School/pygame/space_invaders/source/space_invaders.py
2022-03-11 10:38:55 +02:00

299 lines
7.8 KiB
Python

# Author - Kristiāns Francis Cagulis
# Date - 06.03.2022
# Title - Space invaders
# TODO: Add enemy movement in groups
import pygame
from random import randint, 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, vel: int) -> None:
self.y += vel
def off_screen(self, height: int) -> bool:
return not (self.y <= height and self.y >= 0)
def collision(self, obj) -> bool:
return collide(self, obj)
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, vel: int, obj) -> None:
self.cooldown()
for missile in self.missiles:
missile.move(vel)
if missile.off_screen(HEIGHT):
self.missiles.remove(missile)
elif missile.collision(obj):
obj.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 with 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
self.score = 0
def move_missiles(self, vel: int, objs: list) -> None:
self.cooldown()
for missile in self.missiles:
missile.move(vel)
if missile.off_screen(HEIGHT):
self.missiles.remove(missile)
self.score -= 10
else:
for obj in objs:
if missile.collision(obj):
objs.remove(obj)
self.score += 50
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, vel_x: int, vel_y: int) -> None:
self.x += vel_x
self.y += vel_y
def main() -> None:
run = True
lost = False
lost_count = 0
FPS = 60
level = 0
enemies = []
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(WIDTH / 2, 650)
clock = pygame.time.Clock()
def redraw_window() -> None:
WINDOW.blit(BACKGROUND, (0, 0))
# draw text
lives_label = set_font(40).render(f"Lives: {player.lives}", 1, WHITE)
score_label = set_font(40).render(f"Score {player.score}", 1, WHITE)
level_label = set_font(40).render(f"Level: {level}", 1, WHITE)
WINDOW.blit(lives_label, (10, 10))
WINDOW.blit(score_label, (10, lives_label.get_height() + 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
margin = 75
width = 75
for x in range(margin, WIDTH - margin, width):
for y in range(margin, int(HEIGHT / 2), width):
match y:
case 75:
color = "magenta"
case 150:
color = "cyan"
case 300:
color = "lime"
enemy = Enemy(x, y, color)
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_vel > 0):
player.x -= player_vel
# move right
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()
# enemies action
# 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, 7 * 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_vel, 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 objs 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()