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| # Modules | |
| import pygame | |
| import os | |
| from pygame.locals import * | |
| import random | |
| # ---------- Application class | |
| class Application(): | |
| width = 640 | |
| height = 640 | |
| running = True | |
| total_score = 0 | |
| kill_points = 10 | |
| difficulty = 1 | |
| def __init__(self, background, caption): | |
| self.background = background | |
| self.caption = caption | |
| Application.screen = pygame.display.set_mode((Application.width, Application.height)) | |
| pygame.display.set_caption(caption) | |
| self.draw_background() | |
| self.score_cfg = pygame.font.SysFont('Helvetica', 20, True) | |
| def draw_background(self): | |
| Application.screen.blit(self.background, (0, 0)) | |
| def create_element(self, image, pos_x, pos_y): | |
| Application.screen.blit(image, (pos_x, pos_y)) | |
| def score_up(self): | |
| self.total_score += self.kill_points | |
| def show_score(self): | |
| self.score = self.score_cfg.render('Score: ' + str(self.total_score), True, (255, 230, 0)) | |
| Application.screen.blit(self.score, (10, 10)) | |
| # ---------- Enemy class | |
| class Spaceship(): | |
| speed = 7 | |
| def __init__(self, image, pos_x, pos_y): | |
| self.image = image | |
| self.pos_x = pos_x | |
| self.pos_y = pos_y | |
| self.draw() | |
| def draw(self): | |
| screen.create_element(self.image, self.pos_x, self.pos_y) | |
| def move(self, direction): | |
| self.verify_collision() | |
| if direction == 'left': | |
| self.pos_x -= Spaceship.speed | |
| elif direction == 'right': | |
| self.pos_x += Spaceship.speed | |
| self.draw() | |
| def shot(self): | |
| bullet = Bullet(self.pos_x + 15, self.pos_y) | |
| enemy_killed = False | |
| self.fire = True | |
| while self.fire: | |
| bullet.move('spaceship') | |
| screen.draw_background() | |
| self.draw() | |
| # Move left/right | |
| if key_pressed[K_LEFT]: | |
| spaceship.move('left') | |
| if key_pressed[K_RIGHT]: | |
| spaceship.move('right') | |
| for index, enemy in enumerate(enemies): | |
| enemy.auto_move() | |
| if bullet.pos_y <= enemy.pos_y + 64 and ((bullet.pos_x >= enemy.pos_x - 32) and ( bullet.pos_x <= enemy.pos_x + 32)): | |
| enemies.pop(index) | |
| enemy.kill() | |
| bullet.pos_y = 0 | |
| enemy_killed = True | |
| self.fire = False | |
| if not enemy_killed and self.fire: | |
| bullet.move('spaceship') | |
| screen.show_score() | |
| pygame.display.flip() | |
| def verify_collision(self): | |
| if self.pos_x >= Application.width - 64: | |
| self.pos_x = Application.width - 64 | |
| elif self.pos_x <= 0: | |
| self.pos_x = 0 | |
| # ---------- Bullet class | |
| class Bullet(): | |
| speed = 7 | |
| image_path = os.path.join('/home/lucas/python/space-invaders', 'bullet.png') | |
| image = pygame.image.load(image_path) | |
| def __init__(self, pos_x, pos_y): | |
| self.pos_x = pos_x | |
| self.pos_y = pos_y | |
| self.draw() | |
| def draw(self): | |
| screen.create_element(Bullet.image, self.pos_x, self.pos_y) | |
| def move(self, type): | |
| if type == 'enemy': | |
| self.pos_y += Bullet.speed | |
| elif type == 'spaceship': | |
| self.pos_y -= Bullet.speed | |
| self.draw() | |
| # ---------- Enemy class | |
| class Enemy(): | |
| direction = 'right' | |
| speed = 1 | |
| def __init__(self, image, pos_x, pos_y): | |
| self.image = image | |
| self.pos_x = pos_x | |
| self.pos_y = pos_y | |
| def create(self): | |
| screen.create_element(self.image, self.pos_x, self.pos_y) | |
| def auto_move(self): | |
| # Look for collisions | |
| self.verify_collision() | |
| # Move | |
| if Enemy.direction == 'right': | |
| self.pos_x += Enemy.speed | |
| elif Enemy.direction == 'left': | |
| self.pos_x -= Enemy.speed | |
| self.create() | |
| def shot(self): | |
| enemy_shot = random.choice(enemies) | |
| bullet = Bullet(enemy_shot.pos_x + 15, enemy_shot.pos_y) | |
| spaceship_killed = False | |
| while bullet.pos_y <= Application.height: | |
| screen.draw_background() | |
| spaceship.draw() | |
| for index, enemy in enumerate(enemies): | |
| enemy.auto_move() | |
| if bullet.pos_y <= spaceship.pos_y + 64 and ((bullet.pos_x >= spaceship.pos_x - 32) and ( bullet.pos_x <= spaceship.pos_x + 32)): | |
| enemy.auto_move() | |
| # spaceship_killed = True | |
| if not spaceship_killed: | |
| bullet.move('enemy') | |
| screen.show_score() | |
| pygame.display.flip() | |
| def kill(self): | |
| screen.score_up() | |
| def verify_collision(self): | |
| if self.pos_x >= Application.width - 64: | |
| self.pos_x = Application.width - 64 | |
| Enemy.direction = 'left' | |
| elif self.pos_x <= 0: | |
| self.pos_x = 0 | |
| Enemy.direction = 'right' | |
| # Create application | |
| pygame.init() | |
| background_draw = os.path.join('/home/lucas/python/space-invaders', 'background.jpg') | |
| background_image = pygame.image.load(background_draw) | |
| screen = Application(background_image, 'Space Invaders') | |
| # Create spaceship | |
| spaceship_draw = os.path.join('/home/lucas/python/space-invaders', 'spaceship.png') | |
| spaceship_image = pygame.image.load(spaceship_draw) | |
| spaceship = Spaceship(spaceship_image, 325, 570) | |
| # Create enemies | |
| enemies = [] | |
| enemy_draw = os.path.join('/home/lucas/python/space-invaders', 'enemy.png') | |
| enemy_image = pygame.image.load(enemy_draw) | |
| for x in range(96, 576, 96): | |
| for y in range(32, 252, 64): | |
| enemy = Enemy(enemy_image, x, y) | |
| enemies.append(enemy) | |
| enemy.create() | |
| # Define enemy shot delay | |
| if Application.difficulty == 1: | |
| enemy_shot_delay = 3 * 60 | |
| enemy_shot_delay_temp = 0 | |
| # -------- MAIN LOOP | |
| while Application.running: | |
| # Draw background and score | |
| screen.draw_background() | |
| screen.show_score() | |
| # Spaceship | |
| spaceship.draw() | |
| # Enemies automatic move | |
| for enemy in enemies: | |
| enemy.auto_move() | |
| # if enemy_shot_delay_temp == enemy_shot_delay: | |
| # enemy.shot() | |
| # enemy_shot_delay_temp = 0 | |
| # Get pressed keys | |
| key_pressed = pygame.key.get_pressed() | |
| pygame.key.set_repeat(300, 0) | |
| # Move left/right | |
| if key_pressed[K_LEFT]: | |
| spaceship.move('left') | |
| if key_pressed[K_RIGHT]: | |
| spaceship.move('right') | |
| # Shot | |
| if key_pressed[K_SPACE]: | |
| spaceship.shot() | |
| # Update screen | |
| pygame.display.flip() | |
| # Exit game | |
| for event in pygame.event.get(): | |
| # Close app | |
| if event.type == pygame.QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): | |
| Application.running = False | |
| enemy_shot_delay_temp += 1 |
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