This is the code to the "Galaga" type game that my students made this year
import pygame, sys, random, time
from pygame.locals import *
pygame.init()
clock = pygame.time.Clock()
pygame.display.set_caption("Space Invaders")
screen = pygame.display.set_mode((640,650))
badguy_image = pygame.image.load("badguy.png").convert()
badguy_image.set_colorkey((0,0,0))
fighter_image = pygame.image.load("fighter.png").convert()
fighter_image.set_colorkey((255,255,255))
last_badguy_spawn_time = 0
game =True
##############NEW STUFF################
score = 0
font = pygame.font.Font(None,20)
GAME_OVER= pygame.image.load("gameover.png").convert()
shots=0
hits= 0
misses = 0
INTRO TO CLASSES###########################
class Badguy:
def __init__(self):
self.x = random.randint(0,520)
self.y = -100
self.dy = random.randint(2,6)
self.dx = random.choice((-1,1))*self.dy
def move(self):
self.x += self.dx
self.y += self.dy
def bounce(self):
if self.x < 0 or self.x > 570:
self.dx *= -1
def off_screen(self):
return self.y > 640
def touching(self,missile):
return (self.x+35-missile.x)**2+(self.y+22-missile.y)**2 < 1225
def draw(self):
screen.blit(badguy_image,(self.x,self.y))
###########NEW STUFF###############################
def score(self):
global score
score +=100
MORE ADVANCED CLASSES#######################
class Fighter:
def __init__(self):
self.x = 320
def move(self):
if pressed_keys[K_LEFT] and self.x > 0:
self.x -=3
if pressed_keys[K_RIGHT] and self.x < 540:
self.x +=3
def fire(self):
###########NEW STUFF###############################
global shots
shots +=1
###########NEW STUFF###############################
missiles.append(Missile(self.x+50))
def draw(self):
screen.blit(fighter_image,(self.x,591))
###########NEW STUFF###############################
def hit_by(self,badguy):
return (
badguy.y>546 and
badguy.x>self.x-70 and
badguy.x
#########NEW STUFF###############################
class Missile:
def __init__(self,x):
self.x = x
self.y = 591
def move(self):
self.y -= 5
def off_screen(self):
return self.y < -8
def draw(self):
pygame.draw.line(screen,(255,255,255),(self.x,self.y),(self.x,self.y+8),10)
THIS IS WHERE WE MAKE THE "OBJECTS"
badguys = []
fighter = Fighter()
missiles = []
THIS IS OUR MAIN GAME LOOP
while game==True:
clock.tick(60)
for event in pygame.event.get():
if event.type == QUIT:
game=False
if event.type == KEYDOWN and event.key == K_SPACE:
fighter.fire()
pressed_keys = pygame.key.get_pressed()
if time.time() - last_badguy_spawn_time > 0.5:
badguys.append(Badguy())
last_badguy_spawn_time = time.time()
screen.fill((0,0,0))
THIS IS WHERE WE ASSIGN THE FUNCTIONS TO THE OBJECTS WHICH ARE EXECUTED BY THIER OWN WHILE LOOPS
i = 0
while i < len(badguys):
badguys[i].move()
badguys[i].bounce()
badguys[i].draw()
if badguys[i].off_screen():
del badguys[i]
i -= 1
i += 1
i = 0
while i < len(missiles):
missiles[i].move()
missiles[i].draw()
if missiles[i].off_screen():
del missiles[i]
misses+=1
i -= 1
i += 1
i = 0
while i < len(badguys):
j = 0
while j < len(missiles):
if badguys[i].touching(missiles[j]):
badguys[i].score()
hits+=1
del badguys[i]
del missiles[j]
i -= 1
break
j += 1
i += 1
fighter.move()
fighter.draw()
##############NEW STUFF####################################
screen.blit(font.render("Score: "+str(score), True,(255,255,255)),(5,5))
for badguy in badguys:
if fighter.hit_by(badguy):
screen.blit(GAME_OVER,(170,200))
screen.blit(font.render("shots: "+str(shots), True,(255,255,255)),(266,320))
screen.blit(font.render("score: "+str(score), True,(255,255,255)),(266,348))
screen.blit(font.render("hits: "+str(hits), True,(255,255,255)),(400,320))
screen.blit(font.render("misses: "+str(misses), True,(255,255,255)),(400,357))
while game ==True:
for event in pygame.event.get():
if event.type== QUIT:
game= False
pygame.display.update()
##############NEW STUFF####################################
pygame.display.update()
pygame.quit()