239 lines
7.4 KiB
Python
239 lines
7.4 KiB
Python
import pygame
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import os
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import time
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import random
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pygame.font.init()
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width,height=1368,768
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WINDOW=pygame.display.set_mode((width,height))
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pygame.display.set_caption("gra-projekt")
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#load images
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#enemies
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enemy1=pygame.image.load(os.path.join("img1","enemy1.png"))
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enemy2=pygame.image.load(os.path.join("img1","enemy2.png"))
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enemy3=pygame.image.load(os.path.join("img1","enemy3.png"))
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#playerplayer
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ourself=pygame.image.load(os.path.join("img1","me.png"))
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#lasers
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violetlaser=pygame.image.load(os.path.join("img1","fioletowylaser.png"))
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bluelaser=pygame.image.load(os.path.join("img1","niebieskilaser.png"))
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yellowlaser=pygame.image.load(os.path.join("img1","zoltylaser.png"))
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greylaser=pygame.image.load(os.path.join("img1","szarylaser.png"))
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#background
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bg=pygame.image.load(os.path.join("img1","bg.jpg"))
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class Laser:
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def __init__(self,x,y,img):
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self.x=x
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self.y=y
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self.img=img
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self.mask=pygame.mask.from_surface(self.img)
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def draw(self,window):
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window.blit(self.img,(self.x,self.y))
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def move(self,vel):
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self.y+=vel
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def off_screen(self,height):
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return not (self.y<=height and self.y>=0)
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def collision(self, obj):
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return collide(self, obj)
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class ship: #to interact
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COOLDOWN= 30
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def __init__(self, x, y, health=100):
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self.x = x
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self.y = y
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self.health = health
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self.ship_img = None
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self.laser_img = None
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self.lasers = []
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self.cool_down_counter = 0
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def draw(self, window):
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window.blit(self.ship_img,(self.x, self.y))
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for laser in self.lasers:
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laser.draw(window)
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def move_lasers(self, vel, obj):
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self.cooldown()
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for laser in self.lasers:
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laser.move(vel)
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if laser.off_screen(height):
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self.lasers.remove(laser)
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elif laser.collision(obj):
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obj.health -= 10
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self.lasers.remove(laser)
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def cooldown(self):
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if self.cool_down_counter>self.COOLDOWN:
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self.cool_down_counter=0
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elif self.cool_down_counter>0:
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self.cool_down_counter+=1
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def shoot(self):
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if self.cool_down_counter == 0:
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laser=Laser(self.x+25,self.y,self.laser_img)
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self.lasers.append(laser)
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self.cool_down_counter = 1
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def get_width(self):
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return self.ship_img.get_width()
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def get_height(self):
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return self.ship_img.get_height()
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class Player(ship):
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def __init__(self,x,y,health=100):
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super().__init__(x,y,health)
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self.ship_img=ourself
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self.laser_img=violetlaser
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self.mask=pygame.mask.from_surface(self.ship_img)
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self.max_health=health
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def move_lasers(self, vel, objs):
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self.cooldown()
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for laser in self.lasers:
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laser.move(vel)
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if laser.off_screen(height):
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self.lasers.remove(laser)
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else:
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for obj in objs:
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if laser.collision(obj):
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objs.remove(obj)
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if laser in self.lasers:
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self.lasers.remove(laser)
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def draw(self,window):
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super().draw(window)
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self.healthbar(window)
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def healthbar(self,window):
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pygame.draw.rect(window,(255,0,0),(self.x,self.y+self.ship_img.get_height()+10, self.ship_img.get_width(),10))
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pygame.draw.rect(window,(0,255,0),(self.x,self.y+self.ship_img.get_height()+10, self.ship_img.get_width()*(self.health/self.max_health),10))
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class Enemy(ship):
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ENEMY_MAP={
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"enemy1":(enemy1, greylaser),
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"enemy2":(enemy2,yellowlaser),
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"enemy3":(enemy3,bluelaser)
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}
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def __init__(self,x,y,enemy,health=100):
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super().__init__(x,y,health)
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self.ship_img,self.laser_img=self.ENEMY_MAP[enemy]
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self.mask=pygame.mask.from_surface(self.ship_img)
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def move(self,vel):
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self.y+=vel
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def shoot(self):
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if self.cool_down_counter == 0:
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laser = Laser(self.x+10, self.y, self.laser_img)
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self.lasers.append(laser)
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self.cool_down_counter = 1
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def collide(obj1,obj2):
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offset_x=obj2.x-obj1.x
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offset_y=obj2.y-obj1.y
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return obj1.mask.overlap(obj2.mask,(offset_x,offset_y)) !=None #(x,y)
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def main():
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run=True
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FPS=60
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level=0
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lives=5
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player_vel=5
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player=Player(600,650)
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main_font=pygame.font.SysFont("comicsans",50)
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lost_font=pygame.font.SysFont("comicsans",60)
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enemies=[]
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wave_length=0
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enemy_vel=1
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laser_vel=6
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lost=False
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lost_count=0
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clock=pygame.time.Clock()
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def redraw_window():
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WINDOW.blit(bg,(0,0))
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#draw text
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lives_label=main_font.render(f"Lives:{lives}",1,(240,0,0))
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level_label=main_font.render(f"Level:{level}",1,(240,0,0))
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WINDOW.blit(lives_label,(10,10))
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WINDOW.blit(level_label,(width-level_label.get_width()-10,10))
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for enemy in enemies:
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enemy.draw(WINDOW)
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player.draw(WINDOW)
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if lost:
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lost_label=lost_font.render("You Lost!",1,(255,255,255))
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WINDOW.blit(lost_label,(width/2-lost_label.get_width()/2,height/2))
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pygame.display.update() #lastone
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while run:
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clock.tick(FPS)
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redraw_window()
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if lives <=0 or player.health<=0:
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lost=True
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lost_count+=1
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if lost:
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if lost_count>FPS*3:
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run=False
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else:
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continue
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if len(enemies)==0:
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level+=1
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wave_length+=5
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for i in range(wave_length):
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enemy=Enemy(random.randrange(50,width-100),random.randrange(-100,0),random.choice(["enemy1","enemy2","enemy3"]))
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enemies.append(enemy)
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for event in pygame.event.get():
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if event.type==pygame.QUIT:
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quit()
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keys=pygame.key.get_pressed()#to chceck 2 keys in 1 time
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if keys[pygame.K_UP]and player.y -player_vel:
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player.y -=player_vel
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if keys[pygame.K_DOWN] and player.y+player_vel+player.get_height()<height:
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player.y+=player_vel
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if keys[pygame.K_LEFT]and player.x -player_vel>0:
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player.x -= player_vel
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if keys[pygame.K_RIGHT]and player.x +player_vel +player.get_width()<width:
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player.x += player_vel
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if keys[pygame.K_SPACE]:
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player.shoot()
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for enemy in enemies[:]:
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enemy.move(enemy_vel)
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enemy.move_lasers(laser_vel,player)
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if random.randrange(0,5*60)==1:
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enemy.shoot()
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if collide(enemy,player):
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player.health-=10
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enemies.remove(enemy)
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elif enemy.y + enemy.get_height()> height:
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lives-=1
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enemies.remove(enemy)
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player.move_lasers(-laser_vel,enemies)
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def main_menu():
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title_font = pygame.font.SysFont("comicsans", 70)
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run = True
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while run:
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WINDOW.blit(bg, (0,0))
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title_label = title_font.render("Press the mouse to begin...", 1, (255,255,255))
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WINDOW.blit(title_label, (width/2 - title_label.get_width()/2, 350))
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pygame.display.update()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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if event.type == pygame.MOUSEBUTTONDOWN:
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main()
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pygame.quit()
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main_menu()
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main() |