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Anonymous
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09/02/2026 4:37 PM
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Indexable
from typing import Any
from pygame import *
from random import randint, random
font.init()
WINDOW_WIDTH = 700
WINDOW_HEIGHT = 500
BACKGROUND_IMAGE = "background_galaxy.jpg"
MUSIC = "space.ogg"
PLAYER_IMAGE = "rocket.png"
ASTEROID_IMAGE = "asteroid.png"
FPS = 60
SECOND = FPS
COLOR_LOSE_LABEL = (255, 0, 0)
COLOR_WIN_LABEL = (0, 255, 0)
mixer.init()
mixer.music.load(MUSIC)
mixer.music.set_volume(0.1)
mixer.music.play()
screen = display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
background = image.load(BACKGROUND_IMAGE)
background = transform.scale(background, (WINDOW_WIDTH, WINDOW_HEIGHT))
class GameSprite(sprite.Sprite):
def __init__(self, player_image, player_x, player_y, width,height, player_speed):
super().__init__()
self.image = transform.scale(image.load(player_image), (width, height))
self.speed = player_speed
self.rect = self.image.get_rect()
self.rect.x = player_x
self.rect.y = player_y
def reset(self):
screen.blit(self.image, (self.rect.x, self.rect.y))
class Player(GameSprite):
def __init__(self, player_image, player_x, player_y, width,height, player_speed):
super().__init__(player_image, player_x, player_y, width,height, player_speed)
def update(self):
keys = key.get_pressed()
if keys[K_d]:
self.rect.x += self.speed
if keys[K_a]:
self.rect.x -= self.speed
self.fire()
def fire(self):
keys = key.get_just_pressed()
if keys[K_SPACE]:
b = Bullet("bullet.png",self.rect.centerx, self.rect.top,20,40,5)
b.rect.centerx = self.rect.centerx
bullets.add(b)
class Enemy(GameSprite):
def __init__(self, player_image, player_x, player_y, width,height, player_speed):
super().__init__(player_image, player_x, player_y, width,height, player_speed)
def update(self):
self.rect.y += self.speed
if self.rect.y > WINDOW_HEIGHT:
self.rect.x = randint(0, WINDOW_WIDTH - 80)
self.rect.y = 0
class Bullet(GameSprite):
def update(self):
self.rect.y -= self.speed
if self.rect.y < 0:
self.kill()
class Asteroid(GameSprite):
def __init__(self, player_image,health_points, player_x, player_y, size, player_speed):
self.health_points = health_points
self.size = randint(size-25, size+25)
self.velocity = randint(-1,1) + random()
self.rotation_speed = randint(1,2)
super().__init__(player_image, player_x, player_y, self.size, self.size, player_speed)
self.original_image = self.image.copy()
self.angle = 0
def update(self):
self.rect.y += self.speed
self.rect.x += self.velocity
if self.rect.y > WINDOW_HEIGHT +200 or self.health_points <= 0:
self.kill()
old_center = self.rect.center
self.image = transform.rotate(self.original_image, self.angle)
self.angle += self.rotation_speed
self.rect = self.image.get_rect(center = old_center)
def take_damage(self,damage):
self.health_points -= damage
player = Player(PLAYER_IMAGE, 300, 400, 80, 100, 5)
my_font = font.Font(None, 36)
bullets = sprite.Group()
enemies = sprite.Group()
asteroids = sprite.Group()
for i in range(3):
enemy = Enemy(
"ufo.png",
randint(0, WINDOW_WIDTH - 80),
randint(-100, -40),
80,
60,
randint(2,3)
)
enemies.add(enemy)
clock = time.Clock()
run = True
game_finish = False
won = False
lose = False
score = 0
lost_score = 0
wait_for_start = SECOND * 4
label_points = my_font.render("Points: 0", True, (255, 255, 255))
label_lost_points = my_font.render("Lost: 0", True, (255, 255, 255))
while run == True:
clock.tick(FPS)
for e in event.get():
if e.type == QUIT:
run = False
if not game_finish :
screen.blit(background, (0, 0))
if wait_for_start <= 0:
if score >= 10:
game_finish = True
won = True
elif lost_score >= 5:
game_finish = True
lose = True
screen.blit(label_points, (10, 10))
screen.blit(label_lost_points, (600, 10))
player.fire()
player.update()
player.reset()
bullets.draw(screen)
bullets.update()
enemies.update()
enemies.draw(screen)
asteroids.update()
asteroids.draw(screen)
downed_enemies = sprite.groupcollide(bullets, enemies, True, True)
hit_asteroids = sprite.groupcollide(bullets, asteroids, True, False)
for bullet, asteroid_list in hit_asteroids.items():
for asteroid in asteroid_list:
asteroid.take_damage(1)
if len(asteroids) < 1:
asteroid = Asteroid(ASTEROID_IMAGE, 3, randint(0,WINDOW_WIDTH-50), -100, 75,2 )
asteroids.add(asteroid)
for downed in downed_enemies:
enemy = Enemy("ufo.png", randint(0,WINDOW_WIDTH-50), randint(-300,-100), 75,50,2)
enemies.add(enemy)
score += 1
label_points = my_font.render(f"score: {score}", True, (255,255,255))
missed_enemies = sprite.spritecollide(player, enemies, True)
for miss in missed_enemies:
enemy = Enemy("ufo.png", randint(0,WINDOW_WIDTH-50), randint(-300,-100), 75,50,2)
enemies.add(enemy)
lost_score += 1
label_lost_points = my_font.render(f"Lost: {lost_score}", True, (255,255,255))
if won:
my_font = font. Font(None, 64)
label_win = my_font.render("YOU WON!", True, (255,255,255))
screen.blit(background,(0,0))
screen.blit(label_win, (WINDOW_WIDTH//2-115, WINDOW_HEIGHT//2))
if lose:
my_font = font. Font(None, 64)
label_lose = my_font.render("YOU LOSE!", True, (255,255,255))
screen.blit(background,(0,0))
screen.blit(label_lose, (WINDOW_WIDTH//2-115, WINDOW_HEIGHT//2))
if len(enemies) < 3:
enemy = Enemy(
"ufo.png",
randint(0, WINDOW_WIDTH - 80),
randint(-100, -40),
80,
60,
randint(2,3)
)
enemies.add(enemy)
else:
keys = key.get_just_pressed()
if keys [K_s]:
if wait_for_start > 0:
wait_for_start -= 1
wait_label = my_font.render(f"Game starts in: {wait_for_start//SECOND}", True, (255,255,255))
screen.blit(wait_label, (WINDOW_WIDTH//2-115, WINDOW_HEIGHT//2))
else:
if wait_for_start > 0:
wait_for_press_label = my_font.render("Press S to start the game", True, (255,255,255))
screen.blit(wait_for_press_label, (WINDOW_WIDTH//2-115, WINDOW_HEIGHT//2))
display.update()Editor is loading...
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