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pygam.py
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170 lines (134 loc) · 4.19 KB
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import pygame
from pygame import mixer
import random
import math
# Initialize the pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600)) # Width, Height
# Background
background = pygame.image.load('4607345_28021.jpg')
# Background Sound
mixer.music.load('background.wav')
mixer.music.play(-1)
# Title and Icon
pygame.display.set_caption("Ninja Game")
icon = pygame.image.load('001-ninja.png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('002-raphael.png')
playerX = 50
playerY = 480
playerX_change = 0
# Enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 4
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('wood.png'))
enemyX.append(random.randint(0, 736))
enemyY.append(random.randint(50, 150))
enemyX_change.append(0.15)
enemyY_change.append(30)
# Bullet
bulletImg = pygame.image.load('star.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 0.5
bullet_state = 'ready'
# Score
score_value = 0
font = pygame.font.Font('freesansbold.ttf', 64)
textX = 10
textY = 10
# Game Over text
over_font = pygame.font.Font('freesansbold.ttf', 132)
def show_score(x, y):
score = font.render("Score: " + str(score_value), True, (254, 255, 255))
screen.blit(score, (x, y))
def game_over_text():
over_text = font.render("GAME OVER", True, (255, 0, 0))
screen.blit(over_text, (200, 250))
def player(x, y):
screen.blit(playerImg, (x, y))
def enemy(x, y, i):
global enemy_state
enemy_state = 'alive'
screen.blit(enemyImg[i], (x, y))
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (x + 16, y + 10))
global bulletX
def isCollision(X1, Y1, X2, Y2):
distance = math.sqrt(math.pow(X1 - X2, 2) + math.pow(Y1 - Y2, 2))
if distance < 27:
return True
else:
return False
# Game Loop
running = True
while running:
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# if keystroke is pressed check whether its right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -0.1
if event.key == pygame.K_RIGHT:
playerX_change = 0.1
if event.key == pygame.K_SPACE:
if bullet_state is "ready":
bullet_Sound = mixer.Sound('laser.wav')
bullet_Sound.play()
bulletX = playerX
fire_bullet(bulletX, bulletY)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
playerX += playerX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
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_text()
break
if enemyX[i] <= 0:
enemyX_change[i] = 0.15
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -0.15
enemyY[i] += enemyY_change[i]
enemyX[i] += enemyX_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
collision_Sound = mixer.Sound('explosion.wav')
collision_Sound.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 == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
player(playerX, playerY)
show_score(textX, textY)
pygame.display.update()