Spaceinvader v1

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Krisotfers-Solo 2022-03-06 20:59:50 +02:00
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# Author - Kristiāns Francis Cagulis
# Date - 06.03.2022
# Title - Space invaders
# TODO: Add score system
# TODO: Add enemy movement in groups
import pygame
from random import randrange, choice
from os.path import abspath, dirname, join
WIDTH, HEIGHT = 800, 800
WINDOW = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Invaders")
pygame.font.init()
# paths
BASE_PATH = abspath(dirname(__file__))
SPRITE_PATH = join(BASE_PATH, "assets", "sprites")
ENEMY_PATH = join(SPRITE_PATH, "enemies")
FONT = join(BASE_PATH, "fonts", "space_invaders.ttf")
# load sprites
SPACESHIP = pygame.image.load(join(SPRITE_PATH, "playership.png")) # player
PLAYER_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "playermissile.png")) # player missile
# enemies
ENEMY_1 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy1", "enemy1_1.png")), (40, 35))
ENEMY_2 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy2", "enemy2_1.png")), (40, 35))
ENEMY_3 = pygame.transform.scale(pygame.image.load(join(ENEMY_PATH, "enemy3", "enemy3_1.png")), (40, 35))
ENEMY_MISSILE = pygame.image.load(join(SPRITE_PATH, "missiles", "enemymissile.png")) # enemy missile
# background
BACKGROUND = pygame.transform.scale(pygame.image.load(join(BASE_PATH, "assets", "background.jpg")), (WIDTH, HEIGHT))
# colors (R, G, B)
BLUE = (16, 16, 69)
WHITE = (255, 255, 255)
RED = (188, 2, 5)
class Missile:
def __init__(self, x: int, y: int, img) -> None:
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window) -> None:
window.blit(self.img, (self.x, self.y))
def move(self, velocity: int) -> None:
self.y += velocity
def off_screen(self, height: int) -> bool:
return not (self.y <= height and self.y >= 0)
def collision(self, object) -> bool:
return collide(self, object)
class Ship:
COOLDOWN = 30
def __init__(self, x: int, y: int, lives: int = 5) -> None:
self.x = x
self.y = y
self.lives = lives
self.ship_img = None
self.missile_img = None
self.missiles = []
self.cooldown_counter = 0
def draw(self, window) -> None:
window.blit(self.ship_img, (self.x, self.y))
for missile in self.missiles:
missile.draw(WINDOW)
def move_missiles(self, velocity: int, object) -> None:
self.cooldown()
for missile in self.missiles:
missile.move(velocity)
if missile.off_screen(HEIGHT):
self.missiles.remove(missile)
elif missile.collision(object):
object.lives -= 1
self.missiles.remove(missile)
def cooldown(self) -> None:
if self.cooldown_counter >= self.COOLDOWN:
self.cooldown_counter = 0
elif self.cooldown_counter > 0:
self.cooldown_counter += 1
def shoot(self) -> None:
if self.cooldown_counter == 0:
missile = Missile(self.x + self.get_width() / 2 - 5 / 2, self.y, self.missile_img) # missile spawn offset
self.missiles.append(missile)
self.cooldown_counter = 1
def get_width(self) -> int:
return self.ship_img.get_width()
def get_height(self) -> int:
return self.ship_img.get_height()
class Player(Ship):
def __init__(self, x: int, y: int, lives: int = 5) -> None:
super().__init__(x, y, lives)
self.ship_img = SPACESHIP
self.missile_img = PLAYER_MISSILE
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_lives = lives
def move_missiles(self, velocity: int, objects: list) -> None:
self.cooldown()
for missile in self.missiles:
missile.move(velocity)
if missile.off_screen(HEIGHT):
self.missiles.remove(missile)
else:
for object in objects:
if missile.collision(object):
objects.remove(object)
if missile in self.missiles:
self.missiles.remove(missile)
class Enemy(Ship):
COLOR_MAP = {
"magenta": ENEMY_1,
"cyan": ENEMY_2,
"lime": ENEMY_3,
}
def __init__(self, x: int, y: int, color: str) -> None:
super().__init__(x, y)
self.ship_img = self.COLOR_MAP[color]
self.missile_img = ENEMY_MISSILE
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, velocity: int) -> None:
self.y += velocity
def main() -> None:
run = True
lost = False
lost_count = 0
FPS = 60
level = 0
enemies = []
wave_length = 5
player_velocity = 7
enemy_velocity = 2
missile_velocity = 5
player = Player(300, 650)
clock = pygame.time.Clock()
def redraw_window() -> None:
WINDOW.blit(BACKGROUND, (0, 0))
# draw text
lives_label = set_font(50).render(f"Lives: {player.lives}", 1, WHITE)
level_label = set_font(50).render(f"Level: {level}", 1, WHITE)
WINDOW.blit(lives_label, (10, 10))
WINDOW.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
for enemy in enemies:
enemy.draw(WINDOW)
player.draw(WINDOW)
if lost:
lost_label = set_font(60).render("You lost!", 1, RED)
WINDOW.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))
pygame.display.update()
while run:
clock.tick(FPS)
redraw_window()
if player.lives <= 0:
lost = True
lost_count += 1
# stop game
if lost:
if lost_count > FPS * 3:
run = False
else:
continue
if len(enemies) == 0:
level += 1
wave_length += 5
for i in range(wave_length):
enemy = Enemy(randrange(50, WIDTH - 100), randrange(-1500, -100), choice(["magenta", "cyan", "lime"]))
enemies.append(enemy)
for event in pygame.event.get():
# quit game
if event.type == pygame.QUIT:
quit()
keys = pygame.key.get_pressed()
# move left
if (keys[pygame.K_a] or keys[pygame.K_LEFT]) and (player.x - player_velocity > 0):
player.x -= player_velocity
# move right
if (keys[pygame.K_d] or keys[pygame.K_RIGHT]) and (player.x + player_velocity + player.get_width() < WIDTH):
player.x += player_velocity
# shoot
if keys[pygame.K_SPACE]:
player.shoot()
for enemy in enemies[:]:
enemy.move(enemy_velocity)
enemy.move_missiles(missile_velocity, player)
if randrange(0, 2 * 60) == 1:
enemy.shoot()
if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
player.lives -= 1
enemies.remove(enemy)
player.move_missiles(-missile_velocity, 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 objects collide/overlap
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()
if __name__ == '__main__':
main_menu()

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# Author - Kristiāns Francis Cagulis
# Date - 25.02.2022
# Title - Space invaders
import pygame
import math
import random
BLUE = (16, 16, 69)
# init game
pygame.init()
pygame.display.set_caption("Space invaders")
# 32x32 game icon
icon = pygame.image.load("icons/space_invader_enemy_icon.png")
pygame.display.set_icon(icon)
# 64x64 player icon
player = pygame.image.load("icons/space_shuttle_player_icon.png")
player_x = 370
player_y = 480
player_x_change = 0
# 64x64 enemy icon
enemy = pygame.image.load("icons/space_invader_enemy_icon.png")
enemy_x = random.randint(0, 736)
enemy_y = random.randint(50, 150)
enemy_x_change = .2
enemy_y_change = 10
# missile
missile = pygame.image.load("icons/fireball_icon.png")
missile_x = 0
missile_y = 480 # player_y
missile_x_change = 0
missile_y_change = .50
missile_state = "ready"
screen = pygame.display.set_mode((800, 600))
def display_player(x, y):
screen.blit(player, (x, y))
def display_enemy(x, y):
screen.blit(enemy, (x, y))
def display_missile(x, y):
global missile_state
missile_state = "fire"
screen.blit(missile, (x + 16, y - 10))
def is_collision(enemy_x, enemy_y, missile_x, missile_y):
distance = math.sqrt(math.pow(enemy_x - missile_x, 2) + math.pow(enemy_y - missile_y, 2))
if distance < 27:
return True
else:
return False
running = True
while running:
screen.fill(BLUE)
# change player pos
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player_x_change = -.5
if event.key == pygame.K_RIGHT:
player_x_change = .5
if event.key == pygame.K_SPACE:
if missile_state == "ready":
missile_x = player_x
# missile_state = "fire"
display_missile(missile_x, missile_y)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
player_x_change = 0
# player pos
if player_x + player_x_change > 0 and player_x + player_x_change < 736:
player_x += player_x_change
enemy_x += enemy_x_change
enemy_y += enemy_y_change
# enemy pos
if enemy_x >= 736:
enemy_x_change = -.2
elif enemy_x <= 0:
enemy_x_change = .2
if enemy_y >= 336:
enemy_y_change = -.1
elif enemy_y <= 50:
enemy_y_change = .1
collision = is_collision(enemy_x, enemy_y, missile_x, missile_y)
if collision:
missile_y = 480
missile_state = "ready"
# score ...
display_enemy(enemy_x, enemy_y)
if missile_y <= 0:
missile_state = "ready"
if missile_state == "fire":
display_missile(missile_x, missile_y)
missile_y -= missile_y_change
display_player(player_x, player_y)
pygame.display.update()