Shooters-Arena
import pygame | |
import os | |
pygame.font.init() | |
pygame.mixer.init() | |
WIDTH,HEIGHT = 900,500 | |
#making a window to display with certain width and height | |
WIN = pygame.display.set_mode((WIDTH,HEIGHT)) | |
#Naming the game "Shooter Arena" | |
pygame.display.set_caption("Shooter Arena") | |
WHITE = (255,255,255) | |
BLACK = (0,0,0) | |
RED = (255,0,0) | |
YELLOW = (255,255,0) | |
#making a verticle line(rectangle) at the middle of the window | |
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT) | |
BULLET_HIT_SOUND = pygame.mixer.Sound(os.path.join('Assets', 'Grenade+1.mp3')) | |
BULLET_FIRE_SOUND = pygame.mixer.Sound(os.path.join('Assets', 'Gun+Silencer.mp3')) | |
HEALTH_FONT = pygame.font.SysFont('comicsans', 20) | |
WINNER_FONT = pygame.font.SysFont('comicsans', 50) | |
FPS = 60 | |
SPACESHIP_WIDTH,SPACESHIP_HEIGHT = 55,40 | |
VEL = 5 | |
BULLET_VEL = 20 | |
MAX_BULLETS = 3 | |
YELLOW_HIT = pygame.USEREVENT + 1 | |
RED_HIT = pygame.USEREVENT + 2 | |
#loading pygame spaceship | |
yellow_Spaceship_image = pygame.image.load(os.path.join('Assets','spaceship_yellow.png')) | |
yellow_spaceship = pygame.transform.rotate(pygame.transform.scale(yellow_Spaceship_image, (SPACESHIP_WIDTH,SPACESHIP_HEIGHT)),90) | |
red_Spaceship_image = pygame.image.load(os.path.join('Assets','spaceship_red.png')) | |
red_spaceship = pygame.transform.rotate(pygame.transform.scale(red_Spaceship_image, (SPACESHIP_WIDTH,SPACESHIP_HEIGHT)),270) | |
SPACE = pygame.transform.scale(pygame.image.load(os.path.join('Assets','space.png')), (WIDTH,HEIGHT)) | |
#Visuals | |
def draw_window(red,yellow,red_bullets,yellow_bullets, yellow_health, red_health): | |
WIN.blit(SPACE, (0,0)) | |
pygame.draw.rect(WIN, (0,255,0), BORDER) | |
yellow_health_text = HEALTH_FONT.render("HEALTH: " + str(yellow_health), 1, WHITE) | |
red_health_text = HEALTH_FONT.render("HEALTH: " + str(red_health), 1, WHITE) | |
WIN.blit(yellow_health_text, (10,10)) | |
WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10 , 10)) | |
WIN.blit(yellow_spaceship,(yellow.x,yellow.y)) | |
WIN.blit(red_spaceship,(red.x,red.y)) | |
for bullet in red_bullets: | |
pygame.draw.rect(WIN, RED, bullet) | |
for bullet in yellow_bullets: | |
pygame.draw.rect(WIN, YELLOW, bullet) | |
pygame.display.update() | |
#yellow player movement | |
def yellow_movement(keys_pressed, yellow): | |
if keys_pressed[pygame.K_a] and yellow.x + 10 - VEL > 0: | |
yellow.x -= VEL | |
if keys_pressed[pygame.K_w] and yellow.y - VEL + 5 > 0: | |
yellow.y -= VEL | |
if keys_pressed[pygame.K_s] and yellow.y + VEL - 5 < HEIGHT - SPACESHIP_HEIGHT - 15: | |
yellow.y += VEL | |
if keys_pressed[pygame.K_d] and yellow.x + VEL < BORDER.x - 35: | |
yellow.x += VEL | |
#red player movement | |
def red_movement(keys_pressed, red): | |
if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + 5: | |
red.x -= VEL | |
if keys_pressed[pygame.K_UP] and red.y - VEL + 5> 0: | |
red.y -= VEL | |
if keys_pressed[pygame.K_DOWN] and red.y + VEL - 5< HEIGHT - SPACESHIP_HEIGHT - 15: | |
red.y += VEL | |
if keys_pressed[pygame.K_RIGHT] and red.x + VEL - 10< WIDTH + 15 - SPACESHIP_WIDTH: | |
red.x += VEL | |
#bullets handling or counting bullets in this function | |
def handle_bullets(yellow_bullets, red_bullets, yellow, red): | |
for bullet in yellow_bullets: | |
bullet.x += BULLET_VEL | |
if red.colliderect(bullet): | |
pygame.event.post(pygame.event.Event(RED_HIT)) | |
yellow_bullets.remove(bullet) | |
elif bullet.x > WIDTH: | |
yellow_bullets.remove(bullet) | |
for bullet in red_bullets: | |
bullet.x -= BULLET_VEL | |
if yellow.colliderect(bullet): | |
pygame.event.post(pygame.event.Event(YELLOW_HIT)) | |
red_bullets.remove(bullet) | |
elif bullet.x < 0: | |
red_bullets.remove(bullet) | |
def draw_winner(text): | |
draw_text = WINNER_FONT.render(text, 1, WHITE) | |
WIN.blit(draw_text, (WIDTH / 2 - draw_text.get_width()/2, HEIGHT/ 2 - draw_text.get_height()/2)) | |
pygame.display.update() | |
pygame.time.delay(5000) | |
#main function | |
def main(): | |
red = pygame.Rect(700,300,SPACESHIP_WIDTH,SPACESHIP_HEIGHT) | |
yellow = pygame.Rect(100,300,SPACESHIP_WIDTH,SPACESHIP_HEIGHT) | |
red_bullets = [] | |
yellow_bullets = [] | |
red_health = 10 | |
yellow_health = 10 | |
clock = pygame.time.Clock() | |
run = True | |
while run: | |
clock.tick(FPS) | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
run = False | |
pygame.quit() | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS: | |
bullet = pygame.Rect(yellow.x + yellow.width - 15, yellow.y + 7.5 + yellow.height//2 - 2, 10 , 5) | |
yellow_bullets.append(bullet) | |
BULLET_FIRE_SOUND.play() | |
if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS: | |
bullet = pygame.Rect(red.x - 10, red.y + 7.95 + red.height//2 - 2, 10 , 5) | |
red_bullets.append(bullet) | |
BULLET_FIRE_SOUND.play() | |
if event.type == RED_HIT: | |
red_health -= 1 | |
BULLET_HIT_SOUND.play() | |
if event.type == YELLOW_HIT: | |
yellow_health -= 1 | |
BULLET_HIT_SOUND.play() | |
winner_text = "" | |
if red_health <= 0: | |
winner_text = "YELLOW WINS!" | |
if yellow_health <= 0: | |
winner_text = "RED WINS!" | |
if winner_text != "": | |
draw_winner(winner_text) | |
break | |
keys_pressed = pygame.key.get_pressed() | |
yellow_movement(keys_pressed, yellow) | |
red_movement(keys_pressed, red) | |
handle_bullets(yellow_bullets,red_bullets,yellow,red) | |
draw_window(red,yellow, red_bullets, yellow_bullets, yellow_health, red_health) | |
main() | |
if __name__ == "__main__": | |
main() |
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