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			cd2af582c2
		
	
	| Author | SHA1 | Date | |
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| cd2af582c2 | |||
| a860c17973 | 
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			@ -3,6 +3,7 @@ import os
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os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
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from pygame.sprite import Group
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import pygame
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from pygame import mixer
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from pygame.locals import *
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import random
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			@ -55,9 +56,19 @@ class Spaceship(pygame.sprite.Sprite):
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            bullet_group.add(bullet)
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            self.last_shot = time_now
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        # update mask
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        self.mask = pygame.mask.from_surface(self.image) # this does pixel perfect collison becasue it ignores anything that is not spaceship
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        pygame.draw.rect(screen, RED, (self.rect.x, (self.rect.bottom +10), self.rect.width, 15))
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        if self.health_remaining > 0:
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            pygame.draw.rect(screen, GREEN, (self.rect.x, (self.rect.bottom +10), int(self.rect.width * (self.health_remaining / self.health_start)), 15) )
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        elif self.health_remaining <= 0:
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            explosion = Explosion(self.rect.centerx, self.rect.centery, 3)
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            explosion_group.add(explosion)
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            self.kill()
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class Bullets(pygame.sprite.Sprite):
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			@ -70,6 +81,11 @@ class Bullets(pygame.sprite.Sprite):
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        self.rect.y -= 5
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        if self.rect.bottom < 0:
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            self.kill() 
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        if pygame.sprite.spritecollide(self, alien_group, True):
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            self.kill()
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            explosion = Explosion(self.rect.centerx, self.rect.centery, 2)
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            explosion_group.add(explosion)
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# video for this https://www.youtube.com/watch?v=mqz1_wRSMwo
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class Aliens(pygame.sprite.Sprite): 
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    def __init__(self,x ,y):
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			@ -96,12 +112,54 @@ class Alien_Bullets(pygame.sprite.Sprite):
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        self.rect.y += 2
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        if self.rect.top > HEIGHT:
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            self.kill()
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        if pygame.sprite.spritecollide(self, spaceship_group, False, pygame.sprite.collide_mask):
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           self.kill()
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           spaceship.health_remaining -= 1  
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           explosion = Explosion(self.rect.centerx, self.rect.centery, 1)
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           explosion_group.add(explosion)
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#create exploxion class
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class Explosion(pygame.sprite.Sprite):
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    def __init__(self, x, y, size):
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        pygame.sprite.Sprite.__init__(self)
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        self.images = []
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        for num in range(1, 6):
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            img = pygame.image.load(f"img/exp{num}.png")
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            if size == 1:
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                img = pygame.transform.scale(img, (20, 20))
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            if size == 2:
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                img = pygame.transform.scale(img, (40, 40))
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            if size == 3:
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                img = pygame.transform.scale(img, (160, 160))
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            self.images.append(img)
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        self.index = 0
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        self.image = self.images[self.index]
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        self.rect = self.image.get_rect()
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        self.rect.center = [x, y]
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        self.counter = 0
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    def update(self):
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        expolosion_speed = 3
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        self.counter += 1
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        if self.counter >= expolosion_speed and self.index < len(self.images) - 1:
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            self.counter = 0
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            self.index += 1
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            self.image = self.images[self.index]
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        if self.index >= len(self.images) - 1 and self.counter >= expolosion_speed:
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            self.kill()
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# create sprite groups
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spaceship_group = pygame.sprite.Group()
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bullet_group = pygame.sprite.Group()
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alien_group = pygame.sprite.Group()
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alien_bullet_group = pygame.sprite.Group()
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explosion_group = pygame.sprite.Group()
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# create player
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spaceship = Spaceship(int(WIDTH / 2), HEIGHT - 100, 3)
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spaceship_group.add(spaceship)
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			@ -153,11 +211,13 @@ while running:
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    bullet_group.update()
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    alien_group.update()
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    alien_bullet_group.update()
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    explosion_group.update()
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    # draw sprite groups on screen
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    spaceship_group.draw(screen)
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    bullet_group.draw(screen)
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    alien_group.draw(screen)
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    alien_bullet_group.draw(screen)
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    explosion_group.draw(screen)
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    pygame.display.update() 
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