323 lines
11 KiB
Python
323 lines
11 KiB
Python
import pygame
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from pygame import mixer
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import random
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import math
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from bisect import insort
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import button
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import os.path
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pygame.init()
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screen = pygame.display.set_mode((1000, 700))
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pygame.display.set_caption("Space Invaders")
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icon = pygame.image.load("images/ICON.png")
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pygame.display.set_icon(icon)
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space = pygame.image.load('images/SPACE.jpg')
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hangar = pygame.image.load('images/HANGAR.jpg')
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mixer.music.load("music/background.mp3")
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mixer.music.play(-1)
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font = pygame.font.Font("font/KodeMono-Medium.ttf", 32)
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smaller_font = pygame.font.Font("font/KodeMono-Medium.ttf", 24)
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over_font = pygame.font.Font("font/KodeMono-Medium.ttf", 96)
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TEXT_COL = (255, 255, 255)
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SCORE_FILE_NAME = "score.scr"
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new_game_img = pygame.image.load("images/new_game.png")
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difficulty_img = pygame.image.load("images/difficulty.png")
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best_score_img = pygame.image.load("images/best_score.png")
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back_img = pygame.image.load("images/back.png")
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difficulty_easy_img = pygame.image.load("images/difficulty_easy.png")
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difficulty_medium_img = pygame.image.load("images/difficulty_medium.png")
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difficulty_hard_img = pygame.image.load("images/difficulty_hard.png")
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difficulty_insane_img = pygame.image.load("images/difficulty_insane.png")
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new_game_button = button.Button(400, 320, new_game_img, 1)
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difficulty_button = button.Button(400, 410, difficulty_img, 1)
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best_score_button = button.Button(400, 500, best_score_img, 1)
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back_button = button.Button(400, 580, back_img, 1)
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difficulty_buttons = [
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button.Button(290, 150, difficulty_easy_img, 1),
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button.Button(510, 150, difficulty_medium_img, 1),
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button.Button(290, 250, difficulty_hard_img, 1),
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button.Button(510, 250, difficulty_insane_img, 1)
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]
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scene = "menu"
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game_paused = False
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game_lost = False
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# difficulty
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difficulty = 0
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#starts the game all over again
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def reset_enemies(difficulty):
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# create enemies and thier parameters
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enemies = []
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num_of_enemies = 8 + difficulty*2
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for i in range(num_of_enemies):
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#tempX is made to randomly choose starting direction
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tempX = 0.4
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if random.randint(0, 1):
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tempX *= -1
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# if diificulty if higher than 1, make enemies also move by Y axis
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if difficulty > 1:
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tempY = random.randint(0, 40*difficulty)/1000
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else:
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tempY = 0
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enemies.append({
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"X": random.randint(0, 930),
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"Y": random.randint(0, 30),
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"X_change": tempX,
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"Y_change": tempY
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})
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return enemies
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# draw some text with given parameters
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def draw_text(text, font, text_col, x, y):
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text = font.render(text, True, text_col)
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screen.blit(text, (x, y))
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# print best score
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def print_best_score(best_score):
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draw_text("Best score", font, TEXT_COL, 380, 150)
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for i, item in enumerate(best_score[::-1]):
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text = str(i+1)+". " + str(item)
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draw_text(text, smaller_font, TEXT_COL, 360, 220+i*40)
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#check if enemy collides with the bullet
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def is_collision(enemyX, enemyY, bulletX, bulletY):
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distance = math.sqrt(math.pow(enemyX-bulletX, 2) + math.pow(enemyY-bulletY, 2))
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if distance < 30:
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return True
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return False
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# game over
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def game_over_text():
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over_text = over_font.render("GAME OVER", True, TEXT_COL)
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screen.blit(over_text, (180, 300))
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def show_score(x, y):
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score = font.render("Score : "+ str(score_val), True, TEXT_COL)
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screen.blit(score, (x, y))
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def shoot_bullet(x, y):
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global bullet_state
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bullet_state = "fire"
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screen.blit(bullet_image, (x + 17, y + 10))
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def player(x, y):
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screen.blit(player_image, (x, y))
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def enemy(x, y):
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screen.blit(enemy_image, (x, y))
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def update_score_table(scores):
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if os.path.isfile(SCORE_FILE_NAME):
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with open(SCORE_FILE_NAME, "w") as f:
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f.write(" ".join(list(map(str, scores))))
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else:
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with open(SCORE_FILE_NAME, "x") as f:
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f.write(" ".join(list(map(str, scores))))
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def read_score_table():
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if not os.path.isfile(SCORE_FILE_NAME):
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update_score_table([0, 0, 0, 0])
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with open(SCORE_FILE_NAME) as f:
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return [int(score) for score in f.read().split()]
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def add_score(score):
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current = read_score_table()
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current.append(score)
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current.sort(reverse=True) # Sort in descending order
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updated = current[:4] # Keep only the top 4 scores
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update_score_table(updated)
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#scoreboard for each mode individually
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score_val = 0
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textX = 10
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textY = 10
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#player data
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playerX = 450
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playerY = 580
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player_image = pygame.image.load("images/SPACESHIP.png")
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playerX_change = 0
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#bullet data
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bullet_image = pygame.image.load("images/BULLET.png")
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bulletX = 0
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bulletY = 560
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bulletY_change = 20
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bullet_state = "ready"
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#enemy data
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enemy_image = pygame.image.load("images/ENEMY.png")
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enemies = reset_enemies(difficulty)
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num_of_enemies = len(enemies)
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#Game loop
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running = True
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while running:
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# choose what scene is active
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match scene:
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# menu scenes
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case "menu":
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screen.blit(hangar, (0, 0))
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# if any of buttons is pressed, change the scene
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if new_game_button.draw(screen):
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scene = "game"
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if difficulty_button.draw(screen):
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scene = "difficulty"
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if best_score_button.draw(screen):
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scene = "best_score"
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case "best_score":
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screen.blit(hangar, (0, 0))
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print_best_score(read_score_table())
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# if pressed, go back to menu
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if back_button.draw(screen):
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scene = "menu"
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case "difficulty":
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screen.blit(hangar, (0, 0))
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draw_text("Choose the difficulty", font, TEXT_COL, 350, 50)
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# if any of buttons pressed, difficutly is assigned
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for i in range(0, len(difficulty_buttons)):
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if difficulty_buttons[i].draw(screen):
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difficulty = i
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scene = "menu"
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enemies = reset_enemies(difficulty)
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if back_button.draw(screen):
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scene = "menu"
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# game scene
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case "game":
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#background
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screen.blit(space, (0, 0))
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#works only when the game is not paused
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if not game_paused:
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# spaceship (player) movement
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playerX += playerX_change
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if playerX <= 2:
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playerX = 2
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elif playerX >= 928:
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playerX = 928
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# enemy
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for i, enem in enumerate(enemies):
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#Game over when enemies reach the spaceship
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if enem["Y"] > 520:
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for j in range(num_of_enemies):
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enemies[j]["Y"] = 2000
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game_over_text()
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add_score(score_val)
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score_val = 0
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#if game is lost, print some text like wanna start again? press R to continue
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game_lost = True
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draw_text('Press "TAB" to return to menu', font, TEXT_COL, 270, 600)
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break
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# enemy movement
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enemies[i]["X"] += enemies[i]["X_change"]
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enemies[i]["Y"] += enemies[i]["Y_change"]
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if enemies[i]["X"] <= 2:
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enemies[i]["X_change"] = 0.4
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enemies[i]["Y"] += 50
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elif enemies[i]["X"] >= 928:
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enemies[i]["X_change"] = -0.4
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enemies[i]["Y"] += 50
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#Collision check
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collision = is_collision(enem["X"], enem["Y"], bulletX, bulletY)
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if collision:
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explosion_Sound = mixer.Sound("music/explosion.wav")
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explosion_Sound.play()
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bulletY = 560
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bullet_state = "ready"
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score_val += 1
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enemies[i]["X"] = random.randint(0, 930)
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enemies[i]["Y"] = random.randint(0, 30)
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enemy(enem["X"], enem["Y"])
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#bullet movement
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if bulletY <= 0:
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bulletY = 560
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bullet_state = "ready"
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if bullet_state == "fire":
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shoot_bullet(bulletX, bulletY)
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bulletY -= 4.5
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# score, enemy and player update
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draw_text("Press R to pause", smaller_font, TEXT_COL, 750, 10)
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show_score(textX, textY)
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for i, enem in enumerate(enemies):
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enemy(enem["X"], enem["Y"])
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player(playerX, playerY)
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else:
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#display menu
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match difficulty:
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case 0:
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temp = "easy"
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case 1:
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temp = "mid"
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case 2:
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temp = "hard"
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case 3:
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temp = "insane"
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print_best_score(read_score_table())
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draw_text("Press R to resume", smaller_font, TEXT_COL, 350, 550)
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case _:
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screen.blit(space, (0, 0))
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#event loop
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for event in pygame.event.get():
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if scene == "game":
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# player movement with left and right arrows. When key is unpressed, stop the movement
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_r:
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if game_paused:
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game_paused = False
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else:
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game_paused = True
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# if game is over, then you can restart it by pressing the R key
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if game_lost and event.key == pygame.K_TAB:
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scene = "menu"
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game_lost = False
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if event.key == pygame.K_LEFT:
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playerX_change = -1.2
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if event.key == pygame.K_RIGHT:
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playerX_change = 1.2
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if event.key == pygame.K_SPACE:
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if bullet_state == "ready":
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bullet_sound = mixer.Sound("music/Laser.wav")
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bullet_sound.play()
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bulletX = playerX
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shoot_bullet(bulletX, bulletY)
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# stop ship from moving
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
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playerX_change = 0
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#stop when event is quit
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if event.type == pygame.QUIT:
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running = False
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pygame.display.update() |