mirror of
https://github.com/kristoferssolo/School.git
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Final changes and commit
This commit is contained in:
@@ -20,17 +20,23 @@ FONT = join(BASE_PATH, "fonts", "space_invaders.ttf")
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# load sprites
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SPACESHIP = pygame.image.load(join(SPRITE_PATH, "playership.png")) # player
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PLAYER_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "playermissile.png")) # player missile
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PLAYER_MISSILE = pygame.image.load(
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join(SPRITE_PATH, "missiles", "playermissile.png")) # player missile
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# enemies
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ENEMY_1 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_magenta.png")), (40, 35))
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ENEMY_2 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_cyan.png")), (40, 35))
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ENEMY_3 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_lime.png")), (40, 35))
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ENEMY_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "enemymissile.png")) # enemy missile
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ENEMY_1 = pygame.transform.scale(pygame.image.load(
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join(ENEMY_PATH, "enemy_magenta.png")), (40, 35))
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ENEMY_2 = pygame.transform.scale(pygame.image.load(
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join(ENEMY_PATH, "enemy_cyan.png")), (40, 35))
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ENEMY_3 = pygame.transform.scale(pygame.image.load(
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join(ENEMY_PATH, "enemy_lime.png")), (40, 35))
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ENEMY_MISSILE = pygame.image.load(
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join(SPRITE_PATH, "missiles", "enemymissile.png")) # enemy missile
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pygame.display.set_icon(ENEMY_3)
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# background
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BACKGROUND = pygame.transform.scale(pygame.image.load(join(BASE_PATH, "assets", "background.jpg")), (WIDTH, HEIGHT))
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BACKGROUND = pygame.transform.scale(pygame.image.load(
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join(BASE_PATH, "assets", "background.jpg")), (WIDTH, HEIGHT))
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# colors (R, G, B)
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BLUE = (16, 16, 69)
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@@ -40,259 +46,267 @@ RED = (188, 2, 5)
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class Missile:
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def __init__(self, x: int, y: int, img) -> None:
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self.x = x
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self.y = y
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self.img = img
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self.mask = pygame.mask.from_surface(self.img)
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def __init__(self, x: int, y: int, img) -> None:
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self.x = x
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self.y = y
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self.img = img
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self.mask = pygame.mask.from_surface(self.img)
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def draw(self, window) -> None:
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window.blit(self.img, (self.x, self.y))
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def draw(self, window) -> None:
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window.blit(self.img, (self.x, self.y))
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def move(self, vel: int) -> None:
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self.y += vel
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def move(self, vel: int) -> None:
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self.y += vel
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def off_screen(self, height: int) -> bool:
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return not (self.y <= height and self.y >= 0)
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def off_screen(self, height: int) -> bool:
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return not (self.y <= height and self.y >= 0)
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def collision(self, obj) -> bool:
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return collide(self, obj)
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def collision(self, obj) -> bool:
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return collide(self, obj)
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class Ship:
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COOLDOWN = 30 # cooldown before shooting next missile
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COOLDOWN = 30 # cooldown before shooting next missile
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def __init__(self, x: int, y: int, lives: int = 3) -> None:
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self.x = x
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self.y = y
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self.lives = lives
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self.ship_img = None
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self.missile_img = None
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self.missiles = []
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self.cooldown_counter = 0
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def __init__(self, x: int, y: int, lives: int = 3) -> None:
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self.x = x
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self.y = y
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self.lives = lives
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self.ship_img = None
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self.missile_img = None
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self.missiles = []
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self.cooldown_counter = 0
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def draw(self, window) -> None:
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window.blit(self.ship_img, (self.x, self.y))
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for missile in self.missiles:
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missile.draw(WINDOW)
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def draw(self, window) -> None:
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window.blit(self.ship_img, (self.x, self.y))
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for missile in self.missiles:
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missile.draw(WINDOW)
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def move_missiles(self, vel: int, obj) -> None:
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self.cooldown()
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for missile in self.missiles:
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missile.move(vel)
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if missile.off_screen(HEIGHT):
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self.missiles.remove(missile)
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elif missile.collision(obj):
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obj.lives -= 1
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self.missiles.remove(missile)
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def move_missiles(self, vel: int, obj) -> None:
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self.cooldown()
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for missile in self.missiles:
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missile.move(vel)
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if missile.off_screen(HEIGHT):
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self.missiles.remove(missile)
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elif missile.collision(obj):
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obj.lives -= 1
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self.missiles.remove(missile)
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def cooldown(self) -> None:
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if self.cooldown_counter >= self.COOLDOWN:
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self.cooldown_counter = 0
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elif self.cooldown_counter > 0:
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self.cooldown_counter += 1
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def cooldown(self) -> None:
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if self.cooldown_counter >= self.COOLDOWN:
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self.cooldown_counter = 0
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elif self.cooldown_counter > 0:
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self.cooldown_counter += 1
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def shoot(self) -> None:
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if self.cooldown_counter == 0:
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missile = Missile(self.x + self.get_width() / 2 - 5 / 2, self.y, self.missile_img) # missile spawn with offset
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self.missiles.append(missile)
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self.cooldown_counter = 1
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def shoot(self) -> None:
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if self.cooldown_counter == 0:
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missile = Missile(self.x + self.get_width() / 2 - 5 / 2,
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self.y, self.missile_img) # missile spawn with offset
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self.missiles.append(missile)
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self.cooldown_counter = 1
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def get_width(self) -> int:
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return self.ship_img.get_width()
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def get_width(self) -> int:
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return self.ship_img.get_width()
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def get_height(self) -> int:
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return self.ship_img.get_height()
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def get_height(self) -> int:
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return self.ship_img.get_height()
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class Player(Ship):
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def __init__(self, x: int, y: int, lives: int = 3) -> None:
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super().__init__(x, y, lives)
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self.ship_img = SPACESHIP
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self.missile_img = PLAYER_MISSILE
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self.mask = pygame.mask.from_surface(self.ship_img)
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self.max_lives = lives
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self.score = 0
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def __init__(self, x: int, y: int, lives: int = 3) -> None:
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super().__init__(x, y, lives)
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self.ship_img = SPACESHIP
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self.missile_img = PLAYER_MISSILE
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self.mask = pygame.mask.from_surface(self.ship_img)
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self.max_lives = lives
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self.score = 0
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def move_missiles(self, vel: int, objs: list) -> None:
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self.cooldown()
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for missile in self.missiles:
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missile.move(vel)
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if missile.off_screen(HEIGHT):
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self.missiles.remove(missile)
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self.score -= 10
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else:
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for obj in objs:
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if missile.collision(obj):
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objs.remove(obj)
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def move_missiles(self, vel: int, objs: list) -> None:
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self.cooldown()
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for missile in self.missiles:
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missile.move(vel)
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if missile.off_screen(HEIGHT):
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self.missiles.remove(missile)
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self.score -= 10
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else:
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for obj in objs:
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if missile.collision(obj):
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objs.remove(obj)
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# different scores for different colored enemies
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if obj.color == "lime":
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self.score += 10
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elif obj.color == "cyan":
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self.score += 20
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elif obj.color == "magenta":
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self.score += 30
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if missile in self.missiles:
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self.missiles.remove(missile)
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# different scores for different colored enemies
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if obj.color == "lime":
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self.score += 10
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elif obj.color == "cyan":
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self.score += 20
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elif obj.color == "magenta":
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self.score += 30
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if missile in self.missiles:
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self.missiles.remove(missile)
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class Enemy(Ship):
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COLOR_MAP = {
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"magenta": ENEMY_1,
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"cyan": ENEMY_2,
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"lime": ENEMY_3,
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}
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COLOR_MAP = {
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"magenta": ENEMY_1,
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"cyan": ENEMY_2,
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"lime": ENEMY_3,
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}
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def __init__(self, x: int, y: int, color: str) -> None:
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super().__init__(x, y)
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self.missile_img = ENEMY_MISSILE
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self.ship_img = self.COLOR_MAP[color]
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self.mask = pygame.mask.from_surface(self.ship_img)
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self.color = color
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def __init__(self, x: int, y: int, color: str) -> None:
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super().__init__(x, y)
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self.missile_img = ENEMY_MISSILE
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self.ship_img = self.COLOR_MAP[color]
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self.mask = pygame.mask.from_surface(self.ship_img)
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self.color = color
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def move(self, vel_x: int, vel_y: int = 0) -> None:
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self.x += vel_x
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self.y += vel_y
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def move(self, vel_x: int, vel_y: int = 0) -> None:
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self.x += vel_x
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self.y += vel_y
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def main() -> None:
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FPS = 60
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run = True
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lost = False
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lost_count = 0
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level = 0
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FPS = 60
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run = True
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lost = False
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lost_count = 0
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level = 0
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enemies = []
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player_vel = 7
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player_missile_vel = 15
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enemy_x_vel = 2
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enemy_y_vel = 2
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vel_x = enemy_x_vel
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enemy_missile_vel = 6
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last_enemy_shot = 0
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enemies = []
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player_vel = 7
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player_missile_vel = 15
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enemy_x_vel = 2
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enemy_y_vel = 2
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vel_x = enemy_x_vel
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enemy_missile_vel = 6
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last_enemy_shot = 0
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player = Player(WIDTH / 2, 650)
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player = Player(WIDTH / 2, 650)
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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def redraw_window() -> None:
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WINDOW.blit(BACKGROUND, (0, 0))
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# draw text
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lives_label = set_font(40).render(f"Lives: {player.lives}", 1, WHITE)
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score_label = set_font(40).render(f"Score {player.score}", 1, WHITE)
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level_label = set_font(40).render(f"Level: {level}", 1, WHITE)
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WINDOW.blit(lives_label, (10, 10))
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WINDOW.blit(score_label, (10, lives_label.get_height() + 10))
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WINDOW.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
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def redraw_window() -> None:
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WINDOW.blit(BACKGROUND, (0, 0))
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# draw text
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lives_label = set_font(40).render(f"Lives: {player.lives}", 1, WHITE)
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score_label = set_font(40).render(f"Score {player.score}", 1, WHITE)
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level_label = set_font(40).render(f"Level: {level}", 1, WHITE)
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WINDOW.blit(lives_label, (10, 10))
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WINDOW.blit(score_label, (10, lives_label.get_height() + 10))
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WINDOW.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
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for enemy in enemies:
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enemy.draw(WINDOW)
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for enemy in enemies:
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enemy.draw(WINDOW)
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player.draw(WINDOW)
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player.draw(WINDOW)
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if lost:
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lost_label = set_font(60).render("You lost!", 1, RED)
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WINDOW.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))
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if lost:
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lost_label = set_font(60).render("You lost!", 1, RED)
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WINDOW.blit(lost_label, (WIDTH / 2 -
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lost_label.get_width() / 2, 350))
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pygame.display.update()
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pygame.display.update()
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while run:
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clock.tick(FPS)
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redraw_window()
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while run:
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clock.tick(FPS)
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redraw_window()
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if player.lives <= 0:
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lost = True
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lost_count += 1
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if player.lives <= 0:
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lost = True
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lost_count += 1
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# stop game
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if lost:
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if lost_count > FPS * 3: # wait for 3 sec
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run = False
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else:
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continue
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# stop game
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if lost:
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if lost_count > FPS * 3: # wait for 3 sec
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run = False
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else:
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continue
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# spawn enemies
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if len(enemies) == 0:
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level += 1
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margin = 75
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for x in range(margin, WIDTH - margin, margin):
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for y in range(margin, int(HEIGHT / 2), margin):
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if y == margin: # top row
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color = "magenta"
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elif y == 2 * margin: # rows 2-3
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color = "cyan"
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elif y == 4 * margin: # rows 4-5
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color = "lime"
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enemy = Enemy(x, y, color)
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enemies.append(enemy)
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# spawn enemies
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if len(enemies) == 0:
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level += 1
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margin = 75
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for x in range(margin, WIDTH - margin, margin):
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for y in range(margin, int(HEIGHT / 2), margin):
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if y == margin: # top row
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color = "magenta"
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elif y == 2 * margin: # rows 2-3
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color = "cyan"
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elif y == 4 * margin: # rows 4-5
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color = "lime"
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enemy = Enemy(x, y, color)
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enemies.append(enemy)
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for event in pygame.event.get():
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# quit game
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if event.type == pygame.QUIT:
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quit()
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for event in pygame.event.get():
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# quit game
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if event.type == pygame.QUIT:
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quit()
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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# move left
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if (keys[pygame.K_a] or keys[pygame.K_LEFT]) and (player.x - player_vel > 0):
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player.x -= player_vel
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# move right
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if (keys[pygame.K_d] or keys[pygame.K_RIGHT]) and (player.x + player_vel + player.get_width() < WIDTH):
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player.x += player_vel
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# shoot
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if keys[pygame.K_SPACE]:
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player.shoot()
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# move left
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if (keys[pygame.K_a] or keys[pygame.K_LEFT]) and (player.x - player_vel > 0):
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player.x -= player_vel
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# move right
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if (keys[pygame.K_d] or keys[pygame.K_RIGHT]) and (player.x + player_vel + player.get_width() < WIDTH):
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player.x += player_vel
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# shoot
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if keys[pygame.K_SPACE]:
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player.shoot()
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# enemies action
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for enemy in enemies[:]:
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if enemy.x >= WIDTH - enemy.get_width():
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move(0, enemy_y_vel, enemies)
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vel_x = -enemy_x_vel
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# enemies action
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for enemy in enemies[:]:
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if enemy.x >= WIDTH - enemy.get_width():
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move(0, enemy_y_vel, enemies)
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vel_x = -enemy_x_vel
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elif enemy.x <= 0:
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move(0, enemy_y_vel, enemies)
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vel_x = enemy_x_vel
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elif enemy.x <= 0:
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move(0, enemy_y_vel, enemies)
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vel_x = enemy_x_vel
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enemy.move_missiles(enemy_missile_vel, player)
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enemy.move_missiles(enemy_missile_vel, player)
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if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
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player.score -= 10
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player.lives -= 1
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enemies.remove(enemy)
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if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
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player.score -= 10
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player.lives -= 1
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enemies.remove(enemy)
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move(vel_x, 0, enemies)
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move(vel_x, 0, enemies)
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if pygame.time.get_ticks() - last_enemy_shot > 2000:
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choice(enemies).shoot()
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last_enemy_shot = pygame.time.get_ticks()
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if pygame.time.get_ticks() - last_enemy_shot > 2000:
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choice(enemies).shoot()
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last_enemy_shot = pygame.time.get_ticks()
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player.move_missiles(-player_missile_vel, enemies)
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||||
player.move_missiles(-player_missile_vel, enemies)
|
||||
|
||||
|
||||
# lambda functions
|
||||
set_font = lambda size, font=FONT: pygame.font.Font(font, size) # sets font size
|
||||
collide = lambda obj1, obj2: obj1.mask.overlap(obj2.mask, (obj2.x - obj1.x, obj2.y - obj1.y)) != None # checks if 2 objs collide/overlap
|
||||
def set_font(size, font=FONT): return pygame.font.Font(
|
||||
font, size) # sets font size
|
||||
|
||||
|
||||
def collide(obj1, obj2): return obj1.mask.overlap(obj2.mask, (obj2.x -
|
||||
obj1.x, obj2.y - obj1.y)) != None # checks if 2 objs collide/overlap
|
||||
|
||||
|
||||
def move(vel_x: int, vel_y: int, enemies: list) -> None:
|
||||
for enemy in enemies:
|
||||
enemy.move(vel_x, vel_y)
|
||||
for enemy in enemies:
|
||||
enemy.move(vel_x, vel_y)
|
||||
|
||||
|
||||
def main_menu() -> None:
|
||||
while True:
|
||||
WINDOW.blit(BACKGROUND, (0, 0))
|
||||
title_label = set_font(50).render("Press any key to start...", 1, WHITE)
|
||||
WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() / 2, HEIGHT / 2 - title_label.get_height() / 2))
|
||||
pygame.display.update()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
main()
|
||||
while True:
|
||||
WINDOW.blit(BACKGROUND, (0, 0))
|
||||
title_label = set_font(50).render(
|
||||
"Press any key to start...", 1, WHITE)
|
||||
WINDOW.blit(title_label, (WIDTH / 2 - title_label.get_width() /
|
||||
2, HEIGHT / 2 - title_label.get_height() / 2))
|
||||
pygame.display.update()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
quit()
|
||||
if event.type == pygame.KEYDOWN:
|
||||
main()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main_menu()
|
||||
main_menu()
|
||||
|
||||
Reference in New Issue
Block a user