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import pygame
import random
import sys
# --------------------------- CONFIG ---------------------------------
WIDTH, HEIGHT = 480, 640
FPS = 60
STAR_COUNT = 120
PLAYER_SPEED = 5
BULLET_SPEED = -8
ENEMY_SPEED = 2
ENEMY_SPAWN_EVERY = 600 # milliseconds
SHOOT_COOLDOWN = 250 # milliseconds
# --------------------------------------------------------------------
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
font = pygame.font.SysFont("consolas", 24)
pygame.display.set_caption("Galaga‑style MVP")
# ------------------------- STARFIELD --------------------------------
stars = []
for _ in range(STAR_COUNT):
x = random.randrange(0, WIDTH)
y = random.randrange(0, HEIGHT)
sp = random.choice([1, 2]) # slow / fast stars
stars.append([x, y, sp])
def update_and_draw_stars():
for s in stars:
s[1] += s[2] # move down
if s[1] > HEIGHT:
s[0] = random.randrange(0, WIDTH)
s[1] = 0
pygame.draw.rect(screen, (255, 255, 255), (*s[:2], 2, 2))
# ------------------------- SPRITES ----------------------------------
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((40, 30), pygame.SRCALPHA)
pygame.draw.polygon(self.image, (50, 200, 250),
[(0, 30), (20, 0), (40, 30)])
self.rect = self.image.get_rect(midbottom=(WIDTH // 2, HEIGHT - 10))
self.last_shot = 0
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
self.rect.x -= PLAYER_SPEED
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
self.rect.x += PLAYER_SPEED
self.rect.clamp_ip(screen.get_rect()) # keep on screen
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > SHOOT_COOLDOWN:
self.last_shot = now
bullet = Bullet(self.rect.midtop)
all_sprites.add(bullet)
bullets.add(bullet)
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pygame.Surface((4, 10))
self.image.fill((255, 255, 0))
self.rect = self.image.get_rect(midbottom=pos)
def update(self):
self.rect.y += BULLET_SPEED
if self.rect.bottom < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
w, h = 30, 24
self.image = pygame.Surface((w, h), pygame.SRCALPHA)
# simple “bug” sprite
pygame.draw.ellipse(self.image, (255, 0, 0), (0, 0, w, h))
pygame.draw.line(self.image, (0, 0, 0), (0, h//2), (w, h//2), 2)
self.rect = self.image.get_rect(
midtop=(random.randrange(20, WIDTH - 20), -h))
def update(self):
self.rect.y += ENEMY_SPEED
if self.rect.top > HEIGHT:
self.kill()
# ------------------------ GROUPS & TIMERS ---------------------------
all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()
enemies = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
ENEMY_EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(ENEMY_EVENT, ENEMY_SPAWN_EVERY)
score = 0
# ========================= MAIN LOOP ================================
running = True
while running:
dt = clock.tick(FPS)
# -------- EVENT --------
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == ENEMY_EVENT:
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
if event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
player.shoot()
# -------- UPDATE -------
all_sprites.update()
# bullet–enemy collisions
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
score += len(hits)
# enemy reaches player? (just quit for MVP)
if pygame.sprite.spritecollideany(player, enemies):
running = False
# -------- DRAW ---------
screen.fill((0, 0, 20)) # dark space
update_and_draw_stars()
all_sprites.draw(screen)
# score
txt = font.render(f"Score: {score}", True, (255, 255, 255))
screen.blit(txt, (10, 10))
pygame.display.flip()
pygame.quit()
sys.exit()
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