![]() |
| This game is my second game and is owned by me. In this game you have to save our planet Earth by killing the enemies who are coming towards us. |
HOW TO PLAY GAME USING THIS CODE :-
1. Download any Python Running IDE and run this code.
2. If you want to run this code as Executable then you can use pyinstaller to convert this python file to executable.
2. If you want to run this code as Executable then you can use pyinstaller to convert this python file to executable.
3. You can simply click on
👉
Download to get required files or you can use the exe. also (NOTE: you have to extract this folder)THE CODE OF THE GAME IS :-
# IMPORTING REQUIRED MODULES.
import pygame
import math
import os
pygame.init()
pygame.mixer.init()
pygame.font.init()
# MUSIC RELATED VARIABLES.
music_1 = "default music.mp3"
music_2 = "Shaamein.mp3"
music_3 = "Gumshuda.mp3"
play_music = music_1
bulletshoot_sound = pygame.mixer.Sound("bullet shot sound.wav")
gameover_sound = pygame.mixer.Sound("gameoversound.mp3")
gamestart_sound = pygame.mixer.Sound("start_game.wav")
lifelost_sound = pygame.mixer.Sound("life lost.wav")
# WINDOW AND THE DIFFERENT BACKGROUNDS AND IMAGES.
window_length = 1535
window_width = 805
window = pygame.display.set_mode([window_length, window_width])
pygame.display.set_caption("Space War")
icon = pygame.image.load("icon.ico")
pygame.display.set_icon(icon)
pygame.display.update()
bullet_1 = pygame.image.load("bullet.png")
bullet_1 = pygame.transform.scale(bullet_1, (180, 90)).convert_alpha()
bullet_2 = pygame.image.load("bullet.png")
bullet_2 = pygame.transform.scale(bullet_2, (180, 90)).convert_alpha()
bullet_3 = pygame.image.load("bullet.png")
bullet_3 = pygame.transform.scale(bullet_3, (180, 90)).convert_alpha()
bullet_4 = pygame.image.load("bullet.png")
bullet_4 = pygame.transform.scale(bullet_4, (180, 90)).convert_alpha()
foggy_background = pygame.image.load("foggyback.png")
foggy_background = pygame.transform.scale(foggy_background, (1850, 350)).convert_alpha()
background_image = pygame.image.load("background image for.jpg")
background_image = pygame.transform.scale(background_image, (window_length, window_width+200)).convert_alpha()
spaceship_image = pygame.image.load("myspaceship.png")
spaceship_image = pygame.transform.scale(spaceship_image, (180, 160)).convert_alpha()
front_page_image = pygame.image.load("mainpage.jpg")
front_page_image = pygame.transform.scale(front_page_image, (window_length, window_width)).convert_alpha()
space_war = pygame.image.load("space war.png")
space_war = pygame.transform.scale(space_war, (700, 200)).convert_alpha()
pvt_ltd = pygame.image.load("pvt.ltd.png")
pvt_ltd = pygame.transform.scale(pvt_ltd, (200, 45)).convert_alpha()
play = pygame.image.load("play.png")
play = pygame.transform.scale(play, (350, 140)).convert_alpha()
child_2 = pygame.image.load("child_2.png")
child_2 = pygame.transform.scale(child_2, (320, 400)).convert_alpha()
child_1 = pygame.image.load("child_1.png")
child_1 = pygame.transform.scale(child_1, (520, 360)).convert_alpha()
settings = pygame.image.load("settings.png")
settings = pygame.transform.scale(settings, (500, 150)).convert_alpha()
how_to_play = pygame.image.load("how to play.png")
how_to_play = pygame.transform.scale(how_to_play, (740, 150)).convert_alpha()
highscore = pygame.image.load("highscore.png")
highscore = pygame.transform.scale(highscore, (600, 150)).convert_alpha()
change_audio_file = pygame.image.load("change audio files.png")
change_audio_file = pygame.transform.scale(change_audio_file, (900, 150)).convert_alpha()
line_under_change = pygame.image.load("line under change.png")
line_under_change = pygame.transform.scale(line_under_change, (1150, 90)).convert_alpha()
defaultmusic_logo = pygame.image.load("defaultmusic_logo.png")
king_song_2 = pygame.image.load("king song 2.png")
king_song_3 = pygame.image.load("king song 3.png")
normal_circle = pygame.image.load("normal circel.png")
normal_circle = pygame.transform.scale(normal_circle, (150, 150)).convert_alpha()
tick_circle = pygame.image.load("tick circle.png")
tick_circle = pygame.transform.scale(tick_circle, (150, 150)).convert_alpha()
highscore_image = pygame.image.load("current highscore.png")
back_icon = pygame.image.load("back icon.png")
note = pygame.image.load("note.png")
note = pygame.transform.scale(note, (900, 60)).convert_alpha()
how_to_play_image = pygame.image.load("how to play_image.png")
how_to_play_image = pygame.transform.scale(how_to_play_image, (1450, 780)).convert_alpha()
enemy_1 = pygame.image.load("enemy_1.png")
enemy_1 = pygame.transform.scale(enemy_1, (150, 150)).convert_alpha()
enemy_2 = pygame.image.load("enemy_2.png")
enemy_2 = pygame.transform.scale(enemy_2, (200, 180)).convert_alpha()
enemy_3 = pygame.image.load("enemy_3.png")
enemy_3 = pygame.transform.scale(enemy_3, (150, 150)).convert_alpha()
image_game_over = pygame.image.load("game over logo.jpg")
image_game_over = pygame.transform.scale(image_game_over, (800, 400))
playagain_gameover = pygame.image.load("playagain_gameover.jpg")
playagain_gameover = pygame.transform.scale(playagain_gameover, (350, 85))
mainmenu_gameover = pygame.image.load("mainmenu_gameover.jpg")
mainmenu_gameover = pygame.transform.scale(mainmenu_gameover, (350, 85))
lives_remaining = pygame.image.load("life_left.png")
lives_remaining = pygame.transform.scale(lives_remaining, (60, 60))
highscore_background = pygame.image.load("backgroundforhighscore.jpg")
highscore_background = pygame.transform.scale(highscore_background, (700, 400))
# IMPORTANT GLOBAL VARIABLES.
left_to_right = False
music_change = True
view_score = 0
current_highscore = 0
# CREATING HIGHSCORE FILE IF NOT EXIST.
if (not os.path.exists("highscore.txt")):
with open ("highscore.txt", "w") as h:
h.write(str(0))
# FUNCTION OF HOW TO PLAY PAGE.
def function_howtoplay():
start = True
while start == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
start = False
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed():
pos = pygame.mouse.get_pos()
if (pos[0] / 200 >= 0.06 and pos[0] / 200 <= 0.25 and pos[1] / 200 >= 0.065 and pos[ 1] / 200 <= 0.26):
main_page()
window.blit(front_page_image, (0, 0))
window.blit(how_to_play_image, (40, -10))
window.blit(back_icon, (10, 10))
pygame.display.update()
# FUNCTION OF HIGHSCORE PAGE.
def highscore_page():
with open("highscore.txt", "r") as jo:
go = jo.read()
if view_score > int(go):
with open("highscore.txt", "w") as yo:
yo.write(str(view_score))
start = True
write_highscore = pygame.font.SysFont('Comic Sans MS', 300)
with open("highscore.txt", "r") as hlo:
blit_highscore_text = hlo.read()
blit_font_currenthighscore = write_highscore.render(str(blit_highscore_text), False, (0, 0, 255))
while start == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
start = False
pygame.quit()
quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed():
pos = pygame.mouse.get_pos()
if (pos [0] / 200 >= 0.06 and pos [0] / 200 <= 0.25 and pos [1] / 200 >= 0.065 and pos [1] / 200 <= 0.26):
main_page()
window.blit(front_page_image, (0, 0))
window.blit(highscore_image, (280, 20))
window.blit(highscore_background, (420, 220))
window.blit(blit_font_currenthighscore, (502.5, 210))
window.blit(back_icon, (10, 10))
pygame.display.update()
# FUNCTION OF SETTINGS PAGE.
def settings_page():
global music_change
start = True
while start == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
start = False
pygame.quit()
quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed() :
pos = pygame.mouse.get_pos()
if (pos [0] / 200 >= 1.05 and pos [0] / 200 <= 56.75 and pos [1] / 200 >= 1.305 and pos [1] / 200 <= 1.8):
global play_music
play_music = music_1
music_change = True
main_page()
elif (pos [0] / 200 >=1.05 and pos [0] / 200 <= 6.75 and pos [1] / 200 >= 1.94 and pos [1] / 200 <= 2.65):
play_music = music_2
music_change = True
main_page()
elif (pos [0] / 200 >=1.05 and pos [0] / 200 <= 6.75 and pos [1] / 200 >= 2.835 and pos [1] / 200 <= 3.525):
play_music = music_3
music_change = True
main_page()
elif (pos [0] / 200 >= 0.06 and pos [0] / 200 <= 0.25 and pos [1] / 200 >= 0.065 and pos [1] / 200 <= 0.26):
main_page()
window.blit(front_page_image, (0, 0))
window.blit(change_audio_file, (330,10))
window.blit(line_under_change, (260, 130))
window.blit(back_icon, (10, 10))
window.blit(defaultmusic_logo, (200, 240))
if play_music == music_1:
window.blit(tick_circle, (1200, 210))
else:
window.blit(normal_circle, (1200, 210))
window.blit(king_song_2, (200, 420))
if play_music == music_2:
window.blit(tick_circle, (1200, 385))
else:
window.blit(normal_circle, (1200, 385))
window.blit(king_song_3, (200, 600))
if play_music == music_3:
window.blit(tick_circle, (1200, 560))
else:
window.blit(normal_circle, (1200, 560))
window.blit(note, (305, 734))
pygame.display.update()
# FUNCTION OF HOME PAGE.
def main_page():
start = True
global music_change
if music_change == True:
pygame.mixer.music.load(play_music)
pygame.mixer.music.play(-1)
music_change = False
while start==True:
window.blit(front_page_image, (0, 0))
window.blit(space_war, (420, 30))
window.blit(pvt_ltd, (890, 165))
window.blit(play, (600, 240))
window.blit(settings, (520,360))
window.blit(child_2, (10,140))
window.blit(child_1, (1200, 300))
window.blit(how_to_play, (415, 620))
window.blit(highscore, (480, 490))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
start = False
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
main_loop()
elif event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed() :
pos = pygame.mouse.get_pos()
if (pos [0] / 200 >= 2.985 and pos [0] / 200 <= 4.73 and pos [1] / 200 >= 1.305 and pos [1] / 200 <= 1.8):
main_loop()
elif(pos[0] / 200 >= 2.625 and pos[0] / 200 <= 5.075 and pos[1] / 200 >= 1.925 and pos[1] / 200 <= 2.425):
settings_page()
elif (pos[0] / 200 >= 2.44 and pos[0] / 200 <= 5.35 and pos[1] / 200 >= 2.59 and pos[1] / 200 <= 3.065):
highscore_page()
elif (pos[0] / 200 >= 2.12 and pos[0] / 200 <= 5.71 and pos[1] / 200 >= 3.235 and pos[1] / 200 <= 3.725):
function_howtoplay()
# FUNCTION FOR GAME OVER PAGE.
def game_over():
gameover_sound.play()
pvt_ltd_gameover = pygame.image.load("pvt_ltd_gameover.png")
font_score_gameover = pygame.font.SysFont('Comic Sans MS', 79)
blit_font_gameover = font_score_gameover.render(str(view_score), False, (0, 255, 255))
start = True
position_ship_x = 680
movement_ship_x = 0
position_ship_y = 600
while start == True:
bullet_1_position_ship_x = position_ship_x
bullet_1_position_ship_y = position_ship_y
bullet_2_position_ship_x = position_ship_x
bullet_2_position_ship_y = position_ship_y
for event in pygame.event.get():
if event.type == pygame.QUIT:
start = False
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
movement_ship_x = 0
movement_ship_x += 4
if event.key == pygame.K_LEFT:
movement_ship_x = 0
movement_ship_x -= 4
if event.key == pygame.K_DOWN:
movement_ship_x = 0
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed():
pos = pygame.mouse.get_pos()
if (pos [0] / 200 >= 1.975 and pos [0] / 200 <= 3.71 and pos [1] / 200 >= 1.805 and pos [1] / 200 <= 2.2):
main_loop()
if (pos [0] / 200 >= 3.88 and pos [0] / 200 <= 5.625 and pos [1] / 200 >= 1.8 and pos [1] / 200 <= 2.22):
main_page()
window.blit(background_image, (0, 0))
window.blit(foggy_background, (-180, 540))
window.blit(bullet_1, (bullet_1_position_ship_x - 69.2, bullet_1_position_ship_y + 80))
window.blit(bullet_2, (bullet_2_position_ship_x + 74, bullet_2_position_ship_y + 80))
window.blit(spaceship_image, (position_ship_x, position_ship_y))
window.blit(image_game_over, (360, 80))
window.blit(pvt_ltd_gameover, (450, 272.5))
window.blit(playagain_gameover, (392, 360))
window.blit(mainmenu_gameover, (777, 360))
window.blit(blit_font_gameover, (820, 175))
pygame.display.update()
if position_ship_x >= (window_length - 195):
position_ship_x = window_length - 195
if position_ship_x <= (14):
position_ship_x = 14
position_ship_x += movement_ship_x
pygame.display.update()
# FUNCTION OF PLAY PAGE OR THE MAIN GAME.
def main_loop():
# VARIABLES REQUIRED.
gamestart_sound.play()
lives_left = 2
global view_score
view_score = 0
score = 0
position_ship_x = 680
movement_ship_x = 0
position_ship_y = 600
start = True
fire = False
fire_again = False
clock = pygame.time.Clock()
# DISPLAYING SCORE AND LIVES LEFT ON SCREEN.
font_score = pygame.font.SysFont('Comic Sans MS', 40)
font_lives = pygame.font.SysFont('Comic Sans MS', 40)
# CREATING EMENIES.
v = 0
no_enemies_1 = 4
enemy_change_x = []
enemy_change_y = []
enemy_x = []
enemy_y = []
image_enemy = []
for p in range(no_enemies_1):
image_enemy.append(enemy_1)
enemy_x.append(10 + v)
enemy_y.append(10)
enemy_change_x.append(16)
enemy_change_y.append(20)
v+= 300
l = 0
no_enemies_2 = 3
enemy2_change_x = []
enemy2_change_y = []
enemy2_x = []
enemy2_y = []
image2_enemy = []
for q in range(no_enemies_2):
image2_enemy.append(enemy_2)
enemy2_x.append(50 + l)
enemy2_y.append(120)
enemy2_change_x.append(16)
enemy2_change_y.append(20)
l += 300
t = 0
no_enemies_3 = 3
enemy3_change_x = []
enemy3_change_y = []
enemy3_x = []
enemy3_y = []
image3_enemy = []
for c in range(no_enemies_3):
image3_enemy.append(enemy_3)
enemy3_x.append(200 + t)
enemy3_y.append(250)
enemy3_change_x.append(16)
enemy3_change_y.append(20)
t += 350
# GAME LOOP.
while start==True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
start = False
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
movement_ship_x = 0
movement_ship_x += 9
if event.key == pygame.K_LEFT:
movement_ship_x = 0
movement_ship_x -= 9
if event.key == pygame.K_DOWN:
movement_ship_x = 0
if event.key == pygame.K_UP:
if fire == True and fire_again == False:
bulletshoot_sound.play()
if fire == True:
fire_again = True
if fire == False:
bullet_1_position_ship_x = position_ship_x
bulletshoot_sound.play()
fire = True
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed():
pos = pygame.mouse.get_pos()
if (pos[0] / 200 >= 0.06 and pos[0] / 200 <= 0.25 and pos[1] / 200 >= 0.065 and pos[1] / 200 <= 0.26):
main_page()
# GETTING LOCATION WHILE IN REST MODE.
if fire == False:
bullet_1_position_ship_x = position_ship_x
bullet_1_position_ship_y = position_ship_y
bullet_2_position_ship_x = position_ship_x
bullet_2_position_ship_y = position_ship_y
if fire == True and fire_again == False :
bullet_3_position_ship_x = position_ship_x
bullet_3_position_ship_y = position_ship_y
bullet_4_position_ship_x = position_ship_x
bullet_4_position_ship_y = position_ship_y
# MOVEMENT OF THE BULLET AND IT'S RETURN TO THE INITIAL POSITION.
if bullet_1_position_ship_y < -90 and bullet_2_position_ship_y < -90:
fire = False
# SHOWING ALL THE ITEMS ON THE WINDOW.
window.blit(background_image, (0,0))
window.blit(foggy_background, (-180, 540))
window.blit(bullet_1, (bullet_1_position_ship_x - 69.2, bullet_1_position_ship_y + 80))
window.blit(bullet_2, (bullet_2_position_ship_x + 74, bullet_2_position_ship_y + 80))
if fire == True:
window.blit(bullet_3, (bullet_3_position_ship_x - 69.5, bullet_3_position_ship_y+ 80))
window.blit(bullet_4, (bullet_4_position_ship_x + 74, bullet_4_position_ship_y + 80))
if fire == False and fire_again == True:
window.blit(bullet_3, (bullet_3_position_ship_x - 69.5, bullet_3_position_ship_y+ 80))
window.blit(bullet_4, (bullet_4_position_ship_x + 74, bullet_4_position_ship_y + 80))
window.blit(spaceship_image, (position_ship_x, position_ship_y))
blit_font = font_score.render("SCORE : " + str(score), False, (0, 0, 0))
blit_lives = font_lives.render("LIVES : ", False, (0, 0, 0))
window.blit(blit_font, (1270, 732))
window.blit(blit_lives, (20, 727))
if lives_left == 2:
window.blit(lives_remaining, (165, 727))
window.blit(lives_remaining, (215, 727))
if lives_left == 1:
window.blit(lives_remaining, (165, 727))
window.blit(back_icon, (10, 10))
# BLITING EMEMIES AND COLLISION IS ALSO INSIDE IT.
for s in range(no_enemies_1):
global left_to_right
if enemy_x[s] >= (window_length - 195):
enemy_x[s] = window_length-196
enemy_y[s]+= enemy_change_y[s]
enemy_change_x[s] = enemy_change_x[s] * -1
if enemy_x[s] <= (14):
enemy_x[s] = 15
enemy_y[s] += enemy_change_y[s]
enemy_change_x[s] = 16
enemy_x[s] += enemy_change_x[s]
if enemy_y[s] <= 5:
enemy_y[s] = 5
if enemy_y[s]>=position_ship_y:
view_score = score
game_over()
if fire == True:
bullet_1_position_ship_y -= 1
bullet_2_position_ship_y -= 1
if (math.sqrt(math.pow(enemy_x[s] - bullet_2_position_ship_x, 2) + math.pow(enemy_y[s] - bullet_2_position_ship_y,2))) <= 80:
fire = False
score += 1
enemy_y[s]-= 50
enemy_x[s] -= 100
if (math.sqrt(math.pow(enemy_x[s] - bullet_1_position_ship_x, 2) + math.pow(enemy_y[s] - bullet_1_position_ship_y,2))) <= 80:
fire = False
enemy_y[s] -= 50
enemy_x[s] += 100
if fire_again == True:
bullet_3_position_ship_y -= 1
bullet_4_position_ship_y -= 1
if bullet_3_position_ship_y < -90 and bullet_4_position_ship_y < -90:
fire_again = False
if (math.sqrt(math.pow(enemy_x[s] - bullet_3_position_ship_x, 2) + math.pow(enemy_y[s] - bullet_3_position_ship_y,2))) <= 80:
fire_again = False
score += 1
enemy_y[s] -= 50
enemy_x[s] += 100
if (math.sqrt(math.pow(enemy_x[s] - bullet_4_position_ship_x, 2) + math.pow(enemy_y[s] - bullet_4_position_ship_y,2))) <= 80:
fire_again = False
score += 1
enemy_y[s] -= 50
enemy_x[s] -= 100
if enemy_y[s]>= position_ship_y-130:
enemy_x[s] = 700
enemy_y[s] = 20
if lives_left == 1:
view_score = score
game_over()
if lives_left == 2:
lifelost_sound.play()
lives_left -= 1
break
window.blit(image_enemy[s], (enemy_x[s], enemy_y[s]))
for r in range(no_enemies_2):
if enemy2_x[r] >= (window_length - 195):
enemy2_x[r] = window_length-196
enemy2_y[r]+= enemy2_change_y[r]
enemy2_change_x[r] = enemy2_change_x[r] * -1
if enemy2_x[r] <= (14):
enemy2_x[r] = 15
enemy2_y[r] += enemy2_change_y[r]
enemy2_change_x[r] = 16
enemy2_x[r] += enemy2_change_x[r]
if enemy2_y[r] <= 5:
enemy2_y[r] = 5
if enemy2_y[r]>=position_ship_y:
view_score = score
game_over()
if fire == True:
bullet_1_position_ship_y -= 1
bullet_2_position_ship_y -= 1
if (math.sqrt(math.pow(enemy2_x[r] - bullet_2_position_ship_x, 2) + math.pow(enemy2_y[r] - bullet_2_position_ship_y,2))) <= 80:
fire = False
score += 1
enemy2_y[r] -= 50
enemy2_x[r] -= 100
if (math.sqrt(math.pow(enemy2_x[r] - bullet_1_position_ship_x, 2) + math.pow(enemy2_y[r] - bullet_1_position_ship_y,2))) <= 80:
fire = False
score += 1
enemy2_y[r] -= 60
enemy2_x[r] += 10
if fire_again == True:
bullet_3_position_ship_y -= 1
bullet_4_position_ship_y -= 1
if bullet_3_position_ship_y < -90 and bullet_4_position_ship_y < -90:
fire_again = False
if (math.sqrt(math.pow(enemy2_x[r] - bullet_3_position_ship_x, 2) + math.pow(enemy2_y[r] - bullet_3_position_ship_y,2))) <= 80:
fire_again = False
score += 1
enemy2_y[r] -= 50
enemy2_x[r] += 100
if (math.sqrt(math.pow(enemy2_x[r] - bullet_4_position_ship_x, 2) + math.pow(enemy2_y[r] - bullet_4_position_ship_y,2))) <= 80:
fire_again = False
score +=1
enemy2_y[r] -= 50
enemy2_x[r] -= 100
if enemy2_y[r]>= position_ship_y-130:
enemy2_x[r] = 400
enemy2_y[r] = 20
if lives_left == 1:
view_score = score
game_over()
if lives_left == 2:
lifelost_sound.play()
lives_left -= 1
break
window.blit(image2_enemy[r], (enemy2_x[r], enemy2_y[r]))
for b in range(no_enemies_3):
if enemy3_x[b] >= (window_length - 195):
enemy3_x[b] = window_length-196
enemy3_y[b]+= enemy2_change_y[b]
enemy3_change_x[b] = enemy3_change_x[b] * -1
if enemy3_x[b] <= (14):
enemy3_x[b] = 15
enemy3_y[b] += enemy2_change_y[b]
enemy3_change_x[b] = 16
enemy3_x[b] += enemy3_change_x[b]
if enemy3_y[b] <= 5:
enemy3_y[b] = 5
if fire == True:
bullet_1_position_ship_y -= 1
bullet_2_position_ship_y -= 1
if (math.sqrt(math.pow(enemy3_x[b] - bullet_2_position_ship_x, 2) + math.pow(enemy3_y[b] - bullet_2_position_ship_y,2))) <= 80:
fire = False
score += 1
enemy3_y[b] -= 50
enemy3_x[b] -= 100
if (math.sqrt(math.pow(enemy3_x[b] - bullet_1_position_ship_x, 2) + math.pow(enemy3_y[b] - bullet_1_position_ship_y,2))) <= 80:
fire = False
score += 1
enemy3_y[b] -= 50
enemy3_x[b] += 100
if fire_again == True:
bullet_3_position_ship_y -= 1
bullet_4_position_ship_y -= 1
if bullet_3_position_ship_y < -90 and bullet_4_position_ship_y < -90:
fire_again = False
if (math.sqrt(math.pow(enemy3_x[b] - bullet_3_position_ship_x, 2) + math.pow(enemy3_y[b] - bullet_3_position_ship_y,2))) <= 80:
fire_again = False
score += 1
enemy3_y[b] -= 50
enemy3_x[b] += 100
if (math.sqrt(math.pow(enemy3_x[b] - bullet_4_position_ship_x, 2) + math.pow(enemy3_y[b] - bullet_4_position_ship_y,2))) <= 80:
fire_again = False
score += 1
enemy3_y[b] -= 50
enemy3_x[b] -= 100
if enemy3_y[b]>= position_ship_y-130:
enemy3_x[b] = 100
enemy3_y[b] = 20
if lives_left == 1:
view_score = score
game_over()
if lives_left == 2:
lifelost_sound.play()
lives_left -= 1
break
window.blit(image3_enemy[b], (enemy3_x[b], enemy3_y[b]))
pygame.display.update()
# MOVEMENT AND LIMITING THE AREA FOR MOVEMENT.
if position_ship_x >= (window_length-195):
position_ship_x = window_length-195
if position_ship_x <= (14):
position_ship_x = 14
position_ship_x += movement_ship_x
pygame.display.update()
# FRAME RATE PER SECOND.
clock.tick(50)
# GAME STARTS THROUGH THIS PAGE.
main_page()

Comments
Post a Comment