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