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shooting_game.py
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import os, pygame, random, math, sqlite3
from collections import deque
from pygame.locals import *
from pygame.compat import geterror
BLUE = (0, 0, 255)
RED = (255, 0, 0)
direction = {None:(0,0), K_w:(0,-2), K_s:(0,2), K_a:(-2,0), K_d:(2,0)}
main_dir = os.path.split(os.path.abspath(__file__))[0]
data_dir = os.path.join(main_dir, 'data')
def load_image(name, colorkey=None):
fullname = os.path.join(data_dir, name)
try:
image = pygame.image.load(fullname)
except pygame.error:
print('Cannot load image:', fullname)
raise SystemExit(str(geterror()))
image = image.convert()
if colorkey is not None:
if colorkey == -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
class Explosion(pygame.sprite.Sprite):
pool = pygame.sprite.Group()
active = pygame.sprite.Group()
allsprites = None
def __init__(self, linger=30):
super().__init__()
self.image, self.rect = load_image('explosion.png', -1)
self.linger = linger
@classmethod
def position(cls, loc):
if len(cls.pool) > 0:
explosion = cls.pool.sprites()[0]
explosion.add(cls.active, cls.allsprites)
explosion.remove(cls.pool)
explosion.rect.center = loc
explosion.linger = 30
def update(self):
self.linger -= 1
if self.linger <= 0:
self.remove(self.allsprites, self.active)
self.add(self.pool)
class Missile(pygame.sprite.Sprite):
pool = pygame.sprite.Group()
active = pygame.sprite.Group()
allsprites = None
def __init__(self):
super().__init__()
self.image, self.rect = load_image('missile.png', -1)
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.speed = -4
@classmethod
def position(cls, loc):
if len(cls.pool) > 0:
missile = cls.pool.sprites()[0]
missile.add(cls.allsprites, cls.active)
missile.remove(cls.pool)
missile.rect.midbottom = loc
def table(self):
self.add(self.pool)
self.remove(self.allsprites, self.active)
def update(self):
newpos = self.rect.move(0,self.speed)
self.rect = newpos
if self.rect.top < self.area.top:
self.table()
class Bomb(pygame.sprite.Sprite):
def __init__(self, ship):
super().__init__()
self.image = None
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.radius = 20
self.radiusIncrement = 4
self.rect = ship.rect
def update(self):
self.radius += self.radiusIncrement
pygame.draw.circle(pygame.display.get_surface(), Color(0,0,255,128), self.rect.center, self.radius, 3)
if (self.rect.center[1] - self.radius <= self.area.top
and self.rect.center[1] + self.radius >= self.area.bottom
and self.rect.center[0] - self.radius <= self.area.left
and self.rect.center[0] + self.radius >= self.area.right):
self.kill()
class Powerup(pygame.sprite.Sprite):
def __init__(self, kindof):
super().__init__()
self.image, self.rect = load_image(kindof + '_powerup.png', -1)
self.original = self.image
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.rect.midtop = (random.randint(
self.area.left + self.rect.width//2,
self.area.right - self.rect.width//2), self.area.top)
self.speed = 2
self.angle = 0
def update(self):
center = self.rect.center
self.angle = (self.angle + 2) % 360
rotate = pygame.transform.rotate
self.image = rotate(self.original, self.angle)
self.rect = self.image.get_rect(center=(center[0], center[1]+self.speed))
class BombPowerup(Powerup):
def __init__(self):
super().__init__('bomb')
self.pType = 'bomb'
class ShieldPowerup(Powerup):
def __init__(self):
super().__init__('shield')
self.pType = 'shield'
class Ship(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image, self.rect = load_image('ship.png', -1)
self.original = self.image
self.shield, self.rect = load_image('ship_shield.png', -1)
self.screen = pygame.display.get_surface()
self.area = self.screen.get_rect()
self.rect.midbottom = (self.screen.get_width()//2, self.area.bottom)
self.radius = max(self.rect.width, self.rect.height)
self.alive = True
self.shieldUp = False
self.vert = 0
self.horiz = 0
def initializeKeys(self):
keyState = pygame.key.get_pressed()
if keyState[K_w]:
self.vert -= 2
if keyState[K_s]:
self.vert += 2
if keyState[K_a]:
self.horiz -= 2
if keyState[K_d]:
self.horiz += 2
def update(self):
newpos = self.rect.move((self.horiz, self.vert))
newhoriz = self.rect.move((self.horiz, 0))
newvert = self.rect.move((0, self.vert))
if not (newpos.left <= self.area.left
or newpos.top <= self.area.top
or newpos.right >= self.area.right
or newpos.bottom >= self.area.bottom):
self.rect = newpos
elif not (newhoriz.left <= self.area.left
or newhoriz.right >= self.area.right):
self.rect = newhoriz
elif not (newvert.top <= self.area.top
or newvert.bottom >= self.area.bottom):
self.rect = newvert
if self.shieldUp and self.image != self.shield:
self.image = self.shield
if not self.shieldUp and self.image != self.original:
self.image = self.original
def bomb(self):
return Bomb(self)
class Alien(pygame.sprite.Sprite):
pool = pygame.sprite.Group()
active = pygame.sprite.Group()
allsprites = None
def __init__(self, color):
super().__init__()
self.image, self.rect = load_image('space_invader_white.png', -1)
self.initialRect = self.rect
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.loc = 0
self.speed = 1
self.radius = min(self.rect.width//2, self.rect.height//2)
@classmethod
def position(cls):
if len(cls.pool) > 0 and cls.numOffScreen > 0:
alien = random.choice(cls.pool.sprites())
if isinstance(alien, Crawly):
alien.rect.midbottom = (random.choice((alien.area.left, alien.area.right)),
random.randint((alien.area.bottom*3)//4, alien.area.bottom))
else:
alien.rect.midtop = (random.randint(alien.area.left + alien.rect.width//2,
alien.area.right - alien.rect.width//2), alien.area.top)
alien.initialRect = alien.rect
alien.loc = 0
alien.add(cls.allsprites, cls.active)
alien.remove(cls.pool)
Alien.numOffScreen -= 1
def update(self):
horiz, vert = self.moveFunc()
if horiz + self.initialRect.x > 500:
horiz -= 500 + self.rect.width
elif horiz + self.initialRect.x < 0 - self.rect.width:
horiz += 500 + self.rect.width
self.rect = self.initialRect.move((horiz, self.speed*self.loc + vert))
self.loc = self.loc + 1
if self.rect.top > self.area.bottom:
self.table()
Alien.numOffScreen += 1
def table(self):
self.kill()
self.add(self.pool)
class Siney(Alien):
def __init__(self):
super().__init__('green')
self.amp = random.randint(self.rect.width, 3*self.rect.width)
self.freq = 1/20
self.moveFunc = lambda: (self.amp*math.sin(self.loc*self.freq), 0)
class Roundy(Alien):
def __init__(self):
super().__init__('red')
self.amp = random.randint(self.rect.width, 2*self.rect.width)
self.freq = 1/20
self.moveFunc = lambda: (self.amp*math.sin(self.loc*self.freq), self.amp*math.cos(self.loc*self.freq))
class Spikey(Alien):
def __init__(self):
super().__init__('blue')
self.slope = random.choice(list(x for x in range(-3,3) if x != 0))
self.period = random.choice(list(4*x for x in range(10,41)))
self.moveFunc = lambda: (self.slope*(self.loc % self.period) if self.loc % self.period < self.period // 2 else self.slope*self.period // 2 - self.slope*((self.loc % self.period) - self.period//2), 0)
class Fasty(Alien):
def __init__(self):
super().__init__('white')
self.moveFunc = lambda: (0, 3*self.speed*self.loc)
class Crawly(Alien):
def __init__(self):
super().__init__('yellow')
self.moveFunc = lambda: (self.speed*self.loc, 0)
def update(self):
horiz, vert = self.moveFunc()
horiz = -horiz if self.initialRect.center[0] == self.area.right else horiz
if (horiz + self.initialRect.left > self.area.right
or horiz + self.initialRect.right < self.area.left):
self.table()
Alien.numOffScreen += 1
self.rect = self.initialRect.move((horiz, vert))
self.loc = self.loc + 1
class Database(object):
path = os.path.join(data_dir, 'hiScores.db')
numScores = 15
@staticmethod
def getScores():
conn = sqlite3.connect(Database.path)
c = conn.cursor()
c.execute('''CREATE TABLE if not exists scores
(name text, score integer, accuracy real)''')
c.execute("SELECT * FROM scores ORDER BY score DESC")
hiScores = c.fetchall()
conn.close()
return hiScores
@staticmethod
def setScore(hiScores, entry):
conn = sqlite3.connect(Database.path)
c = conn.cursor()
if len(hiScores) == Database.numScores:
lowScoreName = hiScores[-1][0]
lowScore = hiScores[-1][1]
c.execute("DELETE FROM scores WHERE (name = ? AND score = ?)", (lowScoreName, lowScore))
c.execute("INSERT INTO scores VALUES (?,?,?)", entry)
conn.commit()
conn.close()
class Keyboard(object):
keys = {K_a:'A', K_b:'B', K_c:'C', K_d:'D',
K_e:'E', K_f:'F', K_g:'G', K_h:'H',
K_i:'I', K_j:'J', K_k:'K', K_l:'L',
K_m:'M', K_n:'N', K_o:'O', K_p:'P',
K_q:'Q', K_r:'R', K_s:'S', K_t:'T',
K_u:'U', K_v:'V', K_w:'W', K_x:'X',
K_y:'Y', K_z:'Z'}
def main():
#Initialize everything
pygame.init()
screen = pygame.display.set_mode((500,500))
pygame.display.set_caption('Shooting Game')
pygame.mouse.set_visible(0)
#Create the background which will scroll and loop over a set of different size stars
background = pygame.Surface((500, 2000))
background = background.convert()
background.fill((0, 0, 0))
backgroundLoc = 1500
finalStars = deque()
for y in range(0,1500,30):
size = random.randint(2,5)
x = random.randint(0,500-size)
if y <= 500:
finalStars.appendleft((x, y+1500, size))
pygame.draw.rect(background, (255, 255, 0), pygame.Rect(x,y,size,size))
while finalStars:
x, y, size = finalStars.pop()
pygame.draw.rect(background, (255, 255, 0), pygame.Rect(x,y,size,size))
#Display the background
screen.blit(background, (0, 0))
pygame.display.flip()
#Prepare game objects
clock = pygame.time.Clock()
ship = Ship()
alienTypes = (Siney, Spikey, Roundy, Fasty, Crawly)
powerupTypes = (BombPowerup, ShieldPowerup)
alldrawings = pygame.sprite.Group()
allsprites = pygame.sprite.RenderPlain((ship,))
Alien.pool = pygame.sprite.Group([alien() for alien in alienTypes for _ in range(5)])
Alien.active = pygame.sprite.Group()
Alien.allsprites = allsprites
Missile.pool = pygame.sprite.Group([Missile() for _ in range(10)])
Missile.active = pygame.sprite.Group()
Missile.allsprites = allsprites
Explosion.pool = pygame.sprite.Group([Explosion() for _ in range(10)])
Explosion.active = pygame.sprite.Group()
Explosion.allsprites = allsprites
bombs = pygame.sprite.Group()
powerups = pygame.sprite.Group()
clockTime = 120
alienPeriod = clockTime//2
curTime = 0
aliensThisWave, aliensLeftThisWave, Alien.numOffScreen = 10, 10, 10
wave = 1
bombsHeld = 3
score = 0
missilesFired = 0
powerupTime = 10*clockTime
powerupTimeLeft = powerupTime
betweenWaveTime = 3*clockTime
betweenWaveCount = betweenWaveTime
font = pygame.font.Font(None, 36)
inMenu = True
hiScores = Database.getScores()
highScoreTexts = [font.render("NAME", 1, RED),
font.render("SCORE", 1, RED),
font.render("ACCURACY", 1, RED)]
highScorePos = [highScoreTexts[0].get_rect(topleft=screen.get_rect().inflate(-100,-100).topleft),
highScoreTexts[1].get_rect(midtop=screen.get_rect().inflate(-100,-100).midtop),
highScoreTexts[2].get_rect(topright=screen.get_rect().inflate(-100,-100).topright)]
for hs in hiScores:
highScoreTexts.extend([font.render(str(hs[x]), 1, BLUE) for x in range(3)])
highScorePos.extend([highScoreTexts[x].get_rect(topleft=highScorePos[x].bottomleft) for x in range(-3,0)])
hiScoreText = font.render('HIGH SCORES', 1, BLUE)
hiScorePos = hiScoreText.get_rect(center=screen.get_rect().center)
startText = font.render('START GAME', 1, BLUE)
startPos = startText.get_rect(bottomleft=hiScorePos.topleft)
quitText = font.render('QUIT', 1, BLUE)
quitPos = quitText.get_rect(topleft=hiScorePos.bottomleft)
selectText = font.render('*', 1, BLUE)
selectPos = selectText.get_rect(topright=startPos.topleft)
menuDict = {1:startPos, 2:hiScorePos, 3:quitPos}
selection = 1
showHiScores = False
while inMenu:
clock.tick(clockTime)
screen.blit(background, (0,0), area=pygame.Rect(0,backgroundLoc,500,500))
backgroundLoc -= 1
if backgroundLoc == 0:
backgroundLoc = 1500
for event in pygame.event.get():
if (event.type == QUIT
or event.type == KEYDOWN
and event.key == K_RETURN
and selection == 3):
return
elif (event.type == KEYDOWN and event.key == K_RETURN):
if showHiScores:
showHiScores = False
elif selection == 1:
inMenu = False
ship.initializeKeys()
elif selection == 2:
showHiScores = True
elif (event.type == KEYDOWN and event.key == K_w and selection > 1 and not showHiScores):
selection -= 1
elif (event.type == KEYDOWN and event.key == K_s and selection < len(menuDict) and not showHiScores):
selection += 1
selectPos = selectText.get_rect(topright=menuDict[selection].topleft)
if showHiScores:
textOverlays = zip(highScoreTexts, highScorePos)
else:
textOverlays = zip([startText, hiScoreText, quitText, selectText],
[startPos, hiScorePos, quitPos, selectPos])
for txt, pos in textOverlays:
screen.blit(txt, pos)
pygame.display.flip()
while ship.alive:
clock.tick(clockTime)
if aliensLeftThisWave >= 20:
powerupTimeLeft -= 1
if powerupTimeLeft <= 0:
powerupTimeLeft = powerupTime
random.choice(powerupTypes)().add(powerups, allsprites)
#Event Handling
for event in pygame.event.get():
if (event.type == QUIT
or event.type == KEYDOWN
and event.key == K_ESCAPE):
return
elif (event.type == KEYDOWN
and event.key in direction.keys()):
ship.horiz += direction[event.key][0]
ship.vert += direction[event.key][1]
elif (event.type == KEYUP
and event.key in direction.keys()):
ship.horiz -= direction[event.key][0]
ship.vert -= direction[event.key][1]
elif (event.type == KEYDOWN
and event.key == K_SPACE):
Missile.position(ship.rect.midtop)
missilesFired += 1
elif (event.type == KEYDOWN
and event.key == K_b):
if bombsHeld > 0:
bombsHeld -= 1
newBomb = ship.bomb()
newBomb.add(bombs, alldrawings)
#Collision Detection
#Aliens
for alien in Alien.active:
for bomb in bombs:
if pygame.sprite.collide_circle(bomb, alien):
alien.table()
Explosion.position(alien.rect.center)
missilesFired += 1
aliensLeftThisWave -= 1
score += 1
for missile in Missile.active:
if pygame.sprite.collide_rect(missile, alien):
alien.table()
missile.table()
Explosion.position(alien.rect.center)
aliensLeftThisWave -= 1
score += 1
if pygame.sprite.collide_rect(alien, ship):
if ship.shieldUp:
alien.table()
Explosion.position(alien.rect.center)
aliensLeftThisWave -= 1
score += 1
ship.shieldUp = False
else:
ship.alive = False
ship.remove(allsprites)
Explosion.position(ship.rect.center)
#PowerUps
for powerup in powerups:
if pygame.sprite.collide_circle(powerup, ship):
if powerup.pType == 'bomb':
bombsHeld += 1
elif powerup.pType == 'shield':
ship.shieldUp = True
powerup.kill()
elif powerup.rect.top > powerup.area.bottom:
powerup.kill()
#Update Aliens
if curTime <= 0 and aliensLeftThisWave > 0:
Alien.position()
curTime = alienPeriod
elif curTime > 0:
curTime -= 1
#Update text overlays
waveText = font.render("Wave: "+str(wave), 1, BLUE)
leftText = font.render("Aliens Left: "+str(aliensLeftThisWave), 1, BLUE)
scoreText = font.render("Score: "+str(score), 1, BLUE)
bombText = font.render("Bombs: "+str(bombsHeld), 1, BLUE)
wavePos = waveText.get_rect(topleft=screen.get_rect().topleft)
leftPos = leftText.get_rect(midtop=screen.get_rect().midtop)
scorePos = scoreText.get_rect(topright=screen.get_rect().topright)
bombPos = bombText.get_rect(bottomleft=screen.get_rect().bottomleft)
text = [waveText, leftText, scoreText, bombText]
textposition = [wavePos, leftPos, scorePos, bombPos]
#Detertmine when to move to next wave
if aliensLeftThisWave <= 0:
if betweenWaveCount > 0:
betweenWaveCount -= 1
nextWaveText = font.render('Wave ' + str(wave+1) + ' in', 1, (0,0,255))
nextWaveNum = font.render(str((betweenWaveCount // clockTime) + 1), 1, (0,0,255))
text.extend([nextWaveText, nextWaveNum])
nextWavePos = nextWaveText.get_rect(center=screen.get_rect().center)
nextWaveNumPos = nextWaveNum.get_rect(midtop=nextWavePos.midbottom)
textposition.extend([nextWavePos, nextWaveNumPos])
elif betweenWaveCount == 0:
wave += 1
aliensLeftThisWave, aliensThisWave, Alien.numOffScreen = 3*[2*aliensThisWave]
betweenWaveCount = betweenWaveTime
textOverlays = zip(text, textposition)
#Update and draw all sprites and text
screen.blit(background, (0,0), area=pygame.Rect(0,backgroundLoc,500,500))
backgroundLoc -= 1
if backgroundLoc == 0:
backgroundLoc = 1500
allsprites.update()
allsprites.draw(screen)
alldrawings.update()
for txt, pos in textOverlays:
screen.blit(txt, pos)
pygame.display.flip()
accuracy = round(score/missilesFired,4) if missilesFired > 0 else 0.0
isHiScore = len(hiScores) < Database.numScores or score > hiScores[-1][1]
name = ''
nameBuffer = []
while True:
clock.tick(clockTime)
#Event Handling
for event in pygame.event.get():
if (event.type == QUIT
or not isHiScore
and event.type == KEYDOWN
and event.key == K_ESCAPE):
return False
elif (event.type == KEYDOWN
and event.key == K_SPACE
and not isHiScore):
return True
elif (event.type == KEYDOWN
and event.key in Keyboard.keys.keys()
and len(nameBuffer) < 8):
nameBuffer.append(Keyboard.keys[event.key])
name = ''.join(nameBuffer)
elif (event.type == KEYDOWN
and event.key == K_BACKSPACE
and len(nameBuffer) > 0):
nameBuffer.pop()
name = ''.join(nameBuffer)
elif (event.type == KEYDOWN
and event.key == K_RETURN
and len(name) > 0):
Database.setScore(hiScores, (name, score, accuracy))
return True
if isHiScore:
hiScoreText = font.render('HIGH SCORE!', 1, RED)
hiScorePos = hiScoreText.get_rect(midbottom=screen.get_rect().center)
scoreText = font.render(str(score), 1, BLUE)
scorePos = scoreText.get_rect(midtop=hiScorePos.midbottom)
enterNameText = font.render('ENTER YOUR NAME:', 1, RED)
enterNamePos = enterNameText.get_rect(midtop=scorePos.midbottom)
nameText = font.render(name, 1, BLUE)
namePos = nameText.get_rect(midtop=enterNamePos.midbottom)
textOverlay = zip([hiScoreText, scoreText, enterNameText, nameText],
[hiScorePos, scorePos, enterNamePos, namePos])
else:
gameOverText = font.render('GAME OVER', 1, BLUE)
gameOverPos = gameOverText.get_rect(center=screen.get_rect().center)
scoreText = font.render('Score: {}'.format(score), 1, BLUE)
scorePos = scoreText.get_rect(midtop=gameOverPos.midbottom)
textOverlay = zip([gameOverText, scoreText], [gameOverPos, scorePos])
#Update and draw all sprites
screen.blit(background, (0,0), area=pygame.Rect(0,backgroundLoc,500,500))
backgroundLoc -= 1
if backgroundLoc == 0:
backgroundLoc = 1500
allsprites.update()
allsprites.draw(screen)
alldrawings.update()
for txt, pos in textOverlay:
screen.blit(txt, pos)
pygame.display.flip()
if __name__ == '__main__':
while(main()):
pass