added enemy spawn in groups

This commit is contained in:
Kristofers-Solo 2022-03-11 10:26:45 +02:00
parent 6af0b8e7d9
commit cdbd726c92

View File

@ -4,7 +4,7 @@
# TODO: Add enemy movement in groups
import pygame
from random import randrange, choice
from random import randint, randrange, choice
from os.path import abspath, dirname, join
WIDTH, HEIGHT = 800, 800
@ -48,8 +48,8 @@ class Missile:
def draw(self, window) -> None:
window.blit(self.img, (self.x, self.y))
def move(self, velocity: int) -> None:
self.y += velocity
def move(self, vel: int) -> None:
self.y += vel
def off_screen(self, height: int) -> bool:
return not (self.y <= height and self.y >= 0)
@ -75,10 +75,10 @@ class Ship:
for missile in self.missiles:
missile.draw(WINDOW)
def move_missiles(self, velocity: int, obj) -> None:
def move_missiles(self, vel: int, obj) -> None:
self.cooldown()
for missile in self.missiles:
missile.move(velocity)
missile.move(vel)
if missile.off_screen(HEIGHT):
self.missiles.remove(missile)
elif missile.collision(obj):
@ -93,7 +93,7 @@ class Ship:
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
missile = Missile(self.x + self.get_width() / 2 - 5 / 2, self.y, self.missile_img) # missile spawn with offset
self.missiles.append(missile)
self.cooldown_counter = 1
@ -111,12 +111,12 @@ class Player(Ship):
self.missile_img = PLAYER_MISSILE
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_lives = lives
self.score = 100
self.score = 0
def move_missiles(self, velocity: int, objs: list) -> None:
def move_missiles(self, vel: int, objs: list) -> None:
self.cooldown()
for missile in self.missiles:
missile.move(velocity)
missile.move(vel)
if missile.off_screen(HEIGHT):
self.missiles.remove(missile)
self.score -= 10
@ -142,8 +142,14 @@ class Enemy(Ship):
self.missile_img = ENEMY_MISSILE
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, velocity: int) -> None:
self.y += velocity
def move(self, vel_x: int, vel_y: int) -> None:
self.x += vel_x
self.y += vel_y
class EnemiesGroup(Enemy):
def __init__(self, rows: int, columns: int) -> None:
super().__init__(rows, columns)
def main() -> None:
@ -154,13 +160,17 @@ def main() -> None:
level = 0
enemies = []
wave_length = 3
player_velocity = 7
player_missile_velocity = 7
enemy_velocity = 2
enemy_missile_velocity = 4
player_vel = 7
player_missile_vel = 7
enemy_x_vel = 2
vel_y = 0
vel_x = enemy_x_vel
enemy_missile_vel = 4
# velocities = [[5, 0], [0, 2], [-5, 0], [-5, 0], [0, 2], [5, 0]]
# velocities = {"down": [0, 2], "right": [2, 0], "left": [-5, 0]}
# directions = ["right", "down", "left", "left", "down", "right"]
player = Player(300, 650)
player = Player(WIDTH / 2, 650)
clock = pygame.time.Clock()
@ -189,7 +199,7 @@ def main() -> None:
clock.tick(FPS)
redraw_window()
if player.lives <= 0 or player.score <= 0:
if player.lives <= 0:
lost = True
lost_count += 1
@ -202,11 +212,12 @@ def main() -> None:
if len(enemies) == 0:
level += 1
wave_length += 5
# spawn enemies
for _ in range(wave_length):
enemy = Enemy(randrange(50, WIDTH - 100), randrange(-1500, -100), choice(["magenta", "cyan", "lime"]))
enemies.append(enemy)
margin = 75
width = 75
for x in range(margin, WIDTH - margin, width):
for y in range(margin, int(HEIGHT / 2), width):
enemy = Enemy(x, y, choice(["magenta", "lime", "cyan"]))
enemies.append(enemy)
for event in pygame.event.get():
# quit game
@ -216,28 +227,50 @@ def main() -> None:
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
if (keys[pygame.K_a] or keys[pygame.K_LEFT]) and (player.x - player_vel > 0):
player.x -= player_vel
# 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
if (keys[pygame.K_d] or keys[pygame.K_RIGHT]) and (player.x + player_vel + player.get_width() < WIDTH):
player.x += player_vel
# shoot
if keys[pygame.K_SPACE]:
player.shoot()
for enemy in enemies[:]:
enemy.move(enemy_velocity)
enemy.move_missiles(enemy_missile_velocity, player)
# enemies action
if randrange(0, 2 * 60) == 1:
enemy.shoot()
# for _ in range(len(directions)):
# if pygame.time.get_ticks() % 100 == 0:
# for direction in directions:
# vel_x, vel_y = velocities[direction]
# for enemy in enemies[:]:
# enemy.move(vel_x, vel_y)
# if pygame.time.get_ticks() % 10 == 0:
# for vel_x, vel_y in velocities:
# for enemy in enemies[:]:
# enemy.move(vel_x, vel_y)
for enemy in enemies[:]:
# enemy.move(0, enemy_y_vel)
# enemy.move(randint(-enemy_x_vel, enemy_x_vel), randint(0, enemy_y_vel))
if enemy.x >= WIDTH - enemy.get_width():
vel_x = -enemy_x_vel
elif enemy.x <= 0:
vel_x = enemy_x_vel
enemy.move(vel_x, vel_y)
enemy.move_missiles(enemy_missile_vel, player)
if randrange(0, 2 * FPS) == 1:
# enemy.shoot()
pass
if collide(enemy, player) or (enemy.y + enemy.get_height() > HEIGHT):
player.score -= 10
player.lives -= 1
enemies.remove(enemy)
player.move_missiles(-player_missile_velocity, enemies)
player.move_missiles(-player_missile_vel, enemies)
# lambda functions