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# Space Invaders clone | |
# by davebang | |
from scene import * | |
from time import sleep | |
from console import * | |
import sound | |
from random import randint | |
screen_size = Size() | |
screen_factor = 0.0 | |
class Intro (Scene): | |
# draw scene and text | |
def draw(self): | |
background(0.2,0,0.2) | |
tint(0.75,0.2,0.4) | |
text('SPACE INVADERS', x=(screen_size.w/2), y=(screen_size.h/20) * 18, font_size=48*screen_factor) | |
tint(0.75,0.2,0.4) | |
text(' Drag one finger to move.\n Tap second finger to shoot.\nHigher enemies give more points.', x=(screen_size.w/2), y=(screen_size.h/20) * 10, font_size=32*screen_factor) | |
tint(0.75,0.2,0.4) | |
text('TAP TO BEGIN', x=(screen_size.w/2), y=(screen_size.h/12) * 2, font_size=32*screen_factor) | |
# update is called but does nothing | |
def update(self, dt): | |
pass | |
# on touch, begin game | |
def touch_began(self, touch): | |
main_scene.switch_scene(Game) | |
class Game (Scene): | |
def setup(self): | |
# pre-load sounds | |
sound.load_effect('Laser_1') | |
sound.load_effect('Explosion_2') | |
sound.load_effect('Explosion_4') | |
sound.load_effect('Laser_6') | |
# main layer | |
self.layer = Layer(Rect(0, 0, screen_size.w, screen_size.h)) | |
# score | |
self.score = 0 | |
# ship sprite | |
self.ship = Layer(Rect((screen_size.w / 2) - 50, | |
(screen_size.h / 20) * 2, | |
(100 * screen_factor), | |
(100 * screen_factor))) | |
self.ship.image = 'Red_Triangle_1' | |
self.ship.alpha = 1.0 | |
self.ship.blendmode = BLEND_ADD | |
self.layer.add_layer(self.ship) | |
# ship's laser sprite | |
self.laser = Layer(Rect((screen_size.w / 2) - 3, | |
(screen_size.h / 20) * 4, | |
6 * screen_factor, 20 * screen_factor)) | |
self.laser.background = Color(1,1,1,1) | |
self.laser.alpha = 0 | |
self.layer.add_layer(self.laser) | |
# firing - is player currently firing? | |
self.firing = False | |
# space monster | |
self.space_monster = [] | |
self.space_monster_move_x = [] | |
self.space_monster_laser = [] | |
self.space_monster_firing =[] | |
self.space_monster_fire_rate = 400 | |
self.space_monster_max_speed = 2 | |
for i in range(5): | |
# space monster sprite | |
space_monster = Layer(Rect(0, | |
(screen_size.h / 9) * (2+(5-i)), | |
(100 * screen_factor), | |
(100 * screen_factor))) | |
space_monster.image = 'Alien_Monster' | |
space_monster.alpha = 0 | |
space_monster.blendmode = BLEND_ADD | |
self.space_monster.append(space_monster) | |
self.layer.add_layer(self.space_monster[i]) | |
# move x is current movement on x axis | |
self.space_monster_move_x.append(randint(-3, 3)) | |
# don't stop moving | |
if(self.space_monster_move_x[i] == 0): | |
self.space_monster_move_x[i] = 1 | |
# space monster laser | |
space_monster_laser = Layer(Rect(0, 0, 6 * screen_factor, 20 * screen_factor)) | |
space_monster_laser.background = Color(1,1,1,1) | |
space_monster_laser.alpha = 0 | |
self.space_monster_laser.append(space_monster_laser) | |
self.layer.add_layer(self.space_monster_laser[i]) | |
self.space_monster_firing.append(False) | |
def update(self, dt): | |
self.layer.update(dt) | |
# on one finger touch - move ship | |
if(len(self.touches) == 1): | |
touch = self.touches[self.touches.keys()[0]] | |
# move ship towards touch location | |
# only move ship if relative touch location is greater than 5 pixels/points from ship | |
if(abs(self.ship.frame.x - (touch.location.x - (45 * screen_factor))) > (5 * screen_factor)): | |
if(self.ship.frame.x < touch.location.x - (45 * screen_factor)): | |
# the further the touch location, the faster the ship should move | |
self.ship.frame.x += (3 + (abs(self.ship.frame.x - (touch.location.x - (45 * screen_factor))) / (screen_size.w / 64))) * screen_factor | |
else: | |
# the further the touch location, the faster the ship should move | |
self.ship.frame.x -= (3 + (abs(self.ship.frame.x - (touch.location.x - (45 * screen_factor))) / (screen_size.w / 64))) * screen_factor | |
# if ship is firing, move laser up screen | |
if(self.firing): | |
self.laser.frame.y += 7 * screen_factor | |
if(self.laser.frame.y > screen_size.h + 10): | |
self.laser.frame.y = (screen_size.h / 20) * 4 | |
self.laser.alpha = 0 | |
self.firing = False | |
# move space monsters | |
for i in range(5): | |
frame = self.space_monster[i].frame | |
if(frame.x > screen_size.w - frame.w): | |
self.space_monster_move_x[i] = randint(-self.space_monster_max_speed, -1) | |
elif(frame.x < 0): | |
self.space_monster_move_x[i] = randint(1, self.space_monster_max_speed) | |
frame.x = frame.x + (self.space_monster_move_x[i] * screen_factor) | |
# regen space monsters | |
if(self.space_monster[i].alpha == 0): | |
random_regen = randint(1, 200) | |
if(random_regen == 1): | |
self.space_monster[i].frame.x = -self.space_monster[i].frame.w | |
self.space_monster[i].alpha = 1 | |
elif(random_regen == 200): | |
self.space_monster[i].frame.x = screen_size.w | |
self.space_monster[i].alpha = 1 | |
# do space monster firing | |
if(self.space_monster_firing[i]): | |
self.space_monster_laser[i].frame.y -= 7 * screen_factor | |
if(self.space_monster_laser[i].frame.y < -self.space_monster_laser[i].frame.h): | |
self.space_monster_firing[i] = False | |
else: | |
if(self.space_monster[i].alpha == 1): | |
if(randint(1, self.space_monster_fire_rate) == 1): | |
self.space_monster_laser[i].frame = Rect(self.space_monster[i].frame.x + (self.space_monster[i].frame.w / 2), self.space_monster[i].frame.y - 15, 6 * screen_factor, 20 * screen_factor) | |
self.space_monster_laser[i].alpha = 1 | |
self.space_monster_firing[i] = True | |
sound.play_effect('Laser_6') | |
# detect players laser to space monster collision | |
for i in range(5): | |
# if collision detected and space monster is currently alive (visible) | |
if(self.laser.frame.intersects(self.space_monster[i].frame) and self.space_monster[i].alpha == 1): | |
# update laser properties | |
self.laser.frame.y = (screen_size.h / 20) * 3 | |
self.laser.alpha = 0 | |
self.firing = False | |
self.space_monster[i].alpha = 0 | |
# update space monster properties | |
if(self.space_monster_fire_rate > 22): | |
self.space_monster_fire_rate -= 30 | |
if(self.space_monster_max_speed < 15): | |
self.space_monster_max_speed += 1 | |
# add points | |
self.score += 2 * (6-i) | |
# play sound | |
sound.play_effect('Explosion_2') | |
# detect space monster laser to player collision | |
for i in range(5): | |
# create a test frame - ship frame is larger than image | |
test_frame = Rect(self.ship.frame.x + (self.ship.frame.w / 4), self.ship.frame.y + (self.ship.frame.h / 4), | |
self.ship.frame.w - (self.ship.frame.w / 2), self.ship.frame.h - (self.ship.frame.h / 2)) | |
# if collision detected | |
if(self.space_monster_laser[i].frame.intersects(test_frame)): | |
sound.play_effect('Explosion_4') | |
sleep(5) | |
main_scene.switch_scene(Intro) | |
# draw scene | |
def draw(self): | |
background(0.2,0,0.1) | |
tint(0.75,0.2,0.4) | |
score = 'Score: {0}'.format(self.score) | |
text(score, x=(screen_size.w/2), y=(screen_size.h/20) * 18, font_size=48*screen_factor) | |
self.layer.draw() | |
def touch_began(self, touch): | |
# set firing and play sound on two finger touch | |
if(len(self.touches) == 2 and not(self.firing)): | |
sound.play_effect('Laser_1') | |
self.firing = True | |
self.laser.frame.x = self.ship.frame.x + (self.ship.frame.w / 2) - 3 | |
self.laser.alpha = 1 | |
# multiscene class provides the logic for switching scenes | |
class MultiScene (Scene): | |
def __init__(self, new_scene): | |
self.active_scene = new_scene() | |
def switch_scene(self, new_scene): | |
self.active_scene = new_scene() | |
self.setup() | |
def setup(self): | |
global screen_size, screen_factor | |
screen_size = self.size | |
# screen_factor is used throughout to ensure | |
# correct appearence across devices | |
screen_factor = screen_size.h / 1024 | |
self.active_scene.add_layer = self.add_layer | |
self.active_scene.touches = self.touches | |
self.active_scene.setup() | |
def draw(self): | |
self.active_scene.touches = self.touches | |
self.active_scene.update(self.dt) | |
self.active_scene.draw() | |
def touch_began(self, touch): | |
self.active_scene.touch_began(touch) | |
def touch_moved(self, touch): | |
self.active_scene.touch_moved(touch) | |
def touch_ended(self, touch): | |
self.active_scene.touch_ended(touch) | |
main_scene = MultiScene(Intro) | |
run(main_scene, orientation=PORTRAIT) |
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