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main.py
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from circle import MidpointCircle
from line import MidpointLine
from digits import Digits
from cube import CUBE
from uiTexts import UI_Text
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import math
from random import randint
from threading import Thread
from time import sleep
from pynput.keyboard import Key, Controller
y = 900
auto_key_press = Controller()
scale_radius = 0
SCORE = 0
HEALTH = 50
line = MidpointLine()
circle = MidpointCircle()
ui_text = UI_Text()
colors = 0, 0, 0
PLAYER_CURRENT_X_POSITION = 0
PLAYER_CURRENT_Y_POSITION = - 600
PLAYER_RADIUS = 40
OBJECT1_CURRENT_X_POSITION = randint(-600, 600) # - 600 => 600
OBJECT1_CURRENT_Y_POSITION = 900
OBJECT1_SPEED = 10
OBJECT2_CURRENT_X_POSITION = randint(-600, 600)
OBJECT2_CURRENT_Y_POSITION = 900
OBJECT2_SPEED = 12
OBJECT3_CURRENT_X_POSITION = randint(-600, 600)
OBJECT3_CURRENT_Y_POSITION = 900
OBJECT3_SPEED = 20
OBJECT4_CURRENT_X_POSITION = randint(-600, 600)
OBJECT4_CURRENT_Y_POSITION = 900
OBJECT4_SPEED = 14
OBJECT5_CURRENT_X_POSITION = randint(-600, 600)
OBJECT5_CURRENT_Y_POSITION = 900
OBJECT5_SPEED = 22
OBJECT6_CURRENT_X_POSITION = randint(-600, 600)
OBJECT6_CURRENT_Y_POSITION = 900
OBJECT6_SPEED = 10
OBJECT7_CURRENT_X_POSITION = randint(-600, 600)
OBJECT7_CURRENT_Y_POSITION = 900
OBJECT7_SPEED = 8
OBJECT8_CURRENT_X_POSITION = randint(-600, 600)
OBJECT8_CURRENT_Y_POSITION = 900
OBJECT8_SPEED = 14
OBJECT9_CURRENT_X_POSITION = randint(-600, 600)
OBJECT9_CURRENT_Y_POSITION = 900
OBJECT9_SPEED = 20
OBJECT10_CURRENT_X_POSITION = randint(-600, 600)
OBJECT10_CURRENT_Y_POSITION = 900
OBJECT10_SPEED = 12
OBSTACLE_RADIUS = 40
SPEED_MULTIPLIER = 4
JIGGLE_X = 0
BULLET_X_POSITION = 900
BULLET_POSITION_Y = PLAYER_CURRENT_Y_POSITION
FIRE = False
# This boolean will decide should the update function run or not. Update function is responsible for drawing
# frames in every 0.1 seconds. If GAME_OVER is True, the update function will be stopped and the game will stop.
GAME_OVER = False
def environment_stars_and_air(value=10):
# Stars animation
glBegin(GL_POINTS)
# Left stars
for i in range(value):
stars_x, stars_y = randint(-1920, -700), randint(-900, 900)
glVertex2f(stars_x, stars_y)
# Right stars
for i in range(value):
stars_x, stars_y = randint(700, 1920), randint(-900, 900)
glVertex2f(stars_x, stars_y)
glEnd()
# Air animation
# Left air
for i in range(value - 4,):
line_x, line_y = randint(-1920, -700), randint(-900, 900)
line1_y = randint(-900, 900)
line.midpoint(line_x, line_y, line_x, line1_y)
# Right air
for i in range(value - 4,):
line_x, line_y = randint(700, 1920), randint(-900, 900)
line1_y = randint(-900, 900)
line.midpoint(line_x, line_y, line_x, line1_y)
def fire():
global FIRE
CUBE(-800)
def player_health_system():
"""
This function will decrease the health of the player when the player is hit by the enemy drone.
:return: None
"""
global PLAYER_RADIUS, \
HEALTH, \
GAME_OVER
PLAYER_RADIUS += 4
HEALTH -= 1
if HEALTH <= 0:
HEALTH = 0
PLAYER_RADIUS = - 100
GAME_OVER = True
def update():
"""
This update function is a mimic like Unity update. This update function is triggered in every 0.1 second.
:return: None
"""
global y, scale_radius, colors, \
OBJECT1_CURRENT_Y_POSITION, \
OBJECT1_CURRENT_X_POSITION, \
OBJECT2_CURRENT_Y_POSITION, \
OBJECT2_CURRENT_X_POSITION, \
OBJECT3_CURRENT_Y_POSITION, \
OBJECT3_CURRENT_X_POSITION, \
OBJECT4_CURRENT_Y_POSITION, \
OBJECT4_CURRENT_X_POSITION, \
OBJECT5_CURRENT_Y_POSITION, \
OBJECT5_CURRENT_X_POSITION, \
OBJECT1_SPEED, \
OBJECT2_SPEED, \
OBJECT3_SPEED, \
OBJECT4_SPEED, \
OBJECT5_SPEED, \
OBJECT6_CURRENT_Y_POSITION, \
OBJECT6_CURRENT_X_POSITION, \
OBJECT7_CURRENT_Y_POSITION, \
OBJECT7_CURRENT_X_POSITION, \
OBJECT8_CURRENT_Y_POSITION, \
OBJECT8_CURRENT_X_POSITION, \
OBJECT9_CURRENT_Y_POSITION, \
OBJECT9_CURRENT_X_POSITION, \
OBJECT10_CURRENT_Y_POSITION, \
OBJECT10_CURRENT_X_POSITION, \
OBJECT6_SPEED, \
OBJECT7_SPEED, \
OBJECT8_SPEED, \
OBJECT9_SPEED, \
OBJECT10_SPEED, \
OBSTACLE_RADIUS, \
PLAYER_CURRENT_Y_POSITION, \
PLAYER_CURRENT_X_POSITION, \
SPEED_MULTIPLIER, \
JIGGLE_X, \
BULLET_POSITION_Y, \
FIRE, \
GAME_OVER
# Colors for score and health system
red = True
green = False
blue = False
while True:
# Fire
SPEED_MULTIPLIER += 0.001
BULLET_POSITION_Y += 40
if BULLET_POSITION_Y >= 900:
BULLET_POSITION_Y = PLAYER_CURRENT_Y_POSITION
FIRE = False
scale_radius += 1
auto_key_press.press(",")
sleep(0.1)
if GAME_OVER:
break
y -= 20
if y <= -900:
y = 900
scale_radius = 0
if red:
red = False
green = True
blue = True
colors = 1, 0, 0
elif blue:
red = False
green = True
blue = False
colors = 0, 0, 1
elif green:
red = True
green = False
blue = True
colors = 0, 1, 0
JIGGLE_X += 1
if JIGGLE_X > 20:
JIGGLE_X = - 20
# Enemy drones
OBJECT1_CURRENT_Y_POSITION += - OBJECT1_SPEED * SPEED_MULTIPLIER
if OBJECT1_CURRENT_Y_POSITION < - 900:
OBJECT1_CURRENT_Y_POSITION = 900
OBJECT1_CURRENT_X_POSITION = randint(-600, 600)
OBJECT2_CURRENT_Y_POSITION += - OBJECT2_SPEED * SPEED_MULTIPLIER
if OBJECT2_CURRENT_Y_POSITION < - 900:
OBJECT2_CURRENT_Y_POSITION = 900
OBJECT2_CURRENT_X_POSITION = randint(-600, 600)
OBJECT3_CURRENT_Y_POSITION += - OBJECT3_SPEED * SPEED_MULTIPLIER
if OBJECT3_CURRENT_Y_POSITION < - 900:
OBJECT3_CURRENT_Y_POSITION = 900
OBJECT3_CURRENT_X_POSITION = randint(-600, 600)
OBJECT4_CURRENT_Y_POSITION += - OBJECT4_SPEED * SPEED_MULTIPLIER
if OBJECT4_CURRENT_Y_POSITION < - 900:
OBJECT4_CURRENT_Y_POSITION = 900
OBJECT4_CURRENT_X_POSITION = randint(-600, 600)
OBJECT5_CURRENT_Y_POSITION += - OBJECT5_SPEED * SPEED_MULTIPLIER
if OBJECT5_CURRENT_Y_POSITION < - 900:
OBJECT5_CURRENT_Y_POSITION = 900
OBJECT5_CURRENT_X_POSITION = randint(-600, 600)
OBJECT6_CURRENT_Y_POSITION += - OBJECT6_SPEED * SPEED_MULTIPLIER
if OBJECT6_CURRENT_Y_POSITION < - 900:
OBJECT6_CURRENT_Y_POSITION = 900
OBJECT6_CURRENT_X_POSITION = randint(-600, 600)
OBJECT7_CURRENT_Y_POSITION += - OBJECT7_SPEED * SPEED_MULTIPLIER
if OBJECT7_CURRENT_Y_POSITION < - 900:
OBJECT7_CURRENT_Y_POSITION = 900
OBJECT7_CURRENT_X_POSITION = randint(-600, 600)
OBJECT8_CURRENT_Y_POSITION += - OBJECT8_SPEED * SPEED_MULTIPLIER
if OBJECT8_CURRENT_Y_POSITION < - 900:
OBJECT8_CURRENT_Y_POSITION = 900
OBJECT8_CURRENT_X_POSITION = randint(-600, 600)
OBJECT9_CURRENT_Y_POSITION += - OBJECT9_SPEED * SPEED_MULTIPLIER
if OBJECT9_CURRENT_Y_POSITION < - 900:
OBJECT9_CURRENT_Y_POSITION = 900
OBJECT9_CURRENT_X_POSITION = randint(-600, 600)
OBJECT10_CURRENT_Y_POSITION += - OBJECT5_SPEED * SPEED_MULTIPLIER
if OBJECT10_CURRENT_Y_POSITION < - 900:
OBJECT10_CURRENT_Y_POSITION = 900
OBJECT10_CURRENT_X_POSITION = randint(-600, 600)
# Re-render the display
glutPostRedisplay()
def score_increment():
"""
This function is calculating the player score based on total survival time.
:return: None
"""
global SCORE
while True:
sleep(1)
glutPostRedisplay()
SCORE += 1
if GAME_OVER:
break
def RESTART():
global y, scale_radius, colors, \
OBJECT1_CURRENT_Y_POSITION, \
OBJECT1_CURRENT_X_POSITION, \
OBJECT2_CURRENT_Y_POSITION, \
OBJECT2_CURRENT_X_POSITION, \
OBJECT3_CURRENT_Y_POSITION, \
OBJECT3_CURRENT_X_POSITION, \
OBJECT4_CURRENT_Y_POSITION, \
OBJECT4_CURRENT_X_POSITION, \
OBJECT5_CURRENT_Y_POSITION, \
OBJECT5_CURRENT_X_POSITION, \
OBJECT1_SPEED, OBJECT2_SPEED, \
OBJECT3_SPEED, OBJECT4_SPEED, \
OBJECT5_SPEED, SPEED_MULTIPLIER, \
PLAYER_CURRENT_X_POSITION, \
PLAYER_CURRENT_Y_POSITION, \
PLAYER_RADIUS, \
SCORE, \
OBSTACLE_RADIUS, \
OBJECT6_CURRENT_Y_POSITION, \
OBJECT6_CURRENT_X_POSITION, \
OBJECT7_CURRENT_Y_POSITION, \
OBJECT7_CURRENT_X_POSITION, \
OBJECT8_CURRENT_Y_POSITION, \
OBJECT8_CURRENT_X_POSITION, \
OBJECT9_CURRENT_Y_POSITION, \
OBJECT9_CURRENT_X_POSITION, \
OBJECT10_CURRENT_Y_POSITION, \
OBJECT10_CURRENT_X_POSITION, \
OBJECT6_SPEED, \
OBJECT7_SPEED, \
OBJECT8_SPEED, \
OBJECT9_SPEED, \
OBJECT10_SPEED
PLAYER_CURRENT_X_POSITION = 0
PLAYER_CURRENT_Y_POSITION = - 600
PLAYER_RADIUS = 40
SCORE = 0
OBSTACLE_RADIUS = 40
OBJECT1_CURRENT_X_POSITION = randint(-600, 600) # - 600 => 600
OBJECT1_CURRENT_Y_POSITION = 900
OBJECT1_SPEED = 10
OBJECT2_CURRENT_X_POSITION = randint(-600, 600)
OBJECT2_CURRENT_Y_POSITION = 900
OBJECT2_SPEED = 12
OBJECT3_CURRENT_X_POSITION = randint(-600, 600)
OBJECT3_CURRENT_Y_POSITION = 900
OBJECT3_SPEED = 20
OBJECT4_CURRENT_X_POSITION = randint(-600, 600)
OBJECT4_CURRENT_Y_POSITION = 900
OBJECT4_SPEED = 14
OBJECT5_CURRENT_X_POSITION = randint(-600, 600)
OBJECT5_CURRENT_Y_POSITION = 900
OBJECT5_SPEED = 22
OBJECT6_CURRENT_X_POSITION = randint(-600, 600)
OBJECT6_CURRENT_Y_POSITION = 900
OBJECT6_SPEED = 10
OBJECT7_CURRENT_X_POSITION = randint(-600, 600)
OBJECT7_CURRENT_Y_POSITION = 900
OBJECT7_SPEED = 8
OBJECT8_CURRENT_X_POSITION = randint(-600, 600)
OBJECT8_CURRENT_Y_POSITION = 900
OBJECT8_SPEED = 14
OBJECT9_CURRENT_X_POSITION = randint(-600, 600)
OBJECT9_CURRENT_Y_POSITION = 900
OBJECT9_SPEED = 20
OBJECT10_CURRENT_X_POSITION = randint(-600, 600)
OBJECT10_CURRENT_Y_POSITION = 900
OBJECT10_SPEED = 12
SPEED_MULTIPLIER = 4
class Survive_In_Space:
"""
The whole game is developed using only OpenGL (PyOpenGL).
No built in line drawing or circle drawing method is used.
The every pixel of this game is drawn using computer graphics algorithms.
Midpoint Line Drawing and Midpoint Circle Drawing algorithm is used to draw the graphics of this game.
No built in transformation method is used. Every transformation is done manually.
http://priomdeb.com, priom@priomdeb.com
"""
def __init__(self, win_size_x=500, win_size_y=500, win_pos_x=0, win_pos_y=0, title="Priom OpenGL Class",
pixel_size=1):
self.win_size_x = win_size_x
self.win_size_y = win_size_y
self.win_pos_x = win_pos_x
self.win_pos_y = win_pos_y
self.title = title
self.pixel_size = pixel_size
self.__midpoint_points = []
self.__radius = 450
self.__center_x = 0
self.__center_y = 0
self.player1_radius = 40
self.player1_move_x = 0
self.player1_move_y = 0
self.score = 10
self.player2_radius = 20
self.player_move_x = 0
self.player_move_y = 0
def set_circle_values(self, radius, center_x=0, center_y=0):
self.__radius = radius
self.__center_x = center_x
self.__center_y = center_y
def initialize(self):
glutInit()
glutInitDisplayMode(GLUT_RGBA)
glutInitWindowSize(self.win_size_x, self.win_size_y)
glutInitWindowPosition(self.win_size_x // 2 - self.win_size_x, 0)
glutCreateWindow(self.title)
# glClearColor(0.3, 0.3, 0.3, 0)
glClearColor(0, 0, 0, 0),
glutDisplayFunc(self.show_screen)
glutKeyboardFunc(self.buttons)
glutMotionFunc(self.mouse)
animation_thread = Thread(target=update)
animation_thread.start()
global score_thread
score_thread = Thread(target=score_increment)
score_thread.start()
glViewport(0, 0, self.win_size_x, self.win_size_y)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-self.win_size_x, self.win_size_x, -self.win_size_y, self.win_size_y, 0.0, 1.0)
glMatrixMode(GL_MODELVIEW)
glPointSize(self.pixel_size)
glLoadIdentity()
def mouse(self, x, y):
print(x, y)
self.player1_move_x = x - 450
self.player1_move_y = y - 450
glutPostRedisplay()
def buttons(self, key, x, y):
global PLAYER_CURRENT_Y_POSITION, \
PLAYER_CURRENT_X_POSITION, \
PLAYER_RADIUS, \
FIRE, \
BULLET_X_POSITION, \
GAME_OVER, \
HEALTH, \
SCORE
move = 50
# Movement inputs
if key == b"w":
PLAYER_CURRENT_Y_POSITION += move
if key == b"a" and PLAYER_CURRENT_X_POSITION > - 600:
PLAYER_CURRENT_X_POSITION -= move
if key == b"s":
PLAYER_CURRENT_Y_POSITION -= move
if key == b"d" and PLAYER_CURRENT_X_POSITION < 600:
PLAYER_CURRENT_X_POSITION += move
# Restart game when "r" button is pressed
if key == b"r":
GAME_OVER = False
PLAYER_RADIUS = 40
HEALTH = 50
restart = Thread(target=update)
restart.start()
SCORE = 0
restart_score = Thread(target=score_increment)
restart_score.start()
if self.player1_radius > 0:
if key == b"m":
PLAYER_RADIUS += move
if key == b"n":
PLAYER_RADIUS -= move
else:
self.player1_radius += 10
if PLAYER_CURRENT_Y_POSITION < - self.win_size_y:
PLAYER_CURRENT_Y_POSITION = self.win_size_y
if PLAYER_CURRENT_X_POSITION < - self.win_size_x:
PLAYER_CURRENT_X_POSITION = self.win_size_x
if PLAYER_CURRENT_Y_POSITION > self.win_size_y:
PLAYER_CURRENT_Y_POSITION = - self.win_size_y
if PLAYER_CURRENT_X_POSITION > self.win_size_x:
PLAYER_CURRENT_X_POSITION = - self.win_size_x
if key == b"f":
BULLET_X_POSITION = PLAYER_CURRENT_X_POSITION
FIRE = True
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT1_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT1_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 1")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT2_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT2_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 2")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT3_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT3_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 3")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT4_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT4_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 4")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT5_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT5_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 5")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT6_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT6_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 6")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT7_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT7_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 7")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT8_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT8_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 8")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT9_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT9_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 9")
player_health_system()
# RESTART()
if PLAYER_CURRENT_Y_POSITION - PLAYER_RADIUS <= OBJECT10_CURRENT_Y_POSITION <= PLAYER_CURRENT_Y_POSITION + PLAYER_RADIUS and PLAYER_CURRENT_X_POSITION - PLAYER_RADIUS <= OBJECT10_CURRENT_X_POSITION <= PLAYER_CURRENT_X_POSITION + PLAYER_RADIUS:
print("Collision with Object 10")
player_health_system()
# RESTART()
glutPostRedisplay()
def another_circle(self, radius):
circle1 = MidpointCircle()
circle1.midpoint_circle_algorithm(500)
# Glut Display
def show_screen(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glColor3f(1, 1, 0)
# Drawing methods
self.road()
self.road_decorators(-10)
self.road_decorators(1400, 0)
# CUBE(y=OBJECT1_CURRENT_Y_POSITION)
ui_text.health_text(-1900, 200)
ui_text.score_text(950, 200)
# Stars
glColor3f(1, 1, 1)
environment_stars_and_air(value=10)
# Obstacles
glColor3f(1, 0, 0)
glPointSize(1)
self.obstacle(OBJECT1_CURRENT_X_POSITION, OBJECT1_CURRENT_Y_POSITION)
self.obstacle(OBJECT2_CURRENT_X_POSITION, OBJECT2_CURRENT_Y_POSITION)
self.obstacle(OBJECT3_CURRENT_X_POSITION, OBJECT3_CURRENT_Y_POSITION)
self.obstacle(OBJECT4_CURRENT_X_POSITION, OBJECT4_CURRENT_Y_POSITION)
self.obstacle(OBJECT5_CURRENT_X_POSITION, OBJECT5_CURRENT_Y_POSITION)
self.obstacle(OBJECT6_CURRENT_X_POSITION, OBJECT6_CURRENT_Y_POSITION)
self.obstacle(OBJECT7_CURRENT_X_POSITION, OBJECT7_CURRENT_Y_POSITION)
self.obstacle(OBJECT8_CURRENT_X_POSITION, OBJECT8_CURRENT_Y_POSITION)
self.obstacle(OBJECT9_CURRENT_X_POSITION, OBJECT9_CURRENT_Y_POSITION)
self.obstacle(OBJECT10_CURRENT_X_POSITION, OBJECT10_CURRENT_Y_POSITION)
# Player
glColor3f(255, 255, 100)
# circle.filled_circle(self.player2_radius, self.player2_move_x, self.player2_move_y)
circle.midpoint_circle_algorithm(PLAYER_RADIUS, PLAYER_CURRENT_X_POSITION, PLAYER_CURRENT_Y_POSITION)
circle.filled_circle(PLAYER_RADIUS // 2 - 4, PLAYER_CURRENT_X_POSITION, PLAYER_CURRENT_Y_POSITION + 10)
glPointSize(1)
# Score
score_and_health_text = Digits()
digit_position = 900
glColor3f(colors[0], colors[1], colors[2])
for i in range(10, 50, 4):
score_and_health_text.draw_digit(f"{SCORE}", offset_x=i, offset_y=i, digit_position_x=digit_position)
glColor3f(colors[2], colors[1], colors[0])
for i in range(10, 50, 2):
score_and_health_text.draw_digit(f"{HEALTH}", digit_position_x=-1920 + i, offset_x=i, offset_y=i)
# Bullet object for fire
if FIRE:
circle.filled_circle(10, BULLET_X_POSITION, BULLET_POSITION_Y)
fires = Thread(target=fire)
fires.start()
# Drawing cross marks when the game is over
if GAME_OVER:
glColor3f(0, 0, 1)
for i in range(0, 10, 2):
circle.midpoint_circle_algorithm(900 - i, 0, 0)
for i in range(0, 100, 10):
circle.midpoint_circle_algorithm(900 - i, 0, 0)
glColor3f(1, 0, 0)
ui_text.game_over_text(-650, 0)
glutSwapBuffers()
def start_main_loop(self):
glutMainLoop()
def road(self):
left_x1, left_y1 = -700, -900
offset = -50
line.midpoint(left_x1 + offset, left_y1, left_x1 + offset, 900)
line.midpoint(-left_x1 - offset, left_y1, -left_x1 - offset, 900)
for i in range(10):
line.midpoint(left_x1 + offset + i, left_y1, left_x1 + offset + i + i*10, 900)
line.midpoint(-left_x1 - offset - i, left_y1, -left_x1 - offset - i - i*10, 900)
def road_decorators(self, offset_x=0, offset_y=0):
circle.midpoint_circle_algorithm(scale_radius + 10, -700 + offset_x, y + offset_y)
circle.midpoint_circle_algorithm(scale_radius + 10, -700 + 20 + offset_x, y + offset_y)
circle.midpoint_circle_algorithm(scale_radius + 10, -700 + 10 + offset_x, y + 10 + offset_y)
def obstacle(self, obstacle_x_position, obstacle_y_position):
circle.midpoint_circle_algorithm(OBSTACLE_RADIUS, obstacle_x_position, obstacle_y_position)
circle.filled_circle(OBSTACLE_RADIUS // 2 - 4, obstacle_x_position + JIGGLE_X, obstacle_y_position - 10)
survive_in_space = Survive_In_Space(win_size_x=1920,
win_size_y=900,
pixel_size=1,
title="Survive from Enemy Drones in Space")
survive_in_space.initialize()
survive_in_space.start_main_loop()