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from future import division import pygame import random from os import path

assets folder

img_dir = path.join(path.dirname(file), 'assets') sound_folder = path.join(path.dirname(file), 'sounds')

###############################

to be placed in "constant.py" later

WIDTH = 480 HEIGHT = 600 FPS = 60 POWERUP_TIME = 5000 BAR_LENGTH = 100 BAR_HEIGHT = 10

Define Colors

WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) YELLOW = (255, 255, 0) ###############################

###############################

to placed in "init.py" later

initialize pygame and create window

pygame.init() pygame.mixer.init() ## For sound screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Space Shooter") clock = pygame.time.Clock() ## For syncing the FPS ###############################

font_name = pygame.font.match_font('arial')

def main_menu(): global screen

menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg"))
pygame.mixer.music.play(-1)

title = pygame.image.load(path.join(img_dir, "main.png")).convert()
title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen)

screen.blit(title, (0,0))
pygame.display.update()

while True:
    ev = pygame.event.poll()
    if ev.type == pygame.KEYDOWN:
        if ev.key == pygame.K_RETURN:
            break
        elif ev.key == pygame.K_q:
            pygame.quit()
            quit()
    elif ev.type == pygame.QUIT:
            pygame.quit()
            quit()
    else:
        draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2)
        draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40)
        pygame.display.update()

#pygame.mixer.music.stop()
ready = pygame.mixer.Sound(path.join(sound_folder,'getready.ogg'))
ready.play()
screen.fill(BLACK)
draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2)
pygame.display.update()

def draw_text(surf, text, size, x, y): ## selecting a cross platform font to display the score font = pygame.font.Font(font_name, size) text_surface = font.render(text, True, WHITE) ## True denotes the font to be anti-aliased text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surf.blit(text_surface, text_rect)

def draw_shield_bar(surf, x, y, pct): # if pct < 0: # pct = 0 pct = max(pct, 0) ## moving them to top # BAR_LENGTH = 100 # BAR_HEIGHT = 10 fill = (pct / 100) * BAR_LENGTH outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT) fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT) pygame.draw.rect(surf, GREEN, fill_rect) pygame.draw.rect(surf, WHITE, outline_rect, 2)

def draw_lives(surf, x, y, lives, img): for i in range(lives): img_rect= img.get_rect() img_rect.x = x + 30 * i img_rect.y = y surf.blit(img, img_rect)

def newmob(): mob_element = Mob() all_sprites.add(mob_element) mobs.add(mob_element)

class Explosion(pygame.sprite.Sprite): def init(self, center, size): pygame.sprite.Sprite.init(self) self.size = size self.image = explosion_anim[self.size][0] self.rect = self.image.get_rect() self.rect.center = center self.frame = 0 self.last_update = pygame.time.get_ticks() self.frame_rate = 75

def update(self):
    now = pygame.time.get_ticks()
    if now - self.last_update > self.frame_rate:
        self.last_update = now
        self.frame += 1
        if self.frame == len(explosion_anim[self.size]):
            self.kill()
        else:
            center = self.rect.center
            self.image = explosion_anim[self.size][self.frame]
            self.rect = self.image.get_rect()
            self.rect.center = center

class Player(pygame.sprite.Sprite): def init(self): pygame.sprite.Sprite.init(self) ## scale the player img down self.image = pygame.transform.scale(player_img, (50, 38)) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.radius = 20 self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 10 self.speedx = 0 self.shield = 100 self.shoot_delay = 250 self.last_shot = pygame.time.get_ticks() self.lives = 3 self.hidden = False self.hide_timer = pygame.time.get_ticks() self.power = 1 self.power_timer = pygame.time.get_ticks()

def update(self):
    ## time out for powerups
    if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
        self.power -= 1
        self.power_time = pygame.time.get_ticks()

    ## unhide
    if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
        self.hidden = False
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 30

    self.speedx = 0     ## makes the player static in the screen by default.
    # then we have to check whether there is an event hanlding being done for the arrow keys being
    ## pressed

    ## will give back a list of the keys which happen to be pressed down at that moment
    keystate = pygame.key.get_pressed()
    if keystate[pygame.K_LEFT]:
        self.speedx = -5
    elif keystate[pygame.K_RIGHT]:
        self.speedx = 5

    #Fire weapons by holding spacebar
    if keystate[pygame.K_SPACE]:
        self.shoot()

    ## check for the borders at the left and right
    if self.rect.right > WIDTH:
        self.rect.right = WIDTH
    if self.rect.left < 0:
        self.rect.left = 0

    self.rect.x += self.speedx

def shoot(self):
    ## to tell the bullet where to spawn
    now = pygame.time.get_ticks()
    if now - self.last_shot > self.shoot_delay:
        self.last_shot = now
        if self.power == 1:
            bullet = Bullet(self.rect.centerx, self.rect.top)
            all_sprites.add(bullet)
            bullets.add(bullet)
            shooting_sound.play()
        if self.power == 2:
            bullet1 = Bullet(self.rect.left, self.rect.centery)
            bullet2 = Bullet(self.rect.right, self.rect.centery)
            all_sprites.add(bullet1)
            all_sprites.add(bullet2)
            bullets.add(bullet1)
            bullets.add(bullet2)
            shooting_sound.play()

        """ MOAR POWAH """
        if self.power >= 3:
            bullet1 = Bullet(self.rect.left, self.rect.centery)
            bullet2 = Bullet(self.rect.right, self.rect.centery)
            missile1 = Missile(self.rect.centerx, self.rect.top) # Missile shoots from center of ship
            all_sprites.add(bullet1)
            all_sprites.add(bullet2)
            all_sprites.add(missile1)
            bullets.add(bullet1)
            bullets.add(bullet2)
            bullets.add(missile1)
            shooting_sound.play()
            missile_sound.play()

def powerup(self):
    self.power += 1
    self.power_time = pygame.time.get_ticks()

def hide(self):
    self.hidden = True
    self.hide_timer = pygame.time.get_ticks()
    self.rect.center = (WIDTH / 2, HEIGHT + 200)

defines the enemies

class Mob(pygame.sprite.Sprite): def init(self): pygame.sprite.Sprite.init(self) self.image_orig = random.choice(meteor_images) self.image_orig.set_colorkey(BLACK) self.image = self.image_orig.copy() self.rect = self.image.get_rect() self.radius = int(self.rect.width *.90 / 2) self.rect.x = random.randrange(0, WIDTH - self.rect.width) self.rect.y = random.randrange(-150, -100) self.speedy = random.randrange(5, 20) ## for randomizing the speed of the Mob

    ## randomize the movements a little more
    self.speedx = random.randrange(-3, 3)

    ## adding rotation to the mob element
    self.rotation = 0
    self.rotation_speed = random.randrange(-8, 8)
    self.last_update = pygame.time.get_ticks()  ## time when the rotation has to happen

def rotate(self):
    time_now = pygame.time.get_ticks()
    if time_now - self.last_update > 50: # in milliseconds
        self.last_update = time_now
        self.rotation = (self.rotation + self.rotation_speed) % 360
        new_image = pygame.transform.rotate(self.image_orig, self.rotation)
        old_center = self.rect.center
        self.image = new_image
        self.rect = self.image.get_rect()
        self.rect.center = old_center

def update(self):
    self.rotate()
    self.rect.x += self.speedx
    self.rect.y += self.speedy
    ## now what if the mob element goes out of the screen

    if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20):
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)        ## for randomizing the speed of the Mob

defines the sprite for Powerups

class Pow(pygame.sprite.Sprite): def init(self, center): pygame.sprite.Sprite.init(self) self.type = random.choice(['shield', 'gun']) self.image = powerup_images[self.type] self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() ## place the bullet according to the current position of the player self.rect.center = center self.speedy = 2

def update(self):
    """should spawn right in front of the player"""
    self.rect.y += self.speedy
    ## kill the sprite after it moves over the top border
    if self.rect.top > HEIGHT:
        self.kill()

defines the sprite for bullets

class Bullet(pygame.sprite.Sprite): def init(self, x, y): pygame.sprite.Sprite.init(self) self.image = bullet_img self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() ## place the bullet according to the current position of the player self.rect.bottom = y self.rect.centerx = x self.speedy = -10

def update(self):
    """should spawn right in front of the player"""
    self.rect.y += self.speedy
    ## kill the sprite after it moves over the top border
    if self.rect.bottom < 0:
        self.kill()

    ## now we need a way to shoot
    ## lets bind it to "spacebar".
    ## adding an event for it in Game loop

FIRE ZE MISSILES

class Missile(pygame.sprite.Sprite): def init(self, x, y): pygame.sprite.Sprite.init(self) self.image = missile_img self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.bottom = y self.rect.centerx = x self.speedy = -10

def update(self):
    """should spawn right in front of the player"""
    self.rect.y += self.speedy
    if self.rect.bottom < 0:
        self.kill()

###################################################

Load all game images

background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert() background_rect = background.get_rect()

^^ draw this rect first

player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert() player_mini_img = pygame.transform.scale(player_img, (25, 19)) player_mini_img.set_colorkey(BLACK) bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert() missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha()

meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert()

meteor_images = [] meteor_list = [ 'meteorBrown_big1.png', 'meteorBrown_big2.png', 'meteorBrown_med1.png', 'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png', 'meteorBrown_tiny1.png' ]

for image in meteor_list: meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert())

meteor explosion

explosion_anim = {} explosion_anim['lg'] = [] explosion_anim['sm'] = [] explosion_anim['player'] = [] for i in range(9): filename = 'regularExplosion0{}.png'.format(i) img = pygame.image.load(path.join(img_dir, filename)).convert() img.set_colorkey(BLACK) ## resize the explosion img_lg = pygame.transform.scale(img, (75, 75)) explosion_anim['lg'].append(img_lg) img_sm = pygame.transform.scale(img, (32, 32)) explosion_anim['sm'].append(img_sm)

## player explosion
filename = 'sonicExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)

load power ups

powerup_images = {} powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert() powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()

###################################################

###################################################

Load all game sounds

shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav')) missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg')) expl_sounds = [] for sound in ['expl3.wav', 'expl6.wav']: expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))

main background music

#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg')) pygame.mixer.music.set_volume(0.2) ## simmered the sound down a little

player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg')) ###################################################

TODO: make the game music loop over again and again. play(loops=-1) is not working

Error :

TypeError: play() takes no keyword arguments

#pygame.mixer.music.play()

#############################

Game loop

running = True menu_display = True while running: if menu_display: main_menu() pygame.time.wait(3000)

    #Stop menu music
    pygame.mixer.music.stop()
    #Play the gameplay music
    pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
    pygame.mixer.music.play(-1)     ## makes the gameplay sound in an endless loop

    menu_display = False

    ## group all the sprites together for ease of update
    all_sprites = pygame.sprite.Group()
    player = Player()
    all_sprites.add(player)

    ## spawn a group of mob
    mobs = pygame.sprite.Group()
    for i in range(8):      ## 8 mobs
        # mob_element = Mob()
        # all_sprites.add(mob_element)
        # mobs.add(mob_element)
        newmob()

    ## group for bullets
    bullets = pygame.sprite.Group()
    powerups = pygame.sprite.Group()

    #### Score board variable
    score = 0

#1 Process input/events
clock.tick(FPS)     ## will make the loop run at the same speed all the time
for event in pygame.event.get():        # gets all the events which have occured till now and keeps tab of them.
    ## listening for the the X button at the top
    if event.type == pygame.QUIT:
        running = False

    ## Press ESC to exit game
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_ESCAPE:
            running = False
    # ## event for shooting the bullets
    # elif event.type == pygame.KEYDOWN:
    #     if event.key == pygame.K_SPACE:
    #         player.shoot()      ## we have to define the shoot()  function

#2 Update
all_sprites.update()


## check if a bullet hit a mob
## now we have a group of bullets and a group of mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
## now as we delete the mob element when we hit one with a bullet, we need to respawn them again
## as there will be no mob_elements left out
for hit in hits:
    score += 50 - hit.radius         ## give different scores for hitting big and small metoers
    random.choice(expl_sounds).play()
    # m = Mob()
    # all_sprites.add(m)
    # mobs.add(m)
    expl = Explosion(hit.rect.center, 'lg')
    all_sprites.add(expl)
    if random.random() > 0.9:
        pow = Pow(hit.rect.center)
        all_sprites.add(pow)
        powerups.add(pow)
    newmob()        ## spawn a new mob

## ^^ the above loop will create the amount of mob objects which were killed spawn again
#########################

## check if the player collides with the mob
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)        ## gives back a list, True makes the mob element disappear
for hit in hits:
    player.shield -= hit.radius * 2
    expl = Explosion(hit.rect.center, 'sm')
    all_sprites.add(expl)
    newmob()
    if player.shield <= 0:
        player_die_sound.play()
        death_explosion = Explosion(player.rect.center, 'player')
        all_sprites.add(death_explosion)
        # running = False     ## GAME OVER 3:D
        player.hide()
        player.lives -= 1
        player.shield = 100

## if the player hit a power up
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
    if hit.type == 'shield':
        player.shield += random.randrange(10, 30)
        if player.shield >= 100:
            player.shield = 100
    if hit.type == 'gun':
        player.powerup()

## if player died and the explosion has finished, end game
if player.lives == 0 and not death_explosion.alive():
    running = False
    # menu_display = True
    # pygame.display.update()

#3 Draw/render
screen.fill(BLACK)
## draw the stargaze.png image
screen.blit(background, background_rect)

all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10)     ## 10px down from the screen
draw_shield_bar(screen, 5, 5, player.shield)

# Draw lives
draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)

## Done after drawing everything to the screen
pygame.display.flip()

pygame.quit()

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