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SpaceGame.py
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456 lines (369 loc) · 12.2 KB
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import pygame
from pygame import mixer
import math
pygame.init()
screen = pygame.display.set_mode((1200,700))
pygame.display.set_caption("Space Game")
icon = pygame.image.load('astronaut.jpg')
pygame.display.set_icon(icon)
# Fonts
pygame.font.init()
font1 = pygame.font.SysFont('Papyrus', 40)
# Player
playerImg = pygame.image.load('spaceship.png')
playerImg = pygame.transform.scale(playerImg, (50, 50))
playerImg1 = playerImg
playerX = 100
playerY = 100
playerX_change = 0
playerY_change = 0
# Player facing
playerImgLeft = pygame.transform.rotate(playerImg, 270)
playerImgRight = pygame.transform.rotate(playerImg, 90)
playerImgTop = pygame.transform.rotate(playerImg, 0)
playerImgDown = pygame.transform.rotate(playerImg, 180)
def player(x, y):
screen.blit(playerImg1, (x, y))
# Backgrounds
bg = pygame.image.load("bg.jpeg")
bg = pygame.transform.scale(bg, (1200,700))
ocean = pygame.image.load("underwater.png")
ocean = pygame.transform.scale(ocean, (1200, 700))
greenBg = pygame.image.load('slimebackground.jpg')
greenBg = pygame.transform.scale(greenBg, (1200,700))
# Music
mixer.music.load('bgmusic.mp3')
mixer.music.play(-1)
# Diver
diver1 = pygame.image.load('diver.png')
diver1 = pygame.transform.scale(diver1, (170,75))
diverX = 60
diverY = 400
# Sea Monsters
monst_1 = pygame.image.load('seamonst.png')
monst_1 = pygame.transform.scale(monst_1, (170,75))
monst1X = 800
monst1Y = 300
monst_2 = pygame.image.load('seamonst.png')
monst_2 = pygame.transform.scale(monst_2, (170,75))
monst2X = 800
monst2Y = 100
# Planets
sun1 = pygame.image.load('sun.png')
sun1 = pygame.transform.scale(sun1, (250, 250))
sunX = 470
sunY = 260
planet_green1 = pygame.image.load('planet_green.png')
planet_green1 = pygame.transform.scale(planet_green1, (75, 75))
planet_greenX = 580
planet_greenY = 80
planet_redblue1 = pygame.image.load('planet_redblue.png')
planet_redblue1 = pygame.transform.scale(planet_redblue1, (70, 70))
planet_redblueX = 350
planet_redblueY = 525
planet_ring1 = pygame.image.load('planet_ring.png')
planet_ring1 = pygame.transform.scale(planet_ring1, (110, 65))
planet_ringX = 800
planet_ringY = 530
earth1 = pygame.image.load('earth.png')
earth1 = pygame.transform.scale(earth1, (30, 30))
earthX = 20
earthY = 20
def diver():
screen.blit(diver1, (diverX, diverY))
def seamonst1():
screen.blit(monst_1, (monst1X, monst1Y))
def seamonst2():
screen.blit(monst_2, (monst2X, monst2Y))
def background():
screen.blit(bg, (0,0))
def slimebg():
screen.blit(greenBg, (0,0))
def oceanbg():
screen.blit(ocean, (0,0))
def sun(size):
screen.blit(pygame.transform.scale(sun1, (size, size)), (sunX, sunY))
def planet_redblue():
screen.blit(planet_redblue1, (planet_redblueX, planet_redblueY))
def planet_green():
screen.blit(planet_green1, (planet_greenX, planet_greenY))
def planet_ring():
screen.blit(planet_ring1, (planet_ringX, planet_ringY))
def earth():
screen.blit(earth1, (earthX, earthY))
# Collision
def isCollision(playerX, playerY, planetX, planetY):
if playerX > planetX - 40 and playerX < planetX + 40 and playerY > planetY - 40 and playerY < planetY + 40:
return True
return False
# Game Over
def gameOver():
running = True
while running:
screen.fill((255,255,255))
text = font1.render('GOOD GAME. YOU DIED', True, (0, 0, 0))
screen.blit(text,(240,80))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
waterGame()
pygame.display.update()
# Water Game
def waterStart():
running = True
while running:
screen.fill((0,0,0))
oceanbg()
textsurface = font1.render('Avoid the monsters by swimming around past them.', True, (0, 0, 0))
textsurface2 = font1.render('Swim far enough to obtain a fuel tank.', True, (0, 0, 0))
textsurface3 = font1.render('Click enter to start.', True, (0, 0, 0))
screen.blit(textsurface,(240,80))
screen.blit(textsurface2,(310,120))
screen.blit(textsurface3,(420,200))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
waterGame()
pygame.display.update()
def waterGame():
running = True
global diverX
global diverY
diverX = 60
diverY = 400
diverX_change = 0
diverY_change = 0
while running:
screen.fill((0,0,0))
oceanbg()
diver()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
diverX_change = -.5
if event.key == pygame.K_RIGHT:
diverX_change = .5
if event.key == pygame.K_UP:
diverY_change = -2
if event.key == pygame.K_DOWN:
diverY_change = 2
if event.type == pygame.KEYUP:
diverX_change = 0
diverY_change = 0
diverX += diverX_change
diverY += diverY_change
diverX += .2
if diverY <= 0:
diverY = 0
elif diverY >= 550:
diverY = 550
if diverX <= 0:
diverX = 0
pygame.display.update()
# BOSS GAME
def bossGame():
# Ship
shipImg = pygame.image.load('spaceship.png')
shipImg = pygame.transform.scale(shipImg, (50, 50))
shipImg = pygame.transform.rotate(shipImg, 270)
shipImg1 = shipImg
shipX = 100
shipY = 100
shipX_change = 0
shipY_change = 0
shipHP = 5
def ship(x, y):
screen.blit(shipImg1, (x, y))
# Boss
bossImg = pygame.image.load('alien.png')
bossImg = pygame.transform.scale(bossImg, (200, 200))
bossX = 990
bossY = 200
bossSpeed = 0.5
def boss():
screen.blit(bossImg, (bossX, bossY))
# Projectile
slimeImg = pygame.image.load('slime.png')
slimeImg = pygame.transform.scale(slimeImg, (50, 50))
slimeImg = pygame.transform.rotate(slimeImg, 90)
slimeX = bossX
slimeY = 0
slimeDX = -1
slimeDY = 0
slime_state = "ready"
def shoot_proj(x, y):
global slime_state
slime_state = "fire"
screen.blit(slimeImg, (x - 50, y + 75))
# Collision
def checkCollision(shipX, shipY, slimeX, slimeY):
# if shipX < slimeX + 60 and shipX > slimeX - 60 and shipY < slimeY + 60 and shipY > slimeY - 60:
# print("Ship collided with slime projectile")
# return True
# return False
distance = math.sqrt((math.pow(shipX - slimeX, 2)) + math.pow(shipY - slimeY, 2))
if distance < 100:
return True
return False
counter = 0
while running:
# screen.fill((100,255,100))
screen.fill((0,0,0))
slimebg()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
return
if event.key == pygame.K_LEFT:
shipX_change = -1
if event.key == pygame.K_RIGHT:
shipX_change = 1
if event.key == pygame.K_UP:
shipY_change = -1
if event.key == pygame.K_DOWN:
shipY_change = 1
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
shipX_change = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
shipY_change = 0
# Ship and projectile interactions
if shipHP == 0:
print("YOU LOST")
return
collision = checkCollision(shipX, shipY, slimeX, slimeY)
if collision:
slimeX = bossX
slime_state = "ready"
shipHP -= 1
# Projectile stuff
if slimeX <= 0:
print("Slime projectile hit the screen edge")
slimeX = 940
slime_state = "ready"
if slime_state == "fire":
shoot_proj(slimeX, slimeY)
slimeX += slimeDX
#if bossY == 400:
# slimeY = bossY
# slime_state = "fire"
if (counter == 200 or counter == 400 or counter == 600 or counter == 800 or counter == 1000) and slime_state == "ready":
print("Firing projectile at 200 or 400")
slimeY = bossY
slime_state = "fire"
if counter == 1000:
counter = 0
# Ship movement
shipX += shipX_change
shipY += shipY_change
# Prevents ship from going outside the screen
if shipX <= 0:
shipX = 0
elif shipX >= 1150:
shipX = 1150
if shipY <= 0:
shipY = 0
elif shipY >= 650:
shipY = 650
# Makes the boss bounce back and forth on the y axis
if bossY == 510 or bossY == 0:
bossSpeed *= -1
bossY += bossSpeed
boss()
ship(shipX, shipY)
counter += 1
pygame.display.update()
def bossGameStart():
running = True
while running:
screen.fill((0,0,0))
counter = 0
counter2 = 240
running = True
while running:
counter=counter+1
screen.fill((0,0,0))
collision_redblue = isCollision(playerX, playerY, planet_redblueX, planet_redblueY)
collision_green = isCollision(playerX, playerY, planet_greenX, planet_greenY)
collision_ring = isCollision(playerX, playerY, planet_ringX, planet_ringY)
if collision_ring:
waterStart()
playerX = 100
playerY = 100
elif collision_green:
bossGame()
playerX = 100
playerY = 100
playerX_change = 0
playerY_change = 0
elif collision_redblue:
print('Collided with the redblue planet!')
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX_change = -2
playerImg1 = playerImgRight
if event.key == pygame.K_RIGHT:
playerX_change = 2
playerImg1 = playerImgLeft
if event.key == pygame.K_UP:
playerY_change = -2
playerImg1 = playerImg
if event.key == pygame.K_DOWN:
playerY_change = 2
playerImg1 = playerImgDown
if event.type == pygame.KEYUP:
playerX_change = 0
playerY_change = 0
#c_x, c_y = pygame.mouse.get_pos()
#if event.type == pygame.MOUSEBUTTONDOWN:
#if (((650-c_x)**2+(450-c_y)**2) < 2500):
playerX += playerX_change
playerY += playerY_change
if playerX <= 0:
playerX = 0
elif playerX >= 1150:
playerX = 1150
if playerY <= 0:
playerY = 0
elif playerY >= 650:
playerY = 650
#planetmovement
if(counter%400 > 200):
planet_greenX=planet_greenX+.3
else:
planet_greenX=planet_greenX-.3
if(counter%300 > 150):
planet_redblueX=planet_redblueX-.4
planet_redblueY=planet_redblueY-.4
else:
planet_redblueX=planet_redblueX+.4
planet_redblueY=planet_redblueY+.4
if(counter%600 > 300):
counter2=counter2+.03
planet_ringX=planet_ringX+.2
planet_ringY=planet_ringY-.2
else:
counter2=counter2-.03
planet_ringX=planet_ringX-.2
planet_ringY=planet_ringY+.2
if (counter == 1200):
counter = 0
background()
sun(counter2)
planet_redblue()
planet_green()
planet_ring()
earth()
player(playerX, playerY)
pygame.display.update()