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space.py
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space.py
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from moviepy.editor import VideoFileClip,CompositeVideoClip,concatenate_videoclips#For Gameover Video
import pygame
import random
import os,sys
from os import path#For image loading path
img_dir = path.join(path.dirname(__file__),'img')
reso_x=1000
reso_y=750
FPS=30
class Game(object):
def main(self,screen):
clock=pygame.time.Clock()
image = pygame.image.load(path.join(img_dir,'stars.png')).convert()#Background
sprites=pygame.sprite.Group()#All sprites which are drawn
mobs = pygame.sprite.Group()#All sprites which disappear after hitting bullets
bullet = pygame.sprite.Group()#all bullet sprites
self.player=Player(sprites)
resume = pygame.image.load(path.join(img_dir,'resume.png')).convert_alpha()#Resume screen
#font_name = pygame.font.match_font('arial')
def draw_text(surf,text,size,x,y):#For writing text on screen
font = pygame.font.Font('kenvector_future.ttf',size)
text_surface = font.render(text,True,(255,255,255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x,y)
surf.blit(text_surface,text_rect)
for i in range(6):
self.m=Mob(sprites,mobs)
running=True
image_x=0
image_y=0
score=0
def shoot(player):
bullet1=Bullets(player.rect.left+14,player.rect.top,sprites,bullet)
bullet2=Bullets(player.rect.right-14,player.rect.top,sprites,bullet)
run = True
button1 = pygame.draw.rect(screen, (255, 0, 0),(285, 355, 130, 80))#Mouse Buttons positions
button2 = pygame.draw.rect(screen, (255, 0, 0),(590, 360, 110, 75))
while running:
dt=clock.tick(FPS)
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.type == pygame.MOUSEBUTTONDOWN: # Mouse buttons action
pos = pygame.mouse.get_pos()
if button2.collidepoint(pos) and pygame.mouse.get_pressed()[0]:
run = True
if button1.collidepoint(pos) and pygame.mouse.get_pressed()[0]:
pygame.quit()
key = pygame.key.get_pressed()
if key[pygame.K_SPACE]:
shoot(self.player)
if run == True:
#screen.fill((200,200,200))
sprites.update(dt/1000.,self)
hits = pygame.sprite.groupcollide(mobs,bullet,True,True)# bullets action
for hit in hits:
score += 1 # Score updation
self.m=Mob(sprites,mobs)
hits = pygame.sprite.spritecollide(self.player,mobs,False,pygame.sprite.collide_circle)
if hits:#Gameover Screen
clip5 = VideoFileClip('./mp4/planet.mp4')
video =clip5.resize((1000,700))
video.preview()
pygame.quit()
if score > 35 :#For moving onto next game
running = False
screen.blit(image,(0,0))
#screen.blit(image,(image_x,image_y))
sprites.draw(screen)# for drawing sprites
draw_text(screen,"Score : "+str(score),18,900,20) #for displaying text
#screen.blit(image1,(image1_x,image1_y))
if run == False:# resume screen
resume_rect=resume.get_rect()
resume_rect.center=(reso_x/2,reso_y/2)
screen.blit(resume,resume_rect)
pygame.display.flip()
class Player(pygame.sprite.Sprite):#This class contains player sprite properties
def __init__(self,*groups):
super(Player,self).__init__(*groups)
self.image = pygame.image.load(path.join(img_dir,'fighter.png'))
self.rect = pygame.rect.Rect((430,580),self.image.get_size())
self.radius = 35
self.resting = False
self.dy = 0
#last=self.rect.copy() #For gravity
def update(self,dt,game):
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
self.rect.x -=300*dt
elif key[pygame.K_RIGHT]:
self.rect.x += 300*dt
elif key[pygame.K_UP]:
self.rect.y -= 300*dt
elif key[pygame.K_DOWN]:
self.rect.y +=300*dt
if (self.rect.left<0):
self.rect.left=0
if (self.rect.right > reso_x):
self.rect.right=reso_x
if (self.rect.top<0):
self.rect.top=0
if (self.rect.bottom>reso_y):
self.rect.bottom=reso_y
#if key[pygame.K_SPACE]:
# self.dy = -400
#self.dy = min(100,self.dy + 10)
#self.rect.y +=self.dy * dt
#new = self.rect
#self.resting = False #Gravity
class Mob(pygame.sprite.Sprite):#This contains Enemy sprite properties
def __init__(self,*groups):
super(Mob,self).__init__(*groups)
self.image_orig = pygame.image.load(path.join(img_dir,'asteroid.png'))
self.image = self.image_orig.copy()
self.rect = pygame.rect.Rect((random.randrange(50,950),random.randrange(-100,-40)),self.image.get_size())
self.radius = 25
self.dy = 0
self.speedy = random.randrange(10,15)
self.speedx = random.randrange(-10,10)
self.rot=0
self.rot_speed = random.randrange(-20,20)
self.last_update = pygame.time.get_ticks()
def rotate(self): #For rotating asteroid 50ms 1 degree
now = pygame.time.get_ticks()
if now - self.last_update > 50 :
self.last_update = now
self.rot = (self.rot + self.rot_speed)%360
new_image = pygame.transform.rotate(self.image_orig,self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center= old_center
def update(self,dt,game):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > reso_y + 10 :
self.rect.x = random.randrange(140,670)
self.rect.y = random.randrange(-100,-40)#for spawwing above screen
self.speedy = random.randrange(10,15)
class Bullets(pygame.sprite.Sprite): # Bullet properties
def __init__(self,x,y,*groups):
super(Bullets,self).__init__(*groups)
self.image = pygame.image.load(path.join(img_dir,'laserRed.png'))
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speedy = -40
def update(self,dt,game):
self.rect.y += self.speedy
if self.rect.bottom < 0 :
self.kill()
if __name__=='__main__': # FOr running single name
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_mode((reso_x,reso_y))
pygame.display.set_caption("###THE GAME CHANGERS###")
Game().main(screen)