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invader.py
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invader.py
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# coding=utf-8
# imports the Pygame library
import os
import random
import pygame
# variables
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
SCORE = 0
FPS=60
ALIEN_SPEED = 2
main_dir = os.path.split(os.path.abspath(__file__))[0]
# The basic alien class. Has two animation frames.
# Update function just cycles between these two frames.
class Alien(pygame.sprite.Sprite):
speed = 5
destroyed = False
images = [ None, None ]
def __init__(self, position):
pygame.sprite.Sprite.__init__(self, self.containers)
self.images[0] = load_image('alien1_1.png')
self.images[1] = load_image('alien1_2.png')
self.image = self.images[0]
self.rect = self.image.get_rect(topleft = position)
def update(self):
if self.destroyed == True:
self.kill()
return
if self.speed == 0:
self.speed = 5
if self.image == self.images[0]:
self.image = self.images[1]
else:
self.image = self.images[0]
self.speed = self.speed - 1
# Writes out the score.
class Score(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font(None, 36)
self.color = pygame.Color('white')
self.update()
self.rect = self.image.get_rect().move(10, 10)
def update(self):
msg = "Score: %d" % SCORE
self.image = self.font.render(msg, 0, self.color)
# This class does all the work regarding the aliens.
class AlienController():
aliens = []
bomb_time = 0
direction = 1
count = 0
down_flag = False
def __init__(self):
self.bomb_time = random.choice([20,60])
# Create the aliens in a grid arrangement.
# Basically it's a list of columns.
for x in range(6):
col = []
for y in range(0,8,2):
alien = Alien([(84*x) + 84, (y*20)+80])
col.append(alien)
self.count += 1
self.aliens.append(col)
# At a random time, randomly select an alien from the bottom row.
# And make it drop a bomb.
def create_bomb(self):
if self.bomb_time == 0:
col = []
while not col:
col = random.choice(self.aliens)
# Cool python magic. Negative indexes work from back to
# front in a list. So -1 gets the last element. In this
# case, the first alien in the column.
alien = col[-1]
Bomb(alien.rect.midbottom)
self.bomb_time = random.choice([20,60])
self.bomb_time -= 1
# Advances the aliens toward the player. Power move.
def move_down(self):
for x in range(6):
col = self.aliens[x]
for y in col:
alien = y
alien.rect.move_ip (0,ALIEN_SPEED)
# Moves all the aliens right.
def move_right(self):
for x in range(6):
col = self.aliens[x]
for y in col:
alien = y
alien.rect.move_ip(ALIEN_SPEED, 0)
if alien.rect.right > 600:
self.down_flag = True
self.direction = -1
# Moves all the aliens left.
def move_left(self):
for x in range(6):
col = self.aliens[x]
for y in col:
alien = y
alien.rect.move_ip(-ALIEN_SPEED, 0)
if alien.rect.left < 40:
self.down_flag = True
self.direction = 1
# Moves the aliens either left, right or down
# depending on conditions. If the aliens are too far
# left or right, they will advance down the screen and
# change direction.
def update(self):
if self.down_flag == True:
self.move_down()
self.down_flag = False
if self.direction == 1:
self.move_right()
else:
self.move_left()
self.create_bomb()
# Removes an alien from the controller.
def remove(self,alien):
for x in range(6):
col = self.aliens[x]
try:
col.remove(alien)
self.count -= 1
break
except ValueError:
pass
# The player's bullet.
class Bullet(pygame.sprite.Sprite):
velocity = -2
hole = None
def __init__(self, position):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = load_image('bullet.png')
self.rect = self.image.get_rect(midbottom=position)
self.hole = load_image('hole.png')
# Make bullet go up.
def update(self):
self.rect.move_ip(0, self.velocity)
if self.rect.top <= 0:
self.kill()
# Check to see if the bullet has collided with the shields.
# If so, delete the bullet and stick a hole in the shield.
def check_collision(self,surface):
pix_array = pygame.PixelArray(surface)
if pix_array[self.rect.center] != surface.map_rgb((0,0,0)):
pix_array.close()
surface.blit(self.hole, self.rect)
self.kill()
# The Alien's bomb. Does the same thing as the Bullet class,
# only they move down the screen.
class Bomb(pygame.sprite.Sprite):
velocity = 2
hole = None
def __init__(self, position):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = load_image('bullet.png')
self.rect = self.image.get_rect(midbottom=position)
self.hole = load_image('hole.png')
def update(self):
self.rect.move_ip(0, self.velocity)
if self.rect.bottom >= 480:
self.kill()
def check_collision(self,surface):
pix_array = pygame.PixelArray(surface)
if pix_array[self.rect.center] != surface.map_rgb((0,0,0)):
pix_array.close()
surface.blit(self.hole, self.rect)
self.kill()
# The Player's ship. Moves left and right. Exciting.
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = load_image('ship.png')
self.rect = self.image.get_rect()
self.rect.center = (SCREEN_WIDTH / 2, 437)
self.x_vel = 0
self.reloading = 0;
def update(self):
self.x_vel = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.x_vel = -1
if keystate[pygame.K_RIGHT]:
self.x_vel = 1
self.rect.x += self.x_vel
# Function that loads an image from a file and magically
# converts it a format our game can use.
def load_image(file):
file = os.path.join(main_dir, "data", file)
try:
surface = pygame.image.load(file)
except pygame.error:
raise SystemExit('Could not load image "%s" %s' %
(file, pygame.get_error()))
return surface.convert_alpha()
# Function draws the shields.
def draw_shields(surface, image):
for x in range(0,8,2):
surface.blit(image, ((64*x) + 96, 340))
def main():
global SCORE
pygame.init()
pygame.display.set_caption('Alien Invasion')
screen = pygame.display.set_mode((SCREEN_WIDTH,
SCREEN_HEIGHT))
clock = pygame.time.Clock()
# Create a seperate layer just containing the shields.
shield_layer = pygame.surface.Surface([640,480])
shield_layer.fill([0,0,0])
shield_image = load_image('shield.png')
draw_shields(shield_layer, shield_image)
pygame.display.flip()
random.seed()
# Create our sprite groups.
all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()
aliens = pygame.sprite.Group()
bombs = pygame.sprite.Group()
# Associate the Sprite containers with their respective groups.
Bullet.containers = bullets, all_sprites
Alien.containers = aliens, all_sprites
Bomb.containers = bombs, all_sprites
Score.containers = all_sprites
player = Player()
if pygame.font:
all_sprites.add(Score())
ac = AlienController()
all_sprites.add(player)
running = True
while player.alive() and running:
clock.tick(FPS)
all_sprites.update()
# Check for collisions between bullets and bombs
# on the shield layer.
for bullet in bullets:
bullet.check_collision(shield_layer)
for bomb in bombs:
bomb.check_collision(shield_layer)
screen.fill([0,0,0])
# Draw the shield layer, then all the sprites.
# And flip the display to update it.
screen.blit(shield_layer,[0,0])
all_sprites.draw(screen)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keystate = pygame.key.get_pressed()
# Fire a bullet when we smash the space bar.
firing = keystate[pygame.K_SPACE]
if not player.reloading and firing:
Bullet(player.rect.midtop)
player.reloading = firing
ac.update()
# Check for a collision between the aliens and our bullet.
# Kill the alien if this happens and increase score.
for alien in pygame.sprite.groupcollide(aliens, bullets, 1, 1):
ac.remove(alien)
alien.kill()
SCORE += 25
# Check for a collision between the alien's bomb and the player.
# Game over if this happens.
for bomb in pygame.sprite.spritecollide(player, bombs, 1):
player.kill()
if ac.count == 0:
running = False
pygame.quit()
if __name__ == '__main__':
main()