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space_invader.py
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# Space Invader game using python turtle module
# Created by Meezan malek
import pygame
import random
import math
from pygame import mixer
# initialize game
pygame.init()
# creating a screen
screen = pygame.display.set_mode((800, 600)) # passing width and height
# title and icon
pygame.display.set_caption("Space invaders")
icon = pygame.image.load('player.png')
pygame.display.set_icon(icon)
# Background image
backgroungImg = pygame.image.load("background.png")
#Background sound
mixer.music.load("background.wav")
mixer.music.play(-1) #play background music on loop
# defining our player
player_icon = pygame.image.load('player.png')
playerX = 370
playerY = 480
changedX = 0
playerSpeed = 9
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 32)
def showing_score(x,y):
score = font.render("Score : "+str(score_value),True,(255,255,255))
screen.blit(score,(x,y))
#game over
def game_over():
overfont = pygame.font.Font('freesansbold.ttf',64)
gamefont = overfont.render("GAME OVER",True,(255,255,255))
screen.blit(gamefont,(200,250))
def meezan(x,y):
font2 = pygame.font.Font('freesansbold.ttf',16)
score = font2.render("Developed by Meezan malik",True,(255,255,255))
screen.blit(score,(x,y))
def player(x, y):
screen.blit(player_icon, (playerX, playerY))
# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('enemy.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(50, 150))
enemyX_change.append(4)
enemyY_change.append(40)
def enemy(x, y, i):
screen.blit(enemyImg[i], (x, y))
# defining our bullet
bullet_icon = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletY_changed = 15 #bullet speed
bullet_state = "ready"
def bullet(x, y):
global bullet_state
bullet_state = "fired"
screen.blit(bullet_icon, (x + 16, y + 10))
def isCollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX - bulletX, 2) + (math.pow(enemyY - bulletY, 2)))
if distance < 27:
return True
else:
return False
running = True
# main game loop
while running:
screen.fill((0, 0, 0)) # background
screen.blit(backgroungImg, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# player movement functionally
if event.type == pygame.KEYDOWN:
# print("you preesed a key")
if event.key == pygame.K_LEFT:
# print("left key pressed")
changedX = -playerSpeed
if event.key == pygame.K_RIGHT:
# print("right key pressed")
changedX = playerSpeed
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
bullet_sound = mixer.Sound("laser.wav")
bullet_sound.play()
bulletX = playerX
bullet_state = "fired"
if event.type == pygame.KEYUP and (event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT):
changedX = 0
# player movement
playerX += changedX
# restricting the player inside the window
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# Enemy Movement
for i in range(num_of_enemies):
# Game Over
if enemyY[i] > 440:
for j in range(num_of_enemies):
enemyY[j] = 2000
game_over()
meezan(300,350)
break
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 4
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -4
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
mixer.Sound("explosion.wav").play()
bulletY = 480
bullet_state = "ready"
score_value += 1
enemyX[i] = random.randint(0, 736)
enemyY[i] = random.randint(50, 150)
enemy(enemyX[i], enemyY[i], i)
# bullet movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state is "fired":
bullet(bulletX, bulletY)
bulletY -= bulletY_changed
showing_score(10,10)
player(playerX, playerY)
pygame.display.update()