-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathflyCape.py
815 lines (659 loc) · 27.8 KB
/
flyCape.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
import random
import os
import pygame as pg
import sys
pg.init()
######GAME SETTİNGS####
TITLE = "FLYCAPE"
WIDTH = 900
HEIGHT = 600
SIZE = (WIDTH, HEIGHT)
FPS = 60
######### SCREEN APPEARANCE #######
the_screen = pg.display.set_mode(SIZE)
pg.display.set_caption(TITLE)
clock = pg.time.Clock()
########### defining colors #############
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
YELLOW = (204, 204, 0)
XXXLIGHTPINK = (255, 204, 229)
XXLIGHTPINK = (255, 153, 204)
XLIGHTPINK = (255, 102, 178)
LIGHTPINK = (255, 0, 127)
#######################################GAME FOLDERS ###########################
game_folder = os.path.dirname(__file__)
image_folder = os.path.join(game_folder, "images")
voice_folder = os.path.join(game_folder, "voices")
ufo_img_folder = os.path.join(image_folder, "ufo_images")
explosion_anim_folder = os.path.join(image_folder, "explosion")
laserbeam_anim_folder = os.path.join(image_folder, "laserbeam")
player_exp_anim_folder = os.path.join(image_folder, "player_explosion")
powerup_img_folder = os.path.join(image_folder, "powerups")
water_exp_anim_folder = os.path.join(image_folder, "water_explosion")
sounds_folder = os.path.join(voice_folder,"sound effects")
score_filename = "score.txt"
##### musics, sounds#######
pg.mixer.music.load(os.path.join(voice_folder, "gameMusic.mp3"))
pg.mixer.music.set_volume(0.2)
gameOver_sound = pg.mixer.Sound(os.path.join(sounds_folder, "game_over_sound.wav"))
####### CRUSH EFFECT OR EXPLOSİONS
ufo_explosion_sound = pg.mixer.Sound(os.path.join(sounds_folder, "ufo_explosion_sound.wav"))
ufo_explosion_sound.set_volume(0.2)
ship_explosion_sound = pg.mixer.Sound(os.path.join(sounds_folder, "ship_explosion_sound.wav"))
ufo_hit_ship_sound = pg.mixer.Sound(os.path.join(sounds_folder, "is_ship_hit_sound.wav"))
freeze_sound = pg.mixer.Sound(os.path.join(sounds_folder, "freeze_sound.wav"))
ufo_hit_ship_sound.set_volume(0.4)
######SHOOT EFFECTS #########
laser_shoot_sound = pg.mixer.Sound(os.path.join(sounds_folder, "laser.wav"))
rocket_shoot_sound = pg.mixer.Sound(os.path.join(sounds_folder, "rocket_sound.wav"))
balloon_shoot_sound = pg.mixer.Sound(os.path.join(sounds_folder, "balloon_shoot_sound.wav"))
laserbeam_shoot_sound = pg.mixer.Sound(os.path.join(sounds_folder, "laserbeam_sound.wav"))
laserbeam_shoot_sound.set_volume(0.4)
##### POWERUP SOUNDS
life_pow_sound = pg.mixer.Sound(os.path.join(sounds_folder, "life_pow.wav"))
shield_pow_sound = pg.mixer.Sound(os.path.join(sounds_folder, "shield_pow.wav"))
speed_pow_sound = pg.mixer.Sound(os.path.join(sounds_folder, "speed_pow_sound.ogg"))
kill_all_sound = pg.mixer.Sound(os.path.join(sounds_folder, "kill_all_pow_sound.wav"))
########################################## IMAGES #################################
background = pg.image.load(os.path.join(image_folder, "background.png"))
#ship image
ship_image = pg.image.load(os.path.join(image_folder, "ship.png")).convert()
ship_image.set_colorkey(WHITE)
little_ship_image = pg.transform.scale(ship_image, (25, 12))
#laser image
lasershoot_image = pg.image.load(os.path.join(image_folder, "laser.png")).convert()
lasershoot_image.set_colorkey(BLACK)
#rocket image
rocket_basic_image = pg.image.load(os.path.join(image_folder, "rocket.png")).convert()
rocket_basic_image.set_colorkey(WHITE)
rocket_image = pg.transform.scale(rocket_basic_image, (30, 30))
#baloon image
blue_balloon_img = pg.image.load(os.path.join(image_folder, "blue_baloon.png")).convert()
blue_balloon_img.set_colorkey(WHITE)
####UFO IMAGE DİC###
ufo_images = {}
ufo_images['xsmall'] = []
ufo_images['small'] = []
ufo_images['medium'] = []
ufo_images['large'] = []
ufo_images['xlarge'] = []
ufo_img_sizes = ['xsmall', 'small', 'medium', 'large', 'xlarge']
for i in range(8):
filename = "smufo{}.png".format(i)
img = pg.image.load(os.path.join(ufo_img_folder, filename)).convert()
img.set_colorkey(WHITE)
img_xsmall = pg.transform.scale(img, (30, 30))
img_small = pg.transform.scale(img, (40, 40))
img_medium = pg.transform.scale(img, (50, 50))
img_large = pg.transform.scale(img, (60, 60))
img_xlarge = pg.transform.scale(img, (70, 70))
ufo_images['xsmall'].append(img_xsmall)
ufo_images['small'].append(img_small)
ufo_images['medium'].append(img_medium)
ufo_images['xlarge'].append(img_xlarge)
ufo_images['large'].append(img_large)
#######EXPLOSİON ANİMATİON ########
explosion_anim = {}
explosion_anim['sm'] = []
explosion_anim['lrg'] = []
explosion_anim['player'] = []
for i in range(14):
filename = "explosion{}.png".format(i)
img = pg.image.load(os.path.join(explosion_anim_folder, filename)).convert()
img.set_colorkey(WHITE)
img_small = pg.transform.scale(img, (30, 30))
explosion_anim['sm'].append(img_small)
img_large = pg.transform.scale(img, (300, 300))
explosion_anim['lrg'].append(img_large)
#######DİFFERENT EXPLOSİON ANİMATİON İF SHİP DİE ########
for i in range(10):
filename = "player_explosion{}.png".format(i)
img = pg.image.load(os.path.join(player_exp_anim_folder, filename)).convert()
img.set_colorkey(WHITE)
img_rect = img.get_rect()
img_small = pg.transform.scale(img, (int(img_rect.size[0]/3) + 10, int(img_rect.size[1] / 3) + 10))
explosion_anim['player'].append(img_small)
#######LASERBEAM ANİMATİON IN DIFFERENT COLORS ########
laserbeam_anim = {}
laserbeam_anim['blue'] = []
laserbeam_anim['orange'] = []
laserbeam_anim['purple'] = []
laserbeam_anim['red'] = []
laserbeam_colors = ['blue', 'purple', 'red']
for i in range(7):
filename_blue = "bluelaser{}.png".format(i)
filename_purple = "purplelaser{}.png".format(i)
filename_red = "redlaser{}.png".format(i)
img_blue = pg.image.load(os.path.join(laserbeam_anim_folder, filename_blue)).convert()
img_purple = pg.image.load(os.path.join(laserbeam_anim_folder, filename_purple)).convert()
img_red = pg.image.load(os.path.join(laserbeam_anim_folder, filename_red)).convert()
img_blue.set_colorkey(WHITE)
img_purple.set_colorkey(WHITE)
img_red.set_colorkey(WHITE)
laserbeam_anim['blue'].append(img_blue)
laserbeam_anim['purple'].append(img_purple)
laserbeam_anim['red'].append(img_red)
#######DİFFERENT POWERUP IMAGES ########
powerup_images = {}
powerup_images['death'] = pg.image.load(os.path.join(powerup_img_folder, "death.png")).convert()
powerup_images['killAll'] = pg.image.load(os.path.join(powerup_img_folder, "killAll.png")).convert()
powerup_images['gun'] = pg.image.load(os.path.join(powerup_img_folder, "gun.png")).convert()
powerup_images['life'] = pg.image.load(os.path.join(powerup_img_folder, "life.png")).convert()
powerup_images['speed'] = pg.image.load(os.path.join(powerup_img_folder, "speed.png")).convert()
powerup_images['shield'] = pg.image.load(os.path.join(powerup_img_folder, "shield.png")).convert()
water_exp_anim = {}
water_exp_anim['sm'] = []
water_exp_anim['lrg'] = []
for i in range(11):
filename = "{}.png".format(i)
img = pg.image.load(os.path.join(water_exp_anim_folder, filename)).convert()
img.set_colorkey(WHITE)
img_lrg = pg.transform.scale(img, (300, 300))
img_sm = pg.transform.scale(img, (40, 40))
water_exp_anim['sm'].append(img_sm)
water_exp_anim['lrg'].append(img_lrg)
############### MUSİC AND SOUND EFFECTS ##############
###########GLOBAL VARİABLES AND NEEDİNGS #############
constant_xlocation_of_ship = 20
################ DRAW FUNCTİONS #######################
def draw_bar(screen, x_coordinate, y_coordinate, value, bar_type): #to draw shield
if value < 0:
value = 0
elif value > 100:
value = 100
bar_length = 100
bar_height = 10
fill = int(value / 100 * bar_length)
outline_rect = pg.Rect(x_coordinate, y_coordinate, bar_length, bar_height)
filler_rect = pg.Rect(x_coordinate, y_coordinate, fill, bar_height)
pg.draw.rect(screen, WHITE, outline_rect, 3)
if bar_type == 'shield':
if value > 60:
pg.draw.rect(screen, GREEN, filler_rect)
elif value > 30:
pg.draw.rect(screen, YELLOW, filler_rect)
elif value < 30:
pg.draw.rect(screen, RED, filler_rect)
if bar_type == 'spell':
if value <= 33:
pg.draw.rect(screen, XXXLIGHTPINK, filler_rect)
elif value <= 66:
pg.draw.rect(screen, XXLIGHTPINK, filler_rect)
elif value <= 99:
pg.draw.rect(screen, XLIGHTPINK, filler_rect)
elif value == 100:
pg.draw.rect(screen, LIGHTPINK, filler_rect)
def draw_lives(screen, x_coor, y_coor, lives, img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x_coor + (30 * i)
img_rect.y = y_coor
screen.blit(img, img_rect)
################ CLASSES #######################
class Ship(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = ship_image
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.x = constant_xlocation_of_ship
self.rect.y = int(HEIGHT/2)
self.shield = 100
self.spell_power = 0
self.lives = 3
self.radius = int(self.rect.width/2)
self.hidden = False
self.hidden_timer = pg.time.get_ticks()#when ship hidden
def update(self, *args):
#unhide if the ship is hidden
if self.hidden and pg.time.get_ticks() - self.hidden_timer > 1000:
self.hidden = False
self.rect.x = constant_xlocation_of_ship
self.rect.y = int(HEIGHT / 2)
up, down = args
if self.rect.y < 0:
self.rect.y = 0
if self.rect.y + self.rect.size[1] > HEIGHT:
self.rect.y = HEIGHT - self.rect.size[1]
if up:
self.rect.y -= 5
if down:
self.rect.y += 5
if self.spell_power > 100:
self.spell_power = 100
def shoot(self, shoot_type):
if shoot_type == 'laser':
laser = Laser(self.rect.size[0], self.rect.size[1], self.rect.y)
laser_shoot_sound.play()
all_sprites.add(laser)
laser_sprites.add(laser)
elif shoot_type == 'rocket':
rocket = Rocket(self.rect.size[0], self.rect.size[1], self.rect.y)
rocket_shoot_sound.play()
all_sprites.add(rocket)
rocket_sprites.add(rocket)
elif shoot_type == 'laserbeam':
laserbeam = Laserbeam(self.rect.size[0], self.rect.size[1], self.rect.y)
laserbeam_shoot_sound.play()
all_sprites.add(laserbeam)
laserbeam_sprites.add(laserbeam)
elif shoot_type == 'balloon':
baloon = WaterBalloon(self.rect.size[0], self.rect.size[1], self.rect.y)
balloon_shoot_sound.play()
all_sprites.add(baloon)
baloon_sprites.add(baloon)
def hide(self):
self.hidden = True
self.hidden_timer = pg.time.get_ticks()
self.rect.center = (-200, int(HEIGHT / 2))
class Laser(pg.sprite.Sprite):
def __init__(self, ship_width, ship_height, ship_ycoordinate):
super().__init__()
self.image = lasershoot_image
self.rect = self.image.get_rect()
self.rect.x = constant_xlocation_of_ship + ship_width
self.rect.y = ship_ycoordinate + int(ship_height / 2)
self.speed_x = 10
self.radius = int((self.rect.size[0] * 0.8) / 2)
def update(self, *args):
if self.rect.x > WIDTH:
self.kill()
self.rect.x += self.speed_x
class Powerup(pg.sprite.Sprite):
def __init__(self, ufo):
super().__init__()
self.type = random.choice(['death', 'gun', 'killAll', 'life', 'shield', 'speed'])
self.image = powerup_images[self.type]
self.rect = self.image.get_rect()
self.image.set_colorkey(WHITE)
self.rect.center = ufo.rect.center
self.speed_x = int(ufo.speed_x / -3)
self.speed_y = int(ufo.speed_y / -3)
self.radius = int((self.rect.size[0] * 0.8) / 2)
def update(self, *args):
if self.rect.x > WIDTH:
self.kill()
if self.rect.y < 0:
self.rect.y = 0
self.speed_y = -self.speed_y
if self.rect.y + self.rect.size[1] > HEIGHT:
self.rect.y = HEIGHT - self.rect.size[1]
self.rect.x += self.speed_x
self.rect.y += self.speed_y
class Rocket(pg.sprite.Sprite):
def __init__(self, ship_width, ship_height, ship_ycoordinate):
super().__init__()
self.image = rocket_image
self.rect = self.image.get_rect()
self.rect.x = constant_xlocation_of_ship + ship_width
self.rect.y = ship_ycoordinate + int(ship_height / 2)
self.speed_x = 3
def update(self, *args):
if self.rect.x > WIDTH:
self.kill()
self.rect.x += self.speed_x
class Ufo(pg.sprite.Sprite):
def __init__(self):
super().__init__()
self.choice = random.choice(ufo_img_sizes)
self.image = random.choice(ufo_images[self.choice])
self.rect = self.image.get_rect()
self.rect.y = random.randrange(0, HEIGHT - self.rect.height)
self.rect.x = random.randrange(WIDTH+70, WIDTH + 200)
self.speed_x = random.randrange(3, 12)
self.speed_y = random.randrange(-2, 2)
self.radius = 20
pg.draw.circle(self.image, GREEN, self.rect.center, self.radius)
self.frozen = False
self.frozen_time = pg.time.get_ticks()
def update(self, *args):
if self.frozen:
if pg.time.get_ticks() - self.frozen_time >= 3000:
self.frozen = False
if not self.frozen:
self.rect.x -= self.speed_x
self.rect.y += self.speed_y
if self.rect.x + self.rect.size[0] <= 0:
self.rect.y = random.randrange(HEIGHT - self.rect.height)
self.rect.x = random.randrange(WIDTH + 70, WIDTH + 100)
if self.rect.y + self.rect.size[1] <= 0:
self.rect.y = random.randrange(HEIGHT - self.rect.height)
self.rect.x = random.randrange(WIDTH + 70, WIDTH + 100)
def freeze(self):
self.frozen = True
self.frozen_time = pg.time.get_ticks()
class Explosion(pg.sprite.Sprite):
def __init__(self, center, choice='sm'):
super().__init__()
self.choice = choice
self.image = explosion_anim[self.choice][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.last_update = pg.time.get_ticks()
self.frame = 0
self.frame_rate = 75
def update(self, *args):
now = pg.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.choice]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.choice][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class WaterBalloon(pg.sprite.Sprite):
def __init__(self, ship_width, ship_height, ship_ycoordinate):
super().__init__()
self.image = blue_balloon_img
self.original_image = self.image
self.rect = self.image.get_rect()
self.rect.x = constant_xlocation_of_ship + ship_width
self.rect.y = ship_ycoordinate + int(ship_height / 2)
self.speed_x = 3
self.rotate_angle = 0
self.rotateSpeed = random.randrange(-20, 20)
self.last_update = pg.time.get_ticks()
def update(self, *args):
self.rotate()
if self.rect.x > WIDTH:
self.kill()
self.rect.x += self.speed_x
def rotate(self):
now = pg.time.get_ticks()
if now - self.last_update > 50:
self.rotate_angle = (self.rotate_angle + self.rotateSpeed) % 360 #getting the rotate angle
new_img = pg.transform.rotate(self.original_image, self.rotate_angle)
old_center = self.rect.center
self.image = new_img
self.rect = self.image.get_rect()
self.rect.center = old_center
class WaterExplosion(pg.sprite.Sprite):
def __init__(self, center, choice='sm'):
super().__init__()
self.choice = choice
self.image = water_exp_anim[self.choice][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.last_update = pg.time.get_ticks()
self.frame = 0
self.frame_rate = 75
def update(self, *args):
now = pg.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(water_exp_anim[self.choice]):
self.kill()
else:
center = self.rect.center
self.image = water_exp_anim[self.choice][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class Laserbeam(pg.sprite.Sprite):
def __init__(self, ship_width, ship_height, ship_ycoordinate):
super().__init__()
self.choice = random.choice(laserbeam_colors)
self.image = laserbeam_anim[self.choice][0]
self.rect = self.image.get_rect()
self.rect.x = constant_xlocation_of_ship + ship_width
self.rect.y = ship_ycoordinate
self.frame = 0
self.frame_rate = 50
self.last_update = pg.time.get_ticks()
def update(self, *args):
now = pg.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(laserbeam_anim[self.choice]):
self.kill()
else:
x = self.rect.x
y = self.rect.y
self.image = laserbeam_anim[self.choice][self.frame]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
##################### FUNCTİONS ############################
###########SHİELD COORDİNATES #################
ship_shieldbar_x = 5
ship_shieldbar_y = 5
ship_spellpowerbar_x = 5
ship_spellpowerbar_y = 20
boss_shield_y = HEIGHT + 5
boss_shield_x = WIDTH - 5
levelWriteFont = pg.font.SysFont("Helvatica", 30)
scoreFont = pg.font.SysFont("Times New Roman", 20)
gameOverFont = pg.font.SysFont("Times New Roman", 50)
level = 1
score = 0
highscore = 0
############## SCREEN FUNCTIONS ###########
game_over = True
def load_score(highscore):
file_dir = os.path.dirname(__file__)
with open(os.path.join(file_dir, score_filename), 'r') as f:
try:
highscore = int(f.read())
except:
highscore = 0
return highscore
def write_score(highscore): ## WRİTE HİGHSCORE TO FİLE TO ALWAYS STORE
file_dir = os.path.dirname(__file__)
with open(os.path.join(file_dir, score_filename), 'w') as f:
f.write(str(highscore))
def show_gameover_screen(is_start_screen):
control = True
endstart = pg.image.load(os.path.join(image_folder, "end_start_screen.png"))
the_screen.blit(endstart, endstart.get_rect())
the_screen.blit(levelWriteFont.render("High Score = " + str(highscore), 1, BLACK), (25, 25))
if not is_start_screen:
gameOverText = gameOverFont.render("GAME OVER!", 1, BLUE)
the_screen.blit(gameOverText, (300, 250))
pg.display.update()
while control:
clock.tick(60)
for event in pg.event.get():
if event.type == pg.QUIT:
write_score(highscore)
sys.exit()
if event.type == pg.KEYUP:
if event.key == pg.K_a:
control = False
pg.mixer.music.play(-1)
################ GAME LOOP ##################
running = True
counter_reset = True
is_start_screen = True
highscore = load_score(highscore)
while running:
if game_over:
show_gameover_screen(is_start_screen)
game_over = False
############## SPRİTE GROUPS AND SHİP DEFİNİNG ####################
the_ship = Ship()
all_sprites = pg.sprite.Group()
all_sprites.add(the_ship)
ufo_sprites = pg.sprite.Group()
laser_sprites = pg.sprite.Group()
rocket_sprites = pg.sprite.Group()
laserbeam_sprites = pg.sprite.Group()
powUp_sprites = pg.sprite.Group()
baloon_sprites = pg.sprite.Group()
###############SUMMONİNG UFOS ################
ufo_number = 20
for i in range(ufo_number):
ufo1 = Ufo()
all_sprites.add(ufo1)
ufo_sprites.add(ufo1)
for event in pg.event.get():
if event.type == pg.QUIT:
write_score(highscore)
running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
the_ship.shoot('laser')
elif event.key == pg.K_e and the_ship.spell_power >= 30:
the_ship.shoot('laserbeam')
the_ship.spell_power -= 30
elif event.key == pg.K_w and the_ship.spell_power >= 16:
the_ship.shoot('rocket')
the_ship.spell_power -= 16
elif event.key == pg.K_a and the_ship.spell_power >= 10:
the_ship.shoot('balloon')
the_ship.spell_power -= 10
## update draw functions
##the_screen.fill(BLACK)
the_screen.blit(background, background.get_rect())
clock.tick(FPS)
number_of_ufo = len(ufo_sprites)
##### ABOUT SCREEN #################
draw_bar(the_screen, ship_shieldbar_x, ship_shieldbar_y, the_ship.shield, 'shield')
draw_bar(the_screen, ship_spellpowerbar_x, ship_spellpowerbar_y, the_ship.spell_power, 'spell')
draw_lives(the_screen, WIDTH - 300, 5, the_ship.lives, little_ship_image)
text = levelWriteFont.render("Level {}".format(level), 1, RED)
the_screen.blit(text, (int(WIDTH -100), 6))
score_text = scoreFont.render("Score {}".format(score), 1, BLUE)
the_screen.blit(score_text, (int(WIDTH / 2), 10))
################ ABOUT KEYS ################
keys = pg.key.get_pressed() ## turns the boolean values of keys is pressed 1 or not 0
up, down = keys[pg.K_UP], keys[pg.K_DOWN]
####-------- OTHER THİNGS---------------
is_laser_hit_ufo = pg.sprite.groupcollide(laser_sprites, ufo_sprites, True, True)
any_ufo_hit_ship = pg.sprite.spritecollide(the_ship, ufo_sprites, False, collided=pg.sprite.collide_circle)
is_rocket_hit_ufo = pg.sprite.groupcollide(rocket_sprites, ufo_sprites, True, True)
is_laserbeam_hit_ufo = pg.sprite.groupcollide(laserbeam_sprites, ufo_sprites, False, True)
is_powerUp_collected = pg.sprite.spritecollide(the_ship, powUp_sprites, False, collided=pg.sprite.collide_circle)
is_baloon_hit_ufo = pg.sprite.groupcollide(baloon_sprites, ufo_sprites, True, False)
if is_baloon_hit_ufo:
for ufos in is_baloon_hit_ufo.values():
for ufo in ufos:
#water_exp_sound.play()
water_exp = WaterExplosion(ufo.rect.center, 'sm')
all_sprites.add(water_exp)
is_water_exp_hit = pg.sprite.spritecollide(water_exp, ufo_sprites, False)
if is_water_exp_hit:
for other_ufo in is_water_exp_hit:
ufo.freeze()
freeze_sound.play()
water_exp = WaterExplosion(other_ufo.rect.center, 'sm')
all_sprites.add(water_exp)
score += 5
if is_powerUp_collected:
for pows in is_powerUp_collected:
score += 100
if pows.type == 'shield':
shield_pow_sound.play()
the_ship.shield = 100
if pows.type == 'killAll':
for ufo in ufo_sprites:
explosion = Explosion(ufo.rect.center, random.choice(['sm', 'lrg']))
ufo_explosion_sound.play()
all_sprites.add(explosion)
ufo.kill()
if pows.type == 'gun':
for ufo in ufo_sprites:
explosion = WaterExplosion(ufo.rect.center, random.choice(['sm', 'lrg']))
freeze_sound.set_volume(0.6)
freeze_sound.play()
freeze_sound.set_volume(0.4)
all_sprites.add(explosion)
ufo.freeze()
if pows.type == 'life':
life_pow_sound.play()
if the_ship.lives >= 5:
the_ship.lives = 5
else:
the_ship.lives += 1
pows.kill()
if pows.type == 'speed':
speed_pow_sound.play()
for ufo in ufo_sprites:
ufo.speed_x = int(ufo.speed_x / 2)
ufo.speed_y = int(ufo.speed_y / 2)
if ufo.speed_x < 4:
ufo.speed_x = 3
if - 1 < ufo.speed_y < 0:
ufo.speed_y = -1
if 1 > ufo.speed_y >= 0:
ufo.speed_y = 1
if pows.type == 'death':
ship_explosion_sound.play()
death_explosion = Explosion(the_ship.rect.center, 'player')
all_sprites.add(death_explosion)
the_ship.hide()
the_ship.lives -= 1
the_ship.shield = 100
score -= 100
if is_rocket_hit_ufo:
for ufos in is_rocket_hit_ufo.values():
for ufo in ufos:
ufo_explosion_sound.play()
explosion = Explosion(ufo.rect.center, 'lrg')
all_sprites.add(explosion)
is_explode_hit = pg.sprite.spritecollide(explosion, ufo_sprites, True)
if is_explode_hit:
for other_ufo in is_explode_hit:
explosion = Explosion(other_ufo.rect.center, 'sm')
ufo_explosion_sound.play()
all_sprites.add(explosion)
score += 40
if is_laser_hit_ufo:
for ufos in is_laser_hit_ufo.values():
for ufo in ufos:
the_ship.spell_power += int((ufo.rect.size[0]+ufo.rect.size[1]) / 7)
explosion = Explosion(ufo.rect.center, 'sm')
ufo_explosion_sound.play()
all_sprites.add(explosion)
if random.random() > 0.9:
powerUp = Powerup(ufo)
all_sprites.add(powerUp)
powUp_sprites.add(powerUp)
score += 30
for ufo in any_ufo_hit_ship:
the_ship.shield -= ufo.radius / 3
explosion = Explosion(the_ship.rect.center, 'sm')
ufo_hit_ship_sound.play()
if the_ship.shield <= 0:
death_explosion = Explosion(the_ship.rect.center, 'player')
ship_explosion_sound.play()
all_sprites.add(death_explosion)
the_ship.hide()
the_ship.lives -= 1
the_ship.shield = 100
if the_ship.lives == 0 and not death_explosion.alive():
if score > highscore:
highscore = score
score = 0
game_over = True
pg.mixer.music.stop()
gameOver_sound.play()
is_start_screen = False
if is_laserbeam_hit_ufo:
for hit in is_laserbeam_hit_ufo.values():
for ufo in hit:
explosion = Explosion(ufo.rect.center, 'sm')
ufo_explosion_sound.play()
all_sprites.add(explosion)
score += 30
if number_of_ufo == 0:
if counter_reset:
ending_time = pg.time.get_ticks()
counter_reset = False
if pg.time.get_ticks() - ending_time > 3000:
counter_reset = True
level += 1
for i in range(level * 5):
ufo = Ufo()
all_sprites.add(ufo)
ufo_sprites.add(ufo)
all_sprites.draw(the_screen)
all_sprites.update(up, down)
pg.display.update()