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import turtle
import math
import random

# Set up the screen
wn = turtle.Screen()
wn.bgcolor("black")
wn.title("Space Invaders")
wn.bgpic("space_invaders_background.gif")

# Register the shape for the player and enemy
turtle.register_shape("invader.gif")
turtle.register_shape("player.gif")

# Draw border
border_pen = turtle.Turtle()
border_pen.speed(0)
border_pen.color("white")
border_pen.penup()
border_pen.setposition(-300, -300)
border_pen.pendown()
border_pen.pensize(3)
for side in range(4):
    border_pen.fd(600)
    border_pen.lt(90)
border_pen.hideturtle()

# Set the score to 0
score = 0

# Draw the score
score_pen = turtle.Turtle()
score_pen.speed(0)
score_pen.color("white")
score_pen.penup()
score_pen.setposition(-290, 280)
scorestring = "Score: %s" %score
score_pen.write(scorestring, False, align="left", font=("Arial", 14, "normal"))
score_pen.hideturtle()

# Create the player turtle
player = turtle.Turtle()
player.color("blue")
player.shape("player.gif")
player.penup()
player.speed(0)
player.setposition(0, -250)
player.setheading(90)

playerspeed = 15

# Choose the number of enemies
number_of_enemies = 5
enemies = []

# Add enemies to the list
for i in range(number_of_enemies):
    enemies.append(turtle.Turtle())

for enemy in enemies:
    enemy.color("red")
    enemy.shape("invader.gif")
    enemy.penup()
    enemy.speed(0)
    x = random.randint(-200, 200)
    y = random.randint(100, 250)
    enemy.setposition(x, y)

enemyspeed = 2

# Create the player's bullet
bullet = turtle.Turtle()
bullet.color("yellow")
bullet.shape("triangle")
bullet.penup()
bullet.speed(0)
bullet.setheading(90)
bullet.shapesize(0.5, 0.5)
bullet.hideturtle()

bulletspeed = 20

# Define bullet state
# ready - ready to fire
# fire - bullet is firing
bulletstate = "ready"

# Move the player left and right
def move_left():
    x = player.xcor()
    x -= playerspeed
    if x < -280:
        x = -280
    player.setx(x)

def move_right():
    x = player.xcor()
    x += playerspeed
    if x > 280:
        x = 280
    player.setx(x)

def fire_bullet():
    global bulletstate
    if bulletstate == "ready":
        bulletstate = "fire"
        x = player.xcor()
        y = player.ycor() + 10
        bullet.setposition(x, y)
        bullet.showturtle()

def is_collision(t1, t2):
    distance = math.sqrt(math.pow(t1.xcor() - t2.xcor(), 2) + math.pow(t1.ycor() - t2.ycor(), 2))
    if distance < 15:
        return True
    else:
        return False

# Create keyboard bindings
turtle.listen()
turtle.onkey(move_left, "Left")
turtle.onkey(move_right, "Right")
turtle.onkey(fire_bullet, "space")

# Main game loop
while True:
    for enemy in enemies:
        # Move the enemy
        x = enemy.xcor()
        x += enemyspeed
        enemy.setx(x)

        # Move the enemy back and down
        if enemy.xcor() > 280 or enemy.xcor() < -280:
            enemyspeed *= -1
            y = enemy.ycor()
            y -= 40
            enemy.sety(y)

        # Check for a collision between the bullet and the enemy
        if is_collision(bullet, enemy):
            # Reset the bullet
            bullet.hideturtle()
            bulletstate = "ready"
            bullet.setposition(0, -400)
            # Reset the enemy
            x = random.randint(-200, 200)
            y = random.randint(100, 250)
            enemy.setposition(x, y)
            # Update the score
            score += 10
            scorestring = "Score: %s" %score
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