-
Notifications
You must be signed in to change notification settings - Fork 0
/
space_invaders.py
150 lines (121 loc) · 5.98 KB
/
space_invaders.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
from time import time
import pygame
import time
import random
from pathlib import Path
from ships_and_lasers import PlayerShip, EnemyShip, collide
pygame.font.init()
class SpaceInvadersGame:
def __init__(self) -> None:
self.FPS = 60
self.WIDTH = 750
self.HEIGHT = 750
self.WIN = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
pygame.display.set_caption("space invaders")
self.assets_root = Path(__file__).parent / "assets"
# Load images
self.RED_SPACE_SHIP = pygame.image.load(self.assets_root / "pixel_ship_red_small.png")
self.GREEN_SPACE_SHIP = pygame.image.load(self.assets_root / "pixel_ship_green_small.png")
self.BLUE_SPACE_SHIP = pygame.image.load(self.assets_root / "pixel_ship_blue_small.png")
# Player player
self.YELLOW_SPACE_SHIP = pygame.image.load(self.assets_root / "pixel_ship_yellow.png")
# Lasers
self.RED_LASER = pygame.image.load(self.assets_root / "pixel_laser_red.png")
self.GREEN_LASER = pygame.image.load(self.assets_root / "pixel_laser_green.png")
self.BLUE_LASER = pygame.image.load(self.assets_root / "pixel_laser_blue.png")
self.YELLOW_LASER = pygame.image.load(self.assets_root / "pixel_laser_yellow.png")
self.COLOR_MAP = {
"red": (self.RED_SPACE_SHIP, self.RED_LASER),
"green": (self.GREEN_SPACE_SHIP, self.GREEN_LASER),
"blue": (self.BLUE_SPACE_SHIP, self.BLUE_LASER)
}
# Background
self.BG = pygame.transform.scale(pygame.image.load(self.assets_root / "background-black.png"), (self.WIDTH, self.HEIGHT))
self.run = True
self.level = 0
self.lives = 5
self.player_velocity = 5
self.enemies = []
self.wave_length = 5
self.enemy_velocity = 1
self.laser_velocity = 5
self.lost = False
self.lost_count = 0
self.main_font = pygame.font.SysFont("comicsans", 50)
self.lost_font = pygame.font.SysFont("comicsans", 80)
self.clock = pygame.time.Clock()
self.main_menu() # start game
def game(self):
self.player = PlayerShip(300, 630, self.YELLOW_SPACE_SHIP, self.YELLOW_LASER)
while self.run:
self.clock.tick(self.FPS)
self.redraw_window()
if self.lives <= 0 or self.player.health <= 0:
self.lost = True
self.lost_count += 1
if self.lost:
if self.lost_count > self.FPS * 3:
self.run = False
else:
continue
if len(self.enemies) == 0:
self.level += 1
self.wave_length += 5
for i in range(self.wave_length):
ship_img, laser_img = self.COLOR_MAP[random.choice(["red", "blue", "green"])]
enemy_ship = EnemyShip(random.randrange(50, self.WIDTH-100), random.randrange(-1500, -100), ship_img, laser_img)
self.enemies.append(enemy_ship)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and (self.player.x - self.player_velocity > 0): # left
self.player.x -= self.player_velocity
if keys[pygame.K_RIGHT] and (self.player.x + self.player_velocity + self.player.get_width() < self.WIDTH): # right
self.player.x += self.player_velocity
if keys[pygame.K_UP] and (self.player.y - self.player_velocity > 0): # up
self.player.y -= self.player_velocity
if keys[pygame.K_DOWN] and (self.player.y + self.player_velocity + self.player.get_height() + 15 < self.HEIGHT): # down
self.player.y += self.player_velocity
if keys[pygame.K_SPACE]: # shoot laser
self.player.shoot()
for enemy in self.enemies[:]:
enemy.move(self.enemy_velocity)
enemy.move_lasers(self.laser_velocity, self.player, self.HEIGHT)
if random.randrange(0, 2*self.FPS) == 1:
enemy.shoot()
if collide(enemy, self.player):
self.player.health -= 10
self.enemies.remove(enemy)
elif enemy.y + enemy.get_height() > self.HEIGHT:
self.lives -= 1
self.enemies.remove(enemy)
self.player.move_lasers(-self.laser_velocity, self.enemies, self.HEIGHT)
def redraw_window(self):
self.WIN.blit(self.BG, (0, 0))
lives_label = self.main_font.render(f"lives: {self.lives}", 1, (255, 255, 255))
level_label = self.main_font.render(f"level: {self.level}", 1, (255, 255, 255))
self.WIN.blit(lives_label, (10, 10))
self.WIN.blit(level_label, (self.WIDTH - level_label.get_width() - 10, 10))
for enemy in self.enemies[:]:
enemy.draw(self.WIN)
self.player.draw(self.WIN)
if self.lost:
lost_label = self.lost_font.render("GAME OVER", 1, (255, 255, 255))
self.WIN.blit(lost_label, (self.WIDTH/2 - lost_label.get_width()/2, 350))
pygame.display.update()
def main_menu(self):
begin_font = pygame.font.SysFont("comicsans", 70)
while self.run:
self.WIN.blit(self.BG, (0, 0))
begin_label = begin_font.render("PRESS ANY KEY TO BEGIN", 1, (255, 255, 255))
self.WIN.blit(begin_label, (self.WIDTH/2 - begin_label.get_width()/2, 350))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.run = False
if event.type == pygame.KEYDOWN:
self.game()
pygame.quit()
if __name__ == "__main__":
SpaceInvadersGame()