synced all enemy movement

This commit is contained in:
Krisotfers-Solo
2022-03-11 18:52:48 +02:00
parent 164aaaae93
commit 8a6e228c8c
11 changed files with 31 additions and 20 deletions

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@@ -24,11 +24,12 @@ SPACESHIP = pygame.image.load(join(SPRITE_PATH, "playership.png")) # player
PLAYER_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "playermissile.png")) # player missile PLAYER_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "playermissile.png")) # player missile
# enemies # enemies
ENEMY_1 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy1", "enemy1_1.png")), (40, 35)) ENEMY_1 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_magenta.png")), (40, 35))
ENEMY_2 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy2", "enemy2_1.png")), (40, 35)) ENEMY_2 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_cyan.png")), (40, 35))
ENEMY_3 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy3", "enemy3_1.png")), (40, 35)) ENEMY_3 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy_lime.png")), (40, 35))
ENEMY_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "enemymissile.png")) # enemy missile ENEMY_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "enemymissile.png")) # enemy missile
pygame.display.set_icon(ENEMY_3)
# background # background
BACKGROUND = pygame.transform.scale(pygame.image.load(join(BASE_PATH, "assets", "background.jpg")), (WIDTH, HEIGHT)) BACKGROUND = pygame.transform.scale(pygame.image.load(join(BASE_PATH, "assets", "background.jpg")), (WIDTH, HEIGHT))
@@ -39,6 +40,7 @@ RED = (188, 2, 5)
class Missile: class Missile:
def __init__(self, x: int, y: int, img) -> None: def __init__(self, x: int, y: int, img) -> None:
self.x = x self.x = x
self.y = y self.y = y
@@ -59,9 +61,9 @@ class Missile:
class Ship: class Ship:
COOLDOWN = 30 COOLDOWN = 30 # cooldown before shooting next missile
def __init__(self, x: int, y: int, lives: int = 5) -> None: def __init__(self, x: int, y: int, lives: int = 3) -> None:
self.x = x self.x = x
self.y = y self.y = y
self.lives = lives self.lives = lives
@@ -105,7 +107,8 @@ class Ship:
class Player(Ship): class Player(Ship):
def __init__(self, x: int, y: int, lives: int = 5) -> None:
def __init__(self, x: int, y: int, lives: int = 3) -> None:
super().__init__(x, y, lives) super().__init__(x, y, lives)
self.ship_img = SPACESHIP self.ship_img = SPACESHIP
self.missile_img = PLAYER_MISSILE self.missile_img = PLAYER_MISSILE
@@ -145,30 +148,30 @@ class Enemy(Ship):
def __init__(self, x: int, y: int, color: str) -> None: def __init__(self, x: int, y: int, color: str) -> None:
super().__init__(x, y) super().__init__(x, y)
self.ship_img = self.COLOR_MAP[color]
self.missile_img = ENEMY_MISSILE self.missile_img = ENEMY_MISSILE
self.ship_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img) self.mask = pygame.mask.from_surface(self.ship_img)
self.color = color self.color = color
def move(self, vel_x: int, vel_y: int) -> None: def move(self, vel_x: int, vel_y: int = 0) -> None:
self.x += vel_x self.x += vel_x
self.y += vel_y self.y += vel_y
def main() -> None: def main() -> None:
FPS = 60
run = True run = True
lost = False lost = False
lost_count = 0 lost_count = 0
FPS = 60
level = 0 level = 0
enemies = [] enemies = []
player_vel = 7 player_vel = 7
player_missile_vel = 7 player_missile_vel = 15
enemy_x_vel = 2 enemy_x_vel = 2
enemy_y_vel = 2
vel_x = enemy_x_vel vel_x = enemy_x_vel
vel_y = 0 enemy_missile_vel = 6
enemy_missile_vel = 4
last_enemy_shot = 0 last_enemy_shot = 0
player = Player(WIDTH / 2, 650) player = Player(WIDTH / 2, 650)
@@ -217,11 +220,11 @@ def main() -> None:
margin = 75 margin = 75
for x in range(margin, WIDTH - margin, margin): for x in range(margin, WIDTH - margin, margin):
for y in range(margin, int(HEIGHT / 2), margin): for y in range(margin, int(HEIGHT / 2), margin):
if y == margin: if y == margin: # top row
color = "magenta" color = "magenta"
elif y == 2 * margin: elif y == 2 * margin: # rows 2-3
color = "cyan" color = "cyan"
elif y == 4 * margin: elif y == 4 * margin: # rows 4-5
color = "lime" color = "lime"
enemy = Enemy(x, y, color) enemy = Enemy(x, y, color)
enemies.append(enemy) enemies.append(enemy)
@@ -244,14 +247,14 @@ def main() -> None:
player.shoot() player.shoot()
# enemies action # enemies action
for enemy in enemies[:]: for enemy in enemies[:]:
if enemy.x >= WIDTH - enemy.get_width(): if enemy.x >= WIDTH - enemy.get_width():
move(0, enemy_y_vel, enemies)
vel_x = -enemy_x_vel vel_x = -enemy_x_vel
elif enemy.x <= 0:
vel_x = enemy_x_vel
enemy.move(vel_x, vel_y) elif enemy.x <= 0:
move(0, enemy_y_vel, enemies)
vel_x = enemy_x_vel
enemy.move_missiles(enemy_missile_vel, player) enemy.move_missiles(enemy_missile_vel, player)
@@ -259,6 +262,9 @@ def main() -> None:
player.score -= 10 player.score -= 10
player.lives -= 1 player.lives -= 1
enemies.remove(enemy) enemies.remove(enemy)
move(vel_x, 0, enemies)
if pygame.time.get_ticks() - last_enemy_shot > 2000: if pygame.time.get_ticks() - last_enemy_shot > 2000:
choice(enemies).shoot() choice(enemies).shoot()
last_enemy_shot = pygame.time.get_ticks() last_enemy_shot = pygame.time.get_ticks()
@@ -271,6 +277,11 @@ set_font = lambda size, font=FONT: pygame.font.Font(font, size) # sets font siz
collide = lambda obj1, obj2: obj1.mask.overlap(obj2.mask, (obj2.x - obj1.x, obj2.y - obj1.y)) != None # checks if 2 objs collide/overlap 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 move(vel_x: int, vel_y: int, enemies: list) -> None:
for enemy in enemies:
enemy.move(vel_x, vel_y)
def main_menu() -> None: def main_menu() -> None:
while True: while True:
WINDOW.blit(BACKGROUND, (0, 0)) WINDOW.blit(BACKGROUND, (0, 0))
@@ -284,5 +295,5 @@ def main_menu() -> None:
main() main()
if __name__ == '__main__': if __name__ == "__main__":
main_menu() main_menu()