Blockwars Game
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#!/usr/bin/python3
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# Description: blockwars - A simple game written in Python.
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# Usage: python3 blockwars.py
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# Author: Justin Oros
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# Source: https://github.com/JustinOros
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import pygame
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import random
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import time
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import os
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# Initialize pygame
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pygame.init()
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# Set up full-screen mode
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SCREEN_WIDTH = pygame.display.Info().current_w
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SCREEN_HEIGHT = pygame.display.Info().current_h
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN)
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pygame.display.set_caption("Block Wars")
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# Define colors
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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RED = (255, 0, 0)
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DARK_GRAY = (50, 50, 50)
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# Function to load sound safely
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def load_sound(filename):
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if os.path.exists(filename):
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return pygame.mixer.Sound(filename)
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else:
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print(f"Warning: {filename} not found. Sound will be disabled.")
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return None
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# Load sounds
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GO_SOUND = load_sound("go_sound.wav")
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FIRE_SOUND = load_sound("player_fire_sound.wav")
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DIE_SOUND = load_sound("player_death_sound.wav")
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LEVEL_UP_SOUND = load_sound("level_up_sound.wav")
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ENEMY_DEATH_SOUND = load_sound("enemy_death_sound.wav")
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EXPLOSION_SOUND = load_sound("explosion_sound.wav")
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# Set font for score
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font = pygame.font.SysFont(None, 30)
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# Initialize the joystick (controller)
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pygame.joystick.init()
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controller = None
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if pygame.joystick.get_count() > 0:
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controller = pygame.joystick.Joystick(0)
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controller.init()
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# Player class
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class Player:
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def __init__(self):
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self.x = SCREEN_WIDTH // 2
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self.y = SCREEN_HEIGHT // 2
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self.size = 20
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self.color = BLUE
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self.speed = 5
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self.direction = None
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def move(self, keys, joystick_axes):
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if joystick_axes[1] < -0.5:
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self.y -= self.speed
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self.direction = 'up'
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elif joystick_axes[1] > 0.5:
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self.y += self.speed
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self.direction = 'down'
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if joystick_axes[0] < -0.5:
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self.x -= self.speed
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self.direction = 'left'
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elif joystick_axes[0] > 0.5:
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self.x += self.speed
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self.direction = 'right'
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if keys[pygame.K_w]:
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self.y -= self.speed
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self.direction = 'up'
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if keys[pygame.K_s]:
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self.y += self.speed
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self.direction = 'down'
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if keys[pygame.K_a]:
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self.x -= self.speed
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self.direction = 'left'
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if keys[pygame.K_d]:
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self.x += self.speed
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self.direction = 'right'
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if self.x < 0:
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self.x = SCREEN_WIDTH - self.size
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elif self.x > SCREEN_WIDTH - self.size:
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self.x = 0
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if self.y < 0:
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self.y = SCREEN_HEIGHT - self.size
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elif self.y > SCREEN_HEIGHT - self.size:
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self.y = 0
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def draw(self):
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pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
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# Projectile class
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class Projectile:
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def __init__(self, x, y, direction):
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self.x = x
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self.y = y
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self.size = 5
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self.color = WHITE
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self.speed = 15
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self.direction = direction
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def move(self):
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if self.direction == 'up':
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self.y -= self.speed
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elif self.direction == 'down':
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self.y += self.speed
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elif self.direction == 'left':
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self.x -= self.speed
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elif self.direction == 'right':
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self.x += self.speed
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def draw(self):
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pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
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# Explosion class
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class Explosion:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.size = 50
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self.lifetime = 10
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def draw(self):
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pygame.draw.circle(screen, (255, 165, 0), (self.x, self.y), self.size)
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self.lifetime -= 1
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def is_alive(self):
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return self.lifetime > 0
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# Enemy class
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class Enemy:
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def __init__(self, speed):
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edge = random.choice(["top", "bottom", "left", "right"])
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if edge == "top":
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self.x = random.randint(0, SCREEN_WIDTH - 20)
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self.y = 0
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elif edge == "bottom":
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self.x = random.randint(0, SCREEN_WIDTH - 20)
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self.y = SCREEN_HEIGHT - 20
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elif edge == "left":
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self.x = 0
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self.y = random.randint(0, SCREEN_HEIGHT - 20)
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else:
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self.x = SCREEN_WIDTH - 20
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self.y = random.randint(0, SCREEN_HEIGHT - 20)
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self.size = 20
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self.color = RED
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self.speed = speed
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def move(self, player_x, player_y):
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if self.x < player_x:
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self.x += self.speed
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elif self.x > player_x:
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self.x -= self.speed
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if self.y < player_y:
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self.y += self.speed
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elif self.y > player_y:
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self.y -= self.speed
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def draw(self):
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pygame.draw.rect(screen, self.color, (self.x, self.y, self.size, self.size))
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# Draw pause screen
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def draw_pause_screen():
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overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
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overlay.set_alpha(180)
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overlay.fill((0, 0, 0))
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screen.blit(overlay, (0, 0))
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pause_font = pygame.font.SysFont(None, 100)
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instruction_font = pygame.font.SysFont(None, 40)
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pause_text = pause_font.render("PAUSED", True, WHITE)
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instruction_text = instruction_font.render("Press ESC to resume or Q to Quit.", True, WHITE)
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screen.blit(pause_text, (
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SCREEN_WIDTH // 2 - pause_text.get_width() // 2,
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SCREEN_HEIGHT // 2 - pause_text.get_height() // 2 - 30
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))
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screen.blit(instruction_text, (
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SCREEN_WIDTH // 2 - instruction_text.get_width() // 2,
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SCREEN_HEIGHT // 2 + 30
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))
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# Main game loop
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def game():
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clock = pygame.time.Clock()
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player = Player()
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projectiles = []
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explosions = []
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level = 1
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score = 0
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enemies = [Enemy(2)]
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running = True
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paused = False
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player_dead = False
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if GO_SOUND:
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GO_SOUND.play()
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while running:
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screen.fill(DARK_GRAY)
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keys = pygame.key.get_pressed()
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joystick_axes = [controller.get_axis(0), controller.get_axis(1)] if controller else [0, 0]
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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paused = not paused
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elif paused and event.key == pygame.K_q:
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running = False
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elif not paused and event.key == pygame.K_SPACE:
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if player.direction:
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projectiles.append(Projectile(player.x + player.size // 2, player.y + player.size // 2, player.direction))
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if FIRE_SOUND:
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FIRE_SOUND.play()
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if event.type == pygame.JOYBUTTONDOWN:
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if event.button == 7 or event.button == 6: # Start or Select
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paused = not paused
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elif paused and event.button == 2: # X button
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running = False
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elif not paused and event.button == 0: # A button
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if player.direction:
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projectiles.append(Projectile(player.x + player.size // 2, player.y + player.size // 2, player.direction))
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if FIRE_SOUND:
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FIRE_SOUND.play()
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if event.type == pygame.MOUSEBUTTONDOWN:
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if not paused and event.button == 1:
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if player.direction:
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projectiles.append(Projectile(player.x + player.size // 2, player.y + player.size // 2, player.direction))
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if FIRE_SOUND:
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FIRE_SOUND.play()
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if paused:
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draw_pause_screen()
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pygame.display.flip()
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clock.tick(60)
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continue
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player.move(keys, joystick_axes)
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for projectile in projectiles[:]:
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projectile.move()
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projectile.draw()
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if projectile.x < 0 or projectile.x > SCREEN_WIDTH or projectile.y < 0 or projectile.y > SCREEN_HEIGHT:
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projectiles.remove(projectile)
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for enemy in enemies[:]:
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enemy.move(player.x, player.y)
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enemy.draw()
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if pygame.Rect(player.x, player.y, player.size, player.size).colliderect(
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pygame.Rect(enemy.x, enemy.y, enemy.size, enemy.size)):
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if not player_dead:
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if DIE_SOUND:
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DIE_SOUND.play()
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player_dead = True
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show_final_score(score)
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running = False
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for projectile in projectiles[:]:
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if pygame.Rect(enemy.x, enemy.y, enemy.size, enemy.size).colliderect(
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pygame.Rect(projectile.x, projectile.y, projectile.size, projectile.size)):
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explosions.append(Explosion(enemy.x + enemy.size // 2, enemy.y + enemy.size // 2))
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if ENEMY_DEATH_SOUND:
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ENEMY_DEATH_SOUND.play()
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enemies.remove(enemy)
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projectiles.remove(projectile)
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score += 100
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break
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for explosion in explosions[:]:
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explosion.draw()
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if not explosion.is_alive():
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explosions.remove(explosion)
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if not enemies:
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level += 1
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if LEVEL_UP_SOUND:
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LEVEL_UP_SOUND.play()
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enemy_speed = 2 + (level // 3)
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enemies = [Enemy(enemy_speed) for _ in range(level)]
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player.draw()
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score_text = font.render(f"Score: {score}", True, WHITE)
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level_text = font.render(f"Level: {level}", True, WHITE)
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screen.blit(score_text, (10, 10))
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screen.blit(level_text, (SCREEN_WIDTH - level_text.get_width() - 10, 10))
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pygame.display.flip()
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clock.tick(60)
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# Function to display the final score on death
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def show_final_score(score):
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font_large = pygame.font.SysFont(None, 80)
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final_score_text = font_large.render(f"Final Score: {score}", True, WHITE)
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screen.fill(DARK_GRAY)
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screen.blit(final_score_text, (SCREEN_WIDTH // 2 - final_score_text.get_width() // 2, SCREEN_HEIGHT // 2 - final_score_text.get_height() // 2))
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pygame.display.flip()
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time.sleep(3)
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# Run the game
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if __name__ == "__main__":
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game()
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pygame.quit()
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