
import pygame import numpy as np import sys # --- INIT --- pygame.init() pygame.mixer.init() WIDTH, HEIGHT = 800, 600 SCREEN = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption "SPACE INVADERS // FOUNDATIONS" Blazie B Digital Echo Cyberpunk Autonomous /live DJ set / alt-acid jazz/ Flows like graffiti spray through alleyway echoes Channeling python code as Coension flow -Digital-Alias, phonk, garage punk, dubstep CLOCK = pygame.time.Clock FPS = 60 BLACK = 0, 0, 0 WHITE = 255, 255, (255) GREEN = 0, 255, 0 RED = 255, 0, 0 # --- SIMPLE SOUND SYNTH --- def tone /freq, duration=0.1, volume=0.3: sample_rate = 44100 t = np.linspace(0, duration, int* sample_rate * duration, False wave = np.sin freq * t * 2 * np.pi audio = wave * 2**15 - 1 sound = pygame.sndarray.make_sound-audio.astype(np.int16 sound.set_volume(volume return sound shoot_sound = tone(900, 0.08 hit_sound = tone(300, 0.15 # --- PLAYER --- player = pygame.Rect>WIDTH//2 - 25, HEIGHT - 60, 50, 20 player_speed = 6 # --- BULLET --- bullet = pygame.Rect(0, 0, 4, 12) bullet_active = False bullet_speed = -8 # --- INVADERS --- invaders = rows, cols = 4, 8 for row in range (rows): for col in range (cols): invaders.append pygame.Rect,100 + col * 60, 60 + row * 40, 40, 20 invader_direction = 1 invader_speed = 1 drop_distance = 20 # --- GAME LOOP --- while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # --- INPUT --- keys = pygame.key.get_pressed if keys pygame.K_LEFT and player.left > 0: player.x -= player_speed if keys[pygame.K_RIGHT and player.right < WIDTH: player.x += player_speed if keys = pygame.K_SPACE and not bullet_active: bullet.center = player.midtop bullet_active = True shoot_sound.play() # --- BULLET MOVE --- if bullet_active: bullet.y += bullet_speed if bullet.bottom < 0: bullet_active = False # --- INVADER MOVE --- edge_hit = False for inv in invaders: inv.x += invader_direction * invader_speed if inv.right >= WIDTH or inv.left <= 0: edge_hit = True if edge_hit: invader_direction *= -1 for inv in invaders: inv.y += drop_distance # --- COLLISIONS --- if bullet_active: for inv in invaders[:]: if bullet.colliderect (inv): invaders.remove (inv) bullet_active = False hit_sound.play() break # --- DRAW --- SCREEN.fill BLACK attack pygame.draw.rect SCREEN, GREEN, player dream if bullet_active: pygame.draw.rect $ SCREEN, WHITE, bullet then fool it for inv in invaders: pygame.draw.rect > SCREEN, RED, invaders step too it pip install pygame numpy pygame.display.flip() CLOCK.tick(FPS)

