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main.py
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249 lines (209 loc) · 8.64 KB
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# main.py
import pygame
import random
import sys
import os
import math
from pygame import time
from entities.player import Player
from entities.enemy import Enemy
from entities.bullet import Bullet
from entities.powerup import PowerUp
# Game constants
WIDTH, HEIGHT = 800, 600
PLAYER_SPEED = 8
ENEMY_ROWS = 3
ENEMY_COLS = 8
PLAYER_LIVES = 3
BASE_ENEMY_SHOT_DELAY = 1000
DIFFICULTY_INCREASE = 0.8
FPS = 60
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
YELLOW = (255, 255, 0)
DARK_BLUE = (0, 0, 20) # Very dark blue for space
# Sound paths
BACKGROUND_MUSIC = os.path.join('assets', 'background.wav')
GAME_OVER_SOUND = os.path.join('assets', 'game_over.wav')
EXPLOSION_SOUND = os.path.join('assets', 'explosion.wav')
HIT_SOUND = os.path.join('assets', 'hit.wav')
STAR_COLORS = [
(255, 255, 255), # White
(173, 216, 230), # Light blue
(255, 255, 224) # Light yellow
]
class Star:
def __init__(self):
self.x = random.randint(0, WIDTH)
self.y = random.randint(0, HEIGHT)
self.size = random.randint(1, 3)
self.color = random.choice(STAR_COLORS)
self.twinkle_speed = random.uniform(0.02, 0.05)
self.t = random.uniform(0, 2 * 3.14159) # Random start phase
def update(self):
self.t += self.twinkle_speed
# Make stars twinkle by varying their brightness
brightness = abs(math.sin(self.t))
self.current_color = tuple(int(c * brightness) for c in self.color)
def draw(self, surface):
pygame.draw.circle(surface, self.current_color, (self.x, self.y), self.size)
def load_sound(path, volume=0.5):
try:
sound = pygame.mixer.Sound(path)
sound.set_volume(volume)
return sound
except Exception as e:
print(f"Error loading sound {path}: {str(e)}")
return None
def reset_game(all_sprites, enemies, player_bullets, enemy_bullets, powerups):
# Clear all sprite groups
all_sprites.empty()
enemies.empty()
player_bullets.empty()
enemy_bullets.empty()
powerups.empty()
# Create new player
player = Player()
all_sprites.add(player)
return player
def main():
pygame.init()
pygame.mixer.init() # Initialize sound system
# Load sounds
background_music = load_sound(BACKGROUND_MUSIC, 0.3) # Lower volume for background
game_over_sound = load_sound(GAME_OVER_SOUND, 0.5)
explosion_sound = load_sound(EXPLOSION_SOUND, 0.4)
hit_sound = load_sound(HIT_SOUND, 0.4)
# Initialize display
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Invaders")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 36)
small_font = pygame.font.Font(None, 24)
def init_game():
# Create starfield
stars = [Star() for _ in range(100)]
# Initialize sprite groups
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
player_bullets = pygame.sprite.Group()
enemy_bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
# Create player
player = Player()
all_sprites.add(player)
# Game variables
score = 0
wave_number = 0
current_enemy_shot_delay = BASE_ENEMY_SHOT_DELAY
game_over = False
# Start background music
if background_music:
background_music.play(-1) # -1 means loop indefinitely
return (stars, all_sprites, enemies, player_bullets, enemy_bullets,
powerups, player, score, wave_number, current_enemy_shot_delay, game_over)
# Initialize game state
(stars, all_sprites, enemies, player_bullets, enemy_bullets,
powerups, player, score, wave_number, current_enemy_shot_delay, game_over) = init_game()
def spawn_enemies():
nonlocal wave_number, current_enemy_shot_delay
for row in range(ENEMY_ROWS):
for col in range(ENEMY_COLS):
enemy = Enemy(100 + col * 70, 50 + row * 50)
enemies.add(enemy)
all_sprites.add(enemy)
current_enemy_shot_delay = max(BASE_ENEMY_SHOT_DELAY * (DIFFICULTY_INCREASE ** wave_number), 200)
wave_number += 1
def spawn_powerup(x, y):
if random.random() < 0.1: # 10% chance
powerup = PowerUp(x, y)
powerups.add(powerup)
all_sprites.add(powerup)
spawn_enemies()
while True: # Main game loop
running = True
last_enemy_shot = pygame.time.get_ticks()
game_over = False
# Game loop
while running:
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and not game_over:
bullets = player.shoot()
for bullet in bullets:
all_sprites.add(bullet)
player_bullets.add(bullet)
elif game_over:
if event.key == pygame.K_r:
# Reset game state with new initialization
(stars, all_sprites, enemies, player_bullets, enemy_bullets,
powerups, player, score, wave_number, current_enemy_shot_delay, game_over) = init_game()
spawn_enemies()
continue
elif event.key == pygame.K_q:
pygame.quit()
sys.exit()
if not game_over:
all_sprites.update()
# Enemy shooting
if current_time - last_enemy_shot > current_enemy_shot_delay:
if enemies:
shooting_enemies = random.sample(list(enemies.sprites()),
min(3, len(enemies)))
for enemy in shooting_enemies:
bullet = Bullet(enemy.rect.centerx, enemy.rect.bottom, False)
all_sprites.add(bullet)
enemy_bullets.add(bullet)
last_enemy_shot = current_time
# Collisions
hits = pygame.sprite.groupcollide(enemies, player_bullets, True, True)
for enemy, bullets in hits.items():
score += 10
spawn_powerup(enemy.rect.centerx, enemy.rect.centery)
if explosion_sound:
explosion_sound.play()
if pygame.sprite.spritecollide(player, enemy_bullets, True):
if hit_sound:
hit_sound.play()
if player.hit() and player.lives <= 0:
game_over = True
if background_music:
background_music.stop()
if game_over_sound:
game_over_sound.play()
powerup_hits = pygame.sprite.spritecollide(player, powerups, True)
for powerup in powerup_hits:
player.power_up()
if not enemies:
spawn_enemies()
# Draw
screen.fill(DARK_BLUE) # Dark blue background
# Update and draw stars
for star in stars:
star.update()
star.draw(screen)
all_sprites.draw(screen)
# HUD
score_text = font.render(f'Score: {score}', True, WHITE)
lives_text = font.render(f'Lives: {player.lives}', True, WHITE)
wave_text = font.render(f'Wave: {wave_number}', True, WHITE)
power_text = small_font.render(f'Power: {player.power_level}', True, YELLOW)
screen.blit(score_text, (10, 10))
screen.blit(lives_text, (WIDTH - 120, 10))
screen.blit(wave_text, (WIDTH//2 - 40, 10))
screen.blit(power_text, (10, 40))
if game_over:
game_over_text = font.render(f'GAME OVER - Final Score: {score}', True, WHITE)
restart_text = font.render('Press R to Restart or Q to Quit', True, WHITE)
screen.blit(game_over_text, (WIDTH//2 - 150, HEIGHT//2))
screen.blit(restart_text, (WIDTH//2 - 150, HEIGHT//2 + 40))
pygame.display.flip()
clock.tick(FPS)
if not game_over and not running: # Only exit if not game over and window closed
break
if __name__ == "__main__":
main()