-
Notifications
You must be signed in to change notification settings - Fork 0
/
space_invaders.py
executable file
·222 lines (185 loc) · 6.47 KB
/
space_invaders.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
#!/usr/bin/env python3
import os.path as osp
import random
import pygame as pg
from typing import Optional
WIDTH = 1280
HEIGHT = 960
FPS = 60
BGCOLOR = (0, 0, 0)
DIR = osp.basename(__file__)
IMAGE_DIR = osp.join(DIR, 'images/space_invaders/')
# PLAYER_IMAGE = pg.image.load(osp.join(IMAGE_DIR, 'player.png'))
# ENEMY_IMAGE = pg.image.load(osp.join(IMAGE_DIR, 'enemy.png'))
# BULLET_IMAGE = pg.image.load(osp.join(IMAGE_DIR, 'bullet.png'))
def compute_bbox(points: list[tuple[float, float]]):
x0 = min(x for x, y in points)
y0 = min(y for x, y in points)
x1 = max(x for x, y in points)
y1 = max(y for x, y in points)
return pg.Rect(x0, y0, x1-x0, y1-y0)
class Entity:
def __init__(self, game: 'Game', pos: tuple[float, float],
image: Optional[pg.Surface] = None,
poly: Optional[list[tuple[float, float]]] = None,
color: Optional[tuple[int, int, int]] = None,
linewidth=0,
bbox: Optional[pg.Rect] = None):
self.game = game
self.x, self.y = pos
self.image = image
self.poly = poly
self.color = color
self.linewidth = linewidth
if bbox is None:
if self.image:
bbox = self.image.get_rect(center=(0, 0))
elif self.poly:
bbox = compute_bbox(self.poly)
self.bbox = pg.Rect(bbox)
self.alive = True
@property
def pos(self):
return self.x, self.y
@pos.setter
def pos(self, pos):
(self.x, self.y) = pos
def kill(self):
self.alive = False
def get_bbox(self):
return self.bbox.move(self.pos)
def draw(self, screen: pg.Surface):
if self.image:
img_rect = self.image.get_rect(center=(self.x, self.y))
screen.blit(self.image, img_rect)
elif self.poly:
points = [(x + self.x, y + self.y) for x, y in self.poly]
pg.draw.polygon(screen, self.color, points, self.linewidth)
# pg.draw.rect(screen, (255,255,255), self.get_rect(), 1)
def update(self):
pass
def collide(self, other):
pass
class Player(Entity):
def __init__(self, game, pos: tuple[float, float]):
poly = [(-40, 40), (40, 40), (0, 0)]
super().__init__(game, pos, poly=poly, color=(0, 0, 255), linewidth=3)
self.speed = 10
def move_left(self):
self.x -= self.speed
self.x = max(self.x, 30)
def move_right(self):
self.x += self.speed
self.x = min(self.x, WIDTH-30)
class Enemy(Entity):
def __init__(self, game, pos: tuple[float, float]):
poly = [(-40, 20), (0, 10), (40, 20), (20, -20), (0, -10), (-20, -20)]
super().__init__(game, pos, poly=poly, color=(255, 0, 0), linewidth=3)
self.speed = 3
def update(self):
self.y += self.speed
if self.get_bbox().bottom > HEIGHT:
self.game.game_over()
class Bullet(Entity):
def __init__(self, game, pos: tuple[float, float]):
poly = [(0, 0), (0, 20)]
bbox = (-10, 0, 20, 20)
super().__init__(game, pos, poly=poly, linewidth=5,
color=(0, 255, 255), bbox=bbox)
self.speed = 20
def update(self):
self.y -= self.speed
if self.y < 0:
self.kill()
def collide(self, other):
if isinstance(other, Enemy):
self.kill()
other.kill()
self.game.score += 1
class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
self.font = pg.font.Font(None, 48)
self.titlefont = pg.font.Font(None, 144)
self.running = False
self.player: Player = None
self.entities: list[Entity] = []
self.is_game_over = False
self.enemy_timer = 0
self.score = 0
self.start()
def start(self):
self.player = Player(self, (WIDTH//2, HEIGHT-80))
self.entities = [self.player]
self.is_game_over = False
self.score = 0
self.reset_enemy_timer()
def run(self):
self.running = True
clock = pg.time.Clock()
while self.running:
self.events()
self.update()
self.draw()
clock.tick(FPS)
def update(self):
if self.is_game_over:
return
self.collisions()
for entity in self.entities:
entity.update()
self.entities = [e for e in self.entities if e.alive]
self.enemy_timer -= 1
if self.enemy_timer <= 0:
self.spawn(Enemy(self, (random.randrange(60, WIDTH-60), 0)))
self.reset_enemy_timer()
def draw(self):
self.screen.fill(BGCOLOR)
if self.is_game_over:
self.draw_game_over()
else:
for entity in self.entities:
entity.draw(self.screen)
score_img = self.font.render(str(self.score), True, (255, 255, 255))
self.screen.blit(score_img, (50, 50))
pg.display.flip()
def draw_game_over(self):
img = self.titlefont.render('GAME OVER', True, (0, 0, 255))
self.screen.blit(img, img.get_rect(center=(WIDTH//2, HEIGHT//2)))
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.running = False
if event.type == pg.KEYDOWN:
if (event.key == pg.K_ESCAPE or
event.key == pg.K_F4 and event.mod & pg.KMOD_ALT):
self.running = False
elif self.is_game_over:
if event.key in (pg.K_RETURN, pg.K_SPACE):
self.start()
elif event.key == pg.K_SPACE:
self.shoot()
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.player.move_left()
if keys[pg.K_RIGHT]:
self.player.move_right()
def collisions(self):
for i, e1 in enumerate(self.entities):
for e2 in self.entities[i+1:]:
if e1.get_bbox().colliderect(e2.get_bbox()):
e1.collide(e2)
e2.collide(e1)
def spawn(self, entity: Entity):
self.entities.append(entity)
def reset_enemy_timer(self):
self.enemy_timer = random.randrange(40, 100)
def shoot(self):
self.spawn(Bullet(self, self.player.pos))
def game_over(self):
self.is_game_over = True
def main():
Game().run()
if __name__ == '__main__':
main()