteroids, bullets, True, True)
    for hit in hits:
        if hit.radius == 6:
            score += 50
        elif hit.radius == 13:
            score += 35
        elif hit.radius == 27:
            score += 20
        else:
            score += 10
        expl = Explosion(hit.rect.center, "asteroid")
        all_sprites.add(expl)
        if random.random() > 0.95: #Power Up spawn rate.
            powers = Powers(hit.rect.center)
            all_sprites.add(powers)
            powerups.add(powers)
        new_asteroid()

    #Check to see if an asteroid has made contact with the player.
    hits = pygame.sprite.spritecollide(player, asteroids, False, pygame.sprite.collide_circle)
    for hit in hits:
        if hit.radius == 6:
            player.health -= 10
        elif hit.radius  == 13:
            player.health -= 15
        elif hit.radius == 27:
            player.health -= 20
        else:
            player.health -= 25
        new_asteroid()
        if player.health <= 0:
            death_explosion = Explosion(player.rect.center, "player")
            all_sprites.add(death_explosion)
            player.hide_player()
            player.lives -= 1
            player.health = 100

    #Check to see if the player has made contact with a power up.
    hits = pygame.sprite.spritecollide(player, powerups, True)
    for hit in hits:
        if hit.type == "Shield":
            player.health += random.randrange(10, 30)
            if player.health >= 100:
                player.health = 100
        if hit.type == "Multiplier":
            player.powerup()

    #When Player Lives equal 0 and the explosion is complete, end the game.
    if player.lives == 0 and not death_explosion.alive():
        game_over = True

    #Draw/Render everything.
    screen.fill(BLACK)
    screen.blit(background, background_rect) #Draws the background image.
    all_sprites.draw(screen)
    draw_text(screen, str(score), 18, WIDTH / 2, 10) #Draws the score on-screen.
    draw_health_bar(screen, 5, 5, player.health)
    draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
    #After drawing the screen, flip the display.
    pygame.display.flip()

pygame.quit()
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