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game_on_python.py
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import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width, display_height))
#fire_sound = pygame.mixer.Sound("1.mp3")
#explosion_sound = pygame.mixer.Sound("1.mp3")
#pygame.mixer.music.load("1.mp3")
#pygame.mixer.music.play(-1)
pygame.display.set_caption('Tanks - Ashish')
icon = pygame.image.load("ic.jpg")
pygame.display.set_icon(icon)
#----------------------------------------colors----------------------------------------------
wheat=(245,222,179)
white = (255, 255, 255)
black = (0, 0, 0)
blue = (0,0,255)
red = (200, 0, 0)
light_red = (255, 0, 0)
yellow = (200, 200, 0)
light_yellow = (255, 255, 0)
green = (34, 177, 76)
light_green = (0, 255, 0)
#--------------------------------for picking current time for the frames per second----------------------
clock = pygame.time.Clock()
#--------------------------------geometry of tank and its turret------------------------------------------
tankWidth = 40
tankHeight = 20
turretWidth = 5
wheelWidth = 5
ground_height = 35
#--------------------------------------------fonts with size, for text_object function----------------
smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("Yu Mincho Demibold", 85)
vsmallfont = pygame.font.SysFont("Yu Mincho Demibold", 25)
#--------------------------------------------defining score function----------------------------------
def score(score):
text = smallfont.render("Score: " + str(score), True, white)
gameDisplay.blit(text, [0, 0])
#---defining function to get the fonts and sizes assigned with them by size names by default size="small"--
def text_objects(text, color, size="small"):
if size == "small":
textSurface = smallfont.render(text, True, color)
if size == "medium":
textSurface = medfont.render(text, True, color)
if size == "large":
textSurface = largefont.render(text, True, color)
if size == "vsmall":
textSurface = vsmallfont.render(text, True, color)
return textSurface, textSurface.get_rect()
#---------------------fuction for texts that has to appear over button----------------------------------------
def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size="vsmall"):
textSurf, textRect = text_objects(msg, color, size)
textRect.center = ((buttonx + (buttonwidth / 2)), buttony + (buttonheight / 2))
gameDisplay.blit(textSurf, textRect)
#--------------------fuction for texts that has to appear over screen----------------------------------------
def message_to_screen(msg, color, y_displace=0, size="small"):
textSurf, textRect = text_objects(msg, color, size)
textRect.center = (int(display_width / 2), int(display_height / 2) + y_displace)
gameDisplay.blit(textSurf, textRect)
#----------------------fuction for players tank , defining turrets positins and wheels dimensions------------
def tank(x, y, turPos):
x = int(x)
y = int(y)
possibleTurrets = [(x - 27, y - 2),
(x - 26, y - 5),
(x - 25, y - 8),
(x - 23, y - 12),
(x - 20, y - 14),
(x - 18, y - 15),
(x - 15, y - 17),
(x - 13, y - 19),
(x - 11, y - 21)
]
pygame.draw.circle(gameDisplay, blue, (x, y), int(tankHeight / 2))
pygame.draw.rect(gameDisplay, blue, (x - tankHeight, y, tankWidth, tankHeight))
pygame.draw.line(gameDisplay, blue, (x, y), possibleTurrets[turPos], turretWidth)
pygame.draw.circle(gameDisplay, blue, (x - 15, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 10, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 15, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 10, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 5, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x + 5, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x + 10, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x + 15, y + 20), wheelWidth)
return possibleTurrets[turPos]
#----------------------fuction for computers tank , defining turrets positins and wheels dimensions------------
def enemy_tank(x, y, turPos):
x = int(x)
y = int(y)
possibleTurrets = [(x + 27, y - 2),
(x + 26, y - 5),
(x + 25, y - 8),
(x + 23, y - 12),
(x + 20, y - 14),
(x + 18, y - 15),
(x + 15, y - 17),
(x + 13, y - 19),
(x + 11, y - 21)
]
pygame.draw.circle(gameDisplay, blue, (x, y), int(tankHeight / 2))
pygame.draw.rect(gameDisplay, blue, (x - tankHeight, y, tankWidth, tankHeight))
pygame.draw.line(gameDisplay, blue, (x, y), possibleTurrets[turPos], turretWidth)
pygame.draw.circle(gameDisplay, blue, (x - 15, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 10, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 15, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 10, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x - 5, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x + 5, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x + 10, y + 20), wheelWidth)
pygame.draw.circle(gameDisplay, blue, (x + 15, y + 20), wheelWidth)
return possibleTurrets[turPos]
#-----------------------------------------Game control Screen------------------------------------------------
def game_controls():
gcont = True
while gcont:
for event in pygame.event.get():
# print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(black)
message_to_screen("Controls", white, -100, size="large")
message_to_screen("Fire: Spacebar", wheat, -30)
message_to_screen("Move Turret: Up and Down arrows", wheat, 10)
message_to_screen("Move Tank: Left and Right arrows", wheat, 50)
message_to_screen("Press D to raise Power % AND Press A to lower Power % ", wheat, 140)
message_to_screen("Pause: P", wheat, 90)
button("Play", 150, 500, 100, 50, green, light_green, action="play")
button("Main", 350, 500, 100, 50, yellow, light_yellow, action="main")
button("Quit", 550, 500, 100, 50, red, light_red, action="quit")
pygame.display.update()
clock.tick(15)
#--------------function for buttons having action calls and text on it callings---------------------------
def button(text, x, y, width, height, inactive_color, active_color, action=None,size=" "):
cur = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
# print(click)
if x + width > cur[0] > x and y + height > cur[1] > y:
pygame.draw.rect(gameDisplay, active_color, (x, y, width, height))
if click[0] == 1 and action != None:
if action == "quit":
pygame.quit()
quit()
if action == "controls":
game_controls()
if action == "play":
gameLoop()
if action == "main":
game_intro()
else:
pygame.draw.rect(gameDisplay, inactive_color, (x, y, width, height))
text_to_button(text, black, x, y, width, height)
#---function for pause having transparent background, uncommenting fill statement will make it black-----
def pause():
paused = True
message_to_screen("Paused", white, -100, size="large")
message_to_screen("Press C to continue playing or Q to quit", wheat, 25)
pygame.display.update()
while paused:
#gameDisplay.fill(black)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
clock.tick(5)
#----------------------------function for barrior-------------------------------------------------------
def barrier(xlocation, randomHeight, barrier_width):
pygame.draw.rect(gameDisplay, green, [xlocation, display_height - randomHeight, barrier_width, randomHeight])
#---------------------------function for explosion for both tanks---------------------------------------
def explosion(x, y, size=50):
#pygame.mixer.Sound.play(explosion_sound)
explode = True
while explode:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
startPoint = x, y
colorChoices = [red, light_red, yellow, light_yellow]
magnitude = 1
while magnitude < size:
exploding_bit_x = x + random.randrange(-1 * magnitude, magnitude)
exploding_bit_y = y + random.randrange(-1 * magnitude, magnitude)
pygame.draw.circle(gameDisplay, colorChoices[random.randrange(0, 4)], (exploding_bit_x, exploding_bit_y),
random.randrange(1, 5))
magnitude += 1
pygame.display.update()
clock.tick(100)
explode = False
#--------------------------------firing function for players tank-------------------------------------------
def fireShell(xy, tankx, tanky, turPos, gun_power, xlocation, barrier_width, randomHeight, enemyTankX, enemyTankY):
#pygame.mixer.Sound.play(fire_sound)
fire = True
damage = 0
startingShell = list(xy)
print("FIRE!", xy)
while fire:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
# print(startingShell[0],startingShell[1])
pygame.draw.circle(gameDisplay, red, (startingShell[0], startingShell[1]), 5)
startingShell[0] -= (12 - turPos) * 2
# y = x**2
startingShell[1] += int(
(((startingShell[0] - xy[0]) * 0.015 / (gun_power / 50)) ** 2) - (turPos + turPos / (12 - turPos)))
if startingShell[1] > display_height - ground_height:
print("Last shell:", startingShell[0], startingShell[1])
hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1])
hit_y = int(display_height - ground_height)
print("Impact:", hit_x, hit_y)
if enemyTankX + 10 > hit_x > enemyTankX - 10:
print("Critical Hit!")
damage = 25
elif enemyTankX + 15 > hit_x > enemyTankX - 15:
print("Hard Hit!")
damage = 18
elif enemyTankX + 25 > hit_x > enemyTankX - 25:
print("Medium Hit")
damage = 10
elif enemyTankX + 35 > hit_x > enemyTankX - 35:
print("Light Hit")
damage = 5
explosion(hit_x, hit_y)
fire = False
check_x_1 = startingShell[0] <= xlocation + barrier_width
check_x_2 = startingShell[0] >= xlocation
check_y_1 = startingShell[1] <= display_height
check_y_2 = startingShell[1] >= display_height - randomHeight
if check_x_1 and check_x_2 and check_y_1 and check_y_2:
print("Last shell:", startingShell[0], startingShell[1])
hit_x = int((startingShell[0]))
hit_y = int(startingShell[1])
print("Impact:", hit_x, hit_y)
explosion(hit_x, hit_y)
fire = False
pygame.display.update()
clock.tick(60)
return damage
#--------------------------------firing function for computer's tank-------------------------------------------
def e_fireShell(xy, tankx, tanky, turPos, gun_power, xlocation, barrier_width, randomHeight, ptankx, ptanky):
#pygame.mixer.Sound.play(fire_sound)
damage = 0
currentPower = 1
power_found = False
while not power_found:
currentPower += 1
if currentPower > 100:
power_found = True
# print(currentPower)
fire = True
startingShell = list(xy)
while fire:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
# pygame.draw.circle(gameDisplay, red, (startingShell[0],startingShell[1]),5)
startingShell[0] += (12 - turPos) * 2
startingShell[1] += int(
(((startingShell[0] - xy[0]) * 0.015 / (currentPower / 50)) ** 2) - (turPos + turPos / (12 - turPos)))
if startingShell[1] > display_height - ground_height:
hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1])
hit_y = int(display_height - ground_height)
# explosion(hit_x,hit_y)
if ptankx + 15 > hit_x > ptankx - 15:
print("target acquired!")
power_found = True
fire = False
check_x_1 = startingShell[0] <= xlocation + barrier_width
check_x_2 = startingShell[0] >= xlocation
check_y_1 = startingShell[1] <= display_height
check_y_2 = startingShell[1] >= display_height - randomHeight
if check_x_1 and check_x_2 and check_y_1 and check_y_2:
hit_x = int((startingShell[0]))
hit_y = int(startingShell[1])
# explosion(hit_x,hit_y)
fire = False
fire = True
startingShell = list(xy)
print("FIRE!", xy)
while fire:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
# print(startingShell[0],startingShell[1])
pygame.draw.circle(gameDisplay, red, (startingShell[0], startingShell[1]), 5)
startingShell[0] += (12 - turPos) * 2
# y = x**2
gun_power = random.randrange(int(currentPower * 0.90), int(currentPower * 1.10))
startingShell[1] += int(
(((startingShell[0] - xy[0]) * 0.015 / (gun_power / 50)) ** 2) - (turPos + turPos / (12 - turPos)))
if startingShell[1] > display_height - ground_height:
print("last shell:", startingShell[0], startingShell[1])
hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1])
hit_y = int(display_height - ground_height)
print("Impact:", hit_x, hit_y)
if ptankx + 10 > hit_x > ptankx - 10:
print("Critical Hit!")
damage = 25
elif ptankx + 15 > hit_x > ptankx - 15:
print("Hard Hit!")
damage = 18
elif ptankx + 25 > hit_x > ptankx - 25:
print("Medium Hit")
damage = 10
elif ptankx + 35 > hit_x > ptankx - 35:
print("Light Hit")
damage = 5
explosion(hit_x, hit_y)
fire = False
check_x_1 = startingShell[0] <= xlocation + barrier_width
check_x_2 = startingShell[0] >= xlocation
check_y_1 = startingShell[1] <= display_height
check_y_2 = startingShell[1] >= display_height - randomHeight
if check_x_1 and check_x_2 and check_y_1 and check_y_2:
print("Last shell:", startingShell[0], startingShell[1])
hit_x = int((startingShell[0]))
hit_y = int(startingShell[1])
print("Impact:", hit_x, hit_y)
explosion(hit_x, hit_y)
fire = False
pygame.display.update()
clock.tick(60)
return damage
#--------------------------- function for power level of players tank-------------------------------------
def power(level):
text = smallfont.render("Power: " + str(level) + "%", True, wheat)
gameDisplay.blit(text, [display_width / 2, 0])
#---------------------------function for intro screen------------------------------------------------------
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
# print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
intro = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
gameDisplay.fill(black)
message_to_screen("Welcome to Tanks!", white, -100, size="large")
message_to_screen("The objective is to shoot and destroy", wheat, 15)
message_to_screen("the enemy tank before they destroy you.", wheat, 60)
message_to_screen("The more enemies you destroy, the harder they get.", wheat, 110)
message_to_screen("Created by :- Ashish Kumar", wheat, 280)
# message_to_screen("Press C to play, P to pause or Q to quit",black,180)
button("Play", 150, 500, 100, 50, wheat, light_green, action="play",size="vsmall")
button("Controls", 350, 500, 100, 50, wheat, light_yellow, action="controls",size="vsmall")
button("Quit", 550, 500, 100, 50, wheat, light_red, action="quit",size="vsmall")
pygame.display.update()
clock.tick(15)
#---------------------------function for game Over screen------------------------------------------------------
def game_over():
game_over = True
while game_over:
for event in pygame.event.get():
# print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(black)
message_to_screen("Game Over", white, -100, size="large")
message_to_screen("You died.", wheat, -30)
button("Play Again", 150, 500, 150, 50, wheat, light_green, action="play")
button("Controls", 350, 500, 100, 50, wheat, light_yellow, action="controls")
button("Quit", 550, 500, 100, 50, wheat, light_red, action="quit")
pygame.display.update()
clock.tick(15)
#---------------------------function for players win screen--------------------------------------------------
def you_win():
win = True
while win:
for event in pygame.event.get():
# print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(black)
message_to_screen("You won!", white, -100, size="large")
message_to_screen("Congratulations!", wheat, -30)
button("play Again", 150, 500, 150, 50, wheat, light_green, action="play")
button("controls", 350, 500, 100, 50, wheat, light_yellow, action="controls")
button("quit", 550, 500, 100, 50, wheat, light_red, action="quit")
pygame.display.update()
clock.tick(15)
#---------------------------function for health bars of both tanks---------------------------------------
def health_bars(player_health, enemy_health):
if player_health > 75:
player_health_color = green
elif player_health > 50:
player_health_color = yellow
else:
player_health_color = red
if enemy_health > 75:
enemy_health_color = green
elif enemy_health > 50:
enemy_health_color = yellow
else:
enemy_health_color = red
pygame.draw.rect(gameDisplay, player_health_color, (680, 25, player_health, 25))
pygame.draw.rect(gameDisplay, enemy_health_color, (20, 25, enemy_health, 25))
#---------------------------function for main gameloop----------------------------------------------------
def gameLoop():
gameExit = False
gameOver = False
FPS = 15
player_health = 100
enemy_health = 100
barrier_width = 50
mainTankX = display_width * 0.9
mainTankY = display_height * 0.9
tankMove = 0
currentTurPos = 0
changeTur = 0
enemyTankX = display_width * 0.1
enemyTankY = display_height * 0.9
fire_power = 50
power_change = 0
xlocation = (display_width / 2) + random.randint(-0.1 * display_width, 0.1 * display_width)
randomHeight = random.randrange(display_height * 0.1, display_height * 0.6)
while not gameExit:
if gameOver == True:
# gameDisplay.fill(white)
message_to_screen("Game Over", red, -50, size="large")
message_to_screen("Press C to play again or Q to exit", black, 50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:
gameExit = True
gameOver = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
tankMove = -5
elif event.key == pygame.K_RIGHT:
tankMove = 5
elif event.key == pygame.K_UP:
changeTur = 1
elif event.key == pygame.K_DOWN:
changeTur = -1
elif event.key == pygame.K_p:
pause()
elif event.key == pygame.K_SPACE:
damage = fireShell(gun, mainTankX, mainTankY, currentTurPos, fire_power, xlocation, barrier_width,
randomHeight, enemyTankX, enemyTankY)
enemy_health -= damage
possibleMovement = ['f', 'r']
moveIndex = random.randrange(0, 2)
for x in range(random.randrange(0, 10)):
if display_width * 0.3 > enemyTankX > display_width * 0.03:
if possibleMovement[moveIndex] == "f":
enemyTankX += 5
elif possibleMovement[moveIndex] == "r":
enemyTankX -= 5
gameDisplay.fill(black)
health_bars(player_health, enemy_health)
gun = tank(mainTankX, mainTankY, currentTurPos)
enemy_gun = enemy_tank(enemyTankX, enemyTankY, 8)
fire_power += power_change
power(fire_power)
barrier(xlocation, randomHeight, barrier_width)
gameDisplay.fill(green,
rect=[0, display_height - ground_height, display_width, ground_height])
pygame.display.update()
clock.tick(FPS)
damage = e_fireShell(enemy_gun, enemyTankX, enemyTankY, 8, 50, xlocation, barrier_width,
randomHeight, mainTankX, mainTankY)
player_health -= damage
elif event.key == pygame.K_a:
power_change = -1
elif event.key == pygame.K_d:
power_change = 1
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
tankMove = 0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
changeTur = 0
if event.key == pygame.K_a or event.key == pygame.K_d:
power_change = 0
mainTankX += tankMove
currentTurPos += changeTur
if currentTurPos > 8:
currentTurPos = 8
elif currentTurPos < 0:
currentTurPos = 0
if mainTankX - (tankWidth / 2) < xlocation + barrier_width:
mainTankX += 5
gameDisplay.fill(black)
health_bars(player_health, enemy_health)
gun = tank(mainTankX, mainTankY, currentTurPos)
enemy_gun = enemy_tank(enemyTankX, enemyTankY, 8)
fire_power += power_change
if fire_power > 100:
fire_power = 100
elif fire_power < 1:
fire_power = 1
power(fire_power)
barrier(xlocation, randomHeight, barrier_width)
gameDisplay.fill(green, rect=[0, display_height - ground_height, display_width, ground_height])
pygame.display.update()
if player_health < 1:
game_over()
elif enemy_health < 1:
you_win()
clock.tick(FPS)
pygame.quit()
quit()
game_intro()
gameLoop()