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main.py
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import pygame, sys
import random
import math
from pygame import mixer
# Intialize the pygame
pygame.init()
# Giving values to color
black = (0, 0, 0)
# create the screen
screen = pygame.display.set_mode((800, 600))
# Background
background = pygame.image.load('city.png')
# Background Sound
mixer.music.load('background.wav')
mixer.music.play(-1)
# Title and Icon
pygame.display.set_caption("Corona Catch")
icon = pygame.image.load('firstgame_logo.png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load('gunrocket.png')
playerX = 370
playerY = 480
playerX_change = 0
# enemy
enemyImg = []
enemyX = []
enemyY = []
enemyX_change = []
enemyY_change = []
num_of_enemies = 6
exitgame = False
if exitgame == False:
for i in range(num_of_enemies):
enemyImg.append(pygame.image.load('firstgame_logo.png'))
enemyX.append(random.randint(0, 735))
enemyY.append(random.randint(50, 150))
enemyX_change.append(1)
enemyY_change.append(40)
# bullet
# Ready state: You can't see the bullet on the screen
# Fire state: The bullet is moving
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 0
bulletY_change = 10
bullet_state = "ready"
# Score
score = 0
font = pygame.font.Font('freesansbold.ttf', 32)
textX = 10
textY = 10
# GAme over text
#over_font = pygame.font.Font('freesansbold.ttf', 64)
def show_score(x, y):
scoredisp = font.render("Score : " + str(score), True, (255, 255, 255))
screen.blit(scoredisp, (x, y))
line = font.render("______________________________________________________________________________", True, (173, 171, 176))
screen.blit(line, (0, 430))
rules = font.render("Press Right/Left Arrow To Move & Space to Shoot", True, (255, 255, 255))
screen.blit(rules, (10, 560))
def player(x, y):
screen.blit(playerImg, (round(x), round(y)))
def enemy(x, y, i):
screen.blit(enemyImg[i], (round(x), round(y)))
def fire_bullet(x, y):
global bullet_state
bullet_state = "fire"
screen.blit(bulletImg, (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 = False
# intro screen
def introfunc():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
intro = False
break
screen.fill((50, 147, 68))
IntroText1 = font.render("Welcome to Corona Catch!!", True, (255, 255, 255))
screen.blit(IntroText1, (200,150))
IntroText2 = font.render("Shoot Max no of Corona Possible", True, (255, 255, 255))
screen.blit(IntroText2, (130, 200))
IntroText4 = font.render("By pressing Space button", True, (255, 255, 255))
screen.blit(IntroText4, (200, 230))
IntroText5 = font.render("Aim: Corona should not touch the line", True, (240, 232, 19))
screen.blit(IntroText5, (120, 280))
IntroText6 = font.render("Ready?", True, (255, 255, 255))
screen.blit(IntroText6, (310, 360))
IntroText3 = font.render("Start by pressing space", True, (255, 255, 255))
screen.blit(IntroText3, (200, 450))
pygame.display.update()
def lastfunc():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
intro = False
break
screen.fill((166, 138, 191))
IntroText1 = font.render("Oops! GAME OVER!!", True, (255, 255, 255))
screen.blit(IntroText1, (200, 150))
IntroText2 = font.render("Your Score is "+str(score)+" !!", True, (255, 255, 255))
screen.blit(IntroText2, (200, 250))
IntroText3 = font.render("Press Space To Exit!!", True, (255, 255, 255))
screen.blit(IntroText3, (200, 350))
pygame.display.update()
introfunc()
# Game loop : This holds the screen
running = True
while running:
gameend = False
# rgb format
screen.fill((0, 255, 0))
# background image
screen.blit(background, (0, 0))
# playerX += 0.1
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# check which key is pressed right or left
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
# print("Left arrow is pressed")
playerX_change = -5
if event.key == pygame.K_RIGHT:
# print("Right arrow is pressed")
playerX_change = 5
if event.key == pygame.K_SPACE:
if bullet_state == "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:
# print("Keystroke has been released")
playerX_change = 0
# To make the player remains inside the screen
playerX += playerX_change
if playerX <= 0:
playerX = 0
elif playerX >= 736:
playerX = 736
# To handle array of enemies
for i in range(num_of_enemies):
# Game Over
if enemyY[i] > 440:
for j in range(num_of_enemies):
enemyY[i] = 2000
running = False #17 Nov
exitgame = True
break
# To ensure enemy remains inside the screen
enemyX[i] += enemyX_change[i]
if enemyX[i] <= 0:
enemyX_change[i] = 1
enemyY[i] += enemyY_change[i]
elif enemyX[i] >= 736:
enemyX_change[i] = -1
enemyY[i] += enemyY_change[i]
# Collision
collision = isCollision(enemyX[i], enemyY[i], bulletX, bulletY)
if collision:
collide_sound = mixer.Sound('explosion.wav')
collide_sound.play()
bulletY = 480
bullet_state = "ready"
if exitgame == False:
score += 1
# print(score)
enemyX[i] = random.randint(0, 735)
enemyY[i] = random.randint(50, 150)
# To stop the enemy when it reaches at coordinates of player
if enemyY[i] >= 480:
enemyX_change[i] = 0
enemyY_change[i] = 0
# calling function enemy
enemy(enemyX[i], enemyY[i], i)
if exitgame:
lastfunc()
break
# Bullet Movement
if bulletY <= 0:
bulletY = 480
bullet_state = "ready"
if bullet_state == "fire":
fire_bullet(bulletX, bulletY)
bulletY -= bulletY_change
# calling function player
player(playerX, playerY)
show_score(textX, textY)
pygame.display.update()