-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSpaceInvaders.py
More file actions
985 lines (793 loc) · 35 KB
/
SpaceInvaders.py
File metadata and controls
985 lines (793 loc) · 35 KB
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
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
import pygame
import sys
from os.path import abspath, dirname
from random import choice
BASE_PATH = abspath(dirname(__file__))
IMAGE_PATH = BASE_PATH + '/images/'
FONT_PATH = BASE_PATH + '/fonts/'
MUSIC_PATH = BASE_PATH + '/Sounds/'
# colours
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
ORANGE = (255, 156, 0)
GRAY = (105, 105, 105)
YELLOW = (244, 226, 2)
GREEN = (0, 255, 0)
# game details
FPS = 60
DISPLAY_WIDTH = 1024
DISPLAY_HEIGHT = 768
# other details
UPGRADE_COUNT = 5
ENEMY_DEFAULT_POSITION = 50 # initial value for a new game
ENEMY_MOVE_DOWN = 10 # how much lower in next round
SHOOT_FREQ = 1000
# stats
# MAX_BULLETS = 2 # on the screen at the same time (also BASE_BULLETS)
BASE_HEALTH = 100
BASE_SPEED = 8
BASE_ARMOR = 1
MAX_BULLETS = 4
pygame.init() # initialize all imported pygame modules
gameDisplay = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT),
pygame.RESIZABLE) # Initialize a window for display
pygame.display.set_caption("Space Invaders")
clock = pygame.time.Clock()
pygame.mixer.music.load(MUSIC_PATH + "music.mp3")
icon = pygame.image.load(IMAGE_PATH + 'icon.png')
pygame.display.set_icon(icon)
global_hslist = []
DIFFICULTIES = ['Easy', 'Medium', 'Hard']
SHIP_NAMES = ['Ship1', 'Ship2', 'Ship3']
FONT = FONT_PATH + 'Goodtimes.ttf' # basic font
# names of created IMAGES
IMG_NAMES = ['ship_1','ship_2','ship_3', 'bullet_1', 'enemy1_1', 'enemy2_1', 'enemy3_1', ]
MAPS_NAMES = ['map3', 'map2', 'map1', 'map0']
IMAGES = {name: pygame.image.load(IMAGE_PATH + '{}.png'.format(name)).convert_alpha()
for name in IMG_NAMES}
MAPS = {name: pygame.image.load(IMAGE_PATH + '/maps/' + '{}.png'.format(name)).convert_alpha() for name in MAPS_NAMES}
# --------------------Sprites-------------------
# main character
class Ship(pygame.sprite.Sprite):
def __init__(self, img_no):
pygame.sprite.Sprite.__init__(self)
global BASE_SPEED
self.image = IMAGES['ship_{}'.format(img_no)]
self.image = pygame.transform.scale(self.image, (70, 70))
self.rect = self.image.get_rect(topleft=(DISPLAY_WIDTH / 2 - 35, DISPLAY_HEIGHT - 80))
self.speed = BASE_SPEED
self.health = Health()
def update(self, keys, *args):
gameDisplay.blit(self.image, self.rect)
if keys[pygame.K_LEFT] and self.rect.x > 10:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT] and self.rect.x < DISPLAY_WIDTH - 80:
self.rect.x += self.speed
self.health.update()
def shoot(self, bullets):
if len(bullets) < MAX_BULLETS: # max two bullets on screen at the same time
left_bullet = Bullet(self.rect.x + 3, self.rect.y + 10, -1, 15, 'bullet_1')
right_bullet = Bullet(self.rect.x + 57, self.rect.y + 10, -1, 15, 'bullet_1')
# self.sounds['shoot'].play()
bullets.add(left_bullet)
bullets.add(right_bullet)
return bullets
def hit(self, power):
global BASE_ARMOR
dmg = power + 1
dmg *= 10
dmg -= 2 * BASE_ARMOR
self.health.hp -= dmg
# single enemy ship
class Enemy(pygame.sprite.Sprite): # sprite - base class for visible game objects
def __init__(self, row, column):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
# self.image = IMAGES['image_filename']
self.row = row
self.column = column
self.index = 0
self.images = []
self.load_images()
self.image = self.images[self.index]
self.rect = self.image.get_rect()
# setting proper image to ship
def toggle_image(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
def load_images(self):
images = {0: ['1_1', '1_1'],
1: ['2_1', '2_1'],
2: ['2_1', '2_1'],
3: ['3_1', '3_1'],
4: ['3_1', '3_1'],
}
img1, img2 = (IMAGES['enemy{}'.format(img_num)] for img_num in images[self.row % 4])
self.images.append(pygame.transform.scale(img1, (70, 60)))
self.images.append(pygame.transform.scale(img2, (70, 60)))
def update(self, *args):
game.screen.blit(self.image, self.rect)
# Block or a group of enemies, it's responsible for changing position of each enemy and select their specification
class GroupOfEnemies(pygame.sprite.Group):
def __init__(self, rows, columns, speed):
pygame.sprite.Group.__init__(self)
self.enemies = [[None] * columns for _ in range(rows)]
self.columns = columns
self.rows = rows
if speed > 5:
self.x_speed = 40
self.y_speed = 5
else:
self.x_speed = 20 + (speed - 2) * 2
self.y_speed = 3
self.leftMoves = 30
self.rightMoves = 30 # how much is moving to one of sides
self.moveNumber = 15
self.leftAddMove = 0
self.rightAddMove = 0
self.moveTime = 1500 / (speed + 1)
self.direction = 1 # if direction is 1 then enemy is going to right
self.timer = pygame.time.get_ticks()
self._aliveColumns = list(range(columns))
self._leftAliveColumn = 0
self._rightAliveColumn = columns - 1
def update(self, current_time):
if current_time - self.timer > self.moveTime:
x_max, x_min, y_max = self.get_max_and_min()
self.direction = choice([-1, 1])
if self.direction == 1 and x_max + self.x_speed < DISPLAY_WIDTH:
self.direction = 1
elif x_min - self.x_speed > 0:
self.direction = -1
else:
self.direction *= (-1)
for enemy in self:
enemy.rect.y += self.y_speed
enemy.rect.x += self.direction * self.x_speed
enemy.toggle_image()
self.timer = pygame.time.get_ticks()
# finding edges enemies (to make more movement)
def get_max_and_min(self):
x_max = 0
x_min = DISPLAY_WIDTH
y_max = 0
for enemy in self:
if enemy.rect.x > x_max:
x_max = enemy.rect.x
elif enemy.rect.x < x_min:
x_min = enemy.rect.x
if enemy.rect.y > y_max:
y_max = enemy.rect.y
return x_max + 70, x_min, y_max
def add_internal(self, *sprites):
super(GroupOfEnemies, self).add_internal(*sprites)
for s in sprites:
self.enemies[s.row][s.column] = s
def remove_internal(self, *sprites):
super(GroupOfEnemies, 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)
# Bullet - display and keep information about shot bullet
# direction in constructor depends on who attack
class Bullet(pygame.sprite.Sprite):
def __init__(self, x_position, y_position, direction, speed, image_name): # direction -
pygame.sprite.Sprite.__init__(self)
self.image = IMAGES[image_name]
self.image = self.image = pygame.transform.scale(self.image, (10, 7))
self.rect = self.image.get_rect(topleft=(x_position, y_position))
self.speed = speed
self.direction = direction
def update(self, keys, *args):
game.screen.blit(self.image, self.rect)
self.rect.y += self.speed * self.direction
if self.rect.y < 0 or self.rect.y > DISPLAY_HEIGHT:
self.kill()
# Health - displaying HP point and health management
class Health(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
global BASE_HEALTH
self.hp = BASE_HEALTH
def update(self):
font = pygame.font.Font(FONT, 20)
health_label = font.render("Hp: " + str(self.hp), True, RED)
gameDisplay.blit(health_label, (DISPLAY_WIDTH - 120, 10))
def is_alive(self):
return self.hp > 0
# ---------------------- Menu functions----------------------
# not completed
class Shop:
upgrades = (1, 1, 1, 1)
count = UPGRADE_COUNT
def __init__(self):
self.background = pygame.image.load(IMAGE_PATH + "shop.png").convert()
self.background = pygame.transform.scale(self.background, (DISPLAY_WIDTH, DISPLAY_HEIGHT))
gameDisplay.blit(self.background, (0, 0))
self.font = pygame.font.Font(FONT, 25)
self.index = 0
self.label0 = self.font.render("HP", True, RED)
self.label1 = self.font.render("ARMOR", True, WHITE)
self.label2 = self.font.render("SPEED", True, WHITE)
self.label3 = self.font.render("BULLETS", True, WHITE)
self.label4 = self.font.render("Continue", True, ORANGE)
self.stat0 = self.font.render(str(self.upgrades[0]), True, YELLOW)
self.stat1 = self.font.render(str(self.upgrades[1]), True, WHITE)
self.stat2 = self.font.render(str(self.upgrades[2]), True, WHITE)
self.stat3 = self.font.render(str(self.upgrades[3]), True, WHITE)
self.count_label = pygame.font.Font(FONT, 70).render(str(self.count), True, WHITE)
def shop_upgrade_select(self, index):
self.label0 = self.font.render("HP", True, WHITE)
self.label1 = self.font.render("ARMOR", True, WHITE)
self.label2 = self.font.render("SPEED", True, WHITE)
self.label3 = self.font.render("BULLETS", True, WHITE)
self.label4 = self.font.render("Continue", True, ORANGE)
self.stat0 = self.font.render(str(self.upgrades[0]), True, WHITE)
self.stat1 = self.font.render(str(self.upgrades[1]), True, WHITE)
self.stat2 = self.font.render(str(self.upgrades[2]), True, WHITE)
self.stat3 = self.font.render(str(self.upgrades[3]), True, WHITE)
self.count_label = pygame.font.Font(FONT, 70).render(str(self.count), True, WHITE)
if index == 0:
self.label0 = self.font.render("> HP", True, RED)
self.stat0 = self.font.render(str(self.upgrades[0]) + " +", True, YELLOW)
elif index == 1:
self.label1 = self.font.render("> ARMOR", True, RED)
self.stat1 = self.font.render(str(self.upgrades[1]) + " +", True, YELLOW)
elif index == 2:
self.label2 = self.font.render("> SPEED", True, RED)
self.stat2 = self.font.render(str(self.upgrades[2]) + " +", True, YELLOW)
elif index == 3:
self.label3 = self.font.render("> BULLETS", True, RED)
self.stat3 = self.font.render(str(self.upgrades[3]) + " +", True, YELLOW)
elif index == 4:
self.label4 = self.font.render("Continue", True, RED)
gameDisplay.blit(self.background, (0, 0))
gameDisplay.blit(self.label0, (100, 420))
gameDisplay.blit(self.label1, (100, 470))
gameDisplay.blit(self.label2, (100, 520))
gameDisplay.blit(self.label3, (100, 570))
gameDisplay.blit(self.label4, (150, 620))
gameDisplay.blit(self.stat0, (300, 420))
gameDisplay.blit(self.stat1, (300, 470))
gameDisplay.blit(self.stat2, (300, 520))
gameDisplay.blit(self.stat3, (300, 570))
gameDisplay.blit(self.count_label, (600, 500))
def add_stat(self, stat):
curr_hp = self.upgrades[0]
curr_armor = self.upgrades[1]
curr_speed = self.upgrades[2]
curr_bullets = self.upgrades[3]
if stat == 0:
curr_hp += 1
elif stat == 1:
curr_armor += 1
elif stat == 2:
curr_speed += 1
elif stat == 3:
curr_bullets += 1
self.upgrades = curr_hp, curr_armor, curr_speed, curr_bullets
# TODO: move upgrades somewhere else
def get_upgrade(self, up_type):
if up_type == 0:
return self.upgrades[0]
elif up_type == 1:
return self.upgrades[1]
elif up_type == 2:
return self.upgrades[2]
elif up_type == 3:
return self.upgrades[3]
def reset(self):
self.upgrades = (1, 1, 1, 1)
def apply_upgrades(self):
global BASE_HEALTH
global BASE_ARMOR
global BASE_SPEED
global MAX_BULLETS
BASE_HEALTH = 90 + 10 * self.get_upgrade(0)
BASE_ARMOR = -2 + 2 * self.get_upgrade(1)
BASE_SPEED = 8 + 3 * self.get_upgrade(2)
MAX_BULLETS = 2 * self.get_upgrade(3)
def show(self):
index = 0
self.count = UPGRADE_COUNT
self.shop_upgrade_select(index)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
if index < 4:
index += 1
self.shop_upgrade_select(index)
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
if index > 0:
index -= 1
self.shop_upgrade_select(index)
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
# other menu choices
if index in {0, 1, 2, 3} and self.count > 0:
self.add_stat(index)
self.count -= 1
self.shop_upgrade_select(index)
if index == 4:
gameDisplay.blit(self.background, (0, 0))
self.apply_upgrades()
# ship, level = (1, 1)
return # curr_hp, curr_dmg, curr_speed, curr_bullets
pygame.display.update()
clock.tick(FPS)
# highscores
class Highscore:
def __init__(self):
file = open("highscores.txt", "r")
self.hslist = []
f = file.readlines()
self.file_data = []
for i in range(10):
self.file_data.append(f[i])
self.convert_from_file()
file.close()
# dodanie wyniku do listy
def add(self, name, score):
if score > self.hslist[9][1]:
self.hslist.append((name, score))
self.sort_hslist()
self.hslist = self.hslist[0:-1]
# przerobienie danych z pliku na listę wyników
def convert_from_file(self):
for i in range(10):
tmp = self.file_data[i]
if tmp[-1] == '\n':
tmp = tmp[0:-1]
s = tmp.split()
name_segments = s[0:-1]
name = " ".join(name_segments)
score = int(s[-1])
self.hslist.append((name, score))
self.sort_hslist()
# sortowanie po wynikach
def sort_hslist(self):
def take_sec(tup):
return tup[1]
self.hslist.sort(key=take_sec, reverse=True)
# dostęp do listy dla wyświetlania wyników
def set_hslist(self):
global global_hslist
global_hslist = self.hslist
# zapis do pliku
def save_to_file(self):
file = open("highscores.txt", "w")
for i in range(10):
tmp = self.hslist[i]
file.write(" ".join((tmp[0], str(tmp[1]), '\n')))
file.close()
# new feature
def newgame_menu_show(background):
def menu_select(index2):
if index2 == 0:
return RED, WHITE, WHITE, GRAY, GRAY
if index2 == 1:
return WHITE, RED, WHITE, YELLOW, GRAY
if index2 == 2:
return WHITE, WHITE, RED, GRAY, YELLOW
font = pygame.font.Font(FONT, 25)
back_font = pygame.font.Font(FONT, 17)
# [row, ship, diff]
index2 = [0, 0, 0]
label20 = font.render("Start", True, RED)
label21 = font.render("Ship", True, WHITE)
label22 = font.render("Difficulty", True, WHITE)
ship_select = font.render(SHIP_NAMES[index2[1]], True, GRAY)
diff_select = font.render(DIFFICULTIES[index2[2]], True, GRAY)
back_label = back_font.render("[ESC] - get back", True, ORANGE)
while True:
gameDisplay.blit(background, (0, 0))
gameDisplay.blit(label20, (100, 520))
gameDisplay.blit(label21, (100, 570))
gameDisplay.blit(label22, (100, 620))
gameDisplay.blit(ship_select, (400, 570))
gameDisplay.blit(diff_select, (400, 620))
gameDisplay.blit(back_label, (10, 730))
sel = ()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
if index2[0] < 2:
index2[0] += 1
del sel
sel = menu_select(index2[0])
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
if index2[0] > 0:
index2[0] -= 1
del sel
sel = menu_select(index2[0])
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
if index2[0] == 1 and index2[1] > 0:
index2[1] -= 1
if index2[0] == 2 and index2[2] > 0:
index2[2] -= 1
del sel
sel = menu_select(index2[0])
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
if index2[0] == 1 and index2[1] < 2:
index2[1] += 1
if index2[0] == 2 and index2[2] < 2:
index2[2] += 1
del sel
sel = menu_select(index2[0])
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
if index2[0] == 0:
return index2[1] + 1, index2[2] + 1
# back
if event.type == pygame.KEYDOWN and event.key in [pygame.K_ESCAPE, pygame.K_BACKSPACE]:
gameDisplay.fill(BLACK)
return -1, -1
if sel:
label20 = font.render("Start", True, sel[0])
label21 = font.render("Ship", True, sel[1])
label22 = font.render("Difficulty", True, sel[2])
ship_select = font.render(SHIP_NAMES[index2[1]], True, sel[3])
diff_select = font.render(DIFFICULTIES[index2[2]], True, sel[4])
del sel
pygame.display.update()
clock.tick(FPS)
class MainMenu:
def __init__(self):
self.background = pygame.image.load(IMAGE_PATH + "menu.png").convert()
self.background = pygame.transform.scale(self.background, (DISPLAY_WIDTH, DISPLAY_HEIGHT))
gameDisplay.blit(self.background, (0, 0))
self.font = pygame.font.Font(FONT, 25)
self.index = 1
self.label0 = self.font.render("New Game", True, RED)
self.label1 = self.font.render("Highscores", True, WHITE)
self.label2 = self.font.render("Settings", True, WHITE)
self.label3 = self.font.render("Quit", True, WHITE)
self.music = True
pygame.mixer.music.play(-1)
def menu_option_select(self, index):
self.label0 = self.font.render("New Game", True, WHITE)
self.label1 = self.font.render("Highscores", True, WHITE)
self.label2 = self.font.render("Settings", True, WHITE)
self.label3 = self.font.render("Quit", True, WHITE)
if index == 0:
self.label0 = self.font.render("> New Game", True, RED)
elif index == 1:
self.label1 = self.font.render("> Highscores", True, RED)
elif index == 2:
self.label2 = self.font.render("> Settings", True, RED)
elif index == 3:
self.label3 = self.font.render("> Quit", True, RED)
gameDisplay.blit(self.background, (0, 0))
gameDisplay.blit(self.label0, (100, 520))
gameDisplay.blit(self.label1, (100, 570))
gameDisplay.blit(self.label2, (100, 620))
gameDisplay.blit(self.label3, (100, 670))
# show - shows menu with buttons, returns selected options where 0 is start game and 2 is settings
def show(self):
index = 0
self.menu_option_select(index)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
if index < 3:
index += 1
self.menu_option_select(index)
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
if index > 0:
index -= 1
self.menu_option_select(index)
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
# other menu choices
if index == 0:
ship, diff = newgame_menu_show(self.background)
if diff != (-1):
return diff, ship
self.menu_option_select(index)
# highscores
if index == 1:
self.highscore_show()
self.menu_option_select(index)
if index == 2:
self.settings_menu_show()
self.menu_option_select(index)
if index == 3:
pygame.quit()
sys.exit()
pygame.display.update()
clock.tick(FPS)
# showing highscores
def highscore_show(self):
global global_hslist
font = pygame.font.Font(FONT, 25)
back_font = pygame.font.Font(FONT, 17)
name_labels = []
score_labels = []
for i in range(10):
name_labels.append(font.render(global_hslist[i][0], True, WHITE))
score_labels.append(font.render(str(global_hslist[i][1]), True, WHITE))
back_label = back_font.render("[ESC] - get back", True, ORANGE)
while True:
gameDisplay.blit(self.background, (0, 0))
for i in range(10):
gameDisplay.blit(name_labels[i], (100, 300 + 35 * i))
gameDisplay.blit(score_labels[i], (600, 300 + 35 * i))
gameDisplay.blit(back_label, (10, 730))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and event.key in [pygame.K_ESCAPE, pygame.K_BACKSPACE]:
gameDisplay.fill(BLACK)
return
pygame.display.update()
clock.tick(FPS)
def settings_menu_show(self):
font = pygame.font.Font(FONT, 35)
help_font = pygame.font.Font(FONT, 17)
about_font = pygame.font.Font(FONT, 25)
music_label = font.render("Music", True, RED)
if self.music:
music_select = font.render("< ON >", True, YELLOW)
else:
music_select = font.render("< OFF >", True, YELLOW)
about = about_font.render("Created by Jakub Rog and Jan Makowiecki in 2019.", True, WHITE)
help_label = help_font.render("[ESC] - get back", True, ORANGE)
while True:
gameDisplay.blit(self.background, (0, 0))
gameDisplay.blit(music_label, (50, 300))
gameDisplay.blit(music_select, (500, 300))
gameDisplay.blit(about, (105, 650))
gameDisplay.blit(help_label, (10, 730))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in [pygame.K_LEFT, pygame.K_RIGHT, pygame.K_RETURN]:
if self.music:
music_select = font.render("< OFF >", True, YELLOW)
else:
music_select = font.render("< ON >", True, YELLOW)
self.music = not self.music
elif event.key == pygame.K_q or event.key in [pygame.K_ESCAPE, pygame.K_BACKSPACE]:
gameDisplay.fill(BLACK)
if self.music:
pygame.mixer.music.unpause()
else:
pygame.mixer.music.pause()
return
pygame.display.update()
clock.tick(FPS)
def get_music_setting(self):
return self.music
# -------------------------Game-------------------------
# SpaceInvaders - main program class, responding to events and game loop
class SpaceInvaders:
def __init__(self):
global global_hslist
self.screen = gameDisplay
self.highscores = Highscore()
self.highscores.set_hslist()
self.menu = MainMenu()
self.shop = Shop()
self.current_lvl, self.ship_no = self.menu.show()
# init objects
self.ship = Ship(self.ship_no)
self.shipGroup = pygame.sprite.Group(self.ship)
self.bullets = pygame.sprite.Group()
self.enemiesRows = 4
self.enemiesCols = 9
self.current_lvl = 0
self.enemies = self.make_enemies()
self.enemyBullets = pygame.sprite.Group()
self.allSprites = pygame.sprite.Group(self.shipGroup, self.enemies)
# helpers
self.enemyPosition = ENEMY_DEFAULT_POSITION # starting enemies position, increasing each round
self.gameOver = False
self.nextRound = False
self.score = 0
self.bottom = 300
self.timer = pygame.time.get_ticks()
self.enemies_shoot_timer = pygame.time.get_ticks()
# texts
self.font = pygame.font.Font(FONT, 85)
self.scoreFont = pygame.font.Font(FONT, 20)
self.gameOverText = self.font.render("Game Over", True, RED)
self.nextRoundText = self.font.render('Next Round', True, WHITE)
self.scoreText = self.font.render("Score:" + str(self.score), True, GREEN)
def make_enemies(self):
enemies = GroupOfEnemies(self.enemiesRows, self.enemiesCols, self.current_lvl)
for row in range(self.enemiesRows):
for column in range(self.enemiesCols):
enemy = Enemy(row, column)
enemy.rect.x = 80 + (column * 100)
# setting minimum height of starting position
lvl_factor = ENEMY_MOVE_DOWN * self.current_lvl
if lvl_factor > 70:
lvl_factor = 70
enemy.rect.y = ENEMY_DEFAULT_POSITION + (row * 120) + lvl_factor
enemies.add(enemy)
return enemies
def select_map(self):
index = 0
maps_no = len(MAPS)
select_label = pygame.font.Font(FONT, 80).render("SELECT MAP", True, ORANGE)
right_arrow_label = pygame.font.Font(FONT, 80).render(">", True, GRAY)
left_arrow_label = pygame.font.Font(FONT, 80).render("<", True, GRAY)
map_label = pygame.font.Font(FONT, 60)
pygame.font.Font(FONT, 40).render("SELECT MAP" + str(self.score), True, ORANGE)
while True:
map = pygame.transform.scale(MAPS['map' + str(index)], (DISPLAY_WIDTH, DISPLAY_HEIGHT))
gameDisplay.blit(map, (0, 0))
gameDisplay.blit(map_label.render('Map ' + str(index + 1), True, RED),
(DISPLAY_WIDTH / 2 - 110, DISPLAY_HEIGHT / 2 - 40))
gameDisplay.blit(select_label, (200, 70))
gameDisplay.blit(left_arrow_label, (DISPLAY_WIDTH / 2 - 240, DISPLAY_HEIGHT / 2 - 50))
gameDisplay.blit(right_arrow_label, (DISPLAY_WIDTH / 2 + 190, DISPLAY_HEIGHT / 2 - 50))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in [pygame.K_LEFT] and index > 0:
index -= 1
if event.key in [pygame.K_RIGHT] and index < maps_no - 1:
index += 1
if event.key in [pygame.K_RETURN]:
return pygame.transform.scale(MAPS['map' + str(index)], (DISPLAY_WIDTH, DISPLAY_HEIGHT))
clock.tick(FPS)
def make_enemies_shoot(self):
freq = SHOOT_FREQ / (self.current_lvl + 1)
if freq < 200:
freq = 200
if (self.timer - self.enemies_shoot_timer) > freq and self.enemies:
enemy = self.enemies.random_bottom()
self.enemyBullets.add(Bullet(enemy.rect.x + 14, enemy.rect.y + 20, 1, 15, 'bullet_1'))
self.allSprites.add(self.enemyBullets)
self.enemies_shoot_timer = pygame.time.get_ticks()
def calculate_score(self, row):
self.score += + 10 * (self.enemiesRows - row)
def check_collisions(self):
pygame.sprite.groupcollide(self.bullets, self.enemyBullets, True, True)
for enemy in pygame.sprite.groupcollide(self.enemies, self.bullets, True, True).keys():
self.calculate_score(enemy.row)
if not self.enemies.sprites():
self.nextRound = True
return
if pygame.sprite.groupcollide(self.shipGroup, self.enemyBullets, True, True).keys():
self.ship.hit(self.current_lvl)
self.shipGroup.add(self.ship)
self.allSprites.add(self.shipGroup)
if not self.ship.health.is_alive():
self.gameOver = True
if pygame.sprite.groupcollide(self.shipGroup, self.enemies, True, True).keys():
self.gameOver = True
def reset(self):
global BASE_HEALTH, BASE_SPEED, BASE_ARMOR, MAX_BULLETS
BASE_HEALTH = 100
BASE_SPEED = 8
BASE_ARMOR = 1
MAX_BULLETS = 4
self.ship = Ship(self.ship_no)
self.shipGroup = pygame.sprite.Group(self.ship)
self.bullets = pygame.sprite.Group()
self.enemies = self.make_enemies()
self.enemyBullets = pygame.sprite.Group()
self.allSprites = pygame.sprite.Group(self.shipGroup, self.enemies)
def main(self):
map = self.select_map()
# upgrades = (1,1,1,1)
while True:
# game over
if self.gameOver:
self.gameOver = False
s = pygame.Surface((DISPLAY_WIDTH, DISPLAY_HEIGHT), pygame.SRCALPHA)
s.fill((255, 255, 255, 80))
gameDisplay.blit(s, (0, 0))
gameDisplay.blit(self.gameOverText, (DISPLAY_WIDTH / 4 - 75, DISPLAY_HEIGHT / 4))
score_label = pygame.font.Font(FONT, 40).render("Your Score: " + str(self.score), True, ORANGE)
gameDisplay.blit(score_label, (DISPLAY_WIDTH / 4 + 55, DISPLAY_HEIGHT / 4 + 150))
pygame.display.update()
# score input
input_box = pygame.Rect((DISPLAY_WIDTH / 4 + 50, DISPLAY_HEIGHT / 4 + 220), (470, 50))
name = ''
name_length = len(name)
name_label = pygame.font.Font(FONT, 40).render(name, True, WHITE)
submitted = False
pygame.draw.rect(self.screen, GREEN, input_box)
while not submitted:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
submitted = True
elif event.key == pygame.K_BACKSPACE:
name = name[:-1]
name_length = len(name)
else:
if name_length < 12:
name += event.unicode
name_length = len(name)
name_label = pygame.font.Font(FONT, 40).render(name, True, WHITE)
pygame.draw.rect(self.screen, GREEN, input_box)
gameDisplay.blit(name_label, (DISPLAY_WIDTH / 4 + 55, DISPLAY_HEIGHT / 4 + 220))
pygame.display.update()
self.highscores.add(name, self.score)
self.highscores.save_to_file()
name = ''
name_length = len(name)
self.score = 0
self.current_lvl = 0
self.reset()
self.shop.reset()
pygame.time.wait(1000)
self.current_lvl, self.ship_no = self.menu.show()
if self.nextRound:
gameDisplay.blit(self.nextRoundText, (DISPLAY_WIDTH / 4 - 100, DISPLAY_HEIGHT / 4))
pygame.display.update()
pygame.time.wait(2000)
self.current_lvl += 1
self.reset()
self.nextRound = False
self.shop.show()
gameDisplay.blit(map, (0, 0)) # map load
self.scoreText = self.scoreFont.render("Score: " + str(self.score), True, GREEN)
gameDisplay.blit(self.scoreText, (10, 10))
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.bullets = self.ship.shoot(self.bullets)
self.allSprites.add(self.bullets)
self.check_collisions()
self.allSprites.update(keys, pygame.time.get_ticks())
self.enemies.update(pygame.time.get_ticks())
self.timer = pygame.time.get_ticks()
self.make_enemies_shoot()
pygame.display.update()
clock.tick(FPS)
if __name__ == '__main__':
game = SpaceInvaders()
game.main()