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main.py
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import pygame
import os
pygame.font.init()
WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Battle!")
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)
FPS = 60
BULLET_VEL = 10
MAX_BULLETS = 2
BULLET_DAMAGE = 10
VEL = 7
MAX_HEALTH = 100
HEALTH_FONT = pygame.font.SysFont('couriernew', 40)
WINNER_FONT = pygame.font.SysFont('couriernew', 100)
YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2
SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 70, 55
YELLOW_SPACESHIP_IMAGE = pygame.image.load(os.path.join('Assets', '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('Assets', 'spaceship_red.png'))
RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270)
SPACE_IMAGE = pygame.transform.scale(pygame.image.load(os.path.join('Assets', 'space.png')), (WIDTH, HEIGHT))
def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health):
WIN.blit(SPACE_IMAGE, (0, 0))
pygame.draw.rect(WIN, BLACK, BORDER)
red_health_text = HEALTH_FONT.render(
"Health: " + str(red_health), 1, RED)
yellow_health_text = HEALTH_FONT.render(
"Health: " + str(yellow_health), 1, YELLOW)
WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10))
WIN.blit(yellow_health_text, (10, 10))
WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
WIN.blit(RED_SPACESHIP, (red.x, red.y))
for bullet in red_bullets:
pygame.draw.rect(WIN, RED, bullet)
for bullet in yellow_bullets:
pygame.draw.rect(WIN, YELLOW, bullet)
pygame.display.update()
def draw_winner(text):
draw_text = WINNER_FONT.render(text, 1, WHITE)
WIN.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 handle_yellow_movement(keys_pressed, yellow):
if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: # moving left!
yellow.x -= VEL
if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x: # moving right!
yellow.x += VEL
if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: # moving up!
yellow.y -= VEL
if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15: # moving down! Had to add some padding as for some reason yellow was half going off the screen
yellow.y += VEL
def handle_red_movement(keys_pressed, red):
if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width: # moving left!
red.x -= VEL
if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH: # moving right!
red.x += VEL
if keys_pressed[pygame.K_UP] and red.y - VEL > 0: # moving up!
red.y -= VEL
if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15: # moving down!
red.y += VEL
def handle_bullets(yellow_bullets, red_bullets, yellow, red):
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)
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)
def main():
yellow = pygame.Rect(300, 100, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
red = pygame.Rect(600, 100, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
yellow_bullets = []
red_bullets = []
yellow_health = MAX_HEALTH
red_health = MAX_HEALTH
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()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LSHIFT and len(yellow_bullets) < MAX_BULLETS:
bullet = pygame.Rect(
yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5)
yellow_bullets.append(bullet)
#BULLET_FIRE_SOUND.play()
if event.key == pygame.K_RSHIFT and len(red_bullets) < MAX_BULLETS:
bullet = pygame.Rect(
red.x, red.y + red.height//2 - 2, 10, 5)
red_bullets.append(bullet)
if event.type == YELLOW_HIT:
yellow_health -= BULLET_DAMAGE
if event.type == RED_HIT:
red_health -= BULLET_DAMAGE
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
keys_pressed = pygame.key.get_pressed()
handle_yellow_movement(keys_pressed, yellow)
handle_red_movement(keys_pressed, red)
handle_bullets(yellow_bullets, red_bullets, yellow, red)
draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health)
main()
if __name__ == "__main__":
main()