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Copy pathmain.py
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309 lines (257 loc) · 10.6 KB
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#Main Screen
import pygame
from random import randint
pygame.init()
WIDTH = 800
HEIGHT = 800
gameWindow = pygame.display.set_mode((WIDTH, HEIGHT))
BLACK = (0,0,0)
WHITE = (255,255,255)
ORANGE = (255,104,17)
game = True
menu = True
gamePlay = False
instructions = False
restartScreen = False
timeDelay = 0
life = 1
vertexAX = 705
vertexAY = 250
vertexBX = 740
vertexBY = 300
vertexCX = 740
vertexCY = 200
cometX1 = randint(100, 1155)
cometY1 = -50
cometX2 = randint(100, 1155)
cometY2 = -150
cometX3 = randint(100, 1155)
cometY3 = -250
cometX4 = randint(100, 1155)
cometY4 = -350
cometX5 = randint(100, 1155)
cometY5 = -450
cometX6 = randint(100, 1155)
cometY6 = -550
starX = randint(100, 1155)
starY = randint(-400, -35)
timer = pygame.time.Clock()
moveSpeed = 3
frameTimer = 0
gameScore = 0
highscore = 0
font1 = pygame.font.SysFont("bankgothic",70)
font2 = pygame.font.SysFont("MV Boli",50)
font3 = pygame.font.SysFont("MV Boli",150)
graphicGAMENAME = font1.render("SPACE DODGE IV" , 0 , WHITE)
graphicPLAY = font1.render("PLAY" , 0 , WHITE)
graphicINSTRUCTIONS = font1.render("INSTRUCTIONS" , 0 , WHITE)
graphicHIGHSCORE = font1.render("HIGHSCORE" , 0 , WHITE)
graphicEXIT = font1.render("EXIT" , 0 , WHITE)
graphicSCORE = font2.render("Score: " +str(gameScore),0,WHITE)
graphicRESTART = font3.render("YOU LOST!",0,WHITE)
spaceBG = pygame.image.load("space.jpg").convert_alpha()
spaceBG = pygame.transform.scale(spaceBG, (WIDTH, HEIGHT))
cometPic = pygame.image.load("comet.png").convert_alpha()
cometPic = pygame.transform.scale(cometPic, (60, 150))
starPic = pygame.image.load("star.png").convert_alpha()
starPic = pygame.transform.scale(starPic, (100, 100))
playerRocket = pygame.image.load("rocket.png").convert_alpha()
playerRocket = pygame.transform.scale(playerRocket, (100,180))
#colour collision initialization
while game == True:
pygame.event.clear()
pygame.event.get()
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
if menu == True:
timeDelay = 75
gameWindow.fill(BLACK)
gameWindow.blit(spaceBG,(0,0))
pygame.draw.rect(gameWindow, WHITE, (4,50 , +792, +100),3)
gameWindow.blit(graphicGAMENAME, (75,60))
pygame.draw.rect(gameWindow, WHITE, (100,200 , +600, +100),3)
gameWindow.blit(graphicPLAY, (300, 210))
pygame.draw.rect(gameWindow, WHITE, (100,325 , +600, +100),3)
gameWindow.blit(graphicINSTRUCTIONS, (110, 335))
pygame.draw.rect(gameWindow, WHITE, (100,450 , +600, +100),3)
gameWindow.blit(graphicHIGHSCORE, (170,460))
pygame.draw.rect(gameWindow, WHITE, (100,575 , +600, +100),3)
gameWindow.blit(graphicEXIT, (300,585))
pygame.draw.polygon(gameWindow, WHITE,((vertexAX,vertexAY), (vertexBX,vertexBY),(vertexCX,vertexCY)),4)
if keys[pygame.K_DOWN] and vertexAY != 625:
vertexAY += 125
vertexBY += 125
vertexCY += 125
if keys[pygame.K_UP] and vertexAY != 250:
vertexAY -= 125
vertexBY -= 125
vertexCY -= 125
if vertexAY == 250 and keys[pygame.K_RETURN]:
menu = False
gamePlay = True
playerX = 700
playerY = 650
countSetup = 0
if vertexAY == 625 and keys[pygame.K_RETURN]:
break
#end while
if vertexAY == 375 and keys[pygame.K_RETURN]:
menu = False
instructions = True
if instructions == True:
instructionsBG = pygame.image.load("instructions.png").convert_alpha()
instructionsBG = pygame.transform.scale(instructionsBG, (WIDTH, HEIGHT))
gameWindow.blit(instructionsBG,(0,0))
pygame.display.update()
pygame.time.delay(1)
while gamePlay == True:
timeDelay = 10
if countSetup == 0:
gameWindow = pygame.display.set_mode((WIDTH+400, HEIGHT))
spaceBG = pygame.image.load("space.jpg").convert_alpha()
spaceBG = pygame.transform.scale(spaceBG, (WIDTH+400, HEIGHT))
countSetup = 1
#endif
gameWindow.blit(spaceBG,(0,0))
pygame.event.get()
keys = pygame.key.get_pressed()
if life == 1:
gameWindow.blit(cometPic,(cometX1,cometY1))
cometY1 += 1
if cometY1 > 800:
cometY1 = randint(-400, -35)
cometX1 = randint(100, 1040)
cometY1 += 1
gameWindow.blit(cometPic,(cometX2,cometY2))
cometY2 += 1
if cometY2 > 800:
cometY2 = randint(-400, -35)
cometX2 = randint(100,1040)
cometY2 += 1
gameWindow.blit(cometPic,(cometX3,cometY3))
cometY3 += 1
if cometY3 > 800:
cometX3 = randint(100, 1040)
cometY3 = randint(-400, -35)
cometY3 += 1
gameWindow.blit(cometPic,(cometX4,cometY4))
cometY4 += 1
if cometY4 > 800:
cometX4 = randint(100, 1040)
cometY4 = randint(-400, -35)
cometY4 += 1
gameWindow.blit(cometPic,(cometX5,cometY5))
cometY5 += 1
if cometY5 > 800:
cometX5 = randint(100, 1040)
cometY5 = randint(-400, -35)
cometY5 += 1
gameWindow.blit(cometPic,(cometX6,cometY6))
cometY6 += 1
if cometY6 > 800:
cometX6 = randint(100, 1040)
cometY6 = randint(-400, -35)
cometY6 += 1
gameWindow.blit(starPic,(starX,starY))
starY += 1
if starY > 800:
starX = randint(100,1040)
starY = randint(-400, -35)
starY += 1
#collision
#rocket tip
if cometX1 <= playerX+40 <= cometX1+60 and cometX1<= playerX+60 <= cometX1+60 and cometY1 <= playerY+15 <= cometY1+150:
gamePlay = False
restartScreen = True
if cometX2 <= playerX+40 <= cometX2+60 and cometX2<= playerX+60 <= cometX2+60 and cometY2 <= playerY+15 <= cometY2+150:
gamePlay = False
restartScreen = True
if cometX3 <= playerX+40 <= cometX3+60 and cometX3<= playerX+60 <= cometX3+60 and cometY3 <= playerY+15 <= cometY3+150:
gamePlay = False
restartScreen = True
if cometX4 <= playerX+40 <= cometX4+60 and cometX4<= playerX+60 <= cometX4+60 and cometY4 <= playerY+15 <= cometY4+150:
gamePlay = False
restartScreen = True
if cometX5 <= playerX+40 <= cometX5+60 and cometX5<= playerX+60 <= cometX5+60 and cometY5 <= playerY+15 <= cometY5+150:
gamePlay = False
restartScreen = True
if cometX6 <= playerX+40 <= cometX6+60 and cometX6<= playerX+60 <= cometX6+60 and cometY6 <= playerY+15 <= cometY6+150:
gamePlay = False
restartScreen = True
if starX <= playerX+50 <= starX+100 and starY <= playerY <= starY+100:
gameScore += 100
starX = randint(100,1040)
starY = randint(-400, -35)
#rocket left side
if cometX1 <= playerX+20 <= cometX1+60 and cometY1 <= playerY+50 <= cometY1+150:
gamePlay = False
restartScreen = True
if cometX2 <= playerX+20 <= cometX2+60 and cometY2 <= playerY+50 <= cometY2+150:
gamePlay = False
restartScreen = True
if cometX3 <= playerX+20 <= cometX3+60 and cometY3 <= playerY+50 <= cometY3+150:
gamePlay = False
restartScreen = True
if cometX4 <= playerX+20 <= cometX4+60 and cometY4 <= playerY+50 <= cometY4+150:
gamePlay = False
restartScreen = True
if cometX5 <= playerX+20 <= cometX5+60 and cometY5 <= playerY+50 <= cometY5+150:
gamePlay = False
restartScreen = True
if cometX6 <= playerX+20 <= cometX6+60 and cometY6 <= playerY+50 <= cometY6+150:
gamePlay = False
restartScreen = True
if starX <= playerX <= starX+100 and starY <= playerY <= starY+100:
gameScore += 100
starX = randint(100,1040)
starY = randint(-400, -35)
#rocket right side
if cometX1 <= playerX+80 <= cometX1+60 and cometY1 <= playerY+50 <= cometY1+150:
gamePlay = False
restartScreen = True
if cometX2 <= playerX+80 <= cometX2+60 and cometY2 <= playerY+50 <= cometY2+150:
gamePlay = False
restartScreen = True
if cometX3 <= playerX+80 <= cometX3+60 and cometY3 <= playerY+50 <= cometY3+150:
gamePlay = False
restartScreen = True
if cometX4 <= playerX+80 <= cometX4+60 and cometY4 <= playerY+50 <= cometY4+150:
gamePlay = False
restartScreen = True
if cometX5 <= playerX+80 <= cometX5+60 and cometY5 <= playerY+50 <= cometY5+150:
gamePlay = False
restartScreen = True
if cometX6 <= playerX+80 <= cometX6+60 and cometY6 <= playerY+50 <= cometY6+150:
gamePlay = False
restartScreen = True
if starX <= playerX+100 <= starX+100 and starY <= playerY <= starY+100:
gameScore += 100
starX = randint(100,1040)
starY = randint(-400, -35)
#comet: 60 x 150
#player: 100 x 180
gameWindow.blit(playerRocket,(playerX,playerY))
if keys[pygame.K_RIGHT] and playerX <= 1090:
playerX += moveSpeed
elif keys[pygame.K_LEFT] and playerX >= -40:
playerX -= moveSpeed
frameTimer += 1
if frameTimer % 100 == 0:
gameScore += 1
if gameScore > highscore:
highscore = gameScore
graphicSCORE = font2.render("Score: " +str(gameScore),1,WHITE)
gameWindow.blit(graphicSCORE, (20,20))
if restartScreen == True:
gameWindow.blit(graphicRESTART, (200,100))
pygame.display.update()
timer.tick(250)
#if vertexAY == 500:
pygame.display.update()
pygame.time.delay(timeDelay)
#end while
pygame.display.update()
pygame.quit()