forked from s444420/AL-2020
238 lines
6.6 KiB
Python
238 lines
6.6 KiB
Python
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#!/usr/bin/env python
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"""This is a much simpler version of the aliens.py
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example. It makes a good place for beginners to get
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used to the way pygame works. Gameplay is pretty similar,
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but there are a lot less object types to worry about,
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and it makes no attempt at using the optional pygame
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modules.
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It does provide a good method for using the updaterects
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to only update the changed parts of the screen, instead of
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the entire screen surface. This has large speed benefits
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and should be used whenever the fullscreen isn't being changed."""
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#import
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import random, os.path, sys
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import pygame
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from pygame.locals import *
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if not pygame.image.get_extended():
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raise SystemExit("Requires the extended image loading from SDL_image")
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#constants
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FRAMES_PER_SEC = 40
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PLAYER_SPEED = 12
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MAX_SHOTS = 2
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SHOT_SPEED = 10
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ALIEN_SPEED = 12
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ALIEN_ODDS = 45
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EXPLODE_TIME = 6
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SCREENRECT = Rect(0, 0, 640, 480)
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#some globals for friendly access
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dirtyrects = [] # list of update_rects
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next_tick = 0 # used for timing
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class Img: pass # container for images
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main_dir = os.path.split(os.path.abspath(__file__))[0] # Program's diretory
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#first, we define some utility functions
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def load_image(file, transparent):
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"loads an image, prepares it for play"
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file = os.path.join(main_dir, 'data', file)
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try:
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surface = pygame.image.load(file)
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except pygame.error:
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raise SystemExit('Could not load image "%s" %s' %
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(file, pygame.get_error()))
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if transparent:
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corner = surface.get_at((0, 0))
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surface.set_colorkey(corner, RLEACCEL)
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return surface.convert()
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# The logic for all the different sprite types
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class Actor:
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"An enhanced sort of sprite class"
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def __init__(self, image):
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self.image = image
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self.rect = image.get_rect()
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def update(self):
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"update the sprite state for this frame"
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pass
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def draw(self, screen):
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"draws the sprite into the screen"
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r = screen.blit(self.image, self.rect)
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dirtyrects.append(r)
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def erase(self, screen, background):
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"gets the sprite off of the screen"
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r = screen.blit(background, self.rect, self.rect)
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dirtyrects.append(r)
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class Player(Actor):
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"Cheer for our hero"
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def __init__(self):
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Actor.__init__(self, Img.player)
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self.alive = 1
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self.reloading = 0
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self.rect.centerx = SCREENRECT.centerx
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self.rect.bottom = SCREENRECT.bottom - 10
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def move(self, direction):
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self.rect = self.rect.move(direction*PLAYER_SPEED, 0).clamp(SCREENRECT)
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class Alien(Actor):
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"Destroy him or suffer"
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def __init__(self):
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Actor.__init__(self, Img.alien)
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self.facing = random.choice((-1,1)) * ALIEN_SPEED
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if self.facing < 0:
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self.rect.right = SCREENRECT.right
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def update(self):
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global SCREENRECT
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self.rect[0] = self.rect[0] + self.facing
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if not SCREENRECT.contains(self.rect):
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self.facing = -self.facing;
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self.rect.top = self.rect.bottom + 3
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self.rect = self.rect.clamp(SCREENRECT)
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class Explosion(Actor):
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"Beware the fury"
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def __init__(self, actor):
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Actor.__init__(self, Img.explosion)
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self.life = EXPLODE_TIME
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self.rect.center = actor.rect.center
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def update(self):
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self.life = self.life - 1
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class Shot(Actor):
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"The big payload"
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def __init__(self, player):
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Actor.__init__(self, Img.shot)
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self.rect.centerx = player.rect.centerx
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self.rect.top = player.rect.top - 10
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def update(self):
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self.rect.top = self.rect.top - SHOT_SPEED
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def main():
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"Run me for adrenaline"
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global dirtyrects
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# Initialize SDL components
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pygame.init()
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screen = pygame.display.set_mode(SCREENRECT.size, 0)
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clock = pygame.time.Clock()
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# Load the Resources
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Img.background = load_image('background.gif', 0)
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Img.shot = load_image('shot.gif', 1)
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Img.bomb = load_image('bomb.gif', 1)
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Img.danger = load_image('danger.gif', 1)
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Img.alien = load_image('alien1.gif', 1)
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Img.player = load_image('oldplayer.gif', 1)
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Img.explosion = load_image('explosion1.gif', 1)
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# Create the background
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background = pygame.Surface(SCREENRECT.size)
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for x in range(0, SCREENRECT.width, Img.background.get_width()):
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background.blit(Img.background, (x, 0))
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screen.blit(background, (0,0))
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pygame.display.flip()
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# Initialize Game Actors
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player = Player()
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aliens = [Alien()]
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shots = []
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explosions = []
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# Main loop
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while player.alive or explosions:
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clock.tick(FRAMES_PER_SEC)
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# Gather Events
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pygame.event.pump()
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keystate = pygame.key.get_pressed()
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if keystate[K_ESCAPE] or pygame.event.peek(QUIT):
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break
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# Clear screen and update actors
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for actor in [player] + aliens + shots + explosions:
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actor.erase(screen, background)
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actor.update()
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# Clean Dead Explosions and Bullets
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for e in explosions:
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if e.life <= 0:
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explosions.remove(e)
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for s in shots:
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if s.rect.top <= 0:
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shots.remove(s)
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# Move the player
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direction = keystate[K_RIGHT] - keystate[K_LEFT]
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player.move(direction)
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# Create new shots
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if not player.reloading and keystate[K_SPACE] and len(shots) < MAX_SHOTS:
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shots.append(Shot(player))
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player.reloading = keystate[K_SPACE]
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# Create new alien
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if not int(random.random() * ALIEN_ODDS):
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aliens.append(Alien())
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# Detect collisions
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alienrects = []
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for a in aliens:
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alienrects.append(a.rect)
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hit = player.rect.collidelist(alienrects)
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if hit != -1:
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alien = aliens[hit]
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explosions.append(Explosion(alien))
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explosions.append(Explosion(player))
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aliens.remove(alien)
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player.alive = 0
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for shot in shots:
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hit = shot.rect.collidelist(alienrects)
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if hit != -1:
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alien = aliens[hit]
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explosions.append(Explosion(alien))
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shots.remove(shot)
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aliens.remove(alien)
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break
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# Draw everybody
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for actor in [player] + aliens + shots + explosions:
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actor.draw(screen)
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pygame.display.update(dirtyrects)
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dirtyrects = []
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pygame.time.wait(50)
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#if python says run, let's run!
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if __name__ == '__main__':
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main()
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