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game.py
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233 lines (206 loc) · 8.65 KB
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#! /usr/bin/python3
import random
import time
import pygame
pygame.display.set_mode((800, 600))
from player import Player
from colors import Colors
from bullets import InvaderBullet, PlayerBullet
from heart import Heart
from invaders import Invader
from invaders_group import InvadersGroup
from block import Blocker
class SpaceInvaders():
WIDE = 800
HEIGHT = 600
SCREEN = None
END = False
EXIT = False
def __init__(self):
pygame.init()
self.SCREEN = pygame.display.set_mode([self.WIDE, self.HEIGHT])
self.SCREEN.fill(Colors.BLACK)
self.level = 1
self.bullet_cadence = 2
self.sounds = {}
for sound_name in ["shoot", "invaderkilled", "playerexplosion"]:
self.sounds[sound_name] = pygame.mixer.Sound("sounds/{}.wav".format(sound_name))
self.sounds[sound_name].set_volume(0.2)
def start(self):
self.__play_menu()
def __play_game(self):
# Groups
g_lives = pygame.sprite.Group()
g_player = pygame.sprite.Group()
g_all_invaders = InvadersGroup(rows=4)
g_bullet_player = pygame.sprite.Group()
g_bullet_invaders = pygame.sprite.Group()
g_all_sprites = pygame.sprite.Group()
g_blockers = pygame.sprite.Group()
# Player
player = Player(self.WIDE)
player.rect.x, player.rect.y = 100, 500
g_player.add(player)
g_all_sprites.add(player)
# Lives
g_lives.add(Heart((50, self.HEIGHT - (self.HEIGHT * 0.07))))
g_lives.add(Heart((100, self.HEIGHT - (self.HEIGHT * 0.07))))
g_lives.add(Heart((150, self.HEIGHT - (self.HEIGHT * 0.07))))
g_all_sprites.add(g_lives.sprites())
# Blockers
all_blockers = pygame.sprite.Group(
self.make_blockers(0), self.make_blockers(1), self.make_blockers(2), self.make_blockers(3))
g_all_sprites.add(all_blockers)
# Aux vars
clock = pygame.time.Clock()
wait_time = None
start = None
self.__configure_level()
# Game
while not self.END:
if len(g_all_invaders.sprites()) == 0:
return self.__you_win()
# Invaders bullets
current_time = pygame.time.get_ticks()
if wait_time is None:
wait_time = random.uniform(0.5, self.bullet_cadence)
start = pygame.time.get_ticks()
elapsed_time = (current_time - start) / 1000
if elapsed_time > wait_time:
if len(g_all_invaders.sprites()) > 0:
rand = random.randint(0, len(g_all_invaders.sprites()) - 1)
x_pos = g_all_invaders.sprites()[rand].rect.x
y_pos = g_all_invaders.sprites()[rand].rect.y
last_invader_bullet = InvaderBullet((x_pos, y_pos), (self.WIDE, self.HEIGHT))
g_bullet_invaders.add(last_invader_bullet)
g_all_sprites.add(last_invader_bullet)
wait_time = None
# Keys
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.move_right(2)
if event.key == pygame.K_LEFT:
player.move_left(2)
if event.key == pygame.K_SPACE:
# Player bullet
pos = (player.rect.x, player.rect.y)
if len(g_bullet_player.sprites()) == 0:
last_player_bullet = PlayerBullet((pos[0]+17, pos[1]), (self.WIDE, self.HEIGHT))
self.sounds["shoot"].play()
g_bullet_player.add(last_player_bullet)
g_all_sprites.add(last_player_bullet)
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
player.step = 0
if event.type == pygame.QUIT:
return
# Collisions
has_collide = len(pygame.sprite.groupcollide(g_bullet_player, g_all_invaders, True, True)) > 0
if has_collide:
self.sounds["invaderkilled"].play()
has_collide = len(pygame.sprite.spritecollide(player, g_bullet_invaders, True)) > 0
if has_collide:
self.sounds["playerexplosion"].play()
g_lives.sprites()[-1].kill()
if len(g_lives.sprites()) == 0:
self.END = True
has_collide = len(pygame.sprite.spritecollide(player, g_all_invaders, True)) > 0
if has_collide:
return self.__you_died()
pygame.sprite.groupcollide(g_bullet_player, all_blockers, True, True)
pygame.sprite.groupcollide(g_bullet_invaders, all_blockers, True, True)
pygame.sprite.groupcollide(g_all_invaders, all_blockers, False, True)
g_all_sprites.update()
g_all_invaders.update(current_time)
self.SCREEN.fill(Colors.BLACK)
g_all_sprites.draw(self.SCREEN)
g_all_invaders.draw(self.SCREEN)
pygame.draw.line(self.SCREEN, Colors.WHITE, (0, self.HEIGHT - (self.HEIGHT * 0.1)),
(self.WIDE, self.HEIGHT - (self.HEIGHT * 0.1)))
pygame.display.flip()
clock.tick(60)
return self.__you_died()
def __configure_level(self):
if self.level == 1:
pass
else:
self.bullet_cadence -= 0.3
Invader.speed -= 70
InvadersGroup.speed_decadence += 0.1
def __you_died(self):
self.SCREEN.fill(Colors.BLACK)
font = pygame.font.Font(None, 36)
text = font.render("PERDISTE", 1, Colors.RED)
textpos = text.get_rect(centerx=self.WIDE / 2)
textpos.y = self.HEIGHT / 2
self.SCREEN.blit(text, textpos)
pygame.display.flip()
time.sleep(2)
self.END = False
return self.__play_menu()
def __you_win(self):
self.SCREEN.fill(Colors.BLACK)
font = pygame.font.Font(None, 36)
text = font.render("¡GANASTE!", 1, Colors.GREEN)
text_pos = text.get_rect(centerx=self.WIDE / 2)
text_pos.y = self.HEIGHT / 2
self.SCREEN.blit(text, text_pos)
pygame.display.flip()
time.sleep(2)
self.END = False
self.level += 1
return self.__next_level()
def __next_level(self):
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
return self.__play_game()
if event.type == pygame.QUIT:
return
self.SCREEN.fill(Colors.BLACK)
font = pygame.font.Font(None, 36)
text = font.render("Siguiente nivel: " + str(self.level), 1, Colors.GREEN)
textpos = text.get_rect(centerx=self.WIDE / 2)
textpos.y = 100
self.SCREEN.blit(text, textpos)
text2 = font.render("Enter para empezar", 1, Colors.GREEN)
textpos2 = text.get_rect()
textpos2.x = 280
textpos2.y = 300
self.SCREEN.blit(text2, textpos2)
pygame.display.flip()
clock.tick(60)
def __play_menu(self):
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
return self.__play_game()
if event.type == pygame.QUIT:
return
self.SCREEN.fill(Colors.BLACK)
font = pygame.font.Font(None, 36)
text = font.render("Bienvenido", 1, Colors.WHITE)
textpos = text.get_rect(centerx=self.WIDE / 2)
textpos.y = 100
self.SCREEN.blit(text, textpos)
text2 = font.render("Enter para empezar", 1, Colors.GREEN)
textpos2 = text.get_rect()
textpos2.x = 280
textpos2.y = 300
self.SCREEN.blit(text2, textpos2)
pygame.display.flip()
clock.tick(60)
def make_blockers(self, number):
g_blockers = pygame.sprite.Group()
for row in range(4):
for column in range(9):
blocker = Blocker(10, Colors.GREEN, row, column)
blocker.rect.x = 50 + (200 * number) + (column * blocker.width)
blocker.rect.y = 450 + (row * blocker.height)
g_blockers.add(blocker)
return g_blockers