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game.py
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game.py
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from pygame.time import get_ticks
# Some 'constants' used in the game
WIDTH = 480
HEIGHT = 600
TITLE = '---=== SPACE INVADERS ===---'
PADDING = 40
CANNON_SPEED = 5
CANNON_FIRING_INTERVAL = 300
BULLET_SPEED = 20
ALIEN_MAX_MOVEMENT = 40
ALIEN_X_SPEED = 1
ALIEN_Y_SPEED = 7
ALIEN_LIVES = 3
LEFTMOST_ALIEN_X = 60
TOP_ALIEN_Y = 40
ALIEN_ROWS = 5
ALIENS_PER_ROW = 7
ALIEN_X_DISTANCE = 60
ALIEN_Y_DISTANCE = 40
ALIEN_KILL_SCORE = 100
EXPLOSION_TICK_LIMIT = 15
MENU_SCENE = 0
PLAY_SCENE = 1
GAME_OVER_SCENE = 2
# The classes used in the game
class Cannon(Actor):
def __init__(self, sprite, position):
super(Cannon, self).__init__(sprite, position)
self.speed = CANNON_SPEED
self.last_fire = 0
self.firing_interval = CANNON_FIRING_INTERVAL
def move_right(self):
self.x += self.speed
if self.right >= WIDTH - PADDING:
self.right = WIDTH - PADDING
def move_left(self):
self.x -= self.speed
if self.left <= PADDING:
self.left = PADDING
class Bullet(Actor):
def __init__(self, sprite, position):
super(Bullet, self).__init__(sprite, position)
self.speed = BULLET_SPEED
def update(self):
self.y -= self.speed
def is_dead(self):
return self.bottom <= 0
class Alien(Actor):
def __init__(self, sprite, position):
super(Alien, self).__init__(sprite, position)
self.max_movement = ALIEN_MAX_MOVEMENT
self.movement = ALIEN_MAX_MOVEMENT / 2
self.x_speed = ALIEN_X_SPEED
self.y_speed = ALIEN_Y_SPEED
self.lives = ALIEN_LIVES
def update(self):
self.x += self.x_speed
self.movement += self.x_speed
if abs(self.movement) >= self.max_movement:
self.x_speed *= -1
self.y += self.y_speed
self.movement = 0
def is_dead(self):
return self.lives == 0
class Explosion(Actor):
def __init__(self, sprite, position):
super(Explosion, self).__init__(sprite, position)
self.tick_limit = EXPLOSION_TICK_LIMIT
self.ticks = 0
self.finished = False
def update(self):
self.ticks += 1
if self.ticks > self.tick_limit:
self.finished = True
def is_finished(self):
return self.finished
class MenuScene:
def __init__(self, game):
self.game = game
self.sprites = (
Cannon('cannon', (WIDTH/2, 420)),
Bullet('bullet', (WIDTH/2, 360)),
Alien('alien', (WIDTH/2, 220))
)
def init(self):
pass
def update(self):
if keyboard.s:
self.game.change_scene(PLAY_SCENE)
def draw(self):
screen.clear()
for sprite in self.sprites:
sprite.draw()
screen.draw.text("S P A C E", (140, 40), fontname="space_invaders", fontsize=40)
screen.draw.text("I N V A D E R S", (85, 100), fontname="space_invaders", fontsize=40)
screen.draw.text("PRESS 'S' TO START", (125, 520), fontname="space_invaders", fontsize=20)
class PlayScene:
def __init__(self, game):
self.game = game
def init(self):
self.cannon = Cannon('cannon', (WIDTH / 2, HEIGHT - PADDING))
self.bullets = []
self.aliens = []
self.explosions = []
self.score = 0
self.create_aliens()
self.running = True
def create_aliens(self):
alien_x = LEFTMOST_ALIEN_X
alien_y = TOP_ALIEN_Y
for i in range(ALIEN_ROWS):
for i in range(ALIENS_PER_ROW):
self.aliens.append(Alien('alien', (alien_x, alien_y)))
alien_x += ALIEN_X_DISTANCE
alien_x = LEFTMOST_ALIEN_X
alien_y += ALIEN_Y_DISTANCE
def update(self):
if self.running:
if keyboard.right:
self.cannon.move_right()
elif keyboard.left:
self.cannon.move_left()
if keyboard.space:
if get_ticks() - self.cannon.last_fire > self.cannon.firing_interval:
self.bullets.append(Bullet('bullet', self.cannon.pos))
sounds.shot.play()
self.cannon.last_fire = get_ticks()
for bullet in self.bullets[:]:
bullet.update()
if bullet.is_dead():
self.bullets.remove(bullet)
for alien in self.aliens[:]:
alien.update()
if self.cannon.colliderect(alien):
self.explosions.append(Explosion('cannon_explosion', self.cannon.pos))
sounds.explosion.play()
self.running = False
if alien.bottom >= HEIGHT:
self.running = False
for bullet in self.bullets[:]:
if alien.colliderect(bullet):
alien.lives -= 1
if alien.is_dead():
self.explosions.append(Explosion('alien_explosion', alien.pos))
sounds.explosion.play()
self.aliens.remove(alien)
self.score += ALIEN_KILL_SCORE
self.bullets.remove(bullet)
for explosion in self.explosions[:]:
explosion.update()
if explosion.is_finished():
self.explosions.remove(explosion)
if len(self.aliens) == 0 and len(self.explosions) == 0:
self.game.set_game_over_message("YOU WON!!!!!", "#00FFFF")
self.game.change_scene(GAME_OVER_SCENE)
else:
for explosion in self.explosions[:]:
explosion.update()
if explosion.is_finished():
self.explosions.remove(explosion)
if len(self.explosions) == 0:
self.game.set_game_over_message("YOU LOST...", "red")
self.game.change_scene(GAME_OVER_SCENE)
def draw(self):
screen.clear()
self.cannon.draw()
for bullet in self.bullets:
bullet.draw()
for alien in self.aliens:
alien.draw()
for explosion in self.explosions:
explosion.draw()
screen.draw.text("SCORE: %d" % self.score, (20, 20), fontname="space_invaders", fontsize=20)
class GameOverScene:
def __init__(self, game):
self.game = game
self.message = ""
self.message_color = "red"
def init(self):
pass
def set_message(self, message, color):
self.message = message
self.message_color = color
def update(self):
if keyboard.s:
self.game.change_scene(PLAY_SCENE)
def draw(self):
screen.clear()
screen.draw.text("G A M E", (120, 40), fontname="space_invaders", fontsize=60)
screen.draw.text("O V E R", (120, 120), fontname="space_invaders", fontsize=60)
screen.draw.text(self.message, (60, 300), fontname="space_invaders", fontsize=60, color=self.message_color)
screen.draw.text("PRESS 'S' TO PLAY AGAIN", (100, 520), fontname="space_invaders", fontsize=20)
class Game:
def __init__(self):
self.scenes = (MenuScene(self), PlayScene(self), GameOverScene(self))
self.current_scene = MENU_SCENE
def update(self):
self.scenes[self.current_scene].update()
def draw(self):
self.scenes[self.current_scene].draw()
def change_scene(self, new_scene):
self.scenes[new_scene].init()
self.current_scene = new_scene
def set_game_over_message(self, message, color):
self.scenes[GAME_OVER_SCENE].set_message(message, color)
# The actual game code
game = Game()
def update():
game.update()
def draw():
game.draw()