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# Created by Lee Robinson
# インベーダーゲーム
from pygame import *
import sys
from os.path import abspath, dirname
from random import choice
# ファイルへのパス
BASE_PATH = abspath(dirname(__file__))
FONT_PATH = BASE_PATH + '/fonts/'
IMAGE_PATH = BASE_PATH + '/images/'
SOUND_PATH = BASE_PATH + '/sounds/'
# 色 R, G, B
WHITE = (255, 255, 255)
GREEN = (78,255,87)
YELLOW = (241,255,0)
BLUE = (80, 255,239)
PURPLE = (203, 0, 255)
RED = (237, 28, 36)
# スクリーンサイズ
SCREEN = display.set_mode((800,600))
FONT = FONT_PATH + 'space_invaders.ttf'
IMG_NAMES = ['ship', 'mystery',
'enemy1_1', 'enemy1_2',
'enemy2_1', 'enemy2_2',
'enemy3_1', 'enemy3_2',
'explosionblue', 'explosiongreen', 'explosionpurple',
'laser', 'enemylaser']
IMAGES = {name: image.load(IMAGE_PATH + '{}.png'.format(name)).convert_alpha()
for name in IMG_NAMES}
# トーチカ、エイリアンのポジション初期値 エイリアンの縦移動の大きさ
BLOCKERS_POSITION = 450
ENEMY_DEFAULT_POSITION = 65
ENEMY_MOVE_DOWN = 35
class Ship(sprite.Sprite):
def __init__(self):
sprite.Sprite.__init__(self)
self.image = IMAGES['ship']
self.image = transform.scale(self.image, (50, 50))
self.rect = self.image.get_rect(topleft=(375, 540))
self.speed = 5
def update(self, keys, *args):
if keys[K_LEFT] and self.rect.x > 10:
self.rect.x -= self.speed
if keys[K_RIGHT] and self.rect.x < 740:
self.rect.x += self.speed
game.screen.blit(self.image, self.rect)
class Bullet(sprite.Sprite):
def __init__(self, xpos, ypos, direction, speed, filename, side):
sprite.Sprite.__init__(self)
self.image = IMAGES[filename]
self.rect = self.image.get_rect(topleft=(xpos, ypos))
self.speed = speed
self.direction = direction
self.side = side
self.filename = filename
def update(self, keys, *args):
game.screen.blit(self.image, self.rect)
self.rect.y += self.speed * self.direction
if self.rect.y < 15 or self.rect.y > 600:
self.kill()
class Enemy(sprite.Sprite):
def __init__(self, row, column):
sprite.Sprite.__init__(self)
self.row = row
self.column = column
self.images = []
self.load_images()
self.index = 0
self.image = self.images[self.index]
self.rect = self.image.get_rect()
#アニメーション
def toggle_image(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
def update(self, *args):
game.screen.blit(self.image, self.rect)
def load_images(self):
images = {0:['1_2', '1_1'],
1:['2_2', '2_1'],
2:['2_2', '2_1'],
3:['3_1', '3_2'],
4:['3_1', '3_2'],
}
img1, img2 = (IMAGES['enemy{}'.format(img_num)] for img_num in
images[self.row])
self.images.append(transform.scale(img1, (40, 35)))
self.images.append(transform.scale(img2, (40, 35)))
class EnemiesGroup(sprite.Group):
def __init__(self, columns, rows):
sprite.Group.__init__(self)
self.enemies = [[None] * columns for _ in range(rows)]
self.columns = columns
self.rows = rows
self.leftAddMove = 0
self.rightAddMove = 0
self.moveTime = 600
self.direction = 1
self.rightMoves = 30
self.leftMoves = 30
self.moveNumber = 15
self.timer = time.get_ticks()
self.bottom = game.enemyPosition + ((rows - 1) * 45) + 35
self._aliveColumns = list(range(columns))
self._leftAliveColumn = 0
self._rightAliveColumn = columns - 1
def update(self, current_time):
if current_time - self.timer > self.moveTime:
if self.direction == 1:
max_move = self.rightMoves + self.rightAddMove
else:
max_move = self.leftMoves + self.leftAddMove
if self.moveNumber >= max_move:
self.leftMoves = 30 + self.rightAddMove
self.rightMoves = 30 + self.leftAddMove
self.direction *= -1
self.moveNumber = 0
self.bottom = 0
for enemy in self:
enemy.rect.y += ENEMY_MOVE_DOWN
enemy.toggle_image()
if self.bottom < enemy.rect.y + 35:
self.bottom = enemy.rect.y + 35
else:
velocity = 10 if self.direction == 1 else -10
for enemy in self:
enemy.rect.x += velocity
enemy.toggle_image()
self.moveNumber += 1
self.timer += self.moveTime
def add_internal(self, *sprites):
super(EnemiesGroup, self).add_internal(*sprites)
for s in sprites:
self.enemies[s.row][s.column] = s
def remove_internal(self, *sprites):
super(EnemiesGroup, self).remove_internal(*sprites)
for s in sprites:
self.kill(s)
self.update_speed()
def is_column_dead(self, column):
return not any(self.enemies[row][column]
for row in range(self.rows))
def random_bottom(self):
col = choice(self._aliveColumns)
col_enemies = (self.enemies[row - 1][col]
for row in range(self.rows, 0, -1))
return next((en for en in col_enemies if en is not None),None)
def update_speed(self):
if len(self) == 1:
self.moveTime = 200
elif len(self) <= 10:
self.moveTime = 400
def kill(self, enemy):
self.enemies[enemy.row][enemy.column] = None
is_column_dead = self.is_column_dead(enemy.column)
if is_column_dead:
self._aliveColumns.remove(enemy.column)
if enemy.column == self._rightAliveColumn:
while self._rightAliveColumn > 0 and is_column_dead:
self._rightAliveColumn -= 1
self.rightAddMove += 5
is_column_dead = self.is_column_dead(self._rightAliveColumn)
elif enemy.column == self._leftAliveColumn:
while self._leftAliveColumn < self.columns and is_column_dead:
self._leftAliveColumn += 1
self.leftAddMove += 5
is_column_dead = self.is_column_dead(self._leftAliveColumn)
class Blocker(sprite.Sprite):
def __init__(self, size, color, row, column):
sprite.Sprite.__init__(self)
self.height = size
self.width = size
self.color = color
self.image = Surface((self.width, self.height))
self.image.fill(self.color)
self.rect = self.image.get_rect()
self.row = row
self.column = column
def update(self, keys, *args):
game.screen.blit(self.image, self.rect)
class Mystery(sprite.Sprite):
def __init__(self):
sprite.Sprite.__init__(self)
self.image = IMAGES['mystery']
self.image = transform.scale(self.image, (75, 35))
self.rect = self.image.get_rect(topleft=(-80, 45))
self.row = 5
self.moveTime = 25000
self.direction = 1
self.timer = time.get_ticks()
self.mysteryEntered = mixer.Sound(SOUND_PATH + 'mysteryentered.wav')
self.mysteryEntered.set_volume(0.3)
self.playSound = True
def update(self, keys, currentTime, *args):
resetTimer = False
passed = currentTime - self.timer
if passed > self.moveTime:
if (self.rect.x < 0 or self.rect.x > 800) and self.playSound:
self.mysteryEntered.play()
self.playSound = False
if self.rect.x < 840 and self.direction == 1:
self.mysteryEntered.fadeout(4000)
self.rect.x += 2
game.screen.blit(self.image, self.rect)
if self.rect.x > -100 and self.direction == -1:
self.mysteryEntered.fadeout(4000)
self.rect.x -= 2
game.screen.blit(self.image, self.rect)
if self.rect.x > 830:
self.playSound = True
self.direction = -1
resetTimer = True
if self.rect.x < -90:
self.playSound = True
self.direction = 1
resetTimer = True
if passed > self.moveTime and resetTimer:
self.timer = currentTime
class EnemyExplosion(sprite.Sprite):
def __init__(self, enemy, *groups):
super(EnemyExplosion, self).__init__(*groups)
self.image = transform.scale(self.get_image(enemy.row),(40,35))
self.image2 = transform.scale(self.get_image(enemy.row),(50,45))
self.rect = self.image.get_rect(topleft=(enemy.rect.x, enemy.rect.y))
self.timer = time.get_ticks()
@staticmethod
def get_image(row):
img_colors = ['purple', 'blue', 'blue', 'green', 'green']
return IMAGES['explosion{}'.format(img_colors[row])]
def update(self, current_time, *args):
passed = current_time - self.timer
if passed <= 100:
game.screen.blit(self.image, self.rect)
elif passed <= 200:
game.screen.blit(self.image2, (self.rect.x -6, self.rect.y - 6 ))
elif 400 < passed :
self.kill()
class MysteryExplosion(sprite.Sprite):
def __init__(self, mystery, score, *groups):
super(MysteryExplosion, self).__init__(*groups)
self.text = Text(FONT, 20, str(score), WHITE,
mystery.rect.x + 20, mystery.rect.y + 6)
self.timer = time.get_ticks()
def update(self, current_time, *args):
passed = current_time - self.timer
if passed <= 200 or 400 < passed <= 600:
self.text.draw(game.screen)
elif 600 < passed:
self.kill()
class ShipExplosion(sprite.Sprite):
def __init__(self, ship, *groups):
super(ShipExplosion, self).__init__(*groups)
self.image = IMAGES['ship']
self.rect = self.image.get_rect(topleft=(ship.rect.x, ship.rect.y))
self.timer = time.get_ticks()
def update(self, current_time, *args):
passed = current_time - self.timer
if 300 < passed <= 600:
game.screen.blit(self.image, self.rect)
elif 900 < passed:
self.kill()
class Life(sprite.Sprite):
def __init__(self, xpos, ypos):
sprite.Sprite.__init__(self)
self.image = IMAGES['ship']
self.image = transform.scale(self.image,(23, 23))
self.rect = self.image.get_rect(topleft=(xpos, ypos))
def update(self, *args):
game.screen.blit(self.image, self.rect)
class Text(object):
def __init__(self, textFont, size, message, color, xpos, ypos):
self.font = font.Font(textFont, size)
self.surface = self.font.render(message, True, color)
self.rect = self.surface.get_rect(topleft=(xpos, ypos))
def draw(self, surface):
surface.blit(self.surface, self.rect)
class SpaceInvaders(object):
def __init__(self):
mixer.pre_init(44100, -16, 1, 4096)
init()
self.clock = time.Clock()
self.caption = display.set_caption('Space Invaders')
self.screen = SCREEN
self.background = image.load(IMAGE_PATH + 'background.jpg').convert()
self.startGame = False
self.mainScreen = True
self.gameOver = False
# Counter for enemy starting position (increased each new round)
self.enemyPosition = ENEMY_DEFAULT_POSITION
self.titleText = Text(FONT, 50, 'Space Invaders', WHITE, 164, 155)
self.titleText2 = Text(FONT, 25, 'Press any key to continue', WHITE,
201, 225)
self.gameOverText = Text(FONT, 50, 'Game Over', WHITE, 250, 270)
self.nextRoundText = Text(FONT, 50, 'Next Round', WHITE, 240, 270)
self.enemy1Text = Text(FONT, 25, ' = 10 pts', GREEN, 368, 270)
self.enemy2Text = Text(FONT, 25, ' = 20 pts', BLUE, 368, 320)
self.enemy3Text = Text(FONT, 25, ' = 30 pts', PURPLE, 368, 370)
self.enemy4Text = Text(FONT, 25, ' = ?????', RED, 368, 420)
self.scoreText = Text(FONT, 20, 'Score', WHITE, 5, 5)
self.livesText = Text(FONT, 20, 'Lives ', WHITE, 640, 5)
self.life1 = Life(715, 3)
self.life2 = Life(742, 3)
self.life3 = Life(769, 3)
self.livesGroup = sprite.Group(self.life1, self.life2, self.life3)
def reset(self, score):
self.player = Ship()
self.playerGroup = sprite.Group(self.player)
self.explosionsGroup = sprite.Group()
self.bullets = sprite.Group()
self.mysteryShip = Mystery()
self.mysteryGroup = sprite.Group(self.mysteryShip)
self.enemyBullets = sprite.Group()
self.make_enemies()
self.allSprites = sprite.Group(self.player, self.enemies,
self.livesGroup, self.mysteryShip)
self.keys = key.get_pressed()
self.timer = time.get_ticks()
self.noteTimer = time.get_ticks()
self.shipTimer = time.get_ticks()
self.score = score
self.create_audio()
self.makeNewShip = False
self.shipAlive = True
def make_blockers(self, number):
blockerGroup = sprite.Group()
for row in range(4):
for column in range(9):
blocker = Blocker(10, GREEN, row, column)
blocker.rect.x = 50 + (200 * number) + (column * blocker.width)
blocker.rect.y = BLOCKERS_POSITION + (row * blocker.height)
blockerGroup.add(blocker)
return blockerGroup
def create_audio(self):
self.sounds = {}
for sound_name in ['shoot', 'shoot2', 'invaderkilled', 'mysterykilled',
'shipexplosion']:
self.sounds[sound_name] = mixer.Sound(
SOUND_PATH + '{}.wav'.format(sound_name))
self.sounds[sound_name].set_volume(0.2)
self.musicNotes = [mixer.Sound(SOUND_PATH + '{}.wav'.format(i)) for i
in range(4)]
for sound in self.musicNotes:
sound.set_volume(0.5)
self.noteIndex = 0
def play_main_music(self, currentTime):
if currentTime - self.noteTimer > self.enemies.moveTime:
self.note = self.musicNotes[self.noteIndex]
if self.noteIndex < 3:
self.noteIndex += 1
else:
self.noteIndex = 0
self.note.play()
self.noteTimer += self.enemies.moveTime
@staticmethod
def should_exit(evt):
# type: (pygame.event.EventType) -> bool
return evt.type == QUIT or (evt.type == KEYUP and evt.key == K_ESCAPE)
def check_input(self):
self.keys = key.get_pressed()
for e in event.get():
if self.should_exit(e):
sys.exit()
if e.type == KEYDOWN:
if e.key == K_SPACE:
if len(self.bullets) == 0 and self.shipAlive:
if self.score < 1000:
bullet = Bullet(self.player.rect.x + 23,
self.player.rect.y + 5, -1,
15, 'laser', 'center')
self.bullets.add(bullet)
self.allSprites.add(self.bullets)
self.sounds['shoot'].play()
else:
leftbullet = Bullet(self.player.rect.x + 8,
self.player.rect.y + 5, -1,
15, 'laser', 'left')
rightbullet = Bullet(self.player.rect.x + 38,
self.player.rect.y + 5, -1,
15, 'laser', 'right')
self.bullets.add(leftbullet)
self.bullets.add(rightbullet)
self.allSprites.add(self.bullets)
self.sounds['shoot2'].play()
def make_enemies(self):
enemies = EnemiesGroup(10, 5)
for row in range(5):
for column in range(10):
enemy = Enemy(row, column)
enemy.rect.x = 157 + (column * 50)
enemy.rect.y = self.enemyPosition + (row * 45)
enemies.add(enemy)
self.enemies = enemies
def make_enemies_shoot(self):
if (time.get_ticks() - self.timer) > 700 and self.enemies:
enemy = self.enemies.random_bottom()
self.enemyBullets.add(
Bullet(enemy.rect.x + 14, enemy.rect.y + 20, 1, 5,
'enemylaser', 'center'))
self.allSprites.add(self.enemyBullets)
self.timer = time.get_ticks()
def calculate_score(self, row):
scores = {0: 30,
1: 20,
2: 20,
3: 10,
4: 10,
5: choice([50, 100, 150, 300])
}
score = scores[row]
self.score += score
return score
def create_main_menu(self):
self.enemy1 = IMAGES['enemy3_1']
self.enemy1 = transform.scale(self.enemy1, (40, 40))
self.enemy2 = IMAGES['enemy2_2']
self.enemy2 = transform.scale(self.enemy2, (40, 40))
self.enemy3 = IMAGES['enemy1_2']
self.enemy3 = transform.scale(self.enemy3, (40, 40))
self.enemy4 = IMAGES['mystery']
self.enemy4 = transform.scale(self.enemy4, (80, 40))
self.screen.blit(self.enemy1, (318, 270))
self.screen.blit(self.enemy2, (318, 320))
self.screen.blit(self.enemy3, (318, 370))
self.screen.blit(self.enemy4, (299, 420))
def check_collisions(self):
sprite.groupcollide(self.bullets, self.enemyBullets, True, True)
for enemy in sprite.groupcollide(self.enemies, self.bullets,
True, True).keys():
self.sounds['invaderkilled'].play()
self.calculate_score(enemy.row)
EnemyExplosion(enemy, self.explosionsGroup)
self.gameTimer = time.get_ticks()
for mystery in sprite.groupcollide(self.mysteryGroup, self.bullets,
True, True).keys():
mystery.mysteryEntered.stop()
self.sounds['mysterykilled'].play()
score = self.calculate_score(mystery.row)
MysteryExplosion(mystery, score, self.explosionsGroup)
newShip = Mystery()
self.allSprites.add(newShip)
self.mysteryGroup.add(newShip)
for player in sprite.groupcollide(self.playerGroup, self.enemyBullets,
True, True).keys():
if self.life3.alive():
self.life3.kill()
elif self.life2.alive():
self.life2.kill()
elif self.life1.alive():
self.life1.kill()
else:
self.gameOver = True
self.startGame = False
self.sounds['shipexplosion'].play()
ShipExplosion(player, self.explosionsGroup)
self.makeNewShip = True
self.shipTimer = time.get_ticks()
self.shipAlive = False
if self.enemies.bottom >= 540:
sprite.groupcollide(self.enemies, self.playerGroup, True, True)
if not self.player.alive() or self.enemies.bottom >= 600:
self.gameOver = True
self.startGame = False
sprite.groupcollide(self.bullets, self.allBlockers, True, True)
sprite.groupcollide(self.enemyBullets, self.allBlockers, True, True)
if self.enemies.bottom >= BLOCKERS_POSITION:
sprite.groupcollide(self.enemies, self.allBlockers, False, True)
def create_new_ship(self, createShip, currentTime):
if createShip and (currentTime - self.shipTimer > 900):
self.player = Ship()
self.allSprites.add(self.player)
self.playerGroup.add(self.player)
self.makeNewShip = False
self.shipAlive = True
def create_game_over(self, currentTime):
self.screen.blit(self.background, (0, 0))
passed = currentTime - self.timer
if passed < 750:
self.gameOverText.draw(self.screen)
elif 750 < passed < 1500:
self.screen.blit(self.background, (0, 0))
elif 1500 < passed < 2250:
self.gameOverText.draw(self.screen)
elif 2250 < passed < 2750:
self.screen.blit(self.background, (0, 0))
elif passed > 3000:
self.mainScreen = True
for e in event.get():
if self.should_exit(e):
sys.exit()
def main(self):
while True:
if self.mainScreen:
self.screen.blit(self.background, (0, 0))
self.titleText.draw(self.screen)
self.titleText2.draw(self.screen)
self.enemy1Text.draw(self.screen)
self.enemy2Text.draw(self.screen)
self.enemy3Text.draw(self.screen)
self.enemy4Text.draw(self.screen)
self.create_main_menu()
for e in event.get():
if self.should_exit(e):
sys.exit()
if e.type == KEYUP:
# Only create blockers on a new game, not a new round
self.allBlockers = sprite.Group(self.make_blockers(0),
self.make_blockers(1),
self.make_blockers(2),
self.make_blockers(3))
self.livesGroup.add(self.life1, self.life2, self.life3)
self.reset(0)
self.startGame = True
self.mainScreen = False
elif self.startGame:
if not self.enemies and not self.explosionsGroup:
currentTime = time.get_ticks()
if currentTime - self.gameTimer < 3000:
self.screen.blit(self.background, (0, 0))
self.scoreText2 = Text(FONT, 20, str(self.score),
GREEN, 85, 5)
self.scoreText.draw(self.screen)
self.scoreText2.draw(self.screen)
self.nextRoundText.draw(self.screen)
self.livesText.draw(self.screen)
self.livesGroup.update()
self.check_input()
if currentTime - self.gameTimer > 3000:
# Move enemies closer to bottom
self.enemyPosition += ENEMY_MOVE_DOWN
self.reset(self.score)
self.gameTimer += 3000
else:
currentTime = time.get_ticks()
self.play_main_music(currentTime)
self.screen.blit(self.background, (0, 0))
self.allBlockers.update(self.screen)
self.scoreText2 = Text(FONT, 20, str(self.score), GREEN,
85, 5)
self.scoreText.draw(self.screen)
self.scoreText2.draw(self.screen)
self.livesText.draw(self.screen)
self.check_input()
self.enemies.update(currentTime)
self.allSprites.update(self.keys, currentTime)
self.explosionsGroup.update(currentTime)
self.check_collisions()
self.create_new_ship(self.makeNewShip, currentTime)
self.make_enemies_shoot()
elif self.gameOver:
currentTime = time.get_ticks()
# Reset enemy starting position
self.enemyPosition = ENEMY_DEFAULT_POSITION
self.create_game_over(currentTime)
display.update()
self.clock.tick(60)
if __name__ == '__main__':
game = SpaceInvaders()
game.main()
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