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invaders.py
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invaders.py
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from os import listdir
from random import choice
import pygame
em = 16
def enviornment(sky_color, ground_color):
screen = pygame.display.get_surface()
screen.fill(sky_color)
return pygame.draw.rect(screen, ground_color, pygame.Rect(0, screen.get_height() - em * 2, screen.get_width(), em * 2))
def font(font_name, size):
return pygame.font.Font(font_name, em * size)
def text(font, text, color = (0, 0, 0)):
return font.render(text, True, color)
def emoji_text(text, emoji):
surf = pygame.Surface((text.get_width() + emoji.get_width() + em * 0.5, max(text.get_height(), emoji.get_height())), pygame.SRCALPHA)
surf.blit(text, (0, surf.get_height() // 5))
surf.blit(emoji, (text.get_width() + em * 0.5, 0))
return surf
def text_screen(texts):
# semi transparent screen
screen = pygame.display.get_surface()
screen_filter = screen.convert_alpha()
screen_filter.fill((255,255,255, 128))
screen.blit(screen_filter, (0,0))
# box for texts
box = pygame.Rect(0, 0, max(text.get_width() for text in texts) + em * 10, sum(text.get_height() for text in texts) + em)
box.center = (screen.get_width() // 2, screen.get_height() // 2)
pygame.draw.rect(screen, (255, 255, 255), box)
pygame.draw.rect(screen, (0, 0, 0), box, 2)
for i, text in enumerate(texts):
screen.blit(text, text.get_rect(midtop = (box.x + box.w // 2, box.y + sum(text.get_height() for text in texts[:i]) + em * 0.5)))
class Sprite:
all = []
def __init__(self):
self.__class__.screen = pygame.display.get_surface()
self.__class__.display = {
"width": self.screen.get_width(),
"height": self.screen.get_height()
}
self.__class__.__bases__[0].all.append(self)
@classmethod
def clear(cls):
for instance in cls.all: instance.all.clear()
cls.all.clear()
class Player(Sprite):
all = []
dx = 4
def __init__(self, folder_name: str):
super().__init__()
self.img = pygame.image.load(f"{folder_name}//player.png")
self.height = self.img.get_height()
self.width = self.img.get_width()
self.x = self.display["width"] // 2 - self.width // 2
self.y = self.display["height"] - self.height - em
self.__class__.all.append(self)
def draw(self):
self.screen.blit(self.img, (self.x, self.y))
def move(self, x):
self.x = x
# boundary
if self.x < 0:
self.x = 0
elif self.x > self.display["width"] - self.width:
self.x = self.display["width"] - self.width
class Enemy(Sprite):
dx = 1
all = []
def __init__(self, folder_name: str, points = 10):
super().__init__()
# all enemy images are of the same width and height
self.img = pygame.image.load(f"{folder_name}//enemy1.png")
self.height = self.img.get_height()
self.width = self.img.get_width()
self.visible = True
self.pts = points
if not self.__class__.all:
self.x = 0
self.y = em * 3
elif self.__class__.all[-1].x <= self.display["width"] // 2:
self.x = self.__class__.all[-1].x + self.width + em
self.y = self.__class__.all[-1].y
else:
length = self.width + em
self.x = self.__class__.all[-1].x - length * (self.display["width"] // 2 // length + 1)
self.y = self.__class__.all[-1].y + self.height
self.__class__.all.append(self)
self.row = (self.y - self.__class__.all[0].y) // self.height + 1
self.img = pygame.image.load(f"{folder_name}//enemy{self.row}.png")
@classmethod
def types_surfs(cls, names, font):
res = []
rows = set()
for instance, name in zip([rows.add(obj.row) or obj for obj in cls.all if obj.row not in rows], names):
txt_surf = text(font, f" - {name}- {instance.pts}")
tmp = pygame.Surface((instance.width + txt_surf.get_width(), max(instance.height, txt_surf.get_height()) + em), pygame.SRCALPHA)
tmp.blit(instance.img, (0, 0))
tmp.blit(txt_surf, (instance.width, tmp.get_height() // 4))
res.append(tmp)
return res
@classmethod
def instantiate(cls, folder_name):
img_count = sum(1 for i in listdir(folder_name) if i.startswith("enemy"))
while True:
cls(folder_name)
instance = cls.all[-1]
instance.pts = (img_count - instance.row + 1) * 10
if instance.row == img_count and instance.x > instance.display["width"] // 2:
break
def draw(self):
if self.visible:
self.screen.blit(self.img, (self.x, self.y))
@classmethod
def move(cls):
end = cls.display["width"] - cls.all[-1].width
for instance in cls.all:
instance.x += instance.dx
# boundary
if instance.x >= end:
instance.x = end
if instance.x <= 0:
instance.x = 0
if cls.all[-1].x == end: cls.dx = -abs(cls.dx)
if cls.all[0].x == 0: cls.dx = abs(cls.dx)
if cls.all[-1].x == end or cls.all[0].x == 0 and cls.all[0].y > em * 3:
for instance in cls.all: instance.y += instance.height
@classmethod
def attack(cls, color = (0, 0, 0)):
free = []
for instance in cls.all:
if instance.visible:
below = [i for i in cls.all if i.x == instance.x and i.row > instance.row]
if not below or all(not i.visible for i in below): free.append(instance)
attacker = choice(free)
hit = Projectile(attacker.width, (attacker.x, attacker.y), color)
hit.dy *= -1
hit.fire = True
return hit, attacker.x, attacker.y
class Projectile(Sprite):
all = []
dy = 4
length = 48
thickness = 5
def __init__(self, player_w: int, player_xy: tuple, color = (0, 0, 0)):
assert player_w > 0
assert player_xy[0] >= 0
assert player_xy[1] >= 0
super().__init__()
self.__player_w = player_w
self.x = player_xy[0] + self.__player_w // 2
self.y = player_xy[1]
self.color = color
self.fire = False
def draw(self):
pygame.draw.line(self.screen, self.color, (self.x, self.y), (self.x, self.y + self.length), self.thickness)
def move(self, x):
if not self.fire: self.x = x + self.__player_w // 2
else: self.y -= self.dy
def reset(self, y, fire = False):
self.fire = fire
self.y = y
def collide(self, rect, up = False):
if up: return rect.colliderect(self.x, self.y, self.thickness, 1)
return rect.colliderect(self.x, self.y + self.length, self.thickness, 1)