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myrr.py
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import pygame
import sys
import random
# Initialize Pygame
pygame.init()
# Initialize Pygame mixer for sound
pygame.mixer.init()
# Load and play background music
#music_background
music_path = "sounds.mp3"
pygame.mixer.music.load(music_path)
pygame.mixer.music.play(-1) # Play music in a loop
# Load shooting sound
#shot_sound
shoot_sound = pygame.mixer.Sound("shut.mp3")
pygame.mixer.init()
# Constants
WIDTH, HEIGHT = 800, 600
FPS = 60
PLAYER_SPEED = 5
BULLET_SPEED = 7
FUEL_DECREASE_RATE = 0.05
POWER_UP_DURATION = 5000 # milliseconds
# Colors
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
DARK_GREEN = (0, 100, 0)
YELLOW = (255, 255, 0)
BROWN = (139, 69, 19)
# Setup the screen
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My River Raid")
# Setup clock for FPS
clock = pygame.time.Clock()
# Player class
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
#player_logo
player = "airplan.png"
self.image = pygame.image.load(player).convert_alpha()
self.image = pygame.transform.scale(self.image, (60, 60)) # Adjust size as needed
self.rect = self.image.get_rect()
self.rect.center = (WIDTH // 2, HEIGHT - 100)
self.speed = PLAYER_SPEED
self.fuel = 100
self.invulnerable = False
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.left > 100:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT] and self.rect.right < WIDTH - 100:
self.rect.x += self.speed
def refuel(self):
self.fuel = min(100, self.fuel + 30)
def activate_power_up(self, power_type):
if power_type == "shield":
self.invulnerable = True
def deactivate_power_up(self):
self.invulnerable = False
# Bullet class
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((5, 10))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speed = BULLET_SPEED
def update(self):
self.rect.y -= self.speed
if self.rect.bottom < 0:
self.kill()
# Boat class
class Boat(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
#boat_logo
boat = "boat.png"
self.image = pygame.image.load(boat).convert_alpha()
self.image = pygame.transform.scale(self.image, (50, 25)) # Adjust size as needed
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
# Helicopter class
class Helicopter(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
#helicopter_logo
helicopter = "helicopter.png"
self.image = pygame.image.load(helicopter).convert_alpha()
self.image = pygame.transform.scale(self.image, (60, 40)) # Adjust size as needed
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = random.randint(3, 6)
def update(self):
self.rect.y += self.speed
if self.rect.top > HEIGHT:
self.rect.y = -20
self.rect.x = random.randint(100, WIDTH - 140)
# Bridge class
class Bridge(pygame.sprite.Sprite):
def __init__(self, y):
super().__init__()
self.image = pygame.Surface((WIDTH - 200, 40))
pygame.draw.rect(self.image, BROWN, [0, 0, WIDTH - 200, 40])
pygame.draw.rect(self.image, DARK_GREEN, [0, 0, WIDTH - 200, 10])
pygame.draw.rect(self.image, BROWN, [0, 10, WIDTH - 200, 30])
self.rect = self.image.get_rect()
self.rect.x = 100
self.rect.y = y
def update(self):
pass
# Fuel class
class Fuel(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
# Load the fuel station image
#fuel_logo
fuel_image_path = "fuel.png"
self.image = pygame.image.load(fuel_image_path).convert_alpha()
self.image = pygame.transform.scale(self.image, (30, 40)) # Adjust size as needed
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
self.rect.y += 2
if self.rect.top > HEIGHT:
self.kill()
# PowerUp class
class PowerUp(pygame.sprite.Sprite):
def __init__(self, x, y, power_type):
super().__init__()
self.image = pygame.Surface((20, 20))
self.power_type = power_type
if power_type == "shield":
self.image.fill(WHITE)
elif power_type == "speed":
self.image.fill(GREEN)
elif power_type == "multi-shot":
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
self.rect.y += 2
if self.rect.top > HEIGHT:
self.kill()
# Function to create game objects
def create_game_objects(level):
player = Player()
boats = pygame.sprite.Group()
helicopters = pygame.sprite.Group()
fuels = pygame.sprite.Group()
bridges = pygame.sprite.Group()
bullets = pygame.sprite.Group()
power_ups = pygame.sprite.Group()
# Generate boats
for i in range(level + 4):
x = random.randint(100, WIDTH - 140)
y = random.randint(-100, -40)
boat = Boat(x, y)
boats.add(boat)
# Generate helicopters
for i in range(level + 2):
x = random.randint(100, WIDTH - 140)
y = random.randint(-300, -40)
helicopter = Helicopter(x, y)
helicopters.add(helicopter)
# Generate fuel depots
# for i in range(level + 2):
for i in range(3):
fuel_x = random.randint(100, WIDTH - 130)
fuel_y = random.randint(-300, -40)
fuel = Fuel(fuel_x, fuel_y)
fuels.add(fuel)
# Generate power-ups
for i in range(2 + (level // 5)):
power_up_x = random.randint(100, WIDTH - 130)
power_up_y = random.randint(-300, -40)
power_type = random.choice(["shield", "speed", "multi-shot"])
power_up = PowerUp(power_up_x, power_up_y, power_type)
power_ups.add(power_up)
# Generate bridges
bridge_y = -40
bridge = Bridge(bridge_y)
bridges.add(bridge)
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(boats)
all_sprites.add(helicopters)
all_sprites.add(fuels)
all_sprites.add(bridges)
all_sprites.add(bullets)
all_sprites.add(power_ups)
return player, boats, helicopters, fuels, bridges, bullets, power_ups, all_sprites
# Game over function
def game_over(screen, score, kills):
font = pygame.font.SysFont(None, 72)
game_over_text = font.render('Game Over', True, WHITE)
score_text = font.render(f'Final Score: {score}', True, WHITE)
kills_text = font.render(f'Enemies Destroyed: {kills}', True, WHITE)
screen.blit(game_over_text, (WIDTH // 2 - game_over_text.get_width() // 2, HEIGHT // 2 - 100))
screen.blit(score_text, (WIDTH // 2 - score_text.get_width() // 2, HEIGHT // 2))
screen.blit(kills_text, (WIDTH // 2 - kills_text.get_width() // 2, HEIGHT // 2 + 100))
pygame.display.flip()
pygame.time.wait(3000)
# Main game loop
# Main game loop
def main():
level = 1
player, boats, helicopters, fuels, bridges, bullets, power_ups, all_sprites = create_game_objects(level)
score = 0
kills = 0
fuel_spawn_kill_threshold = 15 # The next milestone for fuel station spawn
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
# Play shooting sound when spacebar is pressed
shoot_sound.play()
# Existing shooting logic
bullet = Bullet(player.rect.centerx, player.rect.top)
bullets.add(bullet)
all_sprites.add(bullet)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
bullet = Bullet(player.rect.centerx, player.rect.top)
bullets.add(bullet)
all_sprites.add(bullet)
all_sprites.update()
if pygame.sprite.spritecollide(player, helicopters, False) or pygame.sprite.spritecollide(player, boats, False):
if not player.invulnerable:
game_over(screen, score, kills)
running = False
for bridge in pygame.sprite.spritecollide(player, bridges, False):
if pygame.sprite.spritecollide(player, bridges, False):
bridge.kill()
score += 50
fuel_hits = pygame.sprite.spritecollide(player, fuels, True)
for fuel in fuel_hits:
player.refuel()
power_up_hits = pygame.sprite.spritecollide(player, power_ups, True)
for power_up in power_up_hits:
player.activate_power_up(power_up.power_type)
pygame.time.set_timer(pygame.USEREVENT + 1, POWER_UP_DURATION) # Power-up duration
player.power_up = power_up.power_type
for event in pygame.event.get():
if event.type == pygame.USEREVENT + 1:
player.deactivate_power_up()
pygame.time.set_timer(pygame.USEREVENT + 1, 0)
hits = pygame.sprite.groupcollide(bullets, boats, True, True)
for hit in hits:
score += 10
kills += 1 # Increment kill counter
x = random.randint(100, WIDTH - 140)
y = random.randint(-100, -40)
boat = Boat(x, y)
boats.add(boat)
all_sprites.add(boat)
hits = pygame.sprite.groupcollide(bullets, helicopters, True, True)
for hit in hits:
#score_increase
score += 20
kills += 1 # Increment kill counter
x = random.randint(100, WIDTH - 140)
y = random.randint(-100, -40)
helicopter = Helicopter(x, y)
helicopters.add(helicopter)
all_sprites.add(helicopter)
# Check if kills reached the threshold for spawning fuel stations
if kills >= fuel_spawn_kill_threshold:
# Spawn n new fuel stations
#fuel_number
for i in range(3):
fuel_x = random.randint(100, WIDTH - 130)
fuel_y = random.randint(-300, -40)
fuel = Fuel(fuel_x, fuel_y)
fuels.add(fuel)
all_sprites.add(fuel)
# Increase the threshold for the next batch of fuel stations
#fuel_increase
fuel_spawn_kill_threshold += 15
player.fuel -= FUEL_DECREASE_RATE
if player.fuel <= 0:
game_over(screen, score, kills)
running = False
score += 1
if not boats and not helicopters:
level += 1
player, boats, helicopters, fuels, bridges, bullets, power_ups, all_sprites = create_game_objects(level)
screen.fill(BLUE)
pygame.draw.rect(screen, DARK_GREEN, [0, 0, 100, HEIGHT])
pygame.draw.rect(screen, DARK_GREEN, [WIDTH - 100, 0, 100, HEIGHT])
all_sprites.draw(screen)
font = pygame.font.SysFont(None, 36)
score_text = font.render(f'Score: {score}', True, WHITE)
fuel_text = font.render(f'Fuel: {int(player.fuel)}', True, WHITE)
level_text = font.render(f'Level: {level}', True, WHITE)
kills_text = font.render(f'Enemies Destroyed: {kills}', True, WHITE) # Display kills
screen.blit(score_text, (10, 10))
screen.blit(fuel_text, (10, 50))
screen.blit(level_text, (10, 90))
screen.blit(kills_text, (10, 130)) # Update kills display
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()