awacke1 commited on
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31c27ca
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1 Parent(s): 1a9fd95

Create new file

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Files changed (1) hide show
  1. app.py +181 -0
app.py ADDED
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+ import pygame
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+ import os
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+ pygame.font.init()
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+ pygame.mixer.init()
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+
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+ WIDTH, HEIGHT = 900, 500
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+ WIN = pygame.display.set_mode((WIDTH, HEIGHT))
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+ pygame.display.set_caption("First Game!")
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+
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+ WHITE = (255, 255, 255)
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+ BLACK = (0, 0, 0)
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+ RED = (255, 0, 0)
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+ YELLOW = (255, 255, 0)
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+
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+ BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)
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+
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+ #BULLET_HIT_SOUND = pygame.mixer.Sound('Assets/Grenade+1.mp3')
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+ #BULLET_FIRE_SOUND = pygame.mixer.Sound('Assets/Gun+Silencer.mp3')
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+
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+ HEALTH_FONT = pygame.font.SysFont('comicsans', 40)
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+ WINNER_FONT = pygame.font.SysFont('comicsans', 100)
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+
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+ FPS = 60
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+ VEL = 5
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+ BULLET_VEL = 7
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+ MAX_BULLETS = 3
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+ SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 40
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+
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+ YELLOW_HIT = pygame.USEREVENT + 1
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+ RED_HIT = pygame.USEREVENT + 2
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+
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+ YELLOW_SPACESHIP_IMAGE = pygame.image.load(
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+ os.path.join('Assets', 'spaceship_yellow.png'))
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+ YELLOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
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+ YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90)
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+
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+ RED_SPACESHIP_IMAGE = pygame.image.load(
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+ os.path.join('Assets', 'spaceship_red.png'))
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+ RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
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+ RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270)
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+
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+ SPACE = pygame.transform.scale(pygame.image.load(
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+ os.path.join('Assets', 'space.png')), (WIDTH, HEIGHT))
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+
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+
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+ def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health):
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+ WIN.blit(SPACE, (0, 0))
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+ pygame.draw.rect(WIN, BLACK, BORDER)
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+
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+ red_health_text = HEALTH_FONT.render(
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+ "Health: " + str(red_health), 1, WHITE)
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+ yellow_health_text = HEALTH_FONT.render(
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+ "Health: " + str(yellow_health), 1, WHITE)
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+ WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10))
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+ WIN.blit(yellow_health_text, (10, 10))
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+
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+ WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
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+ WIN.blit(RED_SPACESHIP, (red.x, red.y))
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+
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+ for bullet in red_bullets:
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+ pygame.draw.rect(WIN, RED, bullet)
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+
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+ for bullet in yellow_bullets:
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+ pygame.draw.rect(WIN, YELLOW, bullet)
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+
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+ pygame.display.update()
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+
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+
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+ def yellow_handle_movement(keys_pressed, yellow):
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+ if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: # LEFT
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+ yellow.x -= VEL
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+ if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x: # RIGHT
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+ yellow.x += VEL
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+ if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: # UP
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+ yellow.y -= VEL
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+ if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15: # DOWN
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+ yellow.y += VEL
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+
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+
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+ def red_handle_movement(keys_pressed, red):
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+ if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width: # LEFT
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+ red.x -= VEL
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+ if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH: # RIGHT
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+ red.x += VEL
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+ if keys_pressed[pygame.K_UP] and red.y - VEL > 0: # UP
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+ red.y -= VEL
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+ if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15: # DOWN
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+ red.y += VEL
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+
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+
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+ def handle_bullets(yellow_bullets, red_bullets, yellow, red):
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+ for bullet in yellow_bullets:
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+ bullet.x += BULLET_VEL
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+ if red.colliderect(bullet):
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+ pygame.event.post(pygame.event.Event(RED_HIT))
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+ yellow_bullets.remove(bullet)
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+ elif bullet.x > WIDTH:
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+ yellow_bullets.remove(bullet)
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+
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+ for bullet in red_bullets:
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+ bullet.x -= BULLET_VEL
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+ if yellow.colliderect(bullet):
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+ pygame.event.post(pygame.event.Event(YELLOW_HIT))
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+ red_bullets.remove(bullet)
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+ elif bullet.x < 0:
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+ red_bullets.remove(bullet)
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+
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+
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+ def draw_winner(text):
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+ draw_text = WINNER_FONT.render(text, 1, WHITE)
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+ WIN.blit(draw_text, (WIDTH/2 - draw_text.get_width() /
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+ 2, HEIGHT/2 - draw_text.get_height()/2))
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+ pygame.display.update()
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+ pygame.time.delay(5000)
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+
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+
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+ def main():
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+ red = pygame.Rect(700, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
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+ yellow = pygame.Rect(100, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
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+
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+ red_bullets = []
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+ yellow_bullets = []
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+
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+ red_health = 10
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+ yellow_health = 10
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+
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+ clock = pygame.time.Clock()
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+ run = True
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+ while run:
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+ clock.tick(FPS)
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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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+ pygame.quit()
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+
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+ if event.type == pygame.KEYDOWN:
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+ if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS:
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+ bullet = pygame.Rect(
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+ yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5)
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+ yellow_bullets.append(bullet)
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+ #BULLET_FIRE_SOUND.play()
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+
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+ if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS:
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+ bullet = pygame.Rect(
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+ red.x, red.y + red.height//2 - 2, 10, 5)
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+ red_bullets.append(bullet)
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+ #BULLET_FIRE_SOUND.play()
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+
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+ if event.type == RED_HIT:
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+ red_health -= 1
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+ #BULLET_HIT_SOUND.play()
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+
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+ if event.type == YELLOW_HIT:
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+ yellow_health -= 1
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+ #BULLET_HIT_SOUND.play()
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+
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+ winner_text = ""
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+ if red_health <= 0:
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+ winner_text = "Yellow Wins!"
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+
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+ if yellow_health <= 0:
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+ winner_text = "Red Wins!"
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+
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+ if winner_text != "":
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+ draw_winner(winner_text)
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+ break
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+
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+ keys_pressed = pygame.key.get_pressed()
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+ yellow_handle_movement(keys_pressed, yellow)
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+ red_handle_movement(keys_pressed, red)
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+
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+ handle_bullets(yellow_bullets, red_bullets, yellow, red)
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+
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+ draw_window(red, yellow, red_bullets, yellow_bullets,
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+ red_health, yellow_health)
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+
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+ main()
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+
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+
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+ if __name__ == "__main__":
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+ main()