Exemple #1
0
def game_loop():  # CRIANDO O LOP
    global spaceship_x
    global spaceship_y
    global spaceship_alive
    global spaceship_hit_player
    global warning  # MENSAGEM DE ATENÇÃO
    global warning_counter
    global warning_once

    global bullets
    global moving

    global highscore_file  # ARMAZENAMENTO DA CONTAGEM DE PONTOS
    global highscore_int
    global score  # PONTOS

    global cloud_x  #NUVENS
    global cloud_y

    global enemy_heli_alive  # O NOSSO INIMIGO
    global boat_alive  # A VIDA DO NAVIO

    game_exit = False
    game_over = False

    gamer_over_selected = "JOGAR NOVAMENTE"

    while not game_exit:
        while game_over:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if score > highscore_int:
                        highscore_file = open('highscore.dat', "w")
                        highscore_file.write(str(score))
                        highscore_file.close()
                        pygame.quit()
                        quit()

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w or event.key == pygame.K_UP:
                        pygame.mixer.Sound.play(select)
                        gamer_over_selected = "VOLTA AO JOGO"

                    elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
                        pygame.mixer.Sound.play(select)
                        gamer_over_selected = "quit"

                        if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
                            pygame.mixer.Sound.play(select2)
                            if gamer_over_selected == "VOLTA AO JOGO":
                                if score > highscore_int:
                                    highscore_file = open('highscore.dat', "w")
                                    highscore_file.write(str(score))
                                    highscore_file.close()
                                    game_over = False

                                    score = 0
                                    #PASSANDO O TAMANHO DO BALÃO
                                    balloon_x = 800

                                    enemy_heli.x = -100
                                    enemy_heli_alive = False  # VIDAS DO INIMIGOS
                                    enemy_heli.bullets = [
                                    ]  # BALAS DO INIMIGOS

                                    boat.x = -110
                                    boat_alive = False
                                    boat.bullets = []

                                    spaceship_x = 800
                                    spaceship_alive = False
                                    warning = False
                                    warning_counter = 0  # CONTADOR
                                    warning_counter = 0
                                    # FUNÇÃO DO PLAY
                                    player.wreck_start = False
                                    player.y = display_height / 2 - 40
                                    player.x = 100
                                    player.wrecked = False
                                    player.health = 3  # VIDAS DO PLAYER
                                    bullets = []

                                    game_loop()
                                if gamer_over_selected == "quit":
                                    pygame.quit()
                                    quit()

                # MENSAGENS
            gamer_over_text = message_to_screen("JOGO OVER", font, 100, black)
            your_score = message_to_screen("SUA PONTUAÇÃO FOI: " + str(score),
                                           font, 50,
                                           black)  # MOSTRA A PONTUAÇÃO
            if gamer_over_selected == "JOGAR NOVAMENTE":
                player_again = message_to_screen("JOGAR NOVAMENTE", font, 75,
                                                 white)
            else:
                player_again = message_to_screen("JOGAR NOVAMENTE", font, 75,
                                                 black)
            if gamer_over_selected == "quit":
                game_quit = message_to_screen("QUIT", font, 75, white)
            else:
                gamer_quit = message_to_screen("QUIT", font, 75, black)

            game_over_rect = gamer_over_text.get_rect()
            your_score_rect = your_score.get_rect()
            play_again_rect = play_again.get_rect()
            gamer_quit_rect = gamer_quit.get_rect()
            # JANELA DO GAMER OVER
            game_display.blit(gamer_over_text,
                              (display_width / 2 - game_over_rect[2] / 2, 40))
            game_display.blit(
                your_score,
                (display_width / 2 - your_score_rect[2] / 2 + 5, 100))
            game_display.blit(
                player_again,
                (display_width / 2 - play_again_rect[2] / 2, 200))
            game_display.blit(
                gamer_quit, (display_width / 2 - gamer_quit_rect[2] / 2, 260))

            pygame.display.update()
            pygame.display.set_caption("VELOCIDADE DO HELICOPTER" +
                                       str(int(clock.get_fps())) +
                                       "POR SEGUNDO")
            clock.tick(10)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                if score > highscore_int:
                    highscore_file = open('highscore.dat', "w")
                    highscore_file.write(str(score))
                    highscore_file.close()
                    pygame.quit()
                    quit()

                if moving:  # PARA FAZER O MEU BARCO ANDA

                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_w:
                            player.moving_up = True

                        if event.key == pygame.K_a:
                            player.moving_left = True

                        if event.key == pygame.K_s:
                            player.moving_down = True

                        if event.key == pygame.K_d:
                            player.moving_right = True

                        if event.key == pygame.K_SPACE:
                            if not player.wreck_start:
                                pygame.mixer.Sound.play(
                                    shoot)  # COLOCANDO O SOM DO TIRO
                                bullets.append([
                                    player.x, player.y
                                ])  # PARA FAZER AS BALAS APARECEREM

                        if event.key == pygame.K_LSHIFT:
                            if not player.wreck_start:
                                pygame.mixer.Sound.play(bomb)
                                bombs.append([player.x, player.y])

                        if event.key == pygame.K_p:
                            pygame.mixer.Sound.play(select)
                            pause()

                    if event.type == pygame.KEYUP:
                        if event.key == pygame.K_w:
                            player.moving_up = False

                        if event.key == pygame.K_a:
                            player.moving_left = False

                        if event.key == pygame.K_s:
                            player.moving_down = False

                        if event.key == pygame.K_d:
                            player.moving_right = False
                #VIDA DO PLAYER
        if player.health < 1:  # SE SOR ATINGIDO É MENOS 1 VIDA
            pygame.mixer.Sound.play(
                explosion)  # se eu for atirando o som de explosãp
            player.wrecked()  # CONTAGEM DE PERCA DE VIDA

        if player.wrecked:  #SE EU FOR ATINGIDO VAI PASSA A VARIAVEL TRUE E VAI SUBTRAIR AS VIDAS ATE 0
            game_over = True
        #CRIANDO O FUNDO COM AS NUVENS
        game_display.blit(sprites.background, (0, 0))
        game_display.blit(sprites.cloud, (cloud_x, cloud_y))
        if cloud_x <= 800 - 1100:
            cloud_x = 800
            cloud_y = random.randint(0, 400)
        else:
            if not player.wreck_start:
                cloud_x -= 5

        #CRIAR O NOSSO HELICOPITERO
        game_display.blit(player.current, (player.x, player.y))  # PLAYER
        game_display.blit(enemy_heli.current,
                          (enemy_heli.x, enemy_heli.y))  # INIMIGO
        game_display.blit(sprites.spaceship, (spaceship_x, spaceship_y))
        game_display.blit(sprites.boat, (boat.x, boat.y))  #BARCO

        player.player_init()
        enemy_heli.init()
        boat.init()

        if not player.wreck_start and not player.wrecked:
            for draw_bullet in bullets:  # BALAS
                pygame.draw.rect(game_display, black,
                                 (draw_bullet[0] + 90, draw_bullet[1] + 40, 10,
                                  10))  #DESENHANDO AS BALAS
            for move_bullet in range(len(bullets)):
                bullets[move_bullet][0] += 40
            for del_bullet in bullets:
                if del_bullet[0] >= 800:
                    bullets.remove(del_bullet)

        if not player.wreck_start and not player.wrecked:  # DESENHANDO AS BOMBAS
            for draw_bomb in bombs:
                pygame.draw.rect(game_display, black,
                                 (draw_bomb[0] + 55, del_bomb[1] + 70, 20, 20))
            for move_bomb in range(len(bombs)):
                bombs[move_bomb][1] += 20
            for del_bomb in bombs:
                if del_bomb[1] >= 600:
                    bombs.remove(del_bomb)

        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in enemy_heli.bullets:  #ATRIBUIR AO INIMIGO
                pygame.draw.rect(game_display, gray,
                                 (draw_bullet[0], draw_bullet[1] + 40, 40,
                                  10))  # QUANDO O INIMIGO ATIRA
                pygame.draw.rect(game_display, red,
                                 (draw_bullet[0] + 30, draw_bullet[1] + 40, 10,
                                  10))  # QUANDO O INIMIGO ACERTA O PLAYER
            for move_bullet in range(len(enemy_heli.bullets)):
                enemy_heli.bullets[move_bullet][0] -= 15
            for del_bullet in enemy_heli.bullets:
                if del_bullet[0] <= -40:
                    enemy_heli.bullets.remove(del_bullet)

        if not player.wrecked_start and not player.wrecked and not game_over:
            for draw_bullet in boat.bullets:
                pygame.draw.rect(
                    game_display, gray,
                    (draw_bullet[0] + 40, draw_bullet[1] + 30, 20, 20))
            for move_bullet in range(len(boat.bullets)):
                boat.bullets[move_bullet][0] -= 10
                boat.bullets[move_bullet][1] -= 10
            for del_bullet in boat.bullets:
                if del_bullet[1] <= -40:
                    boat.bullets.remove(del_bullet)

        for pop_balloon in bullets:
            if balloon_x < pop_balloon[
                    0] + 90 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 40 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800 - 870  # MEDIDAS DO BALAO
                score += 50  #PONTOS POR BALÃO
            elif balloon_x < pop_balloon[
                    0] + 100 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 50 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800 - 870
                score += 50

        for pop_balloon in bombs:
            if balloon_x < pop_balloon[
                    0] + 55 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 70 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800 - 870
                score += 50
            elif balloon_x < pop_balloon[
                    0] + 75 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 90 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800 - 870
                score += 50

            spaceship_spaw_num = random.randint(0, 100)
            if spaceship_spaw_num == 50 and not spaceship_alive and score > 450:
                warning = True

            if warning:
                if warning_once:
                    pygame.mixer.Sound.play(alert)
                    warning_once = False
                game_display.blit(warning_message, (750, spaceship_y - 15))
                if warning_counter > 45:
                    pygame.mixer.Sound.play(whoosh)
                    spaceship_alive = True
                    warning_counter = 0
                    warning = False
                    warning_once = True
                else:
                    warning_counter += 1
                    # PLAY
                if spaceship_alive:  # SE ELE AINDA ESTIVER COM VIDA
                    spaceship_x -= 30
                if spaceship_x < 0 - 100:
                    spaceship_hit_player = False
                    spaceship_alive = False
                    spaceship_x = 800
                    spaceship_y = random.randint(0, 400)
                    #INIMIGO HELICOP
                enemy__spawn_num = random.randint(0, 100)
                if not enemy_heli_alive and score > 250 and enemy__spawn_num == 50:
                    enemy_heli_alive = True
                    enemy_heli.x = 800
                    #INIMIGO BARCO
                boat_spawn_num = random.randint(0, 200)
                if score > 700 and boat_spawn_num == 100 and not boat_alive:
                    boat.x = 800
                    boat_alive = True

                if boat.x <= -110:
                    boat_alive = False
                #TRABALHANDO AS COLISÕES
                #INIMIGO BALAS
                for hit_enemy_heli in bullets:
                    if enemy_heli.x < hit_enemy_heli[0]+90 < enemy_heli.x+100\
                        or enemy_heli.x < hit_enemy_heli[0]+100 < enemy_heli.x+100:
                        if enemy_heli.y < hit_enemy_heli[1]+40 < enemy_heli.y+80\
                            or enemy_heli.y < hit_enemy_heli[1]+50 < enemy_heli.y+80:
                            if not enemy_heli.x > 600:
                                pygame.mixer.Sound.play(explosion2)
                                score += 150
                                bullets.remove(hit_enemy_heli)
                                enemy_heli.x = -100
                                enemy_heli_alive = False

                for hit_spaceship in bullets:
                    if spaceship_x < hit_spaceship[0]+90 < spaceship_x+100\
                        or spaceship_x < hit_spaceship[0]+100 < spaceship_x+100:
                        if spaceship_y < hit_spaceship[1]+40 < spaceship_y +80\
                            or spaceship_y < hit_spaceship[1]+50 < spaceship_y+80:
                            if not spaceship_x > 700:
                                pygame.mixer.Sound.play(explosion2)
                                bullets.remove(hit_spaceship)
                                score += 200
                                spaceship_hit_player = False
                                spaceship_alive = False
                                spaceship_x = 800
                                spaceship_y = random.randint(0, 400)
                                #BOMBAS
                for hit_spaceship in bombs:
                    if spaceship_x < hit_spaceship[0]+55 < spaceship_x+100\
                        or spaceship_x < hit_spaceship[0]+65 < spaceship_x+100:
                        if spaceship_y < hit_spaceship[1]+70 < spaceship_y +80\
                            or spaceship_y < hit_spaceship[1]+80 < spaceship_y+80:
                            if not spaceship_x > 700:
                                pygame.mixer.Sound.play(explosion2)
                                bombs.remove(hit_spaceship)
                                score += 200
                                spaceship_hit_player = False
                                spaceship_alive = False
                                spaceship_x = 800
                                spaceship_y = random.randint(0, 400)

                for hit_boat in bullets:
                    if boat.x < hit_boat[
                            0] + 90 < boat.x + 110 or boat.x < hit_spaceship[
                                0] + 100 < boat.x + 110:
                        if boat.y < hit_boat[
                                1] + 40 < boat.y + 70 or boat.y < hit_boat[
                                    1] + 50 < boat.y + 70:
                            if not boat.x > 780:
                                pygame.mixer.Sound.play(explosion2)
                                bullets.remove(hit_boat)
                                score += 200
                                boat_alive = False
                                boat.x = -110
                    # BOMBAS DO BOAT
                for hit_boat in bombs:
                    if boat.x < hit_boat[
                            0] + 55 < boat.x + 110 or boat.x < hit_spaceship[
                                0] + 75 < boat.x + 110:
                        if boat.y < hit_boat[
                                1] + 70 < boat.y + 70 or boat.y < hit_boat[
                                    1] + 90 < boat.y + 70:
                            if not boat.x > 780:
                                pygame.mixer.Sound.play(explosion2)
                                bombs.remove(hit_boat)
                                score += 200
                                boat_alive = False
                                boat.x = -110
                    #BALOES
                if balloon_x < player.x < balloon_x + 70 or balloon_x < player.x + 100 < balloon_x + 70:
                    if balloon_y < player.y < balloon_y + 80 or balloon_y < player.y + 80 < balloon_y + 80:
                        pygame.mixer.Sound.play(explosion)
                        player.damaged = True
                        player.health -= 1
                        balloon_x = 800 - 870
                    #PLAYER
                for hit_player in enemy_heli.bullets:
                    if player.x < hit_player[
                            0] < player.x + 100 or player.x < hit_player[
                                0] + 40 < player.x + 100:
                        if player.y < hit_player[
                                1] + 40 < player.y + 80 or player.y < hit_player[
                                    1] + 50 < player.y + 80:
                            pygame.mixer.Sound.play(explosion)
                            player.damaged = True
                            player.health -= 1
                            enemy_heli.bullets.remove(hit_player)
                    # ATAQUES DO BOAT
                for hit_player in boat.bullets:
                    if player.x < hit_player[
                            0] < player.x + 100 or player.x < hit_player[
                                0] + 20 < player.x + 100:
                        if player.y < hit_player[
                                1] < player.y + 80 or player.y < hit_player[
                                    1] + 20 < player.y + 80:
                            pygame.mixer.Sound.play(explosion)
                            if not boat.boat_hit_player:
                                player.damaged = True
                                player.health -= 1
                                boat.bullets.remove(hit_player)
                    #CONDIÇÃO DO BOAT
                if boat.x < player.x < boat.x + 110 or boat.x < player.x + 100 < boat.x + 110:
                    if boat.y < player.y < boat.y + 70 or boat.y < player.y + 80 < boat.y + 70:
                        if not boat.boat_hit_player:
                            pygame.mixer.Sound.play(explosion)
                            player.damaged = True
                            player.health -= 1
                            boat.boat_hit_player = True

                if spaceship_x < player.x < spaceship_x + 100 or spaceship_x < player.x + 100 < spaceship_x + 100:
                    if spaceship_y < player.y < spaceship_y + 88 or spaceship_y < player.y + 80 < spaceship_y + 88:
                        if not spaceship_hit_player:
                            pygame.mixer.Sound.play(explosion)
                            player.damaged = True
                            player.health -= 1
                            spaceship_hit_player = True

                game_display.blit(sprites.balloon, (balloon_x, balloon_y))
                if balloon_x <= 800 - 870:
                    balloon_x = 800  # TAMANHA DO BALÃO
                    balloon_y = random.randint(0, 400)
                else:
                    if not player.wreck_start:
                        balloon_x -= 7
                    #PARA APARECER A NOSSA PONTUAÇÃO
                game_display.blit(
                    message_to_screen("PONTOS : {}".format(score), font, 50,
                                      black), (10, 10))

                if score < highscore_int:
                    hi_score_message = message_to_screen(
                        "CONTAGEM : {}".format(highscore_int), font, 50, black)
                else:
                    highscore_file = open('Pontuacao Maxima.dat', "w")
                    highscore_file.write(str(score))
                    highscore_file.close()
                    highscore_file = open('Pontuacao MAxima.dat', "r")
                    highscore_int = int(highscore_file.read())
                    highscore_file.close()
                    hi_score_message = message_to_screen(
                        "CONTAGEM : {}".format(highscore_int), font, 50,
                        yellow)
                    hi_score_message_rect = hi_score_message.get_rect()
                    game_display.blit(hi_score_message,
                                      (800 - hi_score_message_rect[2] - 10,
                                       10))  #COLOCANDO NA TELA O SCORE
                    #DESENHANDO AS VIDAS
                if player.health >= 1:
                    game_display.blit(sprites.icon, (10, 50))  #ICONES DE VIDA
                    if player.health >= 2:
                        game_display.blit(sprites.icon, (10 + 32 + 10, 50))
                        if player.health >= 3:
                            game_display.blit(sprites.icon,
                                              (10 + 32 + 10 + 32 + 10, 50))
                        # COMEÇO DO JOGO
                if godmode:
                    score = 1000  # COMEÇA COM 1000 PONTOS
                    player.health = 3  # COMEÇA COM 3 VIDAS
                    #MAR ou OCEANO
                pygame.draw.rect(game_display, blue, (0, 500, 800, 100))

                pygame.display.update()  #PARA ATUALIZAR

                pygame.display.set_caption("VELOCIDADE DO HELICOPTER" +
                                           str(int(clock.get_fps())) +
                                           "POR SEGUNDOS")
                clock.tick(FPS)
def game_loop():

    global spaceship_x
    global spaceship_y
    global spaceship_alive
    global spaceship_hit_player
    global warning
    global warning_counter
    global warning_once

    global bullets
    global moving

    global highscore_file
    global highscore_int
    global score

    global cloud_x
    global cloud_y

    global balloon_x
    global balloon_y

    global enemy_heli_alive

    global boat_alive

    game_exit = False
    game_over = False

    game_over_selected = "play again"

    while not game_exit:

        while game_over:

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if score > highscore_int:
                        highscore_file = open('highscore.dat', "w")
                        highscore_file.write(str(score))
                        highscore_file.close()
                    pygame.quit()
                    quit()
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w or event.key == pygame.K_UP:
                        pygame.mixer.Sound.play(select)
                        game_over_selected = "play again"
                    elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
                        pygame.mixer.Sound.play(select)
                        game_over_selected = "quit"
                    if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
                        pygame.mixer.Sound.play(select2)
                        if game_over_selected == "play again":
                            if score > highscore_int:
                                highscore_file = open('highscore.dat', "w")
                                highscore_file.write(str(score))
                                highscore_file.close()
                            game_over = False

                            score = 0

                            balloon_x = 800

                            enemy_heli.x = -100
                            enemy_heli_alive = False
                            enemy_heli.bullets = []

                            boat.x = -110
                            boat_alive = False
                            boat.bullets = []

                            spaceship_x = 800
                            spaceship_alive = False
                            warning = False
                            warning_counter = 0
                            warning_counter = 0

                            player.wreck_start = False
                            player.y = display_height/2-40
                            player.x = 100
                            player.wrecked = False
                            player.health = 3
                            bullets = []

                            game_loop()
                        if game_over_selected == "quit":
                            pygame.quit()
                            quit()

            game_over_text = message_to_screen("GAME OVER", font, 100, black)
            your_score = message_to_screen("YOUR SCORE WAS: " + str(score), font, 50, black)
            if game_over_selected == "play again":
                play_again = message_to_screen("PLAY AGAIN", font, 75, white)
            else:
                play_again = message_to_screen("PLAY AGAIN", font, 75, black)
            if game_over_selected == "quit":
                game_quit = message_to_screen("QUIT", font, 75, white)
            else:
                game_quit = message_to_screen("QUIT", font, 75, black)

            game_over_rect = game_over_text.get_rect()
            your_score_rect = your_score.get_rect()
            play_again_rect = play_again.get_rect()
            game_quit_rect = game_quit.get_rect()

            game_display.blit(game_over_text, (display_width/2 - game_over_rect[2]/2, 40))
            game_display.blit(your_score, (display_width/2 - (your_score_rect[2]/2+5), 100))
            game_display.blit(play_again, (display_width/2 - play_again_rect[2]/2, 200))
            game_display.blit(game_quit, (display_width/2 - game_quit_rect[2]/2, 260))

            pygame.display.update()
            pygame.display.set_caption("HELICOPTER running at " + str(int(clock.get_fps())) + " frames per second.")
            clock.tick(10)

        # event handler
        for event in pygame.event.get():

            if event.type == pygame.QUIT:
                if score > highscore_int:
                    highscore_file = open('highscore.dat', "w")
                    highscore_file.write(str(score))
                    highscore_file.close()
                pygame.quit()
                quit()

            if moving:

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w:
                        player.moving_up = True
                    if event.key == pygame.K_a:
                        player.moving_left = True
                    if event.key == pygame.K_s:
                        player.moving_down = True
                    if event.key == pygame.K_d:
                        player.moving_right = True
                    if event.key == pygame.K_SPACE:
                        if not player.wreck_start:
                            pygame.mixer.Sound.play(shoot)
                            bullets.append([player.x, player.y])
                    if event.key == pygame.K_LSHIFT:
                        if not player.wreck_start:
                            pygame.mixer.Sound.play(bomb)
                            bombs.append([player.x, player.y])
                    if event.key == pygame.K_p:
                        pygame.mixer.Sound.play(select)
                        pause()

                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_w:
                        player.moving_up = False
                    if event.key == pygame.K_a:
                        player.moving_left = False
                    if event.key == pygame.K_s:
                        player.moving_down = False
                    if event.key == pygame.K_d:
                        player.moving_right = False

        if player.health < 1:
            pygame.mixer.Sound.play(explosion)
            player.wreck()

        if player.wrecked:
            game_over = True

        # draw background and randomly positioned clouds
        game_display.blit(sprites.background, (0, 0))

        game_display.blit(sprites.cloud, (cloud_x, cloud_y))
        if cloud_x <= 800 - 1100:
            cloud_x = 800
            cloud_y = random.randint(0, 400)
        else:
            if not player.wreck_start:
                cloud_x -= 5

        # drawing player
        game_display.blit(player.current, (player.x, player.y))

        # drawing enemy helicopter
        game_display.blit(enemy_heli.current, (enemy_heli.x, enemy_heli.y))

        # drawing spaceship
        game_display.blit(sprites.spaceship, (spaceship_x, spaceship_y))

        # drawing boat
        game_display.blit(sprites.boat, (boat.x, boat.y))

        # enabling movement and animations
        player.player_init()
        enemy_heli.init()
        boat.init()

        # rendering bullets
        if not player.wreck_start and not player.wrecked:
            for draw_bullet in bullets:
                pygame.draw.rect(game_display, black, (draw_bullet[0]+90, draw_bullet[1]+40, 10, 10))
            for move_bullet in range(len(bullets)):
                bullets[move_bullet][0] += 40
            for del_bullet in bullets:
                if del_bullet[0] >= 800:
                    bullets.remove(del_bullet)

        # rendering bombs
        if not player.wreck_start and not player.wrecked:
            for draw_bomb in bombs:
                pygame.draw.rect(game_display, black, (draw_bomb[0]+55, draw_bomb[1]+70, 20, 20))
            for move_bomb in range(len(bombs)):
                bombs[move_bomb][1] += 20
            for del_bomb in bombs:
                if del_bomb[1] > 600:
                    bombs.remove(del_bomb)

        # rendering enemy bullets
        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in enemy_heli.bullets:
                pygame.draw.rect(game_display, gray, (draw_bullet[0], draw_bullet[1]+40, 40, 10))
                pygame.draw.rect(game_display, red, (draw_bullet[0]+30, draw_bullet[1]+40, 10, 10))
            for move_bullet in range(len(enemy_heli.bullets)):
                enemy_heli.bullets[move_bullet][0] -= 15
            for del_bullet in enemy_heli.bullets:
                if del_bullet[0] <= -40:
                    enemy_heli.bullets.remove(del_bullet)

        # rendering boat bullets
        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in boat.bullets:
                pygame.draw.rect(game_display, gray, (draw_bullet[0]+40, draw_bullet[1]+30, 20, 20))
            for move_bullet in range(len(boat.bullets)):
                boat.bullets[move_bullet][0] -= 10
                boat.bullets[move_bullet][1] -= 10
            for del_bullet in boat.bullets:
                if del_bullet[1] < -40:
                    boat.bullets.remove(del_bullet)

        # draw randomly positioned balloons, pop if they hit any bullet or bombs
        for pop_balloon in bullets:
            if balloon_x < pop_balloon[0]+90 < balloon_x+70 and balloon_y < pop_balloon[1]+40 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800-870
                score += 50
            elif balloon_x < pop_balloon[0]+100 < balloon_x+70 and balloon_y < pop_balloon[1]+50 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800-870
                score += 50

        for pop_balloon in bombs:
            if balloon_x < pop_balloon[0]+55 < balloon_x+70 and balloon_y < pop_balloon[1]+70 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800-870
                score += 50
            elif balloon_x < pop_balloon[0]+75 < balloon_x+70 and balloon_y < pop_balloon[1]+90 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800-870
                score += 50

        # spawn spaceship randomly
        spaceship_spawn_num = random.randint(0, 100)
        if spaceship_spawn_num == 50 and not spaceship_alive and score > 450:
            warning = True

        # show warning before spaceship spawning
        if warning:
            if warning_once:
                pygame.mixer.Sound.play(alert)
                warning_once = False
            game_display.blit(warning_message, (750, spaceship_y-15))
            if warning_counter > 45:
                pygame.mixer.Sound.play(whoosh)
                spaceship_alive = True
                warning_counter = 0
                warning = False
                warning_once = True
            else:
                warning_counter += 1

        # spaceship movement
        if spaceship_alive:
            spaceship_x -= 30
        if spaceship_x < 0-100:
            spaceship_hit_player = False
            spaceship_alive = False
            spaceship_x = 800
            spaceship_y = random.randint(0, 400)

        # spawn enemy helicopter randomly
        enemy_spawn_num = random.randint(0, 100)
        if not enemy_heli_alive and score > 250 and enemy_spawn_num == 50:
            enemy_heli_alive = True
            enemy_heli.x = 800

        # spawn boat randomly
        boat_spawn_num = random.randint(0, 200)
        if score > 700 and boat_spawn_num == 100 and not boat_alive:
            boat.x = 800
            boat_alive = True

        if boat.x <= -110:
            boat_alive = False

        # enemy-player bullet collision detection
        for hit_enemy_heli in bullets:
            if enemy_heli.x < hit_enemy_heli[0]+90 < enemy_heli.x+100 \
               or enemy_heli.x < hit_enemy_heli[0]+100 < enemy_heli.x+100:
                if enemy_heli.y < hit_enemy_heli[1]+40 < enemy_heli.y+80 \
                   or enemy_heli.y < hit_enemy_heli[1]+50 < enemy_heli.y+80:
                    if not enemy_heli.x > 600:
                        pygame.mixer.Sound.play(explosion2)
                        score += 150
                        bullets.remove(hit_enemy_heli)
                        enemy_heli.x = -100
                        enemy_heli_alive = False

        # spaceship-player bullet/bomb collision detection
        for hit_spaceship in bullets:
            if spaceship_x < hit_spaceship[0]+90 < spaceship_x+100 \
               or spaceship_x < hit_spaceship[0]+100 < spaceship_x+100:
                if spaceship_y < hit_spaceship[1]+40 < spaceship_y+80 \
                   or spaceship_y < hit_spaceship[1]+50 < spaceship_y+80:
                    if not spaceship_x > 700:
                        pygame.mixer.Sound.play(explosion2)
                        bullets.remove(hit_spaceship)
                        score += 200
                        spaceship_hit_player = False
                        spaceship_alive = False
                        spaceship_x = 800
                        spaceship_y = random.randint(0, 400)

        for hit_spaceship in bombs:
            if spaceship_x < hit_spaceship[0]+55 < spaceship_x+100 \
               or spaceship_x < hit_spaceship[0]+65 < spaceship_x+100:
                if spaceship_y < hit_spaceship[1]+70 < spaceship_y+80 \
                   or spaceship_y < hit_spaceship[1]+80 < spaceship_y+80:
                    if not spaceship_x > 700:
                        pygame.mixer.Sound.play(explosion2)
                        bombs.remove(hit_spaceship)
                        score += 200
                        spaceship_hit_player = False
                        spaceship_alive = False
                        spaceship_x = 800
                        spaceship_y = random.randint(0, 400)

        # boat-player bullet/bomb collision detection
        for hit_boat in bullets:
            if boat.x < hit_boat[0]+90 < boat.x+110 or boat.x < hit_spaceship[0]+100 < boat.x+110:
                if boat.y < hit_boat[1]+40 < boat.y+70 or boat.y < hit_boat[1]+50 < boat.y+70:
                    if not boat.x > 780:
                        pygame.mixer.Sound.play(explosion2)
                        bullets.remove(hit_boat)
                        score += 200
                        boat_alive = False
                        boat.x = -110

        for hit_boat in bombs:
            if boat.x < hit_boat[0]+55 < boat.x+110 or boat.x < hit_spaceship[0]+75 < boat.x+110:
                if boat.y < hit_boat[1]+70 < boat.y+70 or boat.y < hit_boat[1]+90 < boat.y+70:
                    if not boat.x > 780:
                        pygame.mixer.Sound.play(explosion2)
                        bombs.remove(hit_boat)
                        score += 200
                        boat_alive = False
                        boat.x = -110

        # player-ballon collision detection
        if balloon_x < player.x < balloon_x+70 or balloon_x < player.x+100 < balloon_x+70:
            if balloon_y < player.y < balloon_y+80 or balloon_y < player.y+80 < balloon_y+80:
                pygame.mixer.Sound.play(explosion)
                player.damaged = True
                player.health -= 1
                balloon_x = 800-870

        # player-enemy rocket collision detection
        for hit_player in enemy_heli.bullets:
            if player.x < hit_player[0] < player.x+100 or player.x < hit_player[0]+40 < player.x+100:
                if player.y < hit_player[1]+40 < player.y+80 or player.y < hit_player[1]+50 < player.y+80:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    enemy_heli.bullets.remove(hit_player)

        # player-boat bullet collision detection
        for hit_player in boat.bullets:
            if player.x < hit_player[0] < player.x+100 or player.x < hit_player[0]+20 < player.x+100:
                if player.y < hit_player[1] < player.y+80 or player.y < hit_player[1]+20 < player.y+80:
                    pygame.mixer.Sound.play(explosion)
                    if not boat.boat_hit_player:
                        player.damaged = True
                        player.health -= 1
                        boat.bullets.remove(hit_player)

        # player-boat collision detection
        if boat.x < player.x < boat.x+110 or boat.x < player.x+100 < boat.x+110:
            if boat.y < player.y < boat.y+70 or boat.y < player.y+80 < boat.y+70:
                if not boat.boat_hit_player:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    boat.boat_hit_player = True

        # player-spaceship collision detection
        if spaceship_x < player.x < spaceship_x+100 or spaceship_x < player.x+100 < spaceship_x+100:
            if spaceship_y < player.y < spaceship_y+88 or spaceship_y < player.y+80 < spaceship_y+88:
                if not spaceship_hit_player:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    spaceship_hit_player = True

        game_display.blit(sprites.balloon, (balloon_x, balloon_y))
        if balloon_x <= 800 - 870:
            balloon_x = 800
            balloon_y = random.randint(0, 400)
        else:
            if not player.wreck_start:
                balloon_x -= 7

        # draw score
        game_display.blit(message_to_screen("SCORE: {0}".format(score), font, 50, black), (10, 10))

        # draw high score
        if score < highscore_int:
            hi_score_message = message_to_screen("HI-SCORE: {0}".format(highscore_int), font, 50, black)
        else:
            highscore_file = open('highscore.dat', "w")
            highscore_file.write(str(score))
            highscore_file.close()
            highscore_file = open('highscore.dat', "r")
            highscore_int = int(highscore_file.read())
            highscore_file.close()
            hi_score_message = message_to_screen("HI-SCORE: {0}".format(highscore_int), font, 50, yellow)

        hi_score_message_rect = hi_score_message.get_rect()

        game_display.blit(hi_score_message, (800-hi_score_message_rect[2]-10, 10))

        # draw health
        if player.health >= 1:
            game_display.blit(sprites.icon, (10, 50))
            if player.health >= 2:
                game_display.blit(sprites.icon, (10+32+10, 50))
                if player.health >= 3:
                    game_display.blit(sprites.icon, (10+32+10+32+10, 50))

        # god-mode (for quicker testing)
        if godmode:
            score = 1000
            player.health = 3

        # drawing ocean
        pygame.draw.rect(game_display, blue, (0, 500, 800, 100))

        pygame.display.update()

        pygame.display.set_caption("HELICOPTER running at " + str(int(clock.get_fps())) + " frames per second.")
        clock.tick(FPS)
Exemple #3
0
def game_loop():

    global spaceship_x
    global spaceship_y
    global spaceship_alive
    global spaceship_hit_player
    global warning
    global warning_counter
    global warning_once

    global bullets
    global moving

    global highscore_file
    global highscore_int
    global score

    global cloud_x
    global cloud_y

    global balloon_x
    global balloon_y

    global enemy_heli_alive

    global boat_alive

    game_exit = False
    game_over = False

    game_over_selected = "Zagraj Ponownie"

    while not game_exit:

        while game_over:

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if score > highscore_int:
                        highscore_file = open('highscore.dat', "w")
                        highscore_file.write(str(score))
                        highscore_file.close()
                    pygame.quit()
                    quit()
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w or event.key == pygame.K_UP:
                        pygame.mixer.Sound.play(select)
                        game_over_selected = "Zagraj Ponownie"
                    elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
                        pygame.mixer.Sound.play(select)
                        game_over_selected = "Wyjdz"
                    if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
                        pygame.mixer.Sound.play(select2)
                        if game_over_selected == "Zagraj Ponownie":
                            if score > highscore_int:
                                highscore_file = open('highscore.dat', "w")
                                highscore_file.write(str(score))
                                highscore_file.close()
                            game_over = False

                            score = 0

                            balloon_x = 800

                            enemy_heli.x = -100
                            enemy_heli_alive = False
                            enemy_heli.bullets = []

                            boat.x = -110
                            boat_alive = False
                            boat.bullets = []

                            spaceship_x = 800
                            spaceship_alive = False
                            warning = False
                            warning_counter = 0
                            warning_counter = 0

                            player.wreck_start = False
                            player.y = display_height / 2 - 40
                            player.x = 100
                            player.wrecked = False
                            player.health = 3
                            bullets = []

                            game_loop()
                        if game_over_selected == "Wyjdz":
                            pygame.quit()
                            quit()

            game_over_text = message_to_screen("GAME OVER", font, 100, black)
            your_score = message_to_screen("Twoj Wynik: " + str(score), font1,
                                           50, black)
            if game_over_selected == "Zagraj Ponownie":
                play_again = message_to_screen("Zagraj Ponownie", font, 75,
                                               white)
            else:
                play_again = message_to_screen("Zagraj Ponownie", font, 75,
                                               black)
            if game_over_selected == "Wyjdz":
                game_quit = message_to_screen("Wyjdz", font, 75, white)
            else:
                game_quit = message_to_screen("Wyjdz", font, 75, black)

            game_over_rect = game_over_text.get_rect()
            your_score_rect = your_score.get_rect()
            play_again_rect = play_again.get_rect()
            game_quit_rect = game_quit.get_rect()

            game_display.blit(game_over_text,
                              (display_width / 2 - game_over_rect[2] / 2, 40))
            game_display.blit(your_score, (display_width / 2 -
                                           (your_score_rect[2] / 2 + 5), 100))
            game_display.blit(
                play_again, (display_width / 2 - play_again_rect[2] / 2, 200))
            game_display.blit(game_quit,
                              (display_width / 2 - game_quit_rect[2] / 2, 260))

            pygame.display.update()
            pygame.display.set_caption("Sky Fight " +
                                       str(int(clock.get_fps())) + " FPS.")
            clock.tick(10)

        # event handler
        for event in pygame.event.get():

            if event.type == pygame.QUIT:
                if score > highscore_int:
                    highscore_file = open('highscore.dat', "w")
                    highscore_file.write(str(score))
                    highscore_file.close()
                pygame.quit()
                quit()

            if moving:

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w:
                        player.moving_up = True
                    if event.key == pygame.K_a:
                        player.moving_left = True
                    if event.key == pygame.K_s:
                        player.moving_down = True
                    if event.key == pygame.K_d:
                        player.moving_right = True
                    if event.key == pygame.K_SPACE:
                        if not player.wreck_start:
                            pygame.mixer.Sound.play(shoot)
                            bullets.append([player.x, player.y])
                    if event.key == pygame.K_LSHIFT:
                        if not player.wreck_start:
                            pygame.mixer.Sound.play(bomb)
                            bombs.append([player.x, player.y])
                    if event.key == pygame.K_p:
                        pygame.mixer.Sound.play(select)
                        pause()

                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_w:
                        player.moving_up = False
                    if event.key == pygame.K_a:
                        player.moving_left = False
                    if event.key == pygame.K_s:
                        player.moving_down = False
                    if event.key == pygame.K_d:
                        player.moving_right = False

        if player.health < 1:
            pygame.mixer.Sound.play(explosion)
            player.wrecked = True

        if player.wrecked:
            game_over = True

        # rysownaie tła i losowe rozmieszczanie chmur
        game_display.blit(sprites.background, (0, 0))

        game_display.blit(sprites.cloud, (cloud_x, cloud_y))
        if cloud_x <= 800 - 1100:
            cloud_x = 800
            cloud_y = random.randint(0, 400)
        else:
            if not player.wreck_start:
                cloud_x -= 5

        # gracz
        game_display.blit(player.current, (player.x, player.y))

        # wrogi helikopter
        game_display.blit(enemy_heli.current, (enemy_heli.x, enemy_heli.y))

        # szybki-statek
        game_display.blit(sprites.spaceship, (spaceship_x, spaceship_y))

        # statek
        game_display.blit(sprites.boat, (boat.x, boat.y))

        # inicjalizacja poruszania i animacji
        player.player_init()
        enemy_heli.init()
        boat.init()

        # pociski
        if not player.wreck_start and not player.wrecked:
            for draw_bullet in bullets:
                pygame.draw.rect(
                    game_display, black,
                    (draw_bullet[0] + 90, draw_bullet[1] + 40, 10, 10))
            for move_bullet in range(len(bullets)):
                bullets[move_bullet][0] += 40
            for del_bullet in bullets:
                if del_bullet[0] >= 800:
                    bullets.remove(del_bullet)

        # bomby
        if not player.wreck_start and not player.wrecked:
            for draw_bomb in bombs:
                pygame.draw.rect(
                    game_display, black,
                    (draw_bomb[0] + 55, draw_bomb[1] + 70, 20, 20))
            for move_bomb in range(len(bombs)):
                bombs[move_bomb][1] += 20
            for del_bomb in bombs:
                if del_bomb[1] > 600:
                    bombs.remove(del_bomb)

        # wrogie pociski
        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in enemy_heli.bullets:
                pygame.draw.rect(game_display, gray,
                                 (draw_bullet[0], draw_bullet[1] + 40, 40, 10))
                pygame.draw.rect(
                    game_display, red,
                    (draw_bullet[0] + 30, draw_bullet[1] + 40, 10, 10))
            for move_bullet in range(len(enemy_heli.bullets)):
                enemy_heli.bullets[move_bullet][0] -= 15
            for del_bullet in enemy_heli.bullets:
                if del_bullet[0] <= -40:
                    enemy_heli.bullets.remove(del_bullet)

        # pociski wrogiego statku
        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in boat.bullets:
                pygame.draw.rect(
                    game_display, gray,
                    (draw_bullet[0] + 40, draw_bullet[1] + 30, 20, 20))
            for move_bullet in range(len(boat.bullets)):
                boat.bullets[move_bullet][0] -= 10
                boat.bullets[move_bullet][1] -= 10
            for del_bullet in boat.bullets:
                if del_bullet[1] < -40:
                    boat.bullets.remove(del_bullet)

        # definicja zachowanie balonow
        for pop_balloon in bullets:
            if balloon_x < pop_balloon[
                    0] + 90 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 40 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800 - 870
                score += 50
            elif balloon_x < pop_balloon[
                    0] + 100 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 50 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800 - 870
                score += 50

        for pop_balloon in bombs:
            if balloon_x < pop_balloon[
                    0] + 55 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 70 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800 - 870
                score += 50
            elif balloon_x < pop_balloon[
                    0] + 75 < balloon_x + 70 and balloon_y < pop_balloon[
                        1] + 90 < balloon_y + 100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800 - 870
                score += 50

        # definicja statkow wroga
        spaceship_spawn_num = random.randint(0, 100)
        if spaceship_spawn_num == 50 and not spaceship_alive and score > 450:
            warning = True

        # ostrzezenie o szybkim-statku
        if warning:
            if warning_once:
                pygame.mixer.Sound.play(alert)
                warning_once = False
            game_display.blit(warning_message, (750, spaceship_y - 15))
            if warning_counter > 45:
                pygame.mixer.Sound.play(whoosh)
                spaceship_alive = True
                warning_counter = 0
                warning = False
                warning_once = True
            else:
                warning_counter += 1

        # poruszanie wrogiego szybkiego-statku
        if spaceship_alive:
            spaceship_x -= 30
        if spaceship_x < 0 - 100:
            spaceship_hit_player = False
            spaceship_alive = False
            spaceship_x = 800
            spaceship_y = random.randint(0, 400)

        # zrzut wrogich statkow
        enemy_spawn_num = random.randint(0, 100)
        if not enemy_heli_alive and score > 250 and enemy_spawn_num == 50:
            enemy_heli_alive = True
            enemy_heli.x = 800

        # zrzut wrogiej łodzi
        boat_spawn_num = random.randint(0, 200)
        if score > 700 and boat_spawn_num == 100 and not boat_alive:
            boat.x = 800
            boat_alive = True

        if boat.x <= -110:
            boat_alive = False

        # wykrywanie trafien we wrogi statek
        for hit_enemy_heli in bullets:
            if enemy_heli.x < hit_enemy_heli[0]+90 < enemy_heli.x+100 \
               or enemy_heli.x < hit_enemy_heli[0]+100 < enemy_heli.x+100:
                if enemy_heli.y < hit_enemy_heli[1]+40 < enemy_heli.y+80 \
                   or enemy_heli.y < hit_enemy_heli[1]+50 < enemy_heli.y+80:
                    if not enemy_heli.x > 600:
                        pygame.mixer.Sound.play(explosion2)
                        score += 150
                        bullets.remove(hit_enemy_heli)
                        enemy_heli.x = -100
                        enemy_heli_alive = False

        # wykrywanie trafienia w szybki-statek
        for hit_spaceship in bullets:
            if spaceship_x < hit_spaceship[0]+90 < spaceship_x+100 \
               or spaceship_x < hit_spaceship[0]+100 < spaceship_x+100:
                if spaceship_y < hit_spaceship[1]+40 < spaceship_y+80 \
                   or spaceship_y < hit_spaceship[1]+50 < spaceship_y+80:
                    if not spaceship_x > 700:
                        pygame.mixer.Sound.play(explosion2)
                        bullets.remove(hit_spaceship)
                        score += 200
                        spaceship_hit_player = False
                        spaceship_alive = False
                        spaceship_x = 800
                        spaceship_y = random.randint(0, 400)

        for hit_spaceship in bombs:
            if spaceship_x < hit_spaceship[0]+55 < spaceship_x+100 \
               or spaceship_x < hit_spaceship[0]+65 < spaceship_x+100:
                if spaceship_y < hit_spaceship[1]+70 < spaceship_y+80 \
                   or spaceship_y < hit_spaceship[1]+80 < spaceship_y+80:
                    if not spaceship_x > 700:
                        pygame.mixer.Sound.play(explosion2)
                        bombs.remove(hit_spaceship)
                        score += 200
                        spaceship_hit_player = False
                        spaceship_alive = False
                        spaceship_x = 800
                        spaceship_y = random.randint(0, 400)

        # wykrywanie trafienia w statek
        for hit_boat in bullets:
            if boat.x < hit_boat[
                    0] + 90 < boat.x + 110 or boat.x < hit_spaceship[
                        0] + 100 < boat.x + 110:
                if boat.y < hit_boat[1] + 40 < boat.y + 70 or boat.y < hit_boat[
                        1] + 50 < boat.y + 70:
                    if not boat.x > 780:
                        pygame.mixer.Sound.play(explosion2)
                        bullets.remove(hit_boat)
                        score += 200
                        boat_alive = False
                        boat.x = -110

        for hit_boat in bombs:
            if boat.x < hit_boat[
                    0] + 55 < boat.x + 110 or boat.x < hit_spaceship[
                        0] + 75 < boat.x + 110:
                if boat.y < hit_boat[1] + 70 < boat.y + 70 or boat.y < hit_boat[
                        1] + 90 < boat.y + 70:
                    if not boat.x > 780:
                        pygame.mixer.Sound.play(explosion2)
                        bombs.remove(hit_boat)
                        score += 200
                        boat_alive = False
                        boat.x = -110

        # wykrywanie kolizji z balonem
        if balloon_x < player.x < balloon_x + 70 or balloon_x < player.x + 100 < balloon_x + 70:
            if balloon_y < player.y < balloon_y + 80 or balloon_y < player.y + 80 < balloon_y + 80:
                pygame.mixer.Sound.play(explosion)
                player.damaged = True
                player.health -= 1
                balloon_x = 800 - 870

        # wykrywanie trafienia przez pocisk wrogiego statku
        for hit_player in enemy_heli.bullets:
            if player.x < hit_player[
                    0] < player.x + 100 or player.x < hit_player[
                        0] + 40 < player.x + 100:
                if player.y < hit_player[
                        1] + 40 < player.y + 80 or player.y < hit_player[
                            1] + 50 < player.y + 80:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    enemy_heli.bullets.remove(hit_player)

        # trafienie przez wrogi statek
        for hit_player in boat.bullets:
            if player.x < hit_player[
                    0] < player.x + 100 or player.x < hit_player[
                        0] + 20 < player.x + 100:
                if player.y < hit_player[
                        1] < player.y + 80 or player.y < hit_player[
                            1] + 20 < player.y + 80:
                    pygame.mixer.Sound.play(explosion)
                    if not boat.boat_hit_player:
                        player.damaged = True
                        player.health -= 1
                        boat.bullets.remove(hit_player)

        # wykrywanie kolizji gracza ze statkiem
        if boat.x < player.x < boat.x + 110 or boat.x < player.x + 100 < boat.x + 110:
            if boat.y < player.y < boat.y + 70 or boat.y < player.y + 80 < boat.y + 70:
                if not boat.boat_hit_player:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    boat.boat_hit_player = True

        # wykrywanie kolizji z szybkim-statkiem
        if spaceship_x < player.x < spaceship_x + 100 or spaceship_x < player.x + 100 < spaceship_x + 100:
            if spaceship_y < player.y < spaceship_y + 88 or spaceship_y < player.y + 80 < spaceship_y + 88:
                if not spaceship_hit_player:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    spaceship_hit_player = True

        game_display.blit(sprites.balloon, (balloon_x, balloon_y))
        if balloon_x <= 800 - 870:
            balloon_x = 800
            balloon_y = random.randint(0, 400)
        else:
            if not player.wreck_start:
                balloon_x -= 7

        # wyswietlanie wyniku
        game_display.blit(
            message_to_screen("Wynik: {0}".format(score), font1, 50, black),
            (10, 10))

        # wyswietlanie najwyzszego wyniku
        if score < highscore_int:
            hi_score_message = message_to_screen(
                "HI-SCORE: {0}".format(highscore_int), font1, 50, black)
        else:
            highscore_file = open('highscore.dat', "w")
            highscore_file.write(str(score))
            highscore_file.close()
            highscore_file = open('highscore.dat', "r")
            highscore_int = int(highscore_file.read())
            highscore_file.close()
            hi_score_message = message_to_screen(
                "HI-SCORE: {0}".format(highscore_int), font, 50, yellow)

        hi_score_message_rect = hi_score_message.get_rect()

        game_display.blit(hi_score_message,
                          (800 - hi_score_message_rect[2] - 10, 10))

        # definicja zyc gracza
        if player.health >= 1:
            game_display.blit(sprites.icon, (10, 50))
            if player.health >= 2:
                game_display.blit(sprites.icon, (10 + 32 + 10, 50))
                if player.health >= 3:
                    game_display.blit(sprites.icon,
                                      (10 + 32 + 10 + 32 + 10, 50))

        # tryb god mode do testow
        if godmode:
            score = 1000
            player.health = 3

            # rysowanie oceanu
            game_display.blit(sprites.water, (0, 500, 800, 100))

        pygame.display.update()

        pygame.display.set_caption("Sky FIght " + str(int(clock.get_fps())) +
                                   " FPS.")
        clock.tick(FPS)
Exemple #4
0
def game_loop():
    global background_width

    global missile_x
    global missile_y
    global missile_alive
    global missile_hit_player
    global warning
    global warning_counter
    global warning_once

    global bullets
    global moving

    global red_heart_x
    global red_heart_y

    global highscore_file
    global highscore_int
    global score
    global hard_mode

    global cloud_x
    global cloud_y

    global enemy_heli_alive

    game_exit = False
    game_over = False
    game_over_selected = "play again"

    while not game_exit:
        while game_over:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if score > highscore_int:
                        highscore_file = open('highscore.dat', "w")
                        highscore_file.write(str(score))
                        highscore_file.close()
                    pygame.quit()
                    quit()
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w or event.key == pygame.K_UP:
                        
                        game_over_selected = "play again"
                    elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
                       
                        game_over_selected = "quit"
                    if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
                       
                        if game_over_selected == "play again":
                            player.moving_up = False
                            player.moving_down = False
                            if score > highscore_int:
                                highscore_file = open('highscore.dat', "w")
                                highscore_file.write(str(score))
                                highscore_file.close()
                            game_over = False

                            score = 0

                            red_heart_x = 800

                            enemy_heli.x = -100
                            enemy_heli_alive = False
                            enemy_heli.bullets = []

                            missile_x = 800
                            missile_alive = False
                            warning = False
                            warning_counter = 0
                            warning_counter = 0

                            player.wreck_start = False
                            player.y = HALF_WINWIDTH - 40
                            player.x = 100
                            player.wrecked = False
                            player.health = 3
                            bullets = []

                            game_loop()
                            
                        if game_over_selected == "quit":
                            pygame.quit()
                            quit()
                            
            # game over screen
            game_over_text = message_to_screen("GAME OVER", None, 72, BLACK)
            game_over_caption = message_to_screen("TRY AGAIN?", None, 36, BLACK)
            if game_over_selected == "play again":
                play_again = message_to_screen("YES, PLAY AGAIN",None, 36, WHITE)
            else:
                play_again = message_to_screen("YES, PLAY AGAIN",None, 36, BLACK)
            if game_over_selected == "quit":
                game_quit = message_to_screen("NO, QUIT",None, 36, WHITE)
            else:
                game_quit = message_to_screen("NO, QUIT", None, 36, BLACK)

            game_over_rect = game_over_text.get_rect()
            caption_rect = game_over_caption.get_rect()
            play_again_rect = play_again.get_rect()
            game_quit_rect = game_quit.get_rect()

            DISPLAYSURF.blit(game_over_text, (HALF_WINWIDTH - game_over_rect[2]/2, 80))
            DISPLAYSURF.blit(game_over_caption, (HALF_WINWIDTH - (caption_rect[2]/2+5), 160))
            DISPLAYSURF.blit(play_again, (HALF_WINWIDTH - play_again_rect[2]/2, 260))
            DISPLAYSURF.blit(game_quit, (HALF_WINWIDTH - game_quit_rect[2]/2, 320))

            pygame.display.update()
            pygame.display.set_caption("Helicopter shooter (" + str(int(FPSCLOCK.get_fps())) + " FPS)")
            FPSCLOCK.tick(10)

        # event handler
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                if score > highscore_int:
                    highscore_file = open('highscore.dat', "w")
                    highscore_file.write(str(score))
                    highscore_file.close()
                pygame.quit()
                quit()
                
            # player move
            '''
            1. click and hold left mouse to go up
            2. release to go down
            '''
            left_click = 1
            if moving:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == left_click:
                        player.moving_up = True
                    player.moving_down = False
                if event.type == pygame.MOUSEBUTTONUP:
                    player.moving_up = False
                    player.moving_down = True

        if player.health < 1:
            
            player.wreck()

        if player.wrecked:
            game_over = True
        
        # scrolling background
        DISPLAYSURF.blit(sprites.bg1, (background_width, 0))
        DISPLAYSURF.blit(sprites.bg2, (background_width - 1920, 0))
        if score > hard_mode:
            background_width -= 6
        elif score < hard_mode:
            background_width -= 2
            
        if background_width <= 0:
            background_width = 1920

        # drawing player
        DISPLAYSURF.blit(player.current, (player.x, player.y))

        # drawing enemy helicopter
        DISPLAYSURF.blit(enemy_heli.current, (enemy_heli.x, enemy_heli.y))

        # drawing missile
        DISPLAYSURF.blit(sprites.missile, (missile_x, missile_y))

        # enabling movement and animations
        player.player_init()
        enemy_heli.init()

        # rendering enemy bullets
        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in enemy_heli.bullets:
                pygame.draw.rect(DISPLAYSURF, GRAY, (draw_bullet[0], draw_bullet[1]+40, 40, 10))
                pygame.draw.rect(DISPLAYSURF, RED, (draw_bullet[0]+30, draw_bullet[1]+40, 10, 10))
            for move_bullet in range(len(enemy_heli.bullets)):
                enemy_heli.bullets[move_bullet][0] -= 15
            for del_bullet in enemy_heli.bullets:
                if del_bullet[0] <= -40:
                    enemy_heli.bullets.remove(del_bullet)

        # spawn red heart randomly
        DISPLAYSURF.blit(sprites.red_heart, (red_heart_x, red_heart_y))
        magicnumber = random.randint(1, 1000)
        if player.health < 3:
            if magicnumber == 500: # 0.1% rate
                red_heart_x = 800
                red_heart_y = random.randint(0, 400)
            else:
                if not player.wreck_start:
                    red_heart_x -= 9
        elif player.health < 2:
            if magicnumber in range(490, 500): # 1% rate
                red_heart_x = 800
                red_heart_y = random.randint(0, 400)
            else:
                if not player.wreck_start:
                    red_heart_x -= 9

        # spawn missile randomly
        missile_spawn_num = random.randint(0, 100)
        if score > hard_mode:
            if not missile_alive: #continuous missile
                warning = True
        else:
            if missile_spawn_num == 50 and not missile_alive and score > 150:
                warning = True
                
        # show warning before missile spawning
        if warning:
            if warning_once:
               
                warning_once = False
            DISPLAYSURF.blit(warning_message, (750, missile_y-15))
            if warning_counter > 45:
               
                missile_alive = True
                warning_counter = 0
                warning = False
                warning_once = True
            else:
                warning_counter += 1

        # missile movement
        hardmode_missile_speed = random.randint(30, 60)
        if missile_alive:
            if score > hard_mode:
                missile_x -= hardmode_missile_speed
            else:
                missile_x -= 30 
        if missile_x < 0-100:
            missile_hit_player = False
            missile_alive = False
            missile_x = 800
            missile_y = player.y

        # spawn enemy helicopter randomly
        enemy_spawn_num = random.randint(0, 100)
        if not enemy_heli_alive and score > 650 and enemy_spawn_num == 50:
            enemy_heli_alive = True
            enemy_heli.x = 800
            enemy_heli.y = player.y
            counter = score
        if enemy_heli_alive == True:
            if score > hard_mode:
                if score > counter + 550:
                    enemy_heli.x = -100
                    enemy_heli_alive = False
                else:
                    enemy_heli.y = player.y
            else:
                if score > counter + 300:
                    enemy_heli.x = -100
                    enemy_heli_alive = False
                else:
                    enemy_heli.y = player.y

        # player-heart collision detection
        if red_heart_x < player.x < red_heart_x+70 or red_heart_x < player.x+100 < red_heart_x+70:
            if red_heart_y < player.y < red_heart_y+80 or red_heart_y < player.y+80 < red_heart_y+80:
              
                if player.health < 3:
                    player.health += 1
                red_heart_x = 800-870
                
        # player-enemy helicopter collision detection
        for hit_player in enemy_heli.bullets:
            if player.x < hit_player[0] < player.x+100 or player.x < hit_player[0]+40 < player.x+100:
                if player.y < hit_player[1]+40 < player.y+80 or player.y < hit_player[1]+50 < player.y+80:
                   
                    player.damaged = True
                    player.health -= 1
                    enemy_heli.bullets.remove(hit_player)

        # player-missile collision detection
        if missile_x < player.x < missile_x+100 or missile_x < player.x+100 < missile_x+100:
            if missile_y < player.y < missile_y+88 or missile_y < player.y+80 < missile_y+88:
                if not missile_hit_player:
                    
                    player.damaged = True
                    player.health -= 1
                    missile_hit_player = True

        # draw score
        if score > hard_mode:
            DISPLAYSURF.blit(message_to_screen("SCORE: {0}".format(score),None, 36, RED), (800-240, 0))
            hard_mode_message = message_to_screen("<HARD MODE>", None, 36, RED)
            DISPLAYSURF.blit(hard_mode_message, (240, 0))
        else:
            DISPLAYSURF.blit(message_to_screen("SCORE: {0}".format(score), None, 36, BLACK), (800-240, 0))

        # draw high score
        if score < highscore_int:
            hi_score_message = message_to_screen("HIGH SCORE: {0}".format(highscore_int), None, 22, BLACK)
        else:
            highscore_file = open('highscore.dat', "w")
            highscore_file.write(str(score))
            highscore_file.close()
            highscore_file = open('highscore.dat', "r")
            highscore_int = int(highscore_file.read())
            highscore_file.close()
            hi_score_message = message_to_screen("HI-SCORE: {0}".format(highscore_int),None, 22, RED)

        hi_score_message_rect = hi_score_message.get_rect()

        DISPLAYSURF.blit(hi_score_message, (800-220, 50))

        # draw health (maximum = 3)
        if player.health >= 1:
            DISPLAYSURF.blit(sprites.icon, (10 , 10))
            if player.health >= 2:
                DISPLAYSURF.blit(sprites.icon, (52, 10))
                if player.health >= 3:
                    DISPLAYSURF.blit(sprites.icon, (94, 10))
                    
        # draw spikes at the buttom of the screen
        DISPLAYSURF.blit(sprites.spikes, (0, 500))

        # score increase every second
        if score > hard_mode:
            score += 2 #default = 2
        else:
            score += 1 #default = 1

        # pygame systems
        pygame.display.update()
        pygame.display.flip() #smooth scrolling background
        pygame.display.set_caption("Helicopter shooter (" + str(int(FPSCLOCK.get_fps())) + " FPS)")
        FPSCLOCK.tick(FPS)
Exemple #5
0
def game_loop():

    global spaceship_x
    global spaceship_y
    global spaceship_alive
    global spaceship_hit_player
    global warning
    global warning_counter
    global warning_once

    global bullets
    global moving

    global highscore_file
    global highscore_int
    global score

    global cloud_x
    global cloud_y

    global balloon_x
    global balloon_y

    global enemy_heli_alive

    global boat_alive

    game_exit = False
    game_over = False

    game_over_selected = "play again"

    while not game_exit:

        while game_over:

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if score > highscore_int:
                        highscore_file = open('highscore.dat', "w")
                        highscore_file.write(str(score))
                        highscore_file.close()
                    pygame.quit()
                    quit()
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w or event.key == pygame.K_UP:
                        pygame.mixer.Sound.play(select)
                        game_over_selected = "play again"
                    elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
                        pygame.mixer.Sound.play(select)
                        game_over_selected = "quit"
                    if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
                        pygame.mixer.Sound.play(select2)
                        if game_over_selected == "play again":
                            if score > highscore_int:
                                highscore_file = open('highscore.dat', "w")
                                highscore_file.write(str(score))
                                highscore_file.close()
                            game_over = False

                            score = 0

                            balloon_x = 800

                            enemy_heli.x = -100
                            enemy_heli_alive = False
                            enemy_heli.bullets = []

                            boat.x = -110
                            boat_alive = False
                            boat.bullets = []

                            spaceship_x = 800
                            spaceship_alive = False
                            warning = False
                            warning_counter = 0
                            warning_counter = 0

                            player.wreck_start = False
                            player.y = display_height/2-40
                            player.x = 100
                            player.wrecked = False
                            player.health = 3
                            bullets = []

                            game_loop()
                        if game_over_selected == "quit":
                            pygame.quit()
                            quit()

            game_over_text = message_to_screen("GAME OVER", font, 100, black)
            your_score = message_to_screen("YOUR SCORE WAS: " + str(score), font, 50, black)
            if game_over_selected == "play again":
                play_again = message_to_screen("PLAY AGAIN", font, 75, white)
            else:
                play_again = message_to_screen("PLAY AGAIN", font, 75, black)
            if game_over_selected == "quit":
                game_quit = message_to_screen("QUIT", font, 75, white)
            else:
                game_quit = message_to_screen("QUIT", font, 75, black)

            game_over_rect = game_over_text.get_rect()
            your_score_rect = your_score.get_rect()
            play_again_rect = play_again.get_rect()
            game_quit_rect = game_quit.get_rect()

            game_display.blit(game_over_text, (display_width/2 - game_over_rect[2]/2, 40))
            game_display.blit(your_score, (display_width/2 - (your_score_rect[2]/2+5), 100))
            game_display.blit(play_again, (display_width/2 - play_again_rect[2]/2, 200))
            game_display.blit(game_quit, (display_width/2 - game_quit_rect[2]/2, 260))

            pygame.display.update()
            pygame.display.set_caption("HELICOPTER running at " + str(int(clock.get_fps())) + " frames per second.")
            clock.tick(10)

        # event handler
        for event in pygame.event.get():

            if event.type == pygame.QUIT:
                if score > highscore_int:
                    highscore_file = open('highscore.dat', "w")
                    highscore_file.write(str(score))
                    highscore_file.close()
                pygame.quit()
                quit()

            if moving:

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_w:
                        player.moving_up = True
                    if event.key == pygame.K_a:
                        player.moving_left = True
                    if event.key == pygame.K_s:
                        player.moving_down = True
                    if event.key == pygame.K_d:
                        player.moving_right = True
                    if event.key == pygame.K_SPACE:
                        if not player.wreck_start:
                            pygame.mixer.Sound.play(shoot)
                            bullets.append([player.x, player.y])
                    if event.key == pygame.K_LSHIFT:
                        if not player.wreck_start:
                            pygame.mixer.Sound.play(bomb)
                            bombs.append([player.x, player.y])
                    if event.key == pygame.K_p:
                        pygame.mixer.Sound.play(select)
                        pause()

                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_w:
                        player.moving_up = False
                    if event.key == pygame.K_a:
                        player.moving_left = False
                    if event.key == pygame.K_s:
                        player.moving_down = False
                    if event.key == pygame.K_d:
                        player.moving_right = False

        if player.health < 1:
            pygame.mixer.Sound.play(explosion)
            player.wreck()

        if player.wrecked:
            game_over = True

        # draw background and randomly positioned clouds
        game_display.blit(sprites.background, (0, 0))

        game_display.blit(sprites.cloud, (cloud_x, cloud_y))
        if cloud_x <= 800 - 1100:
            cloud_x = 800
            cloud_y = random.randint(0, 400)
        else:
            if not player.wreck_start:
                cloud_x -= 5

        # drawing player
        game_display.blit(player.current, (player.x, player.y))

        # drawing enemy helicopter
        game_display.blit(enemy_heli.current, (enemy_heli.x, enemy_heli.y))

        # drawing spaceship
        game_display.blit(sprites.spaceship, (spaceship_x, spaceship_y))

        # drawing boat
        game_display.blit(sprites.boat, (boat.x, boat.y))

        # enabling movement and animations
        player.player_init()
        enemy_heli.init()
        boat.init()

        # rendering bullets
        if not player.wreck_start and not player.wrecked:
            for draw_bullet in bullets:
                pygame.draw.rect(game_display, black, (draw_bullet[0]+90, draw_bullet[1]+40, 10, 10))
            for move_bullet in range(len(bullets)):
                bullets[move_bullet][0] += 40
            for del_bullet in bullets:
                if del_bullet[0] >= 800:
                    bullets.remove(del_bullet)

        # rendering bombs
        if not player.wreck_start and not player.wrecked:
            for draw_bomb in bombs:
                pygame.draw.rect(game_display, black, (draw_bomb[0]+55, draw_bomb[1]+70, 20, 20))
            for move_bomb in range(len(bombs)):
                bombs[move_bomb][1] += 20
            for del_bomb in bombs:
                if del_bomb[1] > 600:
                    bombs.remove(del_bomb)

        # rendering enemy bullets
        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in enemy_heli.bullets:
                pygame.draw.rect(game_display, gray, (draw_bullet[0], draw_bullet[1]+40, 40, 10))
                pygame.draw.rect(game_display, red, (draw_bullet[0]+30, draw_bullet[1]+40, 10, 10))
            for move_bullet in range(len(enemy_heli.bullets)):
                enemy_heli.bullets[move_bullet][0] -= 15
            for del_bullet in enemy_heli.bullets:
                if del_bullet[0] <= -40:
                    enemy_heli.bullets.remove(del_bullet)

        # rendering boat bullets
        if not player.wreck_start and not player.wrecked and not game_over:
            for draw_bullet in boat.bullets:
                pygame.draw.rect(game_display, gray, (draw_bullet[0]+40, draw_bullet[1]+30, 20, 20))
            for move_bullet in range(len(boat.bullets)):
                boat.bullets[move_bullet][0] -= 10
                boat.bullets[move_bullet][1] -= 10
            for del_bullet in boat.bullets:
                if del_bullet[1] < -40:
                    boat.bullets.remove(del_bullet)

        # draw randomly positioned balloons, pop if they hit any bullet or bombs
        for pop_balloon in bullets:
            if balloon_x < pop_balloon[0]+90 < balloon_x+70 and balloon_y < pop_balloon[1]+40 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800-870
                score += 50
            elif balloon_x < pop_balloon[0]+100 < balloon_x+70 and balloon_y < pop_balloon[1]+50 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bullets.remove(pop_balloon)
                balloon_x = 800-870
                score += 50

        for pop_balloon in bombs:
            if balloon_x < pop_balloon[0]+55 < balloon_x+70 and balloon_y < pop_balloon[1]+70 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800-870
                score += 50
            elif balloon_x < pop_balloon[0]+75 < balloon_x+70 and balloon_y < pop_balloon[1]+90 < balloon_y+100:
                pygame.mixer.Sound.play(pop)
                bombs.remove(pop_balloon)
                balloon_x = 800-870
                score += 50

        # spawn spaceship randomly
        spaceship_spawn_num = random.randint(0, 100)
        if spaceship_spawn_num == 50 and not spaceship_alive and score > 450:
            warning = True

        # show warning before spaceship spawning
        if warning:
            if warning_once:
                pygame.mixer.Sound.play(alert)
                warning_once = False
            game_display.blit(warning_message, (750, spaceship_y-15))
            if warning_counter > 45:
                pygame.mixer.Sound.play(whoosh)
                spaceship_alive = True
                warning_counter = 0
                warning = False
                warning_once = True
            else:
                warning_counter += 1

        # spaceship movement
        if spaceship_alive:
            spaceship_x -= 30
        if spaceship_x < 0-100:
            spaceship_hit_player = False
            spaceship_alive = False
            spaceship_x = 800
            spaceship_y = random.randint(0, 400)

        # spawn enemy helicopter randomly
        enemy_spawn_num = random.randint(0, 100)
        if not enemy_heli_alive and score > 250 and enemy_spawn_num == 50:
            enemy_heli_alive = True
            enemy_heli.x = 800

        # spawn boat randomly
        boat_spawn_num = random.randint(0, 200)
        if score > 700 and boat_spawn_num == 100 and not boat_alive:
            boat.x = 800
            boat_alive = True

        if boat.x <= -110:
            boat_alive = False

        # enemy-player bullet collision detection
        for hit_enemy_heli in bullets:
            if enemy_heli.x < hit_enemy_heli[0]+90 < enemy_heli.x+100 \
               or enemy_heli.x < hit_enemy_heli[0]+100 < enemy_heli.x+100:
                if enemy_heli.y < hit_enemy_heli[1]+40 < enemy_heli.y+80 \
                   or enemy_heli.y < hit_enemy_heli[1]+50 < enemy_heli.y+80:
                    if not enemy_heli.x > 600:
                        pygame.mixer.Sound.play(explosion2)
                        score += 150
                        bullets.remove(hit_enemy_heli)
                        enemy_heli.x = -100
                        enemy_heli_alive = False

        # spaceship-player bullet/bomb collision detection
        for hit_spaceship in bullets:
            if spaceship_x < hit_spaceship[0]+90 < spaceship_x+100 \
               or spaceship_x < hit_spaceship[0]+100 < spaceship_x+100:
                if spaceship_y < hit_spaceship[1]+40 < spaceship_y+80 \
                   or spaceship_y < hit_spaceship[1]+50 < spaceship_y+80:
                    if not spaceship_x > 700:
                        pygame.mixer.Sound.play(explosion2)
                        bullets.remove(hit_spaceship)
                        score += 200
                        spaceship_hit_player = False
                        spaceship_alive = False
                        spaceship_x = 800
                        spaceship_y = random.randint(0, 400)

        for hit_spaceship in bombs:
            if spaceship_x < hit_spaceship[0]+55 < spaceship_x+100 \
               or spaceship_x < hit_spaceship[0]+65 < spaceship_x+100:
                if spaceship_y < hit_spaceship[1]+70 < spaceship_y+80 \
                   or spaceship_y < hit_spaceship[1]+80 < spaceship_y+80:
                    if not spaceship_x > 700:
                        pygame.mixer.Sound.play(explosion2)
                        bombs.remove(hit_spaceship)
                        score += 200
                        spaceship_hit_player = False
                        spaceship_alive = False
                        spaceship_x = 800
                        spaceship_y = random.randint(0, 400)

        # boat-player bullet/bomb collision detection
        for hit_boat in bullets:
            if boat.x < hit_boat[0]+90 < boat.x+110 or boat.x < hit_spaceship[0]+100 < boat.x+110:
                if boat.y < hit_boat[1]+40 < boat.y+70 or boat.y < hit_boat[1]+50 < boat.y+70:
                    if not boat.x > 780:
                        pygame.mixer.Sound.play(explosion2)
                        bullets.remove(hit_boat)
                        score += 200
                        boat_alive = False
                        boat.x = -110

        for hit_boat in bombs:
            if boat.x < hit_boat[0]+55 < boat.x+110 or boat.x < hit_spaceship[0]+75 < boat.x+110:
                if boat.y < hit_boat[1]+70 < boat.y+70 or boat.y < hit_boat[1]+90 < boat.y+70:
                    if not boat.x > 780:
                        pygame.mixer.Sound.play(explosion2)
                        bombs.remove(hit_boat)
                        score += 200
                        boat_alive = False
                        boat.x = -110

        # player-ballon collision detection
        if balloon_x < player.x < balloon_x+70 or balloon_x < player.x+100 < balloon_x+70:
            if balloon_y < player.y < balloon_y+80 or balloon_y < player.y+80 < balloon_y+80:
                pygame.mixer.Sound.play(explosion)
                player.damaged = True
                player.health -= 1
                balloon_x = 800-870

        # player-enemy rocket collision detection
        for hit_player in enemy_heli.bullets:
            if player.x < hit_player[0] < player.x+100 or player.x < hit_player[0]+40 < player.x+100:
                if player.y < hit_player[1]+40 < player.y+80 or player.y < hit_player[1]+50 < player.y+80:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    enemy_heli.bullets.remove(hit_player)

        # player-boat bullet collision detection
        for hit_player in boat.bullets:
            if player.x < hit_player[0] < player.x+100 or player.x < hit_player[0]+20 < player.x+100:
                if player.y < hit_player[1] < player.y+80 or player.y < hit_player[1]+20 < player.y+80:
                    pygame.mixer.Sound.play(explosion)
                    if not boat.boat_hit_player:
                        player.damaged = True
                        player.health -= 1
                        boat.bullets.remove(hit_player)

        # player-boat collision detection
        if boat.x < player.x < boat.x+110 or boat.x < player.x+100 < boat.x+110:
            if boat.y < player.y < boat.y+70 or boat.y < player.y+80 < boat.y+70:
                if not boat.boat_hit_player:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    boat.boat_hit_player = True

        # player-spaceship collision detection
        if spaceship_x < player.x < spaceship_x+100 or spaceship_x < player.x+100 < spaceship_x+100:
            if spaceship_y < player.y < spaceship_y+88 or spaceship_y < player.y+80 < spaceship_y+88:
                if not spaceship_hit_player:
                    pygame.mixer.Sound.play(explosion)
                    player.damaged = True
                    player.health -= 1
                    spaceship_hit_player = True

        game_display.blit(sprites.balloon, (balloon_x, balloon_y))
        if balloon_x <= 800 - 870:
            balloon_x = 800
            balloon_y = random.randint(0, 400)
        else:
            if not player.wreck_start:
                balloon_x -= 7

        # draw score
        game_display.blit(message_to_screen("SCORE: {0}".format(score), font, 50, black), (10, 10))

        # draw high score
        if score < highscore_int:
            hi_score_message = message_to_screen("HI-SCORE: {0}".format(highscore_int), font, 50, black)
        else:
            highscore_file = open('highscore.dat', "w")
            highscore_file.write(str(score))
            highscore_file.close()
            highscore_file = open('highscore.dat', "r")
            highscore_int = int(highscore_file.read())
            highscore_file.close()
            hi_score_message = message_to_screen("HI-SCORE: {0}".format(highscore_int), font, 50, yellow)

        hi_score_message_rect = hi_score_message.get_rect()

        game_display.blit(hi_score_message, (800-hi_score_message_rect[2]-10, 10))

        # draw health
        if player.health >= 1:
            game_display.blit(sprites.icon, (10, 50))
            if player.health >= 2:
                game_display.blit(sprites.icon, (10+32+10, 50))
                if player.health >= 3:
                    game_display.blit(sprites.icon, (10+32+10+32+10, 50))

        # god-mode (for quicker testing)
        if godmode:
            score = 1000
            player.health = 3

        # drawing ocean
        pygame.draw.rect(game_display, blue, (0, 500, 800, 100))

        pygame.display.update()

        pygame.display.set_caption("HELICOPTER running at " + str(int(clock.get_fps())) + " frames per second.")
        clock.tick(FPS)