402 lines
12 KiB
Python
402 lines
12 KiB
Python
#!/usr/bin/env python
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""" pygame.examples.aliens
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Shows a mini game where you have to defend against aliens.
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What does it show you about pygame?
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* pg.sprite, the difference between Sprite and Group.
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* dirty rectangle optimization for processing for speed.
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* music with pg.mixer.music, including fadeout
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* sound effects with pg.Sound
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* event processing, keyboard handling, QUIT handling.
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* a main loop frame limited with a game clock from pg.time.Clock
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* fullscreen switching.
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Controls
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--------
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* Left and right arrows to move.
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* Space bar to shoot
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* f key to toggle between fullscreen.
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"""
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import random
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import os
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# import basic pygame modules
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import pygame as pg
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# see if we can load more than standard BMP
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if not pg.image.get_extended():
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raise SystemExit("Sorry, extended image module required")
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# game constants
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MAX_SHOTS = 2 # most player bullets onscreen
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ALIEN_ODDS = 22 # chances a new alien appears
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BOMB_ODDS = 60 # chances a new bomb will drop
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ALIEN_RELOAD = 12 # frames between new aliens
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SCREENRECT = pg.Rect(0, 0, 640, 480)
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SCORE = 0
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main_dir = os.path.split(os.path.abspath(__file__))[0]
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def load_image(file):
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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 = pg.image.load(file)
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except pg.error:
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raise SystemExit('Could not load image "%s" %s' % (file, pg.get_error()))
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return surface.convert()
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def load_sound(file):
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"""because pygame can be be compiled without mixer."""
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if not pg.mixer:
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return None
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file = os.path.join(main_dir, "data", file)
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try:
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sound = pg.mixer.Sound(file)
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return sound
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except pg.error:
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print("Warning, unable to load, %s" % file)
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return None
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# Each type of game object gets an init and an update function.
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# The update function is called once per frame, and it is when each object should
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# change its current position and state.
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#
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# The Player object actually gets a "move" function instead of update,
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# since it is passed extra information about the keyboard.
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class Player(pg.sprite.Sprite):
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"""Representing the player as a moon buggy type car."""
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speed = 10
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bounce = 24
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gun_offset = -11
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images = []
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def __init__(self):
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pg.sprite.Sprite.__init__(self, self.containers)
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self.image = self.images[0]
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self.rect = self.image.get_rect(midbottom=SCREENRECT.midbottom)
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self.reloading = 0
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self.origtop = self.rect.top
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self.facing = -1
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def move(self, direction):
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if direction:
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self.facing = direction
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self.rect.move_ip(direction * self.speed, 0)
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self.rect = self.rect.clamp(SCREENRECT)
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if direction < 0:
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self.image = self.images[0]
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elif direction > 0:
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self.image = self.images[1]
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self.rect.top = self.origtop - (self.rect.left // self.bounce % 2)
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def gunpos(self):
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pos = self.facing * self.gun_offset + self.rect.centerx
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return pos, self.rect.top
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class Alien(pg.sprite.Sprite):
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"""An alien space ship. That slowly moves down the screen."""
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speed = 13
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animcycle = 12
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images = []
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def __init__(self):
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pg.sprite.Sprite.__init__(self, self.containers)
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self.image = self.images[0]
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self.rect = self.image.get_rect()
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self.facing = random.choice((-1, 1)) * Alien.speed
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self.frame = 0
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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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self.rect.move_ip(self.facing, 0)
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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 + 1
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self.rect = self.rect.clamp(SCREENRECT)
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self.frame = self.frame + 1
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self.image = self.images[self.frame // self.animcycle % 3]
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class Explosion(pg.sprite.Sprite):
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"""An explosion. Hopefully the Alien and not the player!"""
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defaultlife = 12
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animcycle = 3
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images = []
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def __init__(self, actor):
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pg.sprite.Sprite.__init__(self, self.containers)
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self.image = self.images[0]
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self.rect = self.image.get_rect(center=actor.rect.center)
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self.life = self.defaultlife
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def update(self):
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"""called every time around the game loop.
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Show the explosion surface for 'defaultlife'.
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Every game tick(update), we decrease the 'life'.
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Also we animate the explosion.
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"""
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self.life = self.life - 1
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self.image = self.images[self.life // self.animcycle % 2]
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if self.life <= 0:
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self.kill()
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class Shot(pg.sprite.Sprite):
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"""a bullet the Player sprite fires."""
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speed = -11
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images = []
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def __init__(self, pos):
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pg.sprite.Sprite.__init__(self, self.containers)
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self.image = self.images[0]
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self.rect = self.image.get_rect(midbottom=pos)
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def update(self):
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"""called every time around the game loop.
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Every tick we move the shot upwards.
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"""
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self.rect.move_ip(0, self.speed)
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if self.rect.top <= 0:
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self.kill()
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class Bomb(pg.sprite.Sprite):
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"""A bomb the aliens drop."""
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speed = 9
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images = []
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def __init__(self, alien):
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pg.sprite.Sprite.__init__(self, self.containers)
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self.image = self.images[0]
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self.rect = self.image.get_rect(midbottom=alien.rect.move(0, 5).midbottom)
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def update(self):
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"""called every time around the game loop.
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Every frame we move the sprite 'rect' down.
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When it reaches the bottom we:
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- make an explosion.
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- remove the Bomb.
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"""
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self.rect.move_ip(0, self.speed)
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if self.rect.bottom >= 470:
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Explosion(self)
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self.kill()
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class Score(pg.sprite.Sprite):
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"""to keep track of the score."""
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def __init__(self):
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pg.sprite.Sprite.__init__(self)
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self.font = pg.font.Font(None, 20)
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self.font.set_italic(1)
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self.color = "white"
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self.lastscore = -1
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self.update()
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self.rect = self.image.get_rect().move(10, 450)
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def update(self):
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"""We only update the score in update() when it has changed."""
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if SCORE != self.lastscore:
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self.lastscore = SCORE
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msg = "Score: %d" % SCORE
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self.image = self.font.render(msg, 0, self.color)
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def main(winstyle=0):
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# Initialize pygame
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if pg.get_sdl_version()[0] == 2:
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pg.mixer.pre_init(44100, 32, 2, 1024)
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pg.init()
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if pg.mixer and not pg.mixer.get_init():
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print("Warning, no sound")
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pg.mixer = None
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fullscreen = False
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# Set the display mode
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winstyle = 0 # |FULLSCREEN
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bestdepth = pg.display.mode_ok(SCREENRECT.size, winstyle, 32)
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screen = pg.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
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# Load images, assign to sprite classes
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# (do this before the classes are used, after screen setup)
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img = load_image("player1.gif")
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Player.images = [img, pg.transform.flip(img, 1, 0)]
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img = load_image("explosion1.gif")
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Explosion.images = [img, pg.transform.flip(img, 1, 1)]
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Alien.images = [load_image(im) for im in ("alien1.gif", "alien2.gif", "alien3.gif")]
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Bomb.images = [load_image("bomb.gif")]
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Shot.images = [load_image("shot.gif")]
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# decorate the game window
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icon = pg.transform.scale(Alien.images[0], (32, 32))
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pg.display.set_icon(icon)
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pg.display.set_caption("Pygame Aliens")
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pg.mouse.set_visible(0)
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# create the background, tile the bgd image
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bgdtile = load_image("background.gif")
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background = pg.Surface(SCREENRECT.size)
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for x in range(0, SCREENRECT.width, bgdtile.get_width()):
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background.blit(bgdtile, (x, 0))
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screen.blit(background, (0, 0))
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pg.display.flip()
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# load the sound effects
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boom_sound = load_sound("boom.wav")
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shoot_sound = load_sound("car_door.wav")
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if pg.mixer:
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music = os.path.join(main_dir, "data", "house_lo.wav")
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pg.mixer.music.load(music)
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pg.mixer.music.play(-1)
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# Initialize Game Groups
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aliens = pg.sprite.Group()
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shots = pg.sprite.Group()
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bombs = pg.sprite.Group()
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all = pg.sprite.RenderUpdates()
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lastalien = pg.sprite.GroupSingle()
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# assign default groups to each sprite class
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Player.containers = all
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Alien.containers = aliens, all, lastalien
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Shot.containers = shots, all
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Bomb.containers = bombs, all
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Explosion.containers = all
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Score.containers = all
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# Create Some Starting Values
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global score
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alienreload = ALIEN_RELOAD
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clock = pg.time.Clock()
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# initialize our starting sprites
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global SCORE
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player = Player()
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Alien() # note, this 'lives' because it goes into a sprite group
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if pg.font:
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all.add(Score())
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# Run our main loop whilst the player is alive.
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while player.alive():
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# get input
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for event in pg.event.get():
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if event.type == pg.QUIT:
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return
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if event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE:
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return
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elif event.type == pg.KEYDOWN:
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if event.key == pg.K_f:
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if not fullscreen:
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print("Changing to FULLSCREEN")
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screen_backup = screen.copy()
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screen = pg.display.set_mode(
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SCREENRECT.size, winstyle | pg.FULLSCREEN, bestdepth
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)
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screen.blit(screen_backup, (0, 0))
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else:
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print("Changing to windowed mode")
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screen_backup = screen.copy()
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screen = pg.display.set_mode(
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SCREENRECT.size, winstyle, bestdepth
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)
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screen.blit(screen_backup, (0, 0))
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pg.display.flip()
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fullscreen = not fullscreen
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keystate = pg.key.get_pressed()
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# clear/erase the last drawn sprites
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all.clear(screen, background)
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# update all the sprites
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all.update()
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# handle player input
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direction = keystate[pg.K_RIGHT] - keystate[pg.K_LEFT]
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player.move(direction)
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firing = keystate[pg.K_SPACE]
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if not player.reloading and firing and len(shots) < MAX_SHOTS:
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Shot(player.gunpos())
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if pg.mixer:
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shoot_sound.play()
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player.reloading = firing
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# Create new alien
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if alienreload:
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alienreload = alienreload - 1
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elif not int(random.random() * ALIEN_ODDS):
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Alien()
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alienreload = ALIEN_RELOAD
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# Drop bombs
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if lastalien and not int(random.random() * BOMB_ODDS):
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Bomb(lastalien.sprite)
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# Detect collisions between aliens and players.
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for alien in pg.sprite.spritecollide(player, aliens, 1):
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if pg.mixer:
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boom_sound.play()
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Explosion(alien)
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Explosion(player)
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SCORE = SCORE + 1
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player.kill()
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# See if shots hit the aliens.
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for alien in pg.sprite.groupcollide(aliens, shots, 1, 1).keys():
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if pg.mixer:
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boom_sound.play()
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Explosion(alien)
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SCORE = SCORE + 1
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# See if alien boms hit the player.
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for bomb in pg.sprite.spritecollide(player, bombs, 1):
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if pg.mixer:
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boom_sound.play()
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Explosion(player)
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Explosion(bomb)
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player.kill()
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# draw the scene
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dirty = all.draw(screen)
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pg.display.update(dirty)
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# cap the framerate at 40fps. Also called 40HZ or 40 times per second.
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clock.tick(40)
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if pg.mixer:
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pg.mixer.music.fadeout(1000)
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pg.time.wait(1000)
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# call the "main" function if running this script
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if __name__ == "__main__":
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main()
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pg.quit()
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