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KILL-ZOMBIES.py
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KILL-ZOMBIES.py
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# BY : MOHAMED ASHRAF GABER
# THIS IS A GAME WHICH CALLED "KILL THE ZOMBIES"
# IT'S MADE PY PYGAME
# YOU SHOULD KILL ALL ZOMBIES TO WIN
# WHEN YOU TOUCH THE ZOMBIES YOUR SCORE LESS 5 POINTS
# the imports that i will need it in this game
import pygame
# this line to initialization by game to start work
pygame.init()
pygame.display.set_caption('KILL ZOMBIES')
# ALL VARIABLES WILL BE HERE
run = True
# all source we need
# the background and all sounds are here
bg = pygame.image.load('images/Simple View.png') # the background image
bgMusic = pygame.mixer.music.load('images/RGA-GT - Being Cool Doesn`t Make Me Fool.mp3') # background music
pygame.mixer.music.play(-1) # to make background music play auto
bulletSound = pygame.mixer.Sound('images/laserfire02.ogg') # the sound of bullet
hitSound = pygame.mixer.Sound('images/laserfire01.ogg') # the sound of hit
clock = pygame.time.Clock() # this clock make fps to the game
# this is the surface that we will use and all things will display here
win = pygame.display.set_mode((1024, 575))
# this class will include all things to the player (images, animation, properties)
class Player:
# this variables for the player's animation
walkRight = [pygame.image.load('images/Player/Asset 7R.png'), pygame.image.load('images/Player/Asset 8R.png'),
pygame.image.load('images/Player/Asset 9R.png'), pygame.image.load('images/Player/Asset 10R.png'),
pygame.image.load('images/Player/Asset 11R.png'), pygame.image.load('images/Player/Asset 12R.png')]
walkLeft = [pygame.image.load('images/Player/Asset 1L.png'), pygame.image.load('images/Player/Asset 2L.png'),
pygame.image.load('images/Player/Asset 3L.png'), pygame.image.load('images/Player/Asset 4L.png'),
pygame.image.load('images/Player/Asset 5L.png'), pygame.image.load('images/Player/Asset 6L.png')]
standRight = [pygame.image.load('images/Player/Asset 46R.png'), pygame.image.load('images/Player/Asset 47R.png'),
pygame.image.load('images/Player/Asset 46R.png'), pygame.image.load('images/Player/Asset 48R.png'), ]
standLeft = [pygame.image.load('images/Player/Asset 43L.png'), pygame.image.load('images/Player/Asset 44L.png'),
pygame.image.load('images/Player/Asset 43L.png'), pygame.image.load('images/Player/Asset 45L.png'), ]
shootRight = [pygame.image.load('images/Player/Asset 1SR.png'), pygame.image.load('images/Player/Asset 2SR.png'),
pygame.image.load('images/Player/Asset 3SR.png'), pygame.image.load('images/Player/Asset 4SR.png'),
pygame.image.load('images/Player/Asset 5SR.png'), pygame.image.load('images/Player/Asset 6SR.png'), ]
def __init__(self, x, y, width, height):
# this variables for the information about the player
self.x = x
self.y = y
self.width = width
self.height = height
self.fast = 11
self.walk_count = 0
self.right = False
self.left = False
self.stand = True
self.stand_count = 0
self.isJump = False
self.jump_count = 10
self.hitBox = (self.x, self.y, self.width, self.height)
self.health = 5
self.visible = True
self.died = False
# this function to draw the player and make it in the screen
def draw(self, wins):
if self.walk_count > 17:
self.walk_count = 0
if not self.stand:
if self.left:
wins.blit(self.walkLeft[self.walk_count // 3], (self.x, self.y))
self.walk_count += 1
elif self.right:
wins.blit(self.walkRight[self.walk_count // 3], (self.x, self.y))
self.walk_count += 1
else:
if self.stand_count > 12:
self.stand_count = 0
if self.left:
wins.blit(self.standLeft[self.stand_count // 4], (self.x, self.y))
self.walk_count = 0
self.stand_count += 1
else:
wins.blit(self.standRight[self.stand_count // 4], (self.x, self.y))
self.walk_count = 0
self.stand_count += 1
self.hitBox = (self.x, self.y, self.width + 20, self.height + 22)
pygame.draw.rect(wins, (255, 0, 0), (self.hitBox[0] - 8, self.hitBox[1] - 20, 100, 15))
pygame.draw.rect(wins, (0, 180, 0), (self.hitBox[0] - 8, self.hitBox[1] - 20,
100 - (25 * (5 - self.health)), 17))
def hit_by_touch(self):
self.x = 500
zombie.x = 0
font2 = pygame.font.SysFont('Arial', 100, True)
text2 = font2.render('-3', 1, (255, 0, 0))
win.blit(text2, (1024 / 2, 575/2))
if self.health > 1:
self.health -= 1
bulletSound.play()
else:
self.visible = False
self.died = True
pygame.display.update()
i = 0
while i < 15:
pygame.time.delay(10)
i += 1
for events in pygame.event.get():
if events.type == pygame.QUIT:
i = 301
pygame.quit()
def hit_by_fire(self):
if self.health > 1:
self.health -= 1
bulletSound.play()
else:
self.visible = False
self.died = True
@staticmethod
def dead():
global run
font0 = pygame.font.SysFont('Arial', 100, True)
text10 = font0.render('YOU DIED', 1, (255, 0, 0))
win.blit(text10, (300, 175))
for i in range(10000000):
pass
run = False
# this class for the enemy
class Enemy:
walkRight = [pygame.image.load('images/Enemy/Asset 48RE.png'), pygame.image.load('images/Enemy/Asset 49RE.png'),
pygame.image.load('images/Enemy/Asset 50RE.png'), pygame.image.load('images/Enemy/Asset 51RE.png'),
pygame.image.load('images/Enemy/Asset 52RE.png'), pygame.image.load('images/Enemy/Asset 53RE.png'),
pygame.image.load('images/Enemy/Asset 54RE.png'), pygame.image.load('images/Enemy/Asset 55RE.png'),
pygame.image.load('images/Enemy/Asset 56RE.png'), ]
walkLeft = [pygame.image.load('images/Enemy/Asset 39LE.png'), pygame.image.load('images/Enemy/Asset 40LE.png'),
pygame.image.load('images/Enemy/Asset 41LE.png'), pygame.image.load('images/Enemy/Asset 42LE.png'),
pygame.image.load('images/Enemy/Asset 43LE.png'), pygame.image.load('images/Enemy/Asset 44LE.png'),
pygame.image.load('images/Enemy/Asset 45LE.png'), pygame.image.load('images/Enemy/Asset 46LE.png'),
pygame.image.load('images/Enemy/Asset 47LE.png'), ]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.fast = 5
self.walk_count = 0
self.hitBox = (self.x + 20, self.y + 15, 80, 100)
self.heath = 4
self.visible = True
self.died = False
self.isJump = False
self.jump_count = 10
# to draw the enemy and his animation
def draw(self, wins):
self.move()
if self.walk_count > 26:
self.walk_count = 0
if self.fast < 0:
wins.blit(self.walkLeft[self.walk_count // 3], (self.x, self.y))
self.walk_count += 1
else:
wins.blit(self.walkRight[self.walk_count // 3], (self.x, self.y))
self.walk_count += 1
self.hitBox = (self.x + 20, self.y + 15, 80, 100)
pygame.draw.rect(win, (255, 0, 0), (self.hitBox[0] - 15, self.hitBox[1] - 20, 100, 15))
pygame.draw.rect(win, (0, 180, 0),
(self.hitBox[0] - 15, self.hitBox[1] - 20, 100 - (25 * (4 - self.heath)), 15))
# to move the enemy automatically
def move(self):
if self.fast > 0:
if self.x + self.width + self.fast < self.path[1]:
self.x += self.fast
else:
self.fast *= -1
self.walk_count = 0
else:
if self.x - self.fast > self.path[0]:
self.x += self.fast
else:
self.fast *= -1
self.walk_count = 0
def hit(self):
if self.heath > 0:
self.heath -= 1
else:
self.visible = False
self.died = True
@staticmethod
def dead():
global run
font0 = pygame.font.SysFont('Arial', 100, True)
text10 = font0.render('YOU WON', 1, (0, 255, 0))
win.blit(text10, (300, 175))
for i in range(10000000):
pass
run = False
# this class for the fire
class Projectiles:
def __init__(self, x, y, color, radius, face):
self.x = x
self.y = y
self.color = color
self.radius = radius
self.face = face
self.fast = 8 * self.face
def draw(self, wins):
pygame.draw.circle(wins, self.color, (self.x, self.y), self.radius)
class ProjectilesForEnemy:
def __init__(self, x, y, color, radius, face):
self.x = x
self.y = y
self.color = color
self.radius = radius
self.face = face
self.fast = 8 * self.face
def draw(self, wins):
pygame.draw.circle(wins, self.color, (self.x, self.y), self.radius)
# here will be the objects and other variables
man = Player(500, 425, 51, 114)
zombie = Enemy(0, 445, 122, 124, 990)
shot = 0
bullets = []
bulletEnemy = []
score = 0 # The score of the game
tim = 0
p = 1
# This function check if the player touch the zombie and hurt him
def man_heart():
global score
if zombie.visible and man.visible:
if man.hitBox[1] < zombie.hitBox[1] + zombie.hitBox[3] and (man.hitBox[1] + man.hitBox[3] > zombie.hitBox[1]):
if man.hitBox[0] + man.hitBox[2] > zombie.hitBox[0] and \
(man.hitBox[0] < zombie.hitBox[0] + zombie.hitBox[2]):
score -= 3
man.hit_by_touch()
# this is simple timer to make time between each bullet
def simple_timer():
global shot
if shot > 0:
shot += 1
if shot > 5:
shot = 0
# to check if the player close the game
def check_close():
global run
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# this function tell where is the fire and if the fire hit the zombie or not
# if the fire hit the zombie the score will be increased
# if the zombie was hit five times he will be removed
def where_fire_player():
global score
for bullet in bullets:
# check if the bullet touch the zombie
if zombie.visible and man.visible:
if bullet.y + bullet.radius > zombie.hitBox[1] and bullet.y - bullet.radius < \
zombie.hitBox[1] + zombie.hitBox[3]:
if bullet.x + bullet.radius > zombie.hitBox[0] and bullet.x - bullet.radius < \
zombie.hitBox[0] + zombie.hitBox[2]:
bulletSound.play()
score += 1
bullets.pop(bullets.index(bullet))
zombie.hit()
# if the bullet inside the screen it will move directly
if bullet.x < 1024 and (bullet.x > 0):
bullet.x += bullet.fast
# delete the bullet if it's out of screen
else:
bullets.pop(bullets.index(bullet))
def where_fire_enemy():
for bullet in bulletEnemy:
# check if the bullet touch the zombie
if zombie.visible and man.visible:
if bullet.y + bullet.radius > man.hitBox[1] and bullet.y - bullet.radius < \
man.hitBox[1] + man.hitBox[3]:
if bullet.x + bullet.radius > man.hitBox[0] and bullet.x - bullet.radius < \
man.hitBox[0] + man.hitBox[2]:
bulletSound.play()
bulletEnemy.pop(bulletEnemy.index(bullet))
man.hit_by_fire()
for fire in bullets:
if bullet.y + bullet.radius > fire.y and (bullet.y - bullet.radius < fire.y + 15):
if bullet.x + bullet.radius > fire.x and (bullet.x - bullet.radius < fire.x):
bulletSound.play()
bulletEnemy.pop(bulletEnemy.index(bullet))
bullets.pop(bullets.index(fire))
if bullet.x < 1024 and (bullet.x > 0):
bullet.x += bullet.fast
else:
bulletEnemy.pop(bulletEnemy.index(bullet))
def enemy_jump():
t = 0
if t > 0:
t += 1
if t > 80000000000:
t = 0
if not zombie.isJump:
if t == 0 and zombie.visible:
zombie.isJump = True
t += 1
else:
if zombie.jump_count >= -10:
neg = 1
if zombie.jump_count < 0:
neg = -1
zombie.y -= (zombie.jump_count ** 2) / 2 * neg
zombie.jump_count -= 1
else:
zombie.jump_count = 10
zombie.isJump = False
def fire_player():
global tim
if tim > 0:
tim += 1
if tim > 80:
tim = 0
if tim == 0 and man.visible:
# this if statement made to check if the player is looking for right or left
# and make the direction of the bullet right or left
if zombie.fast < 0:
facing = -1
else:
facing = 1
# make sure that five bullets only appear on the screen
if len(bulletEnemy) < 5:
hitSound.play()
bulletEnemy.append(Projectiles(zombie.x + (round(zombie.width // 2)), round(zombie.y + zombie.height // 2),
(0, 0, 255), 15, facing))
tim = 1
where_fire_enemy()
def space():
global shot
if keys[pygame.K_SPACE] and shot == 0 and man.visible:
# this if statement made to check if the player is looking for right or left
# and make the direction of the bullet right or left
if man.left:
facing = -1
else:
facing = 1
# make sure that five bullets only appear on the screen
if len(bullets) < 5:
hitSound.play()
bullets.append(Projectiles(man.x + (round(man.width // 2)), round(man.y + man.height // 2), (255, 0, 0), 15,
facing))
shot = 1
# this is about the directions of the player (right or left)
def directions():
# this about the player in right position
if keys[pygame.K_RIGHT] and man.x < 1000 - man.width:
man.x += man.fast
man.right = True
man.left = False
man.stand = False
# this about the player in left position
elif keys[pygame.K_LEFT] and man.x > 0:
man.x -= man.fast
man.left = True
man.right = False
man.stand = False
else:
man.walk_count = 0
man.stand = True
# here when the player jump
def up():
if not man.isJump:
if keys[pygame.K_UP]:
man.isJump = True
else:
if man.jump_count >= -10:
neg = 1
if man.jump_count < 0:
neg = -1
man.y -= (man.jump_count ** 2) / 2 * neg
man.jump_count -= 1
else:
man.jump_count = 10
man.isJump = False
return
# this contain all keys
def press_key():
# enemy_jump()
space()
directions()
up()
# to print the score on the screen
def print_score():
font = pygame.font.SysFont('Arial', 30, True) # The settings of the font
text = font.render('SCORE: ' + str(score), 1, (0, 0, 255)) # make the text able to be on the screen
win.blit(text, (860, 30))
# this function will put in it all things to appear in the screen
def draw_game():
global p
win.blit(bg, (0, 0)) # to make the background as image
fire_player()
# to check if tha man is still alive to draw it
if man.visible:
man.draw(win)
if man.died:
man.dead()
elif score == 20:
zombie.dead()
# to print the score on the screen
print_score()
# to check if tha zombie is still alive to draw it
if zombie.visible:
zombie.draw(win)
else:
zombie.visible = True
zombie.draw(win)
if p % 2 == 0:
zombie.x = -60
zombie.fast = 5
p += 1
else:
zombie.x = 1024
zombie.fast = -5
p += 1
zombie.heath = 4
if man.health < 5:
man.health += 1
for f in bulletEnemy:
f.draw(win)
# Draw the bullets on the screen
for fire in bullets:
fire.draw(win)
pygame.display.update() # This very important to appear all things without any glitches
# this is tha main function
def main():
man_heart()
# this is simple timer to make time between each bullet
simple_timer()
# checking if the user close the game
check_close()
# to check if the bullet in side the screen
where_fire_player()
# all keys in this function
press_key()
draw_game()
# This the mainloop that make things display until the game end
while run:
clock.tick(27) # this make 27 fps to the game
# that include all pressed the user do
keys = pygame.key.get_pressed()
main()
# quit the game
pygame.quit()