| 1 | #!/usr/bin/env python |
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| 2 | # $Id: pyspaceinvaders.py 1.51 2004/08/19 11:57:50 jimb Exp $ |
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| 3 | # Python Space Invaders. |
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| 4 | # Author: Jim Brooks http://www.jimbrooks.org |
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| 5 | # Date: 2004/08 |
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| 6 | # License: GNU General Public License (GPL) |
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| 7 | # Requires: Python 2.3, PyGame, SDL. |
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| 8 | # Notes: See notes.txt. |
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| 9 | # ============================================================================== |
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| 10 | |
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| 11 | import os, sys, random |
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| 12 | import pygame |
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| 13 | from pygame.locals import * |
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| 14 | from pygame.rect import Rect |
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| 15 | if not pygame.font: print "Warning, fonts disabled" |
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| 16 | from libgame import * |
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| 17 | from libutils import * |
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| 18 | |
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| 19 | # Colors. |
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| 20 | RGBbg = (0, 0, 0) |
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| 21 | RGBtext = (210, 240, 255) |
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| 22 | RGBalive = (0, 255, 0) |
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| 23 | RGBdead = (255, 0, 0) |
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| 24 | RGBgameover = RGBdead |
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| 25 | RGBgreen = (0,255,0) |
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| 26 | RGBcyan = (0,200,200) |
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| 27 | RGBgrey = (64,64,64) |
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| 28 | |
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| 29 | # ------------------------------------------------------------------------------ |
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| 30 | # Classes. |
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| 31 | # ------------------------------------------------------------------------------ |
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| 32 | |
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| 33 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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| 34 | # Object class. |
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| 35 | class Object: |
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| 36 | def __init__( self ): |
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| 37 | self.valid = True |
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| 38 | self.hit = 0 |
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| 39 | self.movement = ( 0, 0 ) |
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| 40 | return |
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| 41 | |
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| 42 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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| 43 | # Player class. |
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| 44 | class Player(Object): |
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| 45 | def __init__( self , st ): |
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| 46 | Object.__init__( self ) |
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| 47 | self.image = pygame.image.load( "img/player.png" ) |
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| 48 | self.image2 = pygame.image.load( "img/playerb.png" ) |
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| 49 | self.imageHit = pygame.image.load( "img/explosion.png" ) |
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| 50 | self.rect = self.image.get_rect() |
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| 51 | self.imageFlip = False |
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| 52 | self.step = 7 * st.stride |
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| 53 | self.fire = False |
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| 54 | self.fireLatency = 5 |
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| 55 | self.salvo = 3 |
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| 56 | return |
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| 57 | |
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| 58 | def Reset( self, st, scr ): |
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| 59 | self.valid = True |
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| 60 | self.hit = 0 # counts down |
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| 61 | self.rect.centerx = scr.width / 2 |
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| 62 | self.rect.bottom = st.ground |
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| 63 | return |
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| 64 | |
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| 65 | def Hit( self ): |
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| 66 | self.hit = 30 |
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| 67 | st.playerLives -= 1 |
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| 68 | if st.playerLives <= 0: # player out of lives? |
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| 69 | st.GameOver() |
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| 70 | return |
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| 71 | |
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| 72 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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| 73 | # Alien class. |
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| 74 | class Alien(Object): |
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| 75 | # constants: |
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| 76 | points = 50 |
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| 77 | colCnt = 10 |
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| 78 | rowCnt = 4 |
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| 79 | totalCnt = colCnt * rowCnt |
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| 80 | # vars: |
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| 81 | imageFlip = False |
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| 82 | horzDir = -1 |
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| 83 | |
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| 84 | def __init__( self, fname, fname2 ): |
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| 85 | Object.__init__( self ) |
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| 86 | self.image = pygame.image.load(fname) |
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| 87 | self.image2 = pygame.image.load(fname2) |
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| 88 | self.imageHit = pygame.image.load("img/explosion.png") |
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| 89 | self.rect = self.image.get_rect() |
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| 90 | # reset vars |
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| 91 | self.imageFlip = False |
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| 92 | self.horzDir = -1 |
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| 93 | return |
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| 94 | |
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| 95 | def Hit( self ): |
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| 96 | self.hit = 5 |
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| 97 | return |
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| 98 | |
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| 99 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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| 100 | # Player missile class. |
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| 101 | class PlayerMissile(Object): |
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| 102 | def __init__( self ): |
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| 103 | Object.__init__( self ) |
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| 104 | self.image = pygame.image.load( "img/missile_player.png" ) |
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| 105 | self.rect = self.image.get_rect() |
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| 106 | self.rect.centerx = st.player.rect.centerx |
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| 107 | self.rect.centery = st.player.rect.centery - st.player.rect.height |
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| 108 | return |
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| 109 | |
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| 110 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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| 111 | # Alien missile class. |
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| 112 | class AlienMissile(Object): |
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| 113 | def __init__( self, alien ): |
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| 114 | Object.__init__( self ) |
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| 115 | self.image = pygame.image.load( "img/missile_alien.png" ) |
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| 116 | self.rect = self.image.get_rect() |
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| 117 | self.rect.centerx = alien.rect.centerx + random.randint( -8, 8 ) |
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| 118 | self.rect.centery = alien.rect.centery + alien.rect.height |
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| 119 | return |
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| 120 | |
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| 121 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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| 122 | # Screen state |
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| 123 | class Screen: |
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| 124 | # Initialize screen geometry and caption text in title bar. |
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| 125 | def __init__( self, w, h, caption ): |
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| 126 | self.width = w |
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| 127 | self.height = h |
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| 128 | self.screen = pygame.display.set_mode( (w,h), pygame.FULLSCREEN ) |
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| 129 | self.font = pygame.font.SysFont( None, 28 ) |
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| 130 | pygame.display.set_caption( caption ) |
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| 131 | return |
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| 132 | |
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| 133 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
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| 134 | # Game state |
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| 135 | class State: |
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| 136 | # Fundamental game states: |
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| 137 | state_over = -2 # enum |
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| 138 | state_pause = -1 # enum |
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| 139 | state_stop = 0 # enum |
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| 140 | state_play = 1 # enum |
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| 141 | state = state_stop |
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| 142 | |
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| 143 | # Sprites: |
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| 144 | player = None |
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| 145 | alienColumns = [] |
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| 146 | playerMissiles = [] |
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| 147 | alienMissiles = [] |
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| 148 | |
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| 149 | # Misc: |
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| 150 | stride = 1.0 # effective speed |
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| 151 | tick = 0 |
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| 152 | tempo = 1 |
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| 153 | score = 0 |
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| 154 | level = 1 |
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| 155 | cheat = 0 # 1: 999 lives 2: 999 lives + persistent gunfire |
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| 156 | ground = None |
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| 157 | ceiling = None |
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| 158 | quitable = 1 |
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| 159 | |
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| 160 | # - - - - - - - - - |
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| 161 | # Initialize game state. |
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| 162 | # Pass Screen object as "scr". |
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| 163 | def __init__( self, scr ): |
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| 164 | self.Reset( scr, 1 ) |
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| 165 | return |
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| 166 | |
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| 167 | # - - - - - - - - - |
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| 168 | # Reset game state. |
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| 169 | # Can advance level of difficulty. |
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| 170 | def Reset( self, scr, level ): |
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| 171 | self.tick = 0 |
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| 172 | self.tempo = 1 |
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| 173 | if self.state == self.state_over: |
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| 174 | self.score = 0 |
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| 175 | self.level = level |
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| 176 | if not self.cheat or level == 1: |
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| 177 | self.playerLives = 5 |
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| 178 | self.ground = scr.height - 6 |
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| 179 | self.ceiling = 32 |
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| 180 | |
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| 181 | msg.Del( MsgListGameOver() ) |
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| 182 | |
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| 183 | # Create/reset player. |
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| 184 | if self.player == None: |
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| 185 | self.player = Player( self ) |
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| 186 | self.player.Reset( self, scr ) |
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| 187 | |
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| 188 | # Delete all aliens (invalidate then prune). |
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| 189 | if len(self.alienColumns): |
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| 190 | for col in range(Alien.colCnt): |
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| 191 | for alien in self.alienColumns[col]: |
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| 192 | alien.valid = False |
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| 193 | PruneListList(self.alienColumns) |
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| 194 | |
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| 195 | # Create a full population of aliens. |
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| 196 | self.alienColumns = [] |
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| 197 | for col in range(Alien.colCnt): |
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| 198 | self.alienColumns.append([]) |
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| 199 | for row in range(Alien.rowCnt): |
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| 200 | if row == 0: |
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| 201 | fname = "img/enemy3.png" |
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| 202 | fname2 = "img/enemy3b.png" |
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| 203 | elif row == 1: |
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| 204 | fname = "img/enemy2.png" |
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| 205 | fname2 = "img/enemy2b.png" |
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| 206 | else: |
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| 207 | if col % 2 == row % 2: |
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| 208 | fname = "img/enemy3.png" |
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| 209 | fname2 = "img/enemy3b.png" |
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| 210 | else: |
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| 211 | fname = "img/enemy2.png" |
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| 212 | fname2 = "img/enemy2b.png" |
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| 213 | |
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| 214 | alien = Alien(fname, fname2) |
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| 215 | alien.rect.move_ip(col * 48 + 40, row * 48 + self.ceiling) |
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| 216 | self.alienColumns[col].append(alien) |
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| 217 | |
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| 218 | # Delete any missiles. |
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| 219 | if len(self.playerMissiles): |
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| 220 | for m in self.playerMissiles: m.valid = False |
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| 221 | PruneList(self.playerMissiles) |
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| 222 | if len(self.alienMissiles): |
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| 223 | for m in self.alienMissiles: m.valid = False |
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| 224 | PruneList(self.alienMissiles) |
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| 225 | |
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| 226 | return |
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| 227 | |
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| 228 | # - - - - - - - - - |
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| 229 | def GameOver( self ): |
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| 230 | self.state = self.state_over |
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| 231 | msg.Add( MsgListGameOver() ) |
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| 232 | splash.Enable(True) |
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| 233 | return |
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| 234 | |
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| 235 | # - - - - - - - - - |
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| 236 | # Toggle pause if playing else do nothing. |
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| 237 | def TogglePause( self ): |
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| 238 | if self.state == self.state_play: |
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| 239 | self.state = self.state_pause |
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| 240 | elif self.state == self.state_pause: |
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| 241 | self.state = self.state_play |
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| 242 | return |
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| 243 | |
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| 244 | # - - - - - - - - - |
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| 245 | # For convenience, return a single list |
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| 246 | # from the lists of alien columns. |
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| 247 | # NOTE: The list returned is a derivation. |
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| 248 | # It shouldn't be modified (treat as read-only). |
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| 249 | def AlienList( self ): |
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| 250 | list = [] |
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| 251 | for col in range(Alien.colCnt): |
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| 252 | for alien in self.alienColumns[col]: |
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| 253 | list.append( alien ) |
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| 254 | return list |
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| 255 | |
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| 256 | # ------------------------------------------------------------------------------ |
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| 257 | # Subroutines. |
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| 258 | # ------------------------------------------------------------------------------ |
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| 259 | |
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| 260 | # Missile/missile collisions. |
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| 261 | # Detects if one missile has collided into any opposite missiles (plural). |
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| 262 | def MissileMissileCollision( missile, missileIdx, oppMissileList ): |
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| 263 | if missile.valid: |
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| 264 | oppMissileIdx = -1 |
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| 265 | for oppMissile in oppMissileList: |
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| 266 | oppMissileIdx += 1 |
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| 267 | if oppMissile.valid and Collided( missile, oppMissile ): |
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| 268 | missile.valid = False |
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| 269 | oppMissile.valid = False |
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| 270 | return |
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| 271 | |
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| 272 | # Has any alien collided into the player? |
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| 273 | def PlayerAlienCollision( alienList ): |
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| 274 | for alien in alienList: |
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| 275 | # Ignore further collisions while both are exploding. |
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| 276 | if alien.valid and Collided( alien, st.player ): |
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| 277 | if alien.hit <= 0 and st.player.hit <= 0: |
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| 278 | alien.Hit() |
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| 279 | st.player.Hit() |
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| 280 | return |
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| 281 | |
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| 282 | # ------------------------------------------------------------------------------ |
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| 283 | # Render. |
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| 284 | # ------------------------------------------------------------------------------ |
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| 285 | |
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| 286 | def Render(): |
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| 287 | # Clear screen. |
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| 288 | scr.screen.fill( RGBbg ) |
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| 289 | |
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| 290 | # Don't render if stopped. |
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| 291 | if st.state != st.state_stop: |
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| 292 | Render2() |
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| 293 | |
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| 294 | # Display any text messages (over whatever was rendered). |
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| 295 | msg.Render() |
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| 296 | |
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| 297 | pygame.display.flip() |
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| 298 | |
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| 299 | return |
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| 300 | |
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| 301 | def Render2(): |
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| 302 | # Blit player. |
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| 303 | if st.player.hit <= 0: |
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| 304 | if st.player.imageFlip: |
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| 305 | scr.screen.blit( st.player.image, st.player.rect ) |
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| 306 | else: |
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| 307 | scr.screen.blit( st.player.image2, st.player.rect ) |
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| 308 | else: |
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| 309 | scr.screen.blit( st.player.imageHit, st.player.rect ) |
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| 310 | |
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| 311 | # Blit aliens. |
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| 312 | for alien in st.AlienList(): |
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| 313 | if alien.hit <= 0: |
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| 314 | if Alien.imageFlip: |
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| 315 | scr.screen.blit( alien.image, alien.rect ) |
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| 316 | else: |
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| 317 | scr.screen.blit( alien.image2, alien.rect ) |
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| 318 | else: |
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| 319 | scr.screen.blit( alien.imageHit, alien.rect ) |
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| 320 | |
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| 321 | # Blit player missiles. |
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| 322 | for o in st.playerMissiles: |
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| 323 | if o.valid and o.rect.centery > 0: |
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| 324 | scr.screen.blit( o.image, o.rect ) |
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| 325 | |
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| 326 | # Blit alien missiles. |
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| 327 | for o in st.alienMissiles: |
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| 328 | if o.valid and o.rect.centery < scr.height: |
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| 329 | scr.screen.blit( o.image, o.rect ) |
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| 330 | |
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| 331 | # Show status. |
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| 332 | MsgShowScore() |
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| 333 | MsgShowLevel() |
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| 334 | MsgShowLives() |
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| 335 | |
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| 336 | return |
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| 337 | |
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| 338 | # ------------------------------------------------------------------------------ |
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| 339 | # Animate. |
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| 340 | # ------------------------------------------------------------------------------ |
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| 341 | |
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| 342 | # Main animation function. |
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| 343 | # Assumes: invocation driven by timer tick. |
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| 344 | def Animate(): |
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| 345 | # Periodically prune invalid objects. |
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| 346 | PruneList( st.playerMissiles ) |
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| 347 | PruneList( st.alienMissiles ) |
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| 348 | PruneListList( st.alienColumns ) |
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| 349 | |
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| 350 | # Animate only if playing. |
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| 351 | if st.state == st.state_play: |
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| 352 | alienList = st.AlienList() |
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| 353 | AnimatePlayer( alienList ) |
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| 354 | AnimateAliens( alienList ) |
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| 355 | PlayerAlienCollision( alienList ) |
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| 356 | |
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| 357 | return |
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| 358 | |
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| 359 | # Animate player. |
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| 360 | def AnimatePlayer( alienList ): |
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| 361 | # Animate exploding player (ok if not hit). |
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| 362 | st.player.hit -= 1 |
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| 363 | |
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| 364 | # Don't let player move while exploding. |
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| 365 | if st.player.hit <= 0: |
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| 366 | # Continue player movement until key released. |
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| 367 | if st.player.movement != (0,0): |
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| 368 | if st.player.rect.left + st.player.movement[0] > 0 \ |
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| 369 | and st.player.rect.right + st.player.movement[0] < scr.width: |
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| 370 | st.player.rect.move_ip( st.player.movement[0], 0 ) |
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| 371 | st.player.imageFlip = not st.player.imageFlip |
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| 372 | # Player's gun has a latency period and a limited salvo. |
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| 373 | if st.player.fire and st.tick % st.player.fireLatency == 0 and len(st.playerMissiles) < st.player.salvo: |
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| 374 | st.playerMissiles.append( PlayerMissile() ) |
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| 375 | |
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| 376 | # Animate missiles from player. |
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| 377 | missileIdx = -1 |
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| 378 | for missile in st.playerMissiles: |
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| 379 | missileIdx += 1 |
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| 380 | # Animate missile. |
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| 381 | missile.rect.centery -= 10 * st.stride |
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| 382 | # Off-screen? |
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| 383 | if missile.rect.top < st.ceiling: |
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| 384 | missile.valid = False # will be pruned later |
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| 385 | continue |
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| 386 | # Has player's missiles hit any alien? |
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| 387 | # Exclude any hit alien from further collision-detection |
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| 388 | # in order to allow player missiles to fly thru explosion |
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| 389 | # to hit a higher alien. |
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| 390 | for alien in alienList: |
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| 391 | if Collided( missile, alien ) and alien.valid and alien.hit <= 0: |
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| 392 | alien.Hit() |
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| 393 | st.score += Alien.points |
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| 394 | if st.cheat != 2: missile.valid = False |
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| 395 | # Has this missile hit any opposite missile? |
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| 396 | MissileMissileCollision( missile, missileIdx, st.alienMissiles ) |
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| 397 | |
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| 398 | return |
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| 399 | |
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| 400 | # Animate aliens (part 1). |
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| 401 | def AnimateAliens( alienList ): |
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| 402 | # Animate aliens (unless player is hit/exploding). |
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| 403 | if st.player.hit <= 0: |
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| 404 | # Call actual routine. |
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| 405 | (invaded,alienCnt) = AnimateAliens2( alienList ) |
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| 406 | # Game over if aliens have invaded (reached the ground). |
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| 407 | # Or were all aliens destroyed? If so, goto next level. |
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| 408 | if invaded: |
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| 409 | st.GameOver() |
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| 410 | elif alienCnt == 0: |
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| 411 | st.Reset( scr, st.level + 1 ) |
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| 412 | return |
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| 413 | |
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| 414 | # Animate aliens (part 2). |
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| 415 | # Returns: (invaded,alienCnt) |
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| 416 | # "invaded" true if any alien has reached the ground. |
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| 417 | def AnimateAliens2( alienList ): |
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| 418 | invaded = False |
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| 419 | |
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| 420 | # Animate the walking of aliens. |
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| 421 | if st.tick % 5 == 0: |
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| 422 | Alien.imageFlip = not Alien.imageFlip |
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| 423 | |
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| 424 | # Only aliens at bottom of columns can fire. |
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| 425 | for list in st.alienColumns: |
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| 426 | if len(list): |
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| 427 | alien = list[-1] # last element (alien at bottom of column) |
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| 428 | if random.randint( 0, 1000 ) > (999 - min(20,2*st.tempo)): |
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| 429 | st.alienMissiles.append( AlienMissile( alien ) ) |
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| 430 | |
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| 431 | # Animate missiles from aliens. |
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| 432 | missileIdx = -1 |
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| 433 | for missile in st.alienMissiles: |
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| 434 | missileIdx += 1 |
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| 435 | # Animate missile. |
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| 436 | missile.rect.centery += 10 * st.stride |
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| 437 | # Off-screen? |
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| 438 | if missile.rect.bottom > st.ground: |
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| 439 | missile.valid = False # will be pruned later |
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| 440 | continue |
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| 441 | # Has an alien missile hit the player? |
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| 442 | # Ignore further hits while player explodes. |
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| 443 | if Collided( missile, st.player ) and st.player.hit <= 0: |
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| 444 | missile.valid = False |
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| 445 | st.player.Hit() |
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| 446 | # Has this missile hit any opposite missile? |
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| 447 | MissileMissileCollision( missile, missileIdx, st.playerMissiles ) |
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| 448 | |
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| 449 | # Animate alien movement: |
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| 450 | # - right-to-left |
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| 451 | # - down |
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| 452 | # - left-right |
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| 453 | # - down |
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| 454 | # - repeat |
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| 455 | |
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| 456 | # Move all aliens left or right. |
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| 457 | for alien in alienList: |
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| 458 | alien.rect.centerx += Alien.horzDir * st.tempo * st.stride |
|---|
| 459 | |
|---|
| 460 | # Has any alien hit the left/right edge of screen? |
|---|
| 461 | hitEdge = False |
|---|
| 462 | padding = 4 |
|---|
| 463 | for alien in alienList: |
|---|
| 464 | if alien.rect.left - padding < 0 or alien.rect.right + padding > scr.width: |
|---|
| 465 | hitEdge = True |
|---|
| 466 | break |
|---|
| 467 | if hitEdge: |
|---|
| 468 | # Reverse horizontal direction of aliens. |
|---|
| 469 | Alien.horzDir = -Alien.horzDir |
|---|
| 470 | # Move all aliens downward one step. |
|---|
| 471 | for alien in alienList: |
|---|
| 472 | alien.rect.centery += 4 * st.stride |
|---|
| 473 | # Has this alien invaded (reached the ground)? |
|---|
| 474 | if alien.rect.bottom >= st.ground: |
|---|
| 475 | invaded = True |
|---|
| 476 | |
|---|
| 477 | # Decrement alien.hit of every alien |
|---|
| 478 | # in order to animate exploding aliens. |
|---|
| 479 | for alien in alienList: |
|---|
| 480 | alien.hit -= 1 |
|---|
| 481 | # Subtle: An alien is dead if .hit was decremented from 1 to 0. |
|---|
| 482 | # .hit is assigned a positive value if alien was struck. |
|---|
| 483 | if alien.hit == 0: |
|---|
| 484 | alien.valid = False |
|---|
| 485 | |
|---|
| 486 | # Increase tempo (alien movement) as the amount of aliens decreases. |
|---|
| 487 | factor = Alien.totalCnt / 4 |
|---|
| 488 | st.tempo = min(10,st.level) |
|---|
| 489 | if len(alienList) > 5: |
|---|
| 490 | st.tempo += 4 - int( len(alienList) / factor ) + 1 |
|---|
| 491 | else: |
|---|
| 492 | st.tempo += 12 # very quick when few aliens survive |
|---|
| 493 | |
|---|
| 494 | return (invaded,len(alienList)) |
|---|
| 495 | |
|---|
| 496 | # ------------------------------------------------------------------------------ |
|---|
| 497 | # Specific messages. |
|---|
| 498 | # ------------------------------------------------------------------------------ |
|---|
| 499 | |
|---|
| 500 | # The reason these are functions is because (x,y) is computed dynamically |
|---|
| 501 | # based on screen size. The functions return a list that contains one tuple. |
|---|
| 502 | |
|---|
| 503 | def MsgListGameOver(): |
|---|
| 504 | return [ ( "GAME OVER", scr.width/4 * 3, 4, RGBgameover, 0 ) ] |
|---|
| 505 | # ( "press 1 to restart!", scr.width/2, scr.height/2+32, RGBgameover, 1) ] |
|---|
| 506 | |
|---|
| 507 | def MsgShowScore(): |
|---|
| 508 | msg.Show( ("SCORE: "+str(st.score), 4, 4, RGBtext, 0) ) |
|---|
| 509 | return |
|---|
| 510 | |
|---|
| 511 | def MsgShowLevel(): |
|---|
| 512 | msg.Show( ("LEVEL: "+str(st.level), 16+scr.width/4.0*1.0, 4, RGBtext, 0) ) |
|---|
| 513 | return |
|---|
| 514 | |
|---|
| 515 | def MsgShowLives(): |
|---|
| 516 | if st.playerLives: |
|---|
| 517 | rgb = RGBalive |
|---|
| 518 | else: |
|---|
| 519 | rgb = RGBdead |
|---|
| 520 | msg.Show( ("LIVES: "+str(st.playerLives), scr.width/4.0*2.0, 4, rgb, 0) ) |
|---|
| 521 | return |
|---|
| 522 | |
|---|
| 523 | # ------------------------------------------------------------------------------ |
|---|
| 524 | # Splash. |
|---|
| 525 | # ------------------------------------------------------------------------------ |
|---|
| 526 | |
|---|
| 527 | class Splash: |
|---|
| 528 | def __init__( self ): |
|---|
| 529 | self.on = True |
|---|
| 530 | self.Enable( self.on ) |
|---|
| 531 | return |
|---|
| 532 | |
|---|
| 533 | def SplashList( self ): |
|---|
| 534 | x = scr.width/2 |
|---|
| 535 | y = 8 |
|---|
| 536 | return [ ( "UBERVADERS", x, y+32*1, RGBgreen, 1 ), \ |
|---|
| 537 | ( "1: start", x, y+32*3, RGBtext, 1 ), \ |
|---|
| 538 | ( "Left Arrow: left", x, y+32*4, RGBtext, 1 ), \ |
|---|
| 539 | ( "Right Arrow: right", x, y+32*5, RGBtext, 1 ), \ |
|---|
| 540 | ( "CTRL: fire", x, y+32*6, RGBtext, 1 ), \ |
|---|
| 541 | ( "ESC: pause", x, y+32*7, RGBtext, 1 ), \ |
|---|
| 542 | ( "based on", x, y+32*13, RGBgrey, 1 ), |
|---|
| 543 | ( "www.jimbrooks.org/web/python/pyspaceinvaders/", x, y+32*14, RGBgrey, 1 ) ] |
|---|
| 544 | # ( "F5, F6: CHEAT, CHEAT MORE", x, y+32*8, RGBtext, 1 ), \ |
|---|
| 545 | # ( "Q: QUIT", x, y+32*9, RGBtext, 1 ) ] |
|---|
| 546 | |
|---|
| 547 | def Enable( self, f ): |
|---|
| 548 | if f: |
|---|
| 549 | msg.Add( self.SplashList() ) |
|---|
| 550 | self.on = True |
|---|
| 551 | else: |
|---|
| 552 | msg.Del( self.SplashList() ) |
|---|
| 553 | self.on = False |
|---|
| 554 | return |
|---|
| 555 | |
|---|
| 556 | # If stopped, ESC key does nothing (nothing to unpause). |
|---|
| 557 | def Toggle( self ): |
|---|
| 558 | if st.state != st.state_stop: |
|---|
| 559 | self.on = not self.on |
|---|
| 560 | self.Enable(self.on) |
|---|
| 561 | return |
|---|
| 562 | |
|---|
| 563 | |
|---|
| 564 | class DummyJoystick: |
|---|
| 565 | def __init__(self): |
|---|
| 566 | pass |
|---|
| 567 | def init(self): |
|---|
| 568 | return None |
|---|
| 569 | def quit(self): |
|---|
| 570 | return None |
|---|
| 571 | def get_init(self): |
|---|
| 572 | return True |
|---|
| 573 | def get_id(self): |
|---|
| 574 | return 0 |
|---|
| 575 | def get_name(self): |
|---|
| 576 | return 'dummy' |
|---|
| 577 | def get_numaxes(self): |
|---|
| 578 | return 2 |
|---|
| 579 | def get_axis(self,dummy): |
|---|
| 580 | return 0 |
|---|
| 581 | def get_numballs(self): |
|---|
| 582 | return 0 |
|---|
| 583 | def get_ball(self,dummy): |
|---|
| 584 | return 0 |
|---|
| 585 | def get_numbuttons(self): |
|---|
| 586 | return 2 |
|---|
| 587 | def get_button(self,dummy): |
|---|
| 588 | return False |
|---|
| 589 | def get_numhats(self): |
|---|
| 590 | return 0 |
|---|
| 591 | def get_hat(self,dummy): |
|---|
| 592 | return 0,0 |
|---|
| 593 | |
|---|
| 594 | |
|---|
| 595 | # ------------------------------------------------------------------------------ |
|---|
| 596 | # Initialization. |
|---|
| 597 | # ------------------------------------------------------------------------------ |
|---|
| 598 | |
|---|
| 599 | random.seed() |
|---|
| 600 | pygame.init() |
|---|
| 601 | POLLCLOCK = USEREVENT + 1 |
|---|
| 602 | pygame.time.set_timer ( POLLCLOCK, 40 ) |
|---|
| 603 | scr = Screen( 640, 480, "Python Space Invaders" ) |
|---|
| 604 | msg = Msg( scr.screen, scr.font ) |
|---|
| 605 | st = State( scr ) |
|---|
| 606 | splash = Splash() |
|---|
| 607 | |
|---|
| 608 | pygame.mouse.set_visible(False) |
|---|
| 609 | |
|---|
| 610 | ## joystick-foo |
|---|
| 611 | try: |
|---|
| 612 | pygame.joystick.init() |
|---|
| 613 | joy = pygame.joystick.Joystick(0) |
|---|
| 614 | joy.init() |
|---|
| 615 | except: |
|---|
| 616 | # joy = DummyJoystick() |
|---|
| 617 | joy = None |
|---|
| 618 | |
|---|
| 619 | # ------------------------------------------------------------------------------ |
|---|
| 620 | # Event loop. |
|---|
| 621 | # ------------------------------------------------------------------------------ |
|---|
| 622 | |
|---|
| 623 | run = True |
|---|
| 624 | |
|---|
| 625 | while run: |
|---|
| 626 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
|---|
| 627 | # Process events. |
|---|
| 628 | event = pygame.event.wait() |
|---|
| 629 | # ....................................................... |
|---|
| 630 | if event.type == pygame.QUIT: |
|---|
| 631 | sys.exit() |
|---|
| 632 | # ....................................................... |
|---|
| 633 | elif event.type == POLLCLOCK: |
|---|
| 634 | st.tick += 1 |
|---|
| 635 | Animate() |
|---|
| 636 | Render() |
|---|
| 637 | # ....................................................... |
|---|
| 638 | |
|---|
| 639 | # if joy.get_name() == 'dummy': |
|---|
| 640 | if joy == None: |
|---|
| 641 | if event.type == KEYDOWN: |
|---|
| 642 | # Start game? |
|---|
| 643 | if event.key == K_1: |
|---|
| 644 | st.Reset( scr, 1 ) |
|---|
| 645 | st.state = st.state_play |
|---|
| 646 | splash.Enable( False ) |
|---|
| 647 | # Quit? |
|---|
| 648 | elif event.key == K_k and st.quitable == 1: |
|---|
| 649 | pygame.mouse.set_visible(True) |
|---|
| 650 | run = False |
|---|
| 651 | # ESC? |
|---|
| 652 | elif event.key == K_ESCAPE: |
|---|
| 653 | splash.Toggle() |
|---|
| 654 | st.TogglePause() |
|---|
| 655 | |
|---|
| 656 | #----ignore other keys if not playing---- |
|---|
| 657 | if st.state != st.state_play: |
|---|
| 658 | continue |
|---|
| 659 | #----ignore other keys if not playing---- |
|---|
| 660 | |
|---|
| 661 | # Move player left? |
|---|
| 662 | if event.key == K_a or event.key == K_LEFT: |
|---|
| 663 | st.player.movement = ( -st.player.step, 0 ) |
|---|
| 664 | # Move player right? |
|---|
| 665 | elif event.key == K_d or event.key == K_RIGHT: |
|---|
| 666 | st.player.movement = ( st.player.step, 0 ) |
|---|
| 667 | # Player fired gun? |
|---|
| 668 | elif event.key == K_RCTRL or event.key == K_LCTRL: |
|---|
| 669 | st.player.fire = True |
|---|
| 670 | # Cheat? |
|---|
| 671 | # elif event.key == K_F5: |
|---|
| 672 | # st.cheat = 1 |
|---|
| 673 | # st.playerLives = 999 |
|---|
| 674 | # st.player.salvo = 7 |
|---|
| 675 | # elif event.key == K_F6: |
|---|
| 676 | # st.cheat = 2 |
|---|
| 677 | # st.playerLives = 999 |
|---|
| 678 | # st.player.salvo = 12 |
|---|
| 679 | # ....................................................... |
|---|
| 680 | elif event.type == KEYUP: |
|---|
| 681 | # Stop moving player? |
|---|
| 682 | if event.key == K_z or event.key == K_x or event.key == K_LEFT or event.key == K_RIGHT: |
|---|
| 683 | st.player.movement = ( 0, 0 ) |
|---|
| 684 | # Player stopped firing gun? |
|---|
| 685 | elif event.key == K_RCTRL or event.key == K_LCTRL: |
|---|
| 686 | st.player.fire = False |
|---|
| 687 | # - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
|---|
| 688 | else: |
|---|
| 689 | # Start game? |
|---|
| 690 | if joy.get_button(1) == True: |
|---|
| 691 | st.Reset( scr, 1 ) |
|---|
| 692 | st.state = st.state_play |
|---|
| 693 | splash.Enable( False ) |
|---|
| 694 | |
|---|
| 695 | # Move player left? |
|---|
| 696 | if joy.get_axis(0) < -0.5: |
|---|
| 697 | st.player.movement = ( -st.player.step, 0 ) |
|---|
| 698 | # Move player right? |
|---|
| 699 | elif joy.get_axis(0) > 0.5: |
|---|
| 700 | st.player.movement = ( st.player.step, 0 ) |
|---|
| 701 | # Player fired gun? |
|---|
| 702 | elif joy.get_button(0) == True: |
|---|
| 703 | st.player.fire = True |
|---|
| 704 | # ....................................................... |
|---|
| 705 | # Stop moving player? |
|---|
| 706 | elif abs(joy.get_axis(0)) < 0.5: |
|---|
| 707 | st.player.movement = ( 0, 0 ) |
|---|
| 708 | elif joy.get_button(0) == False: |
|---|
| 709 | st.player.fire = False |
|---|
| 710 | |
|---|