synced all enemy movement
|
Before Width: | Height: | Size: 272 B |
|
Before Width: | Height: | Size: 287 B |
|
Before Width: | Height: | Size: 272 B |
|
Before Width: | Height: | Size: 692 B |
|
Before Width: | Height: | Size: 743 B |
|
Before Width: | Height: | Size: 842 B |
|
Before Width: | Height: | Size: 706 B After Width: | Height: | Size: 706 B |
|
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 5.0 KiB After Width: | Height: | Size: 5.0 KiB |
|
Before Width: | Height: | Size: 299 B |
@@ -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()
|
||||||