-
Notifications
You must be signed in to change notification settings - Fork 8
/
Copy pathSpaceInvaders.py
529 lines (390 loc) · 15.4 KB
/
SpaceInvaders.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
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
##Space Invaders##
import pygame
import sys
from random import shuffle
from pygame.locals import *
##CONSTANTS##
## COLORS ##
# R G B
GRAY = (100, 100, 100)
NAVYBLUE = ( 60, 60, 100)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = ( 0, 255, 255)
BLACK = ( 0, 0, 0)
NEARBLACK = ( 19, 15, 48)
COMBLUE = (233, 232, 255)
## Player Constants ##
PLAYERWIDTH = 40
PLAYERHEIGHT = 10
PLAYERCOLOR = COMBLUE
PLAYER1 = 'Player 1'
PLAYERSPEED = 5
PLAYERCOLOR = GREEN
## Display Constants ##
GAMETITLE = 'Space Invaders!'
DISPLAYWIDTH = 640
DISPLAYHEIGHT = 480
BGCOLOR = NEARBLACK
XMARGIN = 50
YMARGIN = 50
## Bullet Constants ##
BULLETWIDTH = 5
BULLETHEIGHT = 5
BULLETOFFSET = 700
## Enemy Constants ##
ENEMYWIDTH = 25
ENEMYHEIGHT = 25
ENEMYNAME = 'Enemy'
ENEMYGAP = 20
ARRAYWIDTH = 10
ARRAYHEIGHT = 4
MOVETIME = 1000
MOVEX = 10
MOVEY = ENEMYHEIGHT
TIMEOFFSET = 300
## Direction Dictionary ##
## This dictionary allows for shooting bullets while moving without ##
## the inputs interupting each other. ##
DIRECT_DICT = {pygame.K_LEFT : (-1),
pygame.K_RIGHT : (1)}
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.width = PLAYERWIDTH
self.height = PLAYERHEIGHT
self.image = pygame.Surface((self.width, self.height))
self.color = PLAYERCOLOR
self.image.fill(self.color)
self.rect = self.image.get_rect()
self.name = PLAYER1
self.speed = PLAYERSPEED
self.vectorx = 0
def update(self, keys, *args):
for key in DIRECT_DICT:
if keys[key]:
self.rect.x += DIRECT_DICT[key] * self.speed
self.checkForSide()
self.image.fill(self.color)
def checkForSide(self):
if self.rect.right > DISPLAYWIDTH:
self.rect.right = DISPLAYWIDTH
self.vectorx = 0
elif self.rect.left < 0:
self.rect.left = 0
self.vectorx = 0
class Blocker(pygame.sprite.Sprite):
def __init__(self, side, color, row, column):
pygame.sprite.Sprite.__init__(self)
self.width = side
self.height = side
self.color = color
self.image = pygame.Surface((self.width, self.height))
self.image.fill(self.color)
self.rect = self.image.get_rect()
self.name = 'blocker'
self.row = row
self.column = column
class Bullet(pygame.sprite.Sprite):
def __init__(self, rect, color, vectory, speed):
pygame.sprite.Sprite.__init__(self)
self.width = BULLETWIDTH
self.height = BULLETHEIGHT
self.color = color
self.image = pygame.Surface((self.width, self.height))
self.image.fill(self.color)
self.rect = self.image.get_rect()
self.rect.centerx = rect.centerx
self.rect.top = rect.bottom
self.name = 'bullet'
self.vectory = vectory
self.speed = speed
def update(self, *args):
self.oldLocation = (self.rect.x, self.rect.y)
self.rect.y += self.vectory * self.speed
if self.rect.bottom < 0:
self.kill()
elif self.rect.bottom > 500:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, row, column):
pygame.sprite.Sprite.__init__(self)
self.width = ENEMYWIDTH
self.height = ENEMYHEIGHT
self.row = row
self.column = column
self.image = self.setImage()
self.rect = self.image.get_rect()
self.name = 'enemy'
self.vectorx = 1
self.moveNumber = 0
self.moveTime = MOVETIME
self.timeOffset = row * TIMEOFFSET
self.timer = pygame.time.get_ticks() - self.timeOffset
def update(self, keys, currentTime):
if currentTime - self.timer > self.moveTime:
if self.moveNumber < 6:
self.rect.x += MOVEX * self.vectorx
self.moveNumber += 1
elif self.moveNumber >= 6:
self.vectorx *= -1
self.moveNumber = 0
self.rect.y += MOVEY
if self.moveTime > 100:
self.moveTime -= 50
self.timer = currentTime
def setImage(self):
if self.row == 0:
image = pygame.image.load('alien1.png')
elif self.row == 1:
image = pygame.image.load('alien2.png')
elif self.row == 2:
image = pygame.image.load('alien3.png')
else:
image = pygame.image.load('alien1.png')
image.convert_alpha()
image = pygame.transform.scale(image, (self.width, self.height))
return image
class Text(object):
def __init__(self, font, size, message, color, rect, surface):
self.font = pygame.font.Font(font, size)
self.message = message
self.surface = self.font.render(self.message, True, color)
self.rect = self.surface.get_rect()
self.setRect(rect)
def setRect(self, rect):
self.rect.centerx, self.rect.centery = rect.centerx, rect.centery - 5
def draw(self, surface):
surface.blit(self.surface, self.rect)
class App(object):
def __init__(self):
pygame.init()
self.displaySurf, self.displayRect = self.makeScreen()
self.gameStart = True
self.gameOver = False
self.beginGame = False
self.laserSound = pygame.mixer.Sound('laser.ogg')
self.startLaser = pygame.mixer.Sound('alienLaser.ogg')
self.playIntroSound = True
def resetGame(self):
self.gameStart = True
self.needToMakeEnemies = True
self.introMessage1 = Text('orena.ttf', 25,
'Welcome to Space Invaders!',
GREEN, self.displayRect,
self.displaySurf)
self.introMessage2 = Text('orena.ttf', 20,
'Press Any Key to Continue',
GREEN, self.displayRect,
self.displaySurf)
self.introMessage2.rect.top = self.introMessage1.rect.bottom + 5
self.gameOverMessage = Text('orena.ttf', 25,
'GAME OVER', GREEN,
self.displayRect, self.displaySurf)
self.player = self.makePlayer()
self.bullets = pygame.sprite.Group()
self.greenBullets = pygame.sprite.Group()
self.blockerGroup1 = self.makeBlockers(0)
self.blockerGroup2 = self.makeBlockers(1)
self.blockerGroup3 = self.makeBlockers(2)
self.blockerGroup4 = self.makeBlockers(3)
self.allBlockers = pygame.sprite.Group(self.blockerGroup1, self.blockerGroup2,
self.blockerGroup3, self.blockerGroup4)
self.allSprites = pygame.sprite.Group(self.player, self.allBlockers)
self.keys = pygame.key.get_pressed()
self.clock = pygame.time.Clock()
self.fps = 60
self.enemyMoves = 0
self.enemyBulletTimer = pygame.time.get_ticks()
self.gameOver = False
self.gameOverTime = pygame.time.get_ticks()
if self.playIntroSound:
self.startLaser.play()
self.playIntroSound = False
def makeBlockers(self, number=1):
blockerGroup = pygame.sprite.Group()
for row in range(5):
for column in range(7):
blocker = Blocker(10, GREEN, row, column)
blocker.rect.x = 50 + (150 * number) + (column * blocker.width)
blocker.rect.y = 375 + (row * blocker.height)
blockerGroup.add(blocker)
for blocker in blockerGroup:
if (blocker.column == 0 and blocker.row == 0
or blocker.column == 6 and blocker.row == 0):
blocker.kill()
return blockerGroup
def checkForEnemyBullets(self):
redBulletsGroup = pygame.sprite.Group()
for bullet in self.bullets:
if bullet.color == RED:
redBulletsGroup.add(bullet)
for bullet in redBulletsGroup:
if pygame.sprite.collide_rect(bullet, self.player):
if self.player.color == GREEN:
self.player.color = YELLOW
elif self.player.color == YELLOW:
self.player.color = RED
elif self.player.color == RED:
self.gameOver = True
self.gameOverTime = pygame.time.get_ticks()
bullet.kill()
def shootEnemyBullet(self, rect):
if (pygame.time.get_ticks() - self.enemyBulletTimer) > BULLETOFFSET:
self.bullets.add(Bullet(rect, RED, 1, 5))
self.allSprites.add(self.bullets)
self.enemyBulletTimer = pygame.time.get_ticks()
def findEnemyShooter(self):
columnList = []
for enemy in self.enemies:
columnList.append(enemy.column)
#get rid of duplicate columns
columnSet = set(columnList)
columnList = list(columnSet)
shuffle(columnList)
column = columnList[0]
enemyList = []
rowList = []
for enemy in self.enemies:
if enemy.column == column:
rowList.append(enemy.row)
row = max(rowList)
for enemy in self.enemies:
if enemy.column == column and enemy.row == row:
self.shooter = enemy
def makeScreen(self):
pygame.display.set_caption(GAMETITLE)
displaySurf = pygame.display.set_mode((DISPLAYWIDTH, DISPLAYHEIGHT))
displayRect = displaySurf.get_rect()
displaySurf.fill(BGCOLOR)
displaySurf.convert()
return displaySurf, displayRect
def makePlayer(self):
player = Player()
##Place the player centerx and five pixels from the bottom
player.rect.centerx = self.displayRect.centerx
player.rect.bottom = self.displayRect.bottom - 5
return player
def makeEnemies(self):
enemies = pygame.sprite.Group()
for row in range(ARRAYHEIGHT):
for column in range(ARRAYWIDTH):
enemy = Enemy(row, column)
enemy.rect.x = XMARGIN + (column * (ENEMYWIDTH + ENEMYGAP))
enemy.rect.y = YMARGIN + (row * (ENEMYHEIGHT + ENEMYGAP))
enemies.add(enemy)
return enemies
def checkInput(self):
for event in pygame.event.get():
self.keys = pygame.key.get_pressed()
if event.type == QUIT:
self.terminate()
elif event.type == KEYDOWN:
if event.key == K_SPACE and len(self.greenBullets) < 1:
bullet = Bullet(self.player.rect, GREEN, -1, 20)
self.greenBullets.add(bullet)
self.bullets.add(self.greenBullets)
self.allSprites.add(self.bullets)
self.laserSound.play()
elif event.key == K_ESCAPE:
self.terminate()
def gameStartInput(self):
for event in pygame.event.get():
if event.type == QUIT:
self.terminate()
elif event.type == KEYUP:
self.gameOver = False
self.gameStart = False
self.beginGame = True
def gameOverInput(self):
for event in pygame.event.get():
if event.type == QUIT:
self.terminate()
elif event.type == KEYUP:
self.gameStart = True
self.beginGame = False
self.gameOver = False
def checkCollisions(self):
self.checkForEnemyBullets()
pygame.sprite.groupcollide(self.bullets, self.enemies, True, True)
pygame.sprite.groupcollide(self.enemies, self.allBlockers, False, True)
self.collide_green_blockers()
self.collide_red_blockers()
def collide_green_blockers(self):
for bullet in self.greenBullets:
casting = Bullet(self.player.rect, GREEN, -1, 20)
casting.rect = bullet.rect.copy()
for pixel in range(bullet.speed):
hit = pygame.sprite.spritecollideany(casting,self.allBlockers)
if hit:
hit.kill()
bullet.kill()
break
casting.rect.y -= 1
def collide_red_blockers(self):
reds = (shot for shot in self.bullets if shot.color == RED)
red_bullets = pygame.sprite.Group(reds)
pygame.sprite.groupcollide(red_bullets, self.allBlockers, True, True)
def checkGameOver(self):
if len(self.enemies) == 0:
self.gameOver = True
self.gameStart = False
self.beginGame = False
self.gameOverTime = pygame.time.get_ticks()
else:
for enemy in self.enemies:
if enemy.rect.bottom > DISPLAYHEIGHT:
self.gameOver = True
self.gameStart = False
self.beginGame = False
self.gameOverTime = pygame.time.get_ticks()
def terminate(self):
pygame.quit()
sys.exit()
def mainLoop(self):
while True:
if self.gameStart:
self.resetGame()
self.gameOver = False
self.displaySurf.fill(BGCOLOR)
self.introMessage1.draw(self.displaySurf)
self.introMessage2.draw(self.displaySurf)
self.gameStartInput()
pygame.display.update()
elif self.gameOver:
self.playIntroSound = True
self.displaySurf.fill(BGCOLOR)
self.gameOverMessage.draw(self.displaySurf)
#prevent users from exiting the GAME OVER screen
#too quickly
if (pygame.time.get_ticks() - self.gameOverTime) > 2000:
self.gameOverInput()
pygame.display.update()
elif self.beginGame:
if self.needToMakeEnemies:
self.enemies = self.makeEnemies()
self.allSprites.add(self.enemies)
self.needToMakeEnemies = False
pygame.event.clear()
else:
currentTime = pygame.time.get_ticks()
self.displaySurf.fill(BGCOLOR)
self.checkInput()
self.allSprites.update(self.keys, currentTime)
if len(self.enemies) > 0:
self.findEnemyShooter()
self.shootEnemyBullet(self.shooter.rect)
self.checkCollisions()
self.allSprites.draw(self.displaySurf)
self.blockerGroup1.draw(self.displaySurf)
pygame.display.update()
self.checkGameOver()
self.clock.tick(self.fps)
if __name__ == '__main__':
app = App()
app.mainLoop()