import pygame
import random
# Initialize pygame
pygame.init()
# Game constants
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# Create the screen object
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Avengers Survival Game")
# Player (Avenger) base class
class Avenger(pygame.sprite.Sprite):
def __init__(self, name, color, x, y, health=100):
super().__init__()
self.name = name
self.image = pygame.Surface((50, 50))
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.health = health
self.speed = 5
def update(self, keys):
if keys[pygame.K_LEFT]:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT]:
self.rect.x += self.speed
if keys[pygame.K_UP]:
self.rect.y -= self.speed
if keys[pygame.K_DOWN]:
self.rect.y += self.speed
def attack(self):
pass # Will be overridden in subclasses
# Specific Avengers class with unique abilities
# Iron Man's Repulsor Beam
class IronMan(Avenger):
def __init__(self, x, y):
super().__init__("Iron Man", BLUE, x, y)
def attack(self):
repulsor = RepulsorBeam(self.rect.centerx, self.rect.top)
all_sprites.add(repulsor)
repulsor_group.add(repulsor)
# Thor's Lightning Strike
class Thor(Avenger):
def __init__(self, x, y):
super().__init__("Thor", YELLOW, x, y)
def attack(self):
lightning = Lightning(self.rect.centerx, self.rect.top)
all_sprites.add(lightning)
lightning_group.add(lightning)
# Captain America's Shield Throw
class CaptainAmerica(Avenger):
def __init__(self, x, y):
super().__init__("Captain America", WHITE, x, y)
def attack(self):
shield = Shield(self.rect.centerx, self.rect.top)
all_sprites.add(shield)
shield_group.add(shield)
# Hulk's Smash
class Hulk(Avenger):
def __init__(self, x, y):
super().__init__("Hulk", GREEN, x, y)
def attack(self):
smash = Smash(self.rect.centerx, self.rect.top)
all_sprites.add(smash)
smash_group.add(smash)
# Black Widow's Widow's Bite (Electric Strike)
class BlackWidow(Avenger):
def __init__(self, x, y):
super().__init__("Black Widow", RED, x, y)
def attack(self):
bite = WidowBite(self.rect.centerx, self.rect.top)
all_sprites.add(bite)
bite_group.add(bite)
# Hawkeye's Arrow
class Hawkeye(Avenger):
def __init__(self, x, y):
super().__init__("Hawkeye", BLACK, x, y)
def attack(self):
arrow = Arrow(self.rect.centerx, self.rect.top)
all_sprites.add(arrow)
arrow_group.add(arrow)
# Projectile classes for each power
# Iron Man's Repulsor Beam
class RepulsorBeam(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((5, 20))
self.image.fill(WHITE) # Repulsor beam color
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 10
def update(self):
self.rect.y -= self.speed
if self.rect.bottom < 0:
self.kill()
# Thor's Lightning
class Lightning(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((5, 20))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 10
def update(self):
self.rect.y -= self.speed
if self.rect.bottom < 0:
self.kill()
# Captain America's Shield
class Shield(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((10, 30))
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 8
def update(self):
self.rect.y -= self.speed
if self.rect.bottom < 0:
self.kill()
# Hulk's Smash
class Smash(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((50, 50))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 10
def update(self):
self.rect.y -= self.speed
if self.rect.bottom < 0:
self.kill()
# Black Widow's Widow Bite
class WidowBite(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((5, 20))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 8
def update(self):
self.rect.y -= self.speed
if self.rect.bottom < 0:
self.kill()
# Hawkeye's Arrow
class Arrow(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((5, 20))
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 10
def update(self):
self.rect.y -= self.speed
if self.rect.bottom < 0:
self.kill()
# Initialize player characters
ironman = IronMan(SCREEN_WIDTH // 2, SCREEN_HEIGHT - 50)
thor = Thor(SCREEN_WIDTH // 3, SCREEN_HEIGHT - 50)
cap_america = CaptainAmerica(SCREEN_WIDTH // 4, SCREEN_HEIGHT - 50)
hulk = Hulk(SCREEN_WIDTH // 5, SCREEN_HEIGHT - 50)
black_widow = BlackWidow(SCREEN_WIDTH // 6, SCREEN_HEIGHT - 50)
hawkeye = Hawkeye(SCREEN_WIDTH // 7, SCREEN_HEIGHT - 50)
all_sprites = pygame.sprite.Group()
all_sprites.add(ironman, thor, cap_america, hulk, black_widow, hawkeye)
# Groups for projectiles
repulsor_group = pygame.sprite.Group()
lightning_group = pygame.sprite.Group()
shield_group = pygame.sprite.Group()
smash_group = pygame.sprite.Group()
bite_group = pygame.sprite.Group()
arrow_group = pygame.sprite.Group()
# Game loop
running = True
while running:
screen.fill(BLACK)
# Handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Key press handling for movement
keys = pygame.key.get_pressed()
# Update player positions
all_sprites.update(keys)
# Example attacks (Thor's lightning, Iron Man's repulsor)
if keys[pygame.K_SPACE]:
ironman.attack() # Iron Man attack (Repulsor)
if keys[pygame.K_RETURN]:
thor.attack() # Thor attack (Lightning)
# Draw everything
all_sprites.draw(screen)
repulsor_group.draw(screen)
lightning_group.draw(screen)
shield_group.draw(screen)
smash_group.draw(screen)
bite_group.draw(screen)
arrow_group.draw(screen)
pygame.display.flip()
pygame.time.Clock().tick(60)
# Quit pygame
pygame.quit()