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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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