import pygame
import sys
import random
import math
from pygame.locals import *
# Initialize Pygame
pygame.init()
# Constants
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
ENEMY_SPEED = 1
FIGHTER_SPEED = 8
BULLET_SPEED = 10
ENEMY_SIZE = 50
FIGHTER_SIZE = 50
BULLET_SIZE = 5
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
# Create the screen
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Fighter Shooter Game")
# Load images
background_img = pygame.image.load(r'C:UsersmuhamOneDrivePicturesbackground-purple.png')
fighter_img = pygame.image.load(r'C:UsersmuhamOneDrivePicturesupdate poxel ship.png')
enemy_img = pygame.image.load(r'c:UsersmuhamOneDrivePicturesupdate.png')
bullet_img = pygame.Surface((BULLET_SIZE, BULLET_SIZE))
bullet_img.fill(WHITE)
start_img = pygame.image.load(r'C:UsersmuhamOneDrivePicturesop.png')
game_over_img = pygame.image.load(r'c:UsersmuhamDownloadsWhatsApp Image 2024-04-11 at 7.03.25 PM.jpeg')
restart_img = pygame.image.load(r'c:UsersmuhamDownloadsWhatsApp Image 2024-04-11 at 7.14.23 PM.jpeg')
# Clock
clock = pygame.time.Clock()
class Fighter(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = fighter_img
self.rect = self.image.get_rect()
self.rect.centerx = SCREEN_WIDTH // 2
self.rect.bottom = SCREEN_HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.speedx = -FIGHTER_SPEED
if keys[K_RIGHT]:
self.speedx = FIGHTER_SPEED
self.rect.x += self.speedx
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.transform.flip(enemy_img, False, True)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = ENEMY_SPEED
self.angle = 180
def update(self):
self.rect.y += self.speed
self.rect.x += self.speed * math.sin(math.radians(self.angle))
if self.rect.bottom > SCREEN_HEIGHT or abs(self.rect.centerx - fighter.rect.centerx) > 3 * FIGHTER_SIZE: # Check if enemy is too far from fighter
()
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -BULLET_SPEED
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
def level_up(level):
global ENEMY_SPEED, ENEMY_SIZE
ENEMY_SPEED += 0.2
ENEMY_SIZE += 5
def start_screen():
screen.blit(start_img, (0, 0))
start_butt // 2, SCREEN_HEIGHT // 2))
pygame.draw.rect(screen, BLACK, start_button_rect, 2) # Outline the button
pygame.display.flip()
waiting = True
while waiting:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if start_button_rect.collidepoint(event.pos):
waiting = False
def game_over_screen():
screen.blit(game_over_img, (0, 0))
screen.blit(restart_img, (SCREEN_WIDTH // 2 - restart_img.get_width() // 2, SCREEN_HEIGHT // 2))
pygame.display.flip()
waiting = True
while waiting:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if restart_img.get_rect().collidepoint(event.pos):
waiting = False
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# Start screen
start_screen()
# Create a Fighter instance
fighter = Fighter()
all_sprites.add(fighter) # Add the fighter to the sprite group
# Main Loop
running = True
current_level = 1
while running:
clock.tick(60)
# Process events
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_SPACE:
fighter.shoot() # Use the fighter instance to shoot
# Update
all_sprites.update()
# Spawn new enemies
if len(enemies) == 0:
level_up(current_level)
current_level += 1
print("Current Level:", current_level)
for _ in range(current_level):
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# Check if enemy crosses the fighter
for enemy in enemies:
if enemy.rect.top >= SCREEN_HEIGHT:
running = False
# Check if enemy hits fighter
hits = pygame.sprite.spritecollide(fighter, enemies, False) # Use the fighter instance here
if hits:
running = False
# Check if bullet hits enemy
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
for hit in hits:
# Spawn new enemy
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# Draw
screen.blit(background_img, (0, 0))
all_sprites.draw(screen)
pygame.display.flip()
# Game Over screen
game_over_screen()
pygame.quit()
sys.exit()