-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathSkyRise_Windows.py
296 lines (256 loc) · 10.1 KB
/
SkyRise_Windows.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
import pygame
import math
import random
from random import uniform
from pygame import mixer
pygame.init()
######################### Change values to fit your screen resolution ##############################
# screen parameters
winX = 1920
winY = 1080
window = pygame.display.set_mode((winX, winY),pygame.FULLSCREEN, vsync=60)
pygame.display.set_caption("SkyRise")
# visual parameters
background = pygame.image.load('gfx/bg/background4_3.png').convert_alpha()
background = pygame.transform.scale(background, (winX, winY))
icon = pygame.image.load('Icon.png').convert_alpha()
pygame.display.set_icon(icon)
# player parameters
playerShip1 = pygame.image.load('gfx/ships/ship.png').convert_alpha()
playerShip2 = pygame.image.load('gfx/ships/ship1.png').convert_alpha()
# object parameters
ASTER1 = pygame.image.load('gfx/asteroids/Asteroid.png').convert_alpha()
ASTER2 = pygame.image.load('gfx/asteroids/Asteroid2.png').convert_alpha()
ASTER3 = pygame.image.load('gfx/asteroids/Asteroid3.png').convert_alpha()
objectImg = []
objectX = []
objectY = []
objectX_move = []
objectY_move = []
maxObject_display = 6
# Object generation
for i in range(maxObject_display):
objectImg.append(random.choice([ASTER1, ASTER2, ASTER3]))
objectX.append(random.uniform(0, winX))
objectY.append(random.uniform(0-300,winY-3000))
objectX_move.append(0)
objectY_move.append(15)
#Player start position function
def player(x, y):
window.blit(playerShip, (x, y))
#object start position function
def objects(x, y, i):
window.blit(objectImg[i], (x, y))
#player and object collision function
def isCollision(enemyX, enemyY, bulletX, bulletY):
distance = math.sqrt(math.pow(enemyX - bulletX, 2) + (math.pow(enemyY - bulletY, 2)))
if distance < 100: #if Player is 100 px near the object is True
return True
else:
return False
# pause screen function
def paused():
Pause = GOfont.render("GAME PAUSED", True, (255, 255, 255))
pause = True
window.blit(Pause, (winX / 2 - 250, winY / 2 - 300))
while pause:
window.blit(Pause, (winX+2, winY+2))
window.blit(text, (50, 40))
window.blit(textlvl, (50, 75))
window.blit(textlife, (50, 110))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pause = False
pygame.display.update()
def Startscreen():
StartLogo = pygame.image.load('Logo.png').convert_alpha()
StartLogo = pygame.transform.scale(StartLogo, (int(winX / 2), int(winY / 2)))
Continue = font.render("Press <SPACEBAR> to continue", True, (255, 255, 255))
Start = True
while Start:
pygame.time.delay(50)
window.fill((0, 0, 0))
window.blit(background, (0, 0))
window.blit(StartLogo, (winX/2-250, winY/2-300))
window.blit(Continue,(winX/2-300,winY/2+100))
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
ShipSelection()
Start = False
pygame.display.update()
def ShipSelection():
global playerShip
global keyfont
Select = True
keyfont = pygame.font.SysFont('comicsans', 20, True)
keytext = keyfont.render("<SPACEBAR>:Confirm <ESC>:Return <Alt+F4>:Close game", True, (255, 255, 255))
mouse_over = (170, 170, 170)
mouse_out = (100, 100, 100)
selectedc = (110, 110, 110)
bposX = 100
bposY = 100
bsizeX = 144
bsizeY = 144
selected1 = False
selected2 = False
playerShip = []
while Select:
pygame.time.delay(50)
window.fill((0, 0, 0))
window.blit(background, (0, 0))
window.blit(keytext, (20, winY-30))
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
Startscreen()
Select = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and (playerShip == playerShip1 or playerShip == playerShip2):
GamingScreen()
Select = False
if event.type == pygame.MOUSEBUTTONDOWN:
if bposX <= mouse[0] <= bposX + bsizeX and bposY <= mouse[1] <= bposY + bsizeY:
playerShip = playerShip1
selected1 = True
selected2 = False
if bposX+160 <= mouse[0] <= bposX+160 + bsizeX and bposY <= mouse[1] <= bposY + bsizeY:
playerShip = playerShip2
selected2 = True
selected1 = False
if selected1:
pygame.draw.rect(window, selectedc, [bposX, bposY, bsizeX, bsizeY])
elif bposX <= mouse[0] <= bposX + bsizeX and bposY <= mouse[1] <= bposY + bsizeY:
pygame.draw.rect(window, mouse_over, [bposX, bposY, bsizeX, bsizeY])
else:
pygame.draw.rect(window, mouse_out, [bposX, bposY, bsizeX, bsizeY])
if selected2:
pygame.draw.rect(window, selectedc, [bposX+160, bposY, bsizeX, bsizeY])
elif bposX+160 <= mouse[0] <= bposX+160 + bsizeX and bposY <= mouse[1] <= bposY + bsizeY:
pygame.draw.rect(window, mouse_over, [bposX+160, bposY, bsizeX, bsizeY])
else:
pygame.draw.rect(window, mouse_out, [bposX+160, bposY, bsizeX, bsizeY])
window.blit(playerShip1, (bposX , bposY))
window.blit(playerShip2, (bposX+180, bposY))
pygame.display.update()
def GamingScreen():
global text
global textlvl
global textlife
mixer.music.load("sfx/background.wav")
mixer.music.play(-1)
HUD = pygame.image.load('gfx/HUD.png').convert_alpha()
playerX = winX / 2 - 50
playerY = winY / 2 + 150
speed = 10
lvl = 0
lvlCount = 1
timer = 0
life = 3
clockSec = 0
textlife = font.render("Life: " + str(life), True, (255, 255, 255), (None))
text = font.render("Score: " + str(clockSec), True, (255, 255, 255), (None))
textlvl = font.render("Level: " + str(lvlCount), True, (255, 255, 255), (None))
Run = True
while Run :
pygame.time.delay(50)
window.fill((0, 0, 0))
window.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
GameoverScreen()
Run=False
keybind = pygame.key.get_pressed()
if (keybind[pygame.K_UP] or keybind[pygame.K_w]) and playerY >= 0:
playerY -= speed
if (keybind[pygame.K_DOWN] or keybind[pygame.K_s]) and playerY <= winY - 150:
playerY += speed
if (keybind[pygame.K_RIGHT] or keybind[pygame.K_d]) and playerX <= winX - 100:
playerX += speed
if (keybind[pygame.K_LEFT] or keybind[pygame.K_a]) and playerX >= 10:
playerX -= speed
if (keybind[pygame.K_ESCAPE]):
paused()
# Enemy Movement
for i in range(maxObject_display):
if (objectY[i] >= 900):
objectY[i] = uniform(-800, -1000)
objectX[i] = uniform(0, winX)
objectY[i] += objectY_move[i]+lvlCount
# Collision
collision = isCollision(objectX[i], objectY[i], playerX, playerY)
if collision:
explosionSound = mixer.Sound("sfx/explosion.wav")
explosionSound.play()
objectX[i] = random.uniform(0, winX)
objectY[i] = random.uniform(-2200, -3000)
life -= 1
textlife = font.render("Life: " + str(life), True, (255, 255, 255), (None))
playerX = winX/2-50
playerY = winY/2+150
if life == 0:
GameoverScreen()
Run = False
objects(objectX[i], objectY[i], i)
if (timer <20):
timer +=1
else:
clockSec +=10
text = font.render("Score: "+str(clockSec), True, (255, 255, 255), (None))
timer = 0
if (lvl <200):
lvl +=1
else:
lvlCount +=1
textlvl = font.render("Level: "+str(lvlCount), True, (255, 255, 255), (None))
lvl = 0
player(playerX, playerY)
window.blit(HUD, (0, 0))
window.blit(text, (50,40))
window.blit(textlvl, (50,75))
window.blit(textlife, (50, 110))
pygame.display.update()
def GameoverScreen():
GOtext = GOfont.render("GAME OVER", True, (255, 255, 255))
keytext = keyfont.render("<SPACEBAR>:Ship Selection <ESC>:Exit game", True, (255, 255, 255))
credittext = keyfont.render("Game made By MrHoss", True, (255, 255, 255))
GOscreen = True
while GOscreen :
pygame.time.delay(50)
window.fill((0,0,0))
window.blit(background,(0,0))
window.blit(keytext, (20, winY - 30))
window.blit(credittext, (winX-250,winY-30))
window.blit(text, (winX/2-50,winY/2-100))
window.blit(textlvl, (winX/2-50,winY/2-135))
window.blit(GOtext, (winX / 2 - 200, winY / 2 - 200))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
ShipSelection()
GOscreen = False
for i in range(maxObject_display):
if (objectY[i] >= winY+200):
objectY[i] = uniform(-800, -1000)
objectX[i] = uniform(0, winX)
objectY[i] += objectY_move[i]
objects(objectX[i], objectY[i], i)
pygame.display.update()
while True:
font = pygame.font.SysFont('comicsans', 40, True)
GOfont = pygame.font.SysFont('comicsans', 64, True)
Startscreen()