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import random
import sys
import pygame
# --- Constants ---
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
DARK_GREY = (50, 50, 50)
LIGHT_GREY = (150, 150, 150)
PLAYER_WIDTH = 50
PLAYER_HEIGHT = 40
PLAYER_SPEED = 7
ENEMY_WIDTH = 40
ENEMY_HEIGHT = 30
ENEMY_SPEED = 2
ENEMY_SPAWN_RATE = 60 # Lower number means more frequent spawns (roughly frames)
BULLET_WIDTH = 5
BULLET_HEIGHT = 15
BULLET_SPEED = 10
FPS = 60
# --- Starfield Constants ---
NUM_STARS_NEAR = 50
NUM_STARS_MID = 100
NUM_STARS_FAR = 150
STAR_SPEED_NEAR = 2
STAR_SPEED_MID = 1
STAR_SPEED_FAR = 0.5 # Can be float
STAR_COLOR_NEAR = WHITE
STAR_COLOR_MID = LIGHT_GREY
STAR_COLOR_FAR = DARK_GREY
STAR_RADIUS_NEAR = 2
STAR_RADIUS_MID = 1
STAR_RADIUS_FAR = 1
# --- Player Class ---
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# Create a simple block image for the player
self.image = pygame.Surface([PLAYER_WIDTH, PLAYER_HEIGHT])
self.image.fill(GREEN)
self.rect = self.image.get_rect()
# Set initial position
self.rect.centerx = SCREEN_WIDTH // 2
self.rect.bottom = SCREEN_HEIGHT - 10
self.speed_x = 0
def update(self):
# Reset speed for each frame
self.speed_x = 0
# Get pressed keys
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -PLAYER_SPEED
if keystate[pygame.K_RIGHT]:
self.speed_x = PLAYER_SPEED
# Move the player
self.rect.x += self.speed_x
# Keep player on screen
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self, all_sprites, bullets):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
# --- Enemy Class ---
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# Create a simple block image for the enemy
self.image = pygame.Surface([ENEMY_WIDTH, ENEMY_HEIGHT])
self.image.fill(RED)
self.rect = self.image.get_rect()
# Set initial position (random x at the top)
self.rect.x = random.randrange(SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40) # Start slightly off-screen
self.speed_y = ENEMY_SPEED
def update(self):
self.rect.y += self.speed_y
# Remove enemy if it goes off the bottom of the screen
if self.rect.top > SCREEN_HEIGHT + 10:
self.kill() # Remove sprite from all groups
# --- Bullet Class ---
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
# Create a simple block image for the bullet
self.image = pygame.Surface([BULLET_WIDTH, BULLET_HEIGHT])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
# Set initial position based on player
self.rect.centerx = x
self.rect.bottom = y
self.speed_y = -BULLET_SPEED
def update(self):
self.rect.y += self.speed_y
# Remove bullet if it goes off the top of the screen
if self.rect.bottom < 0:
self.kill()
# --- Star Function ---
def create_stars(number, speed, color, radius):
"""Creates a list of star data [x, y, speed, color, radius]."""
stars = []
for _ in range(number):
x = random.randrange(0, SCREEN_WIDTH)
y = random.randrange(
0, SCREEN_HEIGHT
) # Start stars anywhere on screen initially
stars.append([x, y, speed, color, radius])
return stars
def update_and_draw_stars(screen, stars):
"""Moves and draws stars. Resets them if they go off screen."""
for star in stars:
# Move star
star[1] += star[2] # star[1] is y, star[2] is speed
# Check if star is off screen
if star[1] > SCREEN_HEIGHT:
# Reset star to top with a new random x
star[1] = random.randrange(-20, 0)
star[0] = random.randrange(0, SCREEN_WIDTH)
# Draw star (using integer coordinates for drawing)
pygame.draw.circle(screen, star[3], (int(star[0]), int(star[1])), star[4])
# --- Game Initialization ---
pygame.init()
pygame.mixer.init() # For sound (optional)
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Galaga MVP")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 36) # Default font, size 36
# --- Create Star Lists ---
stars_far = create_stars(NUM_STARS_FAR, STAR_SPEED_FAR, STAR_COLOR_FAR, STAR_RADIUS_FAR)
stars_mid = create_stars(NUM_STARS_MID, STAR_SPEED_MID, STAR_COLOR_MID, STAR_RADIUS_MID)
stars_near = create_stars(
NUM_STARS_NEAR, STAR_SPEED_NEAR, STAR_COLOR_NEAR, STAR_RADIUS_NEAR
)
# --- Sprite Groups ---
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# --- Create Player ---
player = Player()
all_sprites.add(player)
# --- Game Variables ---
score = 0
enemy_spawn_timer = 0
game_over = False
# --- Game Loop ---
running = True
while running:
# Keep loop running at the right speed
clock.tick(FPS)
# --- Event Handling ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if not game_over and event.key == pygame.K_SPACE:
player.shoot(all_sprites, bullets)
elif game_over and event.key == pygame.K_r: # Restart game
# Reset everything (Consider resetting stars if needed, but they just loop)
all_sprites.empty()
enemies.empty()
bullets.empty()
player = Player()
all_sprites.add(player)
score = 0
enemy_spawn_timer = 0
game_over = False
# --- Update Game Logic ---
if not game_over:
# Enemy Spawning
enemy_spawn_timer += 1
if enemy_spawn_timer >= ENEMY_SPAWN_RATE:
if random.random() > 0.3:
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
enemy_spawn_timer = 0
# Update Sprites
all_sprites.update() # Calls update() on every sprite in the group
# Collision Detection: Bullet-Enemy
hits = pygame.sprite.groupcollide(bullets, enemies, True, True)
for hit in hits:
score += 10
# Collision Detection: Player-Enemy
player_hits = pygame.sprite.spritecollide(player, enemies, True)
if player_hits:
game_over = True
# player.kill() # Optional
# --- Draw / Render ---
screen.fill(BLACK) # Fill background
# --- Update and Draw Stars (Draw behind everything else) ---
# Update star positions regardless of game_over state for continuous scroll
update_and_draw_stars(screen, stars_far)
update_and_draw_stars(screen, stars_mid)
update_and_draw_stars(screen, stars_near)
# Draw Game Sprites
all_sprites.draw(screen)
# Draw Score
score_text = font.render(f"Score: {score}", True, WHITE)
screen.blit(score_text, (10, 10))
# Draw Game Over screen
if game_over:
game_over_text = font.render("GAME OVER", True, RED)
restart_text = font.render("Press R to Restart", True, WHITE)
screen.blit(
game_over_text,
(
SCREEN_WIDTH // 2 - game_over_text.get_width() // 2,
SCREEN_HEIGHT // 2 - 50,
),
)
screen.blit(
restart_text,
(SCREEN_WIDTH // 2 - restart_text.get_width() // 2, SCREEN_HEIGHT // 2),
)
# *After* drawing everything, flip the display
pygame.display.flip()
# --- Quit Pygame ---
pygame.quit()
sys.exit()
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