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Copy pathmain.py
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261 lines (196 loc) · 8.49 KB
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import os
import sys
import pygame
def get_resource_path(relative_path):
"""Get the absolute path to the resource, accounting for PyInstaller's temporary folder."""
if getattr(sys, 'frozen', False):
# If the application is run as a bundle, the pyInstaller bootloader sets this
base_path = sys._MEIPASS
else:
# If not run as a bundle, the path is the path of the script
base_path = os.path.abspath(".")
return os.path.join(base_path, relative_path)
pygame.font.init()
pygame.mixer.init()
WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My First Game!")
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
MAX_LASER = 1
RED_LASER_USE = 1
YELLOW_LASER_USE = 1
RED_LASER_COLOUR = (RED)
YELLOW_LASER_COLOUR = (YELLOW)
LASER_DAMAGE = 4
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)
BULLET_HIT_SOUND = pygame.mixer.Sound(get_resource_path(os.path.join('Assets', 'Grenade+1.mp3')))
BULLET_PEW_SOUND = pygame.mixer.Sound(get_resource_path(os.path.join('Assets', 'Gun+Silencer.mp3')))
HEALTH_FONT = pygame.font.SysFont('comicsans', 40)
WINNER_FONT = pygame.font.SysFont('comicsans', 100)
FPS = 60
VEL = 5
BULLET_VEL = 7
MAX_BULLETS = 3
SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 40
YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2
YELLOW_LASER_HIT = pygame.USEREVENT + 3
RED_LASER_HIT = pygame.USEREVENT + 4
YELLOW_SPACESHIP_IMAGE = pygame.image.load(get_resource_path(
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(get_resource_path(
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.image.load(get_resource_path(os.path.join('Assets', 'space.png')))
SPACE = pygame.transform.scale(SPACE, (WIDTH, HEIGHT))
red = pygame.Rect(700, 300, SPACESHIP_HEIGHT, SPACESHIP_WIDTH)
yellow = pygame.Rect(100, 300, SPACESHIP_HEIGHT, SPACESHIP_WIDTH)
def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health, red_laser, yellow_laser):
WIN.blit(SPACE, (0, 0))
pygame.draw.rect(WIN, BLACK, BORDER)
for laser in red_laser:
pygame.draw.rect(WIN, YELLOW, laser)
for laser in yellow_laser:
pygame.draw.rect(WIN, RED, laser)
red_health_text = HEALTH_FONT.render(
"Health: " + str(red_health), 1, GREEN)
yellow_health_text = HEALTH_FONT.render(
"Health: " + str(yellow_health), 1, GREEN)
WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10))
WIN.blit(yellow_health_text, (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()
def yellow_handle_movement(keys_pressed, yellow):
if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: # LEFT
yellow.x -= VEL
if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x: # RIGHT
yellow.x += VEL
if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: # UP
yellow.y -= VEL
if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT: # DOWN
yellow.y += VEL
def red_handle_movement(keys_pressed, red):
if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width: # LEFT
red.x -= VEL
if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH: # RIGHT
red.x += VEL
if keys_pressed[pygame.K_UP] and red.y - VEL > 0: # UP
red.y -= VEL
if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT: # DOWN
red.y += VEL
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 handle_laser(yellow_laser, red_laser, yellow, red):
YELLOW_FIRED_LASER = pygame.Rect(
yellow.x, yellow.y + yellow.height//2 - 2, WIDTH, yellow.height)
RED_FIRED_LASER = pygame.Rect(
red.x - WIDTH, red.y, WIDTH, red.height)
for RED_FIRED_LASER in yellow_laser:
if red.colliderect(YELLOW_FIRED_LASER):
pygame.event.post(pygame.event.Event(YELLOW_LASER_HIT))
yellow_laser.remove(RED_FIRED_LASER)
for YELLOW_FIRED_LASER in red_laser:
if yellow.colliderect(RED_FIRED_LASER):
pygame.event.post(pygame.event.Event(RED_LASER_HIT))
red_laser.remove(YELLOW_FIRED_LASER)
def draw_winner(text):
draw_text = WINNER_FONT.render(text, 1, GREEN)
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)
def main():
red_bullets = []
yellow_bullets = []
red_laser = []
yellow_laser = []
red_laser_uses = RED_LASER_USE
yellow_laser_uses = YELLOW_LASER_USE
red_health = 10
yellow_health = 10
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
YELLOW_FIRED_LASER = pygame.Rect(
yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, WIDTH, yellow.height)
RED_FIRED_LASER = pygame.Rect(
red.x - WIDTH, red.y, WIDTH, red.height)
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, yellow.y + yellow.height//2 - 2, 10, 5)
yellow_bullets.append(bullet)
BULLET_PEW_SOUND.play()
if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS:
bullet = pygame.Rect(
red.x, red.y + red.height//2 - 2, 10, 5)
red_bullets.append(bullet)
BULLET_PEW_SOUND.play()
if event.key == pygame.K_z and len(yellow_laser) < MAX_LASER and yellow_laser_uses > 0:
yellow_laser.append(YELLOW_FIRED_LASER)
yellow_laser_uses -= 1
if event.key == pygame.K_RETURN and len(red_laser) < MAX_LASER and red_laser_uses > 0:
red_laser.append(RED_FIRED_LASER)
red_laser_uses -= 1
if event.key == pygame.K_ESCAPE:
pygame.quit()
if event.type == RED_HIT:
red_health -= 1
BULLET_HIT_SOUND.play()
if event.type == YELLOW_HIT:
yellow_health -= 1
BULLET_HIT_SOUND.play()
if event.type == RED_LASER_HIT:
red_health -= LASER_DAMAGE
BULLET_HIT_SOUND.play()
if event.type == YELLOW_LASER_HIT:
yellow_health -= LASER_DAMAGE
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_handle_movement(keys_pressed, yellow)
red_handle_movement(keys_pressed, red)
handle_bullets(yellow_bullets, red_bullets, yellow, red)
handle_laser(red_laser, yellow_laser, yellow, red)
draw_window(red, yellow, red_bullets, yellow_bullets,
red_health, yellow_health, yellow_laser, red_laser)
main()
if __name__ == "__main__":
main()