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import pygame import os import math import random pygame.font.init() pygame.mixer.init() WIDTH = 900 HEIGHT = 500 WINDOW = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Space fight") WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) BORDER = pygame.Rect(WIDTH // 2 - 5, 0, 10, HEIGHT) BULLET_HIT_SOUND = pygame.mixer.Sound(os.path.join('explosion.wav')) BULLET_FIRE_SOUND = pygame.mixer.Sound(os.path.join('laser.wav')) HEALTH_FONT = pygame.font.SysFont('arial', 40) WINNER_FONT = pygame.font.SysFont('arial', 100) FPS = 60 VEL = 5 SPACESHIP_WIDTH = 80 SPACESHIP_HEIGHT = 60 BULLET_VEL = 7 MAX_BULLETS = 3 METEOR_WIDTH, METEOR_HEIGHT = 50, 50 METEOR_VEL = 2 METEOR_1_DIR = random.randint(0, 359) METEOR_2_DIR = random.randint(0, 359) METEOR_3_DIR = random.randint(0, 359) METEOR_1_X_VEL = math.cos(METEOR_1_DIR) * METEOR_VEL METEOR_1_Y_VEL = math.sin(METEOR_1_DIR) * METEOR_VEL METEOR_2_X_VEL = math.cos(METEOR_2_DIR) * METEOR_VEL METEOR_2_Y_VEL = math.sin(METEOR_2_DIR) * METEOR_VEL METEOR_3_X_VEL = math.cos(METEOR_3_DIR) * METEOR_VEL METEOR_3_Y_VEL = math.sin(METEOR_3_DIR) * METEOR_VEL YELLOW_HIT = pygame.USEREVENT + 1 RED_HIT = pygame.USEREVENT + 2 YELLOW_SPACESHIP_IMAGE = pygame.image.load(os.path.join('spaceship_yellow.png')) YELLOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale( YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90) RED_SPACESHIP_IMAGE = pygame.image.load(os.path.join('spaceship_red.png')) RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale( RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270) METEOR_IMAGE = pygame.image.load(os.path.join('meteor.png')) METEOR_1 = pygame.transform.rotate(pygame.transform.scale(METEOR_IMAGE, (METEOR_WIDTH, METEOR_HEIGHT)), 90) METEOR_2 = pygame.transform.rotate(pygame.transform.scale(METEOR_IMAGE, (METEOR_WIDTH, METEOR_HEIGHT)), 90) METEOR_3 = pygame.transform.rotate(pygame.transform.scale(METEOR_IMAGE, (METEOR_WIDTH, METEOR_HEIGHT)), 90) SPACE = pygame.transform.scale(pygame.image.load(os.path.join('space.png')), (WIDTH, HEIGHT)) def yellow_control(keys_pressed, yellow): if keys_pressed[pygame.K_a] and yellow.x - VEL > -15: yellow.x -= VEL if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.height - 35 < BORDER.x: yellow.x += VEL if keys_pressed[pygame.K_w] and yellow.y - VEL > -10: yellow.y -= VEL if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.width < HEIGHT: yellow.y += VEL def red_control(keys_pressed, red): if keys_pressed[pygame.K_LEFT] and red.x - VEL + 15 > BORDER.x + BORDER.width: red.x -= VEL if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.height - 35 < WIDTH: red.x += VEL if keys_pressed[pygame.K_UP] and red.y - VEL > -10: red.y -= VEL if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.width < HEIGHT: red.y += VEL def drawWindow(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health, meteor_1, meteor_2, meteor_3): WINDOW.blit(SPACE, (0, 0)) # WINDOW.fill(WHITE) pygame.draw.rect(WINDOW, BLACK, BORDER) red_health_text = HEALTH_FONT.render(f"Health: {red_health}", True, WHITE) yellow_health_text = HEALTH_FONT.render(f"Health: {yellow_health}", True, WHITE) WINDOW.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10)) WINDOW.blit(yellow_health_text, (10, 10)) WINDOW.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y)) WINDOW.blit(RED_SPACESHIP, (red.x, red.y)) WINDOW.blit(METEOR_1, (meteor_1.x, meteor_1.y)) WINDOW.blit(METEOR_2, (meteor_2.x, meteor_2.y)) WINDOW.blit(METEOR_3, (meteor_3.x, meteor_3.y)) for bullet in red_bullets: pygame.draw.rect(WINDOW, RED, bullet) for bullet in yellow_bullets: pygame.draw.rect(WINDOW, YELLOW, bullet) pygame.display.update() def handle_bullets(yellow_bullets, red_bullets, yellow, red, meteor_1, meteor_2, meteor_3): for bullet in yellow_bullets: bullet.x += BULLET_VEL if red.colliderect(bullet): pygame.event.post(pygame.event.Event(RED_HIT)) yellow_bullets.remove(bullet) elif bullet.x > WIDTH: yellow_bullets.remove(bullet) elif meteor_1.colliderect(bullet) or meteor_2.colliderect(bullet) or meteor_3.colliderect(bullet): yellow_bullets.remove(bullet) for bullet in red_bullets: bullet.x -= BULLET_VEL if yellow.colliderect(bullet): pygame.event.post(pygame.event.Event(YELLOW_HIT)) red_bullets.remove(bullet) elif bullet.x < 0: red_bullets.remove(bullet) elif meteor_1.colliderect(bullet) or meteor_2.colliderect(bullet) or meteor_3.colliderect(bullet): red_bullets.remove(bullet) if yellow.colliderect(meteor_1): meteor_1.x = 480 meteor_1.y = 240 pygame.event.post(pygame.event.Event(YELLOW_HIT)) if yellow.colliderect(meteor_2): meteor_2.x = 480 meteor_2.y = 240 pygame.event.post(pygame.event.Event(YELLOW_HIT)) if yellow.colliderect(meteor_3): meteor_3.x = 480 meteor_3.y = 240 pygame.event.post(pygame.event.Event(YELLOW_HIT)) if red.colliderect(meteor_1): meteor_1.x = 480 meteor_1.y = 240 pygame.event.post(pygame.event.Event(RED_HIT)) if red.colliderect(meteor_2): meteor_2.x = 480 meteor_2.y = 240 pygame.event.post(pygame.event.Event(RED_HIT)) if red.colliderect(meteor_3): meteor_3.x = 480 meteor_3.y = 240 pygame.event.post(pygame.event.Event(RED_HIT)) def draw_winner(text): draw_text = WINNER_FONT.render(text, True, WHITE) WINDOW.blit(draw_text, (WIDTH / 2 - draw_text.get_width() / 2, HEIGHT / 2 - draw_text.get_height() / 2)) pygame.display.update() pygame.time.delay(5000) def meteor_controller(meteor_1, meteor_2, meteor_3): meteor_1.x += METEOR_1_X_VEL meteor_1.y += METEOR_1_Y_VEL meteor_2.x += METEOR_2_X_VEL meteor_2.y += METEOR_2_Y_VEL meteor_3.x += METEOR_3_X_VEL meteor_3.y += METEOR_3_Y_VEL # meteor 1 atinge marginile if meteor_1.x > 999: meteor_1.x = 1 if meteor_1.x < 1: meteor_1.x = 999 if meteor_1.y > 499: meteor_1.y = 1 if meteor_1.y < 1: meteor_1.y = 499 if meteor_2.x > 999: meteor_2.x = 1 if meteor_2.x < 1: meteor_2.x = 999 if meteor_2.y > 499: meteor_2.y = 1 if meteor_2.y < 1: meteor_2.y = 499 # meteor 3 reaches edges if meteor_3.x > 999: meteor_3.x = 1 if meteor_3.x < 1: meteor_3.x = 999 if meteor_3.y > 499: meteor_3.y = 1 if meteor_3.y < 1: meteor_3.y = 499 def main(): red = pygame.Rect(700, 300, SPACESHIP_HEIGHT, SPACESHIP_WIDTH) yellow = pygame.Rect(100, 300, SPACESHIP_HEIGHT, SPACESHIP_WIDTH) meteor_1 = pygame.Rect(480, 240, METEOR_WIDTH, METEOR_HEIGHT) meteor_2 = pygame.Rect(480, 240, METEOR_WIDTH, METEOR_HEIGHT) meteor_3 = pygame.Rect(480, 240, METEOR_WIDTH, METEOR_HEIGHT) red_bullets = [] yellow_bullets = [] red_health = 10 yellow_health = 10 clock = pygame.time.Clock() run = True while run: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.quit() exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS: bullet = pygame.Rect(yellow.x + yellow.width, yellow.y + yellow.height // 2, 10, 5) yellow_bullets.append(bullet) BULLET_FIRE_SOUND.play() if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS: bullet = pygame.Rect(red.x, red.y + red.height // 2, 10, 5) red_bullets.append(bullet) BULLET_FIRE_SOUND.play() if event.type == RED_HIT: red_health -= 1 BULLET_HIT_SOUND.play() if event.type == YELLOW_HIT: yellow_health -= 1 BULLET_HIT_SOUND.play() winner_text = "" if red_health <= 0: winner_text = "Yellow Wins!" if yellow_health <= 0: winner_text = "Red Wins!" if winner_text != "": draw_winner(winner_text) break # print(red_bullets, yellow_bullets) keys_pressed = pygame.key.get_pressed() yellow_control(keys_pressed, yellow) red_control(keys_pressed, red) meteor_controller(meteor_1, meteor_2, meteor_3) handle_bullets(yellow_bullets, red_bullets, yellow, red, meteor_1, meteor_2, meteor_3) drawWindow(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health, meteor_1, meteor_2, meteor_3) main() if __name__ == "__main__": main()
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