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May 6, 2019 12:19
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SpaceInvaders.py
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from scene import * | |
import levelData as ld | |
import sound | |
import random | |
import math | |
import time | |
import ui | |
A = Action | |
POSITION=0 | |
TITLE =1 | |
ACTIVE =2 | |
LEVELUP= 3 | |
GAMEOVER = 4 | |
RESET =5 | |
class MyScene (Scene): | |
def setup(self): | |
self.width, self.height=self.size | |
self.state = POSITION | |
sound.set_honors_silent_switch(False) | |
self.player = SpriteNode('spc:PlayerShip1Red' ,position=(self.width/2, 50), scale=0.8 ) | |
self.add_child(self.player) | |
self.score_text=LabelNode('Score: ' + str(0)) | |
self.score_text.position=(50,self.height -30) | |
self.player.health =3 | |
self.livesText=LabelNode('Lives: '+ str (self.player.health)) | |
self.livesText.position=(310,self.height-30) | |
self.info_text = LabelNode('Get Ready!!') | |
self.info_text.position=(200, self.height/2) | |
self.info_text.alpha=0 | |
self.difficulty = 1 | |
self.add_child(self.info_text) | |
self.add_child(self.livesText) | |
self.add_child(self.score_text) | |
self.setup_player() | |
self.setup_scene() | |
def setup_scene(self): | |
self.background_color='#000000' | |
self.score=0 | |
self.update_score() | |
self.dying=[] | |
self.info_text.alpha=1 | |
self.level = 1 | |
self.state = TITLE | |
self.setup_starfield() | |
self.set_up_enemy() | |
self.touched=False | |
self.showing_title=False | |
def setup_player(self): | |
self.player.rotation =0 | |
self.player.shot_timer=45 | |
self.player.alpha=1 | |
self.lasers=[] | |
self.player.health =3 | |
self.draw_lives() | |
self.livesText.alpha = 1 | |
def title_screen(self): | |
if not self.showing_title: | |
self.background_color = '#0b568f' | |
self.player.alpha = 0 | |
self.info_text.text="Shane's \nshooter" | |
self.info_text.font = ('Copperplate', 50) | |
self.info_text.alpha=1 | |
seq= [A.move_by (-100,0), A.move_by(200,0),A.move_by(-100,0)] | |
self.info_text.run_action(A.repeat(A.sequence(seq),-1)) | |
self.livesText.alpha=0 | |
self.score_text.alpha =0 | |
self.touched = False | |
self.showing_title=True | |
else: | |
if self.touched == True: | |
self.info_text.remove_all_actions() | |
self.info_text.position= (200,self.height/2) | |
self.fade_title() | |
def fade_title(self): | |
self.background_color='#000000' | |
self.player.run_action(A.fade_to(1)) | |
self.info_text.text = "Get ready!!" | |
self.info_text.run_action(A.fade_to(1)) | |
self.score_text.run_action(A.fade_to(1)) | |
self.livesText.run_action(A.fade_to(1)) | |
self.setup_player() | |
self.state=POSITION | |
def draw_lives(self): | |
if self.player.health == 0: | |
self.livesText.run_action(A.fade_to(0)) | |
return | |
self.livesText.text=('Lives: '+ str (self.player.health)) | |
def setup_starfield(self): | |
#three rows at different speeds | |
self.top_stars = [] | |
self.top_star_speed = -5 | |
x,y=self.width,self.height | |
positions=[(x/4,y/3),(x*3/4,y/3),(x/3,y*2/3),(x*2/3,y*2/3),(x*3/4,y-5),(x/4,y-5)] | |
for i,j in positions: | |
temp= SpriteNode('spc:Star3', position=(i,j)) | |
temp.scale= 0.3 | |
self.top_stars.append(temp) | |
self.add_child(temp) | |
#next row | |
self.other_stars = [] | |
self.other_star_speed = -2 | |
positions=[(x/3,y/3+50),(x*2/3,y/3+50),(x/5,y*2/3+50),(x*4/5,y*2/3+50),(x/3,y-15),(x*2/3,y-15)] | |
for i,j in positions: | |
temp= SpriteNode('spc:Star1', position=(i,j)) | |
temp.scale= 0.3 | |
self.other_stars.append(temp) | |
self.add_child(temp) | |
def set_up_enemy(self): | |
self.enemies=[] | |
self.fire_gap = 20 | |
self.bombs=[] | |
self.explosions=[] | |
level=ld.levels[str(self.level)] | |
for nextEnemy in level: | |
temp=SpriteNode(nextEnemy['texture'], position=(self.width/2 + nextEnemy['x'],self.height+50)) | |
temp.scale= nextEnemy["scale"] | |
temp.rotation = nextEnemy["rot"] | |
temp.enemy_countdown=60 | |
temp.startpos = self.height- self.height/3 | |
temp.dancing=0 | |
temp.health= nextEnemy["health"] | |
temp.circuit =nextEnemy["circuit"] | |
temp.Mspeed= 5/float(nextEnemy["speed"]+self.difficulty*2) | |
temp.fire_rate = nextEnemy["rate"] | |
self.add_child(temp) | |
self.enemies.append(temp) | |
def did_change_size(self): | |
pass | |
def player_shoot(self): | |
self.player.shot_timer -=1 | |
if self.player.shot_timer <=0: | |
self.player.shot_timer =45 | |
x,y =self.player.position | |
laser=SpriteNode('spc:LaserGreen12') | |
laser.position=(x,y+50) | |
self.lasers.append(laser) | |
self.add_child(laser) | |
laser.run_action(A.sequence(A.move_to(x,self.height+100) ,A.remove())) | |
sound.play_effect('arcade:Laser_1') | |
def update(self): | |
if self.state ==TITLE: | |
self.title_screen() | |
if self.state == POSITION: | |
self.update_stars() | |
self.animate_enemies() | |
if self.state == ACTIVE: | |
self.draw_lives() | |
self.update_stars() | |
self.player_shoot() | |
self.animate_enemies() | |
self.update_score() | |
self.killing_enemies() | |
self.player_hit() | |
elif self.state == LEVELUP: | |
self.clear_bombs() | |
self.create_enemies() | |
self.difficulty +=1 | |
elif self.state == GAMEOVER: | |
self.draw_lives() | |
self.clear_bombs() | |
self.player.run_action(A.fade_to(0)) | |
self.clear_bombs() | |
for e in self.enemies: | |
e.remove_all_actions() | |
e.remove_from_parent() | |
self.background_color = '#0b568f' | |
self.info_text.text ="Game Over!" | |
self.score_text.alpha=0 | |
time.sleep(0.5) | |
self.info_text.run_action(A.fade_to(1,0.5)) | |
self.state =RESET | |
self.touched = False | |
elif self.state == RESET: | |
self.info_text.text="Press a key!" | |
time.sleep(0.5) | |
if self.touched ==True: | |
for t in self.top_stars: | |
t.remove_from_parent() | |
for o in self.other_stars: | |
o.remove_from_parent() | |
self.info_text.text="" | |
self.setup_scene() | |
def clear_bombs(self): | |
for b in self.bombs: | |
b.remove_from_parent() | |
for b in self.explosions: | |
b.remove_from_parent() | |
def killing_enemies(self): | |
if len(self.dying) >0: | |
for target in self.dying: | |
self.blow_up(target) | |
if len(self.explosions)>0: | |
for bomb in self.explosions: | |
self.explode(bomb) | |
def explode(self,bomb): | |
bomb.timer-=1 | |
if bomb.timer<=0: | |
bomb.remove_from_parent() | |
def update_score(self): | |
self.score_text.text='Score: ' + str(self.score) | |
def player_hit(self): | |
for b in self.bombs: | |
if b.bbox.intersects(self.player.bbox): | |
b.texture=Texture('shp:aura') | |
self.bombs.remove(b) | |
b.remove_all_actions() | |
self.explosions.append(b) | |
self.player_damage() | |
def player_damage(self): | |
self.player.health-=1 | |
sound.play_effect('arcade:Explosion_3') | |
if self.player.health <=0: | |
self.state = GAMEOVER | |
sound.play_effect('arcade:Powerup_3') | |
def create_enemies(self): | |
self.info_text.text ='Level Up!' | |
self.info_text.run_action(A.fade_to(1)) | |
self.state = POSITION | |
self.level +=1 | |
if self.level > len(ld.levels): | |
self.level = 1 | |
self.set_up_enemy() | |
def animate_enemies(self): | |
for enemy in self.enemies: | |
if enemy.enemy_countdown > 0: | |
enemy.enemy_countdown -=1 | |
else: | |
self.move_enemy(enemy) | |
self.enemy_hit(enemy) | |
def enemy_hit(self,enemy): | |
for l in self.lasers: | |
if l.position.y > self.height: | |
self.lasers.remove(l) | |
l.remove_from_parent() | |
else: | |
if l.bbox.intersects(enemy.bbox): | |
sound.play_effect('arcade:Hit_1') | |
self.score+=10 | |
self.lasers.remove(l) | |
l.remove_from_parent() | |
enemy.health -=1 | |
if enemy.health <=0: | |
self.enemies.remove(enemy) | |
self.dying.append(enemy) | |
enemy.run_action(A.fade_to(0)) | |
enemy.dying=21 | |
enemy.texture=Texture('spc:PlayerShip2Damage3') | |
return | |
def blow_up(self,target): | |
target.dying-=1 | |
if target.dying <= 21 and target.dying >= 14: | |
target.texture=Texture('spc:PlayerShip2Damage3') | |
return | |
elif target.dying <= 13and target.dying >= 7: | |
target.texture=Texture('spc:PlayerShip2Damage2') | |
return | |
elif target.dying <= 6 and target.dying >= 1: | |
target.texture=Texture('spc:PlayerShip2Damage1') | |
return | |
elif target.dying <=0: | |
sound.play_effect('arcade:Explosion_2') | |
self.dying.remove(target) | |
target.remove_from_parent() | |
if len(self.enemies) ==0: | |
self.state= LEVELUP | |
return | |
else: | |
print('error') | |
def move_enemy(self,enemy): | |
x,y=enemy.position | |
if enemy.dancing == 0: | |
y-=1 | |
if y<= enemy.startpos: | |
y=enemy.startpos | |
enemy.dancing=1 | |
self.state=ACTIVE | |
enemy.position=(x,y) | |
elif enemy.dancing == 1: | |
#create action | |
enemy.dancing=2 | |
self.enemy_circuit(enemy,x,y) | |
self.info_text.run_action(A.fade_to(0)) | |
elif enemy.dancing ==2: | |
if random.randint(0,10) <= enemy.fire_rate: | |
self.enemy_fire(enemy) | |
def enemy_fire(self,enemy): | |
self.fire_gap -=1 | |
if self.fire_gap <= 0: | |
x,y = enemy.position | |
temp = SpriteNode('spc:LaserBlue7') | |
temp.position =(x, y-25) | |
temp.timer=30 | |
self.fire_gap = 45 | |
self.bombs.append(temp) | |
self.add_child(temp) | |
temp.run_action(A.move_to(x,-50,2)) | |
def enemy_circuit(self,enemy,x,y): | |
s=float(enemy.Mspeed) | |
act=[] | |
for dx,dy in enemy.circuit: | |
x+=dx | |
y+=dy | |
act.append(A.move_to(x,y,s)) | |
enemy.run_action(A.repeat(A.sequence(act),-1)) | |
def update_stars(self): | |
for star in self.top_stars: | |
self.move_star(star,self.top_star_speed) | |
for str in self.other_stars: | |
self.move_star(str,self.other_star_speed) | |
def move_star(self,str,speed): | |
x,y =str.position | |
y+= speed | |
if y<= 0: | |
y = self.height + random.randint(-20,20) | |
x+= random.randint(-20,20) | |
x=max(0,min(x,self.width)) | |
str.position =(x, y) | |
def touch_began(self, touch): | |
if self.state==RESET or self.state == TITLE: | |
self.touched =True | |
return | |
x,y=touch.location | |
if (x>=self.width /2): | |
A.remove() | |
if self.player.position.x >= self.width-60: | |
pass | |
else: | |
self.player.rotation=0 | |
seq=A.sequence(A.rotate_by(-0.1,0.1),A.scale_x_to(0.5,0.1),A.move_by(30,0,0.2),A.rotate_to(0,0.1),A.scale_x_to(0.8,0.1)) | |
self.player.run_action(seq) | |
else: | |
if self.player.position.x <= 60: | |
pass | |
else: | |
seq=A.sequence(A.rotate_by(0.1,0.1),A.scale_x_to(0.5,0.1),A.move_by(-30,0,0.2),A.rotate_to(0,0.1),A.scale_x_to(0.8,0.1)) | |
self.player.run_action(seq) | |
def touch_moved(self, touch): | |
pass | |
def touch_ended(self, touch): | |
pass | |
if __name__ == '__main__': | |
run(MyScene(), show_fps=False) |
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