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インベーダーゲーム
#!/usr/bin/env python
# Space Invaders
# Created by Lee Robinson
#
from pygame import *
import sys
from os.path import abspath, dirname
from random import choice
from operator import itemgetter, attrgetter
# ファイルへのpath
BASE_PATH = abspath(dirname(__file__))
FONT_PATH = BASE_PATH + '/fonts/'
IMAGE_PATH = BASE_PATH + '/images/'
SOUND_PATH = BASE_PATH + '/sounds/'
# RGB値を変数 WHITE,GREEN,YELLOW,BLUE,PURPLE,REDへ用意する
WHITE = (255, 255, 255)
GREEN = (78, 255, 87)
YELLOW = (241, 255, 0)
BLUE = (80, 255, 239)
PURPLE = (203, 0, 255)
RED = (237, 28, 36)
# スクリーンのサイズをpygame.Surfaceオブジェクトとして渡す
SCREEN = display.set_mode((800, 600),SCALED)
FONT = FONT_PATH + 'space_invaders.ttf'
IMG_NAMES = ['ship','shipexplosion1','shipexplosion2','shipexplosion3','mystery',
'enemy1_1','enemy1_2',
'enemy2_1','enemy2_2',
'enemy3_1','enemy3_2',
'explosionblue','explosiongreen','explosionpurple',
'laser','laser1','enemylaser','enemylaser1']
IMAGES = {name: image.load(IMAGE_PATH + '{}.png'.format(name)).convert_alpha()
for name in IMG_NAMES}
# ポジション初期値
BLOCKERS_POSITION = 450 # トーチカ
ENEMY_DEFAULT_POSITION = 65 # ゲームスタートの時のエイリアンの高さ
ENEMY_MOVE_DOWN = 35 # エイリアンの近づいてくる高さの単位
ROUND_NUM = 0 #
SHIP_VX = 10
ROW_counter = 4
LEVEL = 700
# クラス定義
class Ship(sprite.Sprite): # playerのアイコン
def __init__(self):
sprite.Sprite.__init__(self)
self.image = IMAGES['ship']
self.image = transform.scale(self.image,(50,50))
self.rect = self.image.get_rect(topleft=(375, 540))
self.dist_x = self.rect.x
self.speed = 1
self.vx = SHIP_VX
def update(self, keys, *args): # 画面左右playerが動ける範囲
if keys[K_a] and self.rect.x > 10:
# self.rect.x -= self.speed # 左移動
self.vx += self.speed
self.dist_x = (self.rect.x - self.vx)
self.rect.x += (-(-(self.dist_x - self.rect.x))//4)
if self.rect.x < 10: # 画面左端まできたら止まる
self.rect.x = 10
# キーアップで速度vxをSHIP_VXに戻す check_input()
if keys[K_d] and self.rect.x < 740:
# self.rect.x += self.speed # 右移動
self.vx += self.speed
self.dist_x = (self.rect.x + self.vx)
self.rect.x += (-(-(self.dist_x - self.rect.x))//4)
if self.rect.x > 740: # 画面右端まできたら止まる
self.rect.x = 740
# キーアップで速度vxをSHIP_VXに戻す check_input()
game.screen.blit(self.image, self.rect) # Surfaceオブジェクトにblit
class Bullet(sprite.Sprite): # 弾
def __init__(self, xpos, ypos, direction, speed, filename, side):
sprite.Sprite.__init__(self)
self.image = IMAGES[filename]
self.image2 = IMAGES[filename + '1']
self.rect = self.image.get_rect(topleft=(xpos, ypos))
self.speed = speed
self.direction = direction
self.side = side
self.filename = filename
self.timer = time.get_ticks()
def update(self, keys, *args):
game.screen.blit(self.image, self.rect)
self.rect.y += self.speed * self.direction
current_time = time.get_ticks()
if self.rect.y < 35:
self.rect.y = 35
game.screen.blit(self.image2, self.rect)
if current_time > self.timer + 700:
self.kill() # 画面の上部で弾の表示を消す
if self.rect.y > 585:
self.rect.y = 580
game.screen.blit(self.image2, self.rect)
if current_time > self.timer + 160:
self.kill() # 画面の下部で弾の表示を消す
# 弾の変化
class bulletExplosion(sprite.Sprite):
def __init__(self, enemylaser, *groups):
super(bulletExplosion, self).__init__(*groups)
self.image = IMAGES['enemylaser1']
self.rect = self.image.get_rect(topleft=(enemylaser.rect.x, enemylaser.rect.y))
self.timer = time.get_ticks()
def update(self, current_time, *args):
passed = current_time - self.timer
if passed <= 300:
game.screen.blit(self.image, self.rect)
elif 300 < passed:
self.kill()
class Enemy(sprite.Sprite): # 敵キャラクター
def __init__(self, row, column):
sprite.Sprite.__init__(self)
self.row = row
self.column = column
self.images = []
self.load_images()
self.index = 0
self.image = self.images[self.index]
self.rect = self.image.get_rect()
self.moveTime = 200
self.timeOffset = row * (-50) + column * 120
self.timer = time.get_ticks() + self.timeOffset
global LEVEL
LEVEL = 700
#アニメーション
def toggle_image(self):
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
def update(self, *args):
current_time = time.get_ticks()
if current_time - self.timer > self.moveTime:
game.screen.blit(self.image, self.rect)
#self.timer += self.moveTime
def load_images(self):
images = {0:['1_2', '1_1'],1:['2_2', '2_1'],2:['2_2', '2_1'],3:['3_1', '3_2'],4:['3_1', '3_2']}
img1, img2 = (IMAGES['enemy{}'.format(img_num)] for img_num in images[self.row])
self.images.append(transform.scale(img1, (40, 35)))
self.images.append(transform.scale(img2, (40, 35)))
class EnemiesGroup(sprite.Group):
def __init__(self, columns, rows):
sprite.Group.__init__(self)
self.enemies = [[None] * columns for _ in range(rows)]
self.columns = columns
self.rows = rows
self.leftAddMove = 0
self.rightAddMove = 0
self.moveTime = 200
self.direction = 1
self.rightMoves = 30
self.leftMoves = 30
self.moveNumber = 15
# ラウンドが上がると敵が下へ降りてくる
self.timeOffset = 22000 * ROUND_NUM
self.timer = time.get_ticks() - self.timeOffset
self.speedup = 0
#self.timer = time.get_ticks()
self.bottom = game.enemyPosition + ((rows - 1) * 45) +35
self._aliveColumns = list(range(columns))
self._leftAliveColumn = 0
self._rightAliveColumn = columns - 1
self.minRow = 0
self.maxRow = 4
def update(self, current_time):
if current_time - self.timer > self.moveTime:
if self.direction == 1:
max_move = self.rightMoves + self.rightAddMove
else:
max_move = self.leftMoves + self.leftAddMove
if self.moveNumber >= max_move:
self.leftMoves = 30 + self.rightAddMove
self.rightMoves = 30 + self.leftAddMove
self.direction *= -1
self.moveNumber = 0
self.bottom = 0
for enemy in self:
enemy.rect.y += ENEMY_MOVE_DOWN
enemy.toggle_image()
if self.bottom < enemy.rect.y + 35:
self.bottom = enemy.rect.y + 35
else:
velocity = 10 if self.direction == 1 else -10
global ROW_counter
s = sorted(self, key=attrgetter('row'),reverse=True)
for enemy in s:
#for enemy in self:
if len(self) <= 4: # skip check when 4 enemies
enemy.rect.x += velocity
enemy.toggle_image()
continue # goto loop start
row_i = enemy.row
if row_i == ROW_counter:
enemy.rect.x += velocity
enemy.toggle_image()
else:
continue
if len(self) <= 4:
self.moveNumber += 1
else:
ROW_counter -= 1
if ROW_counter == self.minRow -1:
ROW_counter = self.maxRow
self.moveNumber += 1
self.timer += self.moveTime
def add_internal(self, *sprites):
super(EnemiesGroup, self).add_internal(*sprites)
for s in sprites:
self.enemies[s.row][s.column] = s
def remove_internal(self, *sprites):
super(EnemiesGroup, self).remove_internal(*sprites)
for s in sprites:
self.kill(s)
self.update_speed()
def is_column_dead(self, column):
return not any(self.enemies[row][column]
for row in range(self.rows))
def random_bottom(self):
col = choice(self._aliveColumns)
col_enemies = (self.enemies[row - 1][col]
for row in range(self.rows, 0, -1))
return next((en for en in col_enemies if en is not None), None)
def update_speed(self):
# 敵の数が減れば段階的にスピードアップする
global LEVEL
minimum = 5
maxmum = 0
for l in self:
compRow = l.row
if compRow < minimum:
minimum = compRow
if compRow > maxmum:
maxmum = compRow
self.minRow = minimum
self.maxRow = maxmum
if len(self) == 1: # 敵の数が1になれば、敵の動きがすごく速くなる
self.moveTime = 2
LEVEL = 350
#=============================================================================
elif len(self) == 2:
self.moveTime = 40
elif len(self) == 3:
self.moveTime = 60
elif len(self) == 4:
self.moveTime = 60
elif len(self) <= 10:
self.moveTime = 40
elif len(self) <= 15:
self.moveTime = 80
elif len(self) <= 20:
self.moveTime = 90
elif len(self) <= 30: # 敵の数が30になれば、敵の動きが速くなる↑
self.moveTime = 100
elif len(self) <= 40: # 敵の数が40になれば、敵の動きが速くなる↑
self.moveTime = 110
LEVEL = 400
#=============================================================================
def kill(self, enemy):
self.enemies[enemy.row][enemy.column] = None
is_column_dead = self.is_column_dead(enemy.column)
if is_column_dead:
self._aliveColumns.remove(enemy.column)
if enemy.column == self._rightAliveColumn:
while self._rightAliveColumn > 0 and is_column_dead:
self._rightAliveColumn -= 1
self.rightAddMove += 5
is_column_dead = self.is_column_dead(self._rightAliveColumn)
elif enemy.column == self._leftAliveColumn:
while self._leftAliveColumn < self.columns and is_column_dead:
self._leftAliveColumn += 1
self.leftAddMove += 5
is_column_dead = self.is_column_dead(self._leftAliveColumn)
class Blocker(sprite.Sprite):
def __init__(self, size, color, row, column):
sprite.Sprite.__init__(self)
self.height = size
self.width = size
self.color = color
self.image = Surface((self.width, self.height))
self.image.fill(self.color)
self.rect = self.image.get_rect()
self.row = row
self.column = column
def update(self, keys, *args):
game.screen.blit(self.image, self.rect)
class Mystery(sprite.Sprite):
def __init__(self):
sprite.Sprite.__init__(self)
self.image = IMAGES['mystery']
self.image = transform.scale(self.image, (80, 40))
self.rect = self.image.get_rect(topleft=(-80, 25))
self.row = 5
self.moveTime = 25000
self.direction = 1
self.timer = time.get_ticks()
self.mysteryEntered = mixer.Sound(SOUND_PATH + 'mysteryentered.wav')
self.mysteryEntered.set_volume(0.1)
self.playSound = True
def update(self, keys, currentTime, *args):
resetTimer = False
passed = currentTime - self.timer
if passed > self.moveTime:
if (self.rect.x < 0 or self.rect.x > 800) and self.playSound:
self.mysteryEntered.play()
self.playSound = False
if self.rect.x < 840 and self.direction == 1:
self.mysteryEntered.fadeout(4000)
self.rect.x += 2
game.screen.blit(self.image, self.rect)
if self.rect.x > -100 and self.direction == -1:
self.mysteryEntered.fadeout(4000)
self.rect.x -= 2
game.screen.blit(self.image, self.rect)
if self.rect.x > 830:
self.playSound = True
self.direction = -1
resetTimer = True
if self.rect.x < -90:
self.playSound = True
self.direction = 1
resetTimer = True
if passed > self.moveTime and resetTimer:
self.timer = currentTime
class EnemyExplosion(sprite.Sprite):
def __init__(self, enemy, *groups):
super(EnemyExplosion, self).__init__(*groups)
self.image = transform.scale(self.get_image(enemy.row), (40, 35))
self.image2 = transform.scale(self.get_image(enemy.row), (50, 45))
self.rect = self.image.get_rect(topleft=(enemy.rect.x, enemy.rect.y))
self.timer = time.get_ticks()
@staticmethod
def get_image(row):
img_colors = ['purple', 'blue', 'blue', 'green', 'green']
return IMAGES['explosion{}'.format(img_colors[row])]
def update(self, current_time, *args):
passed = current_time - self.timer
if passed <= 100:
game.screen.blit(self.image, self.rect)
elif passed <= 200:
game.screen.blit(self.image2, (self.rect.x -6, self.rect.y -6))
elif 400 < passed:
self.kill()
class MysteryExplosion(sprite.Sprite):
def __init__(self, mystery, score, *groups):
super(MysteryExplosion, self).__init__(*groups)
self.text = Text(FONT, 20, str(score), WHITE, mystery.rect.x + 20, mystery.rect.y + 6)
self.timer = time.get_ticks()
def update(self, current_time, *args):
passed = current_time - self.timer
if passed <= 200 or 400 < passed <= 600:
self.text.draw(game.screen)
elif 600 < passed:
self.kill()
class ShipExplosion(sprite.Sprite):
def __init__(self, ship, *groups):
super(ShipExplosion, self).__init__(*groups)
self.image = IMAGES['shipexplosion1']
self.image2 = IMAGES['shipexplosion2']
self.image3 = IMAGES['shipexplosion3']
self.rect = self.image.get_rect(topleft=(ship.rect.x, ship.rect.y))
self.timer = time.get_ticks()
def update(self, current_time, *args):
passed = current_time - self.timer
if passed <= 200:
game.screen.blit(self.image, self.rect)
elif 200 < passed <= 400:
game.screen.blit(self.image2, self.rect)
elif 4000< passed <= 600:
game.screen.blit(self.image3, self.rect)
elif 600 < passed <= 800:
game.screen.blit(self.image2, self.rect)
elif 800 < passed <= 1000:
game.screen.blit(self.image, self.rect)
elif 1000 < passed <= 1200:
game.screen.blit(self.image3, self.rect)
elif 1200 < passed <= 1400:
game.screen.blit(self.image2, self.rect)
elif 1400 < passed <= 1600:
game.screen.blit(self.image, self.rect)
elif 1800 < passed:
self.kill()
class Life(sprite.Sprite):
def __init__(self, xpos, ypos):
sprite.Sprite.__init__(self)
self.image = IMAGES['ship']
self.image = transform.scale(self.image, (23, 23))
self.rect = self.image.get_rect(topleft=(xpos, ypos))
def update(self, *args):
game.screen.blit(self.image, self.rect)
class Text(object):
def __init__(self, textFont, size, message, color, xpos, ypos):
self.font = font.Font(textFont, size)
self.surface = self.font.render(message, True, color)
self.rect = self.surface.get_rect(topleft=(xpos, ypos))
def draw(self, surface):
surface.blit(self.surface, self.rect)
class SpaceInvaders(object):
def __init__(self):
mixer.pre_init(44100, -16, 1, 4096)
init()
self.clock = time.Clock()
self.caption = display.set_caption('Space Invaders')
self.screen = SCREEN
self.background = image.load(IMAGE_PATH + 'background.jpg').convert()
self.startGame = False
self.mainScreen = True
self.gameOver = False
self.enemyPosition = ENEMY_DEFAULT_POSITION
self.titleText = Text(FONT, 50, 'Space Invaders', WHITE, 164, 155)
self.titleText2 = Text(FONT, 25, 'Press any key to continue', WHITE, 201, 225)
self.gameOverText = Text(FONT, 50, 'Game Over', WHITE, 250, 270)
self.nextRoundText = Text(FONT, 50, 'Next Round', WHITE, 240, 270)
self.enemy1Text = Text(FONT, 25, ' = 10 pts', GREEN, 368, 270)
self.enemy2Text = Text(FONT, 25, ' = 20 pts', BLUE, 368, 320)
self.enemy3Text = Text(FONT, 25, ' = 30 pts', PURPLE, 368, 370)
self.enemy4Text = Text(FONT, 25, ' = ?????', RED, 368, 420)
self.scoreText = Text(FONT, 20,'Score', WHITE, 5, 5)
self.livesText = Text(FONT, 20,'Lives', WHITE, 640, 5)
self.life1 = Life(715, 3)
self.life2 = Life(742, 3)
self.life3 = Life(769, 3)
self.livesGroup = sprite.Group(self.life1, self.life2, self.life3)
def reset(self, score):
self.player = Ship()
self.playerGroup = sprite.Group(self.player)
self.explosionsGroup = sprite.Group()
self.bullets = sprite.Group()
self.mysteryShip = Mystery()
self.mysteryGroup = sprite.Group(self.mysteryShip)
self.enemyBullets = sprite.Group()
self.make_enemies()
self.allSprites = sprite.Group(self.player, self.enemies, self.livesGroup, self.mysteryShip)
self.keys = key.get_pressed()
self.timer = time.get_ticks()
self.noteTimer = time.get_ticks()
self.shipTimer = time.get_ticks()
self.score = score
self.create_audio()
self.makeNewShip = False
self.shipAlive = True
def make_blockers1(self, number):
barrierDesign = [[],
[0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0],
[0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1],
[1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1],
[1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1],
[1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1],
]
blockerGroup = sprite.Group()
row = 0
for b in barrierDesign:
column = 0
for b in b:
if b != 0:
blocker = Blocker(3, RED, row, column)
blocker.rect.x = 60 + (200 * number) + (column * blocker.width)
blocker.rect.y = BLOCKERS_POSITION +25+ (row * (blocker.height))
blockerGroup.add(blocker)
column += 1
row += 1
# ground
for x in range(200):
blocker = Blocker(4, RED, row, column)
blocker.rect.x = x * blocker.width
blocker.rect.y = 595
blockerGroup.add(blocker)
column += 1
row += 1
return blockerGroup
#def make_blockers(self, number):
# blockerGroup = sprite.Group()
# for row in range(4):
# for column in range(9):
# blocker = Blocker(10, RED, row, column)
# blocker.rect.x = 50 + (200 * number) + (column * blocker.width)
# blocker.rect.y = BLOCKERS_POSITION + (row * blocker.height)
# blockerGroup.add(blocker)
# return blockerGroup
def set4Blocker(self):
# トーチカ(blockers)を4つ作る
self.allBlockers = sprite.Group(self.make_blockers1(0),# left end
self.make_blockers1(1),# second from left
self.make_blockers1(2),# third from left
self.make_blockers1(3) # right end
)
def create_audio(self):
self.sounds = {}
for sound_name in ['shoot','shoot2','invaderkilled', 'mysterykilled','shipexplosion']:
self.sounds[sound_name] = mixer.Sound(SOUND_PATH + '{}.wav'.format(sound_name))
self.sounds[sound_name].set_volume(0.1)
self.musicNotes = [mixer.Sound(SOUND_PATH + '{}.wav'.format(i)) for i in range(4)]
for sound in self.musicNotes:
sound.set_volume(0.1)
self.noteIndex = 0
def play_main_music(self, currentTime):
if currentTime - self.noteTimer > self.enemies.moveTime *3:
self.note = self.musicNotes[self.noteIndex]
if self.noteIndex < 3:
self.noteIndex += 1
else:
self.noteIndex = 0
self.note.play()
self.noteTimer += self.enemies.moveTime * 3
@staticmethod
def should_exit(evt):
# type: (pygame.event.EventType) -> bool
return evt.type == QUIT or (evt.type == KEYUP and evt.key == K_ESCAPE)
def check_input(self):
self.keys = key.get_pressed()
for e in event.get():
if self.should_exit(e):
sys.exit()
if e.type == KEYDOWN:
if e.key == K_s:
if len(self.bullets) == 0 and self.shipAlive:
if self.score <= 1990: # 点数が1500点まで
bullet = Bullet(self.player.rect.x + 23, self.player.rect.y + 5, -1, 15, 'laser', 'center')
self.bullets.add(bullet)
self.allSprites.add(self.bullets)
self.sounds['shoot'].play()
elif 1990 <= self.score < 3500 : # 点数が1500点以に達すると弾が2つづつ発射できる
leftbullet = Bullet(self.player.rect.x + 8, self.player.rect.y + 5, -1, 15, 'laser', 'left')
rightbullet = Bullet(self.player.rect.x + 38, self.player.rect.y + 5, -1, 15, 'laser', 'right')
self.bullets.add(leftbullet)
self.bullets.add(rightbullet)
self.allSprites.add(self.bullets)
self.sounds['shoot2'].play()
elif 3500 <= self.score :
bullet = Bullet(self.player.rect.x + 23, self.player.rect.y + 5, -1, 15, 'laser', 'center')
self.bullets.add(bullet)
leftbullet = Bullet(self.player.rect.x + 8, self.player.rect.y + 5, -1, 15, 'laser', 'left')
rightbullet = Bullet(self.player.rect.x + 38, self.player.rect.y + 5, -1, 15, 'laser', 'right')
self.bullets.add(leftbullet)
self.bullets.add(rightbullet)
self.allSprites.add(self.bullets)
self.sounds['shoot2'].play()
if ROUND_NUM >= 6 and self.shipAlive:
bullet = Bullet(self.player.rect.x + 23, self.player.rect.y + 5, -1, 15, 'laser', 'center')
self.bullets.add(bullet)
leftbullet = Bullet(self.player.rect.x + 8, self.player.rect.y + 5, -1, 15, 'laser', 'left')
rightbullet = Bullet(self.player.rect.x + 38, self.player.rect.y + 5, -1, 15, 'laser', 'right')
self.bullets.add(leftbullet)
self.bullets.add(rightbullet)
self.allSprites.add(self.bullets)
self.sounds['shoot2'].play()
if e.type == KEYUP:
if e.key == K_d:
self.player.vx = SHIP_VX
elif e.key == K_a:# キーアップでplayerの横移動の加速速度vxを初期値に戻す
self.player.vx = SHIP_VX
def make_enemies(self):
enemies = EnemiesGroup(10, 5)
for row in range(5):
for column in range(10):
enemy = Enemy(row, column)
enemy.rect.x = 157 + (column * 50)
enemy.rect.y = self.enemyPosition + (row * 45)
enemies.add(enemy)
self.enemies = enemies
def make_enemies_shoot(self):
if (time.get_ticks() - self.timer) > LEVEL and self.enemies:
enemy = self.enemies.random_bottom()
self.enemyBullets.add(Bullet(enemy.rect.x + 14, enemy.rect.y + 20, 1, 5, 'enemylaser', 'center'))
self.allSprites.add(self.enemyBullets)
self.timer = time.get_ticks()
def calculate_score(self, row):
scores = {0: 30, 1: 20,2: 20, 3: 10, 4: 10, 5: choice([50, 100, 150, 300])}
score = scores[row]
self.score += score
return score
def create_main_menu(self):
self.enemy1 = IMAGES['enemy3_1']
self.enemy1 = transform.scale(self.enemy1, (40, 40))
self.enemy2 = IMAGES['enemy2_2']
self.enemy2 = transform.scale(self.enemy2, (40, 40))
self.enemy3 = IMAGES['enemy1_2']
self.enemy3 = transform.scale(self.enemy3, (40, 40))
self.enemy4 = IMAGES['mystery']
self.enemy4 = transform.scale(self.enemy4, (80, 40))
self.screen.blit(self.enemy1, (318, 270))
self.screen.blit(self.enemy2, (318, 320))
self.screen.blit(self.enemy3, (318, 370))
self.screen.blit(self.enemy4, (299, 420))
def check_collisions(self):
sprite.groupcollide(self.bullets, self.enemyBullets, True, True)
for enemy in sprite.groupcollide(self.enemies, self.bullets, True, True).keys():
self.sounds['invaderkilled'].play()
self.calculate_score(enemy.row)
EnemyExplosion(enemy, self.explosionsGroup)
self.gameTimer = time.get_ticks()
for mystery in sprite.groupcollide(self.mysteryGroup, self.bullets, True, True).keys():
mystery.mysteryEntered.stop()
self.sounds['mysterykilled'].play()
score = self.calculate_score(mystery.row)
MysteryExplosion(mystery, score, self.explosionsGroup)
newShip = Mystery()
self.allSprites.add(newShip)
self.mysteryGroup.add(newShip)
for player in sprite.groupcollide(self.playerGroup, self.enemyBullets, True, True).keys():
self.sounds['shipexplosion'].play()
ShipExplosion(player, self.explosionsGroup)
if self.life3.alive():
self.life3.kill()
elif self.life2.alive():
self.life2.kill()
elif self.life1.alive():
self.life1.kill()
else:
self.gameOver = True
self.startGame = False
self.makeNewShip = True
self.shipTimer = time.get_ticks()
self.shipAlive = False
if self.enemies.bottom >= 540:
sprite.groupcollide(self.enemies, self.playerGroup, True, True)
if not self.player.alive() or self.enemies.bottom >= 600:
self.gameOver = True
self.startGame = False
sprite.groupcollide(self.bullets, self.allBlockers, True, True)
bullet = sprite.groupcollide(self.enemyBullets, self.allBlockers, True, True)
for enemylaser in bullet.keys():
bulletExplosion(enemylaser, self.explosionsGroup)
if self.enemies.bottom >= BLOCKERS_POSITION:
sprite.groupcollide(self.enemies, self.allBlockers, False, True)
def create_new_ship(self, createShip, currentTime):
if createShip and (currentTime - self.shipTimer > 1800):
self.player = Ship()
self.allSprites.add(self.player)
self.playerGroup.add(self.player)
self.makeNewShip = False
self.shipAlive = True
def create_game_over(self, currentTime):
# ゲームオーバーの文字を点滅
passed = currentTime - self.timer
if 1800 < passed < 2500:
self.screen.blit(self.background, (0, 0))
elif 2500 < passed < 3500:
self.gameOverText.draw(self.screen)
elif 3500 < passed < 4000:
self.screen.blit(self.background, (0, 0))
elif 4000 < passed < 4500:
self.gameOverText.draw(self.screen)
elif 4500 < passed < 5000:
self.screen.blit(self.background, (0, 0))
elif passed > 6000:
self.mainScreen = True # メイン画面へ
for e in event.get():
if self.should_exit(e):
sys.exit()
def main(self):
while True:
if self.mainScreen:
self.screen.blit(self.background, (0, 0))
self.titleText.draw(self.screen)
self.titleText2.draw(self.screen)
self.enemy1Text.draw(self.screen)
self.enemy2Text.draw(self.screen)
self.enemy3Text.draw(self.screen)
self.enemy4Text.draw(self.screen)
self.create_main_menu()
for e in event.get():
if self.should_exit(e):
sys.exit()
if e.type == KEYUP:
# 最初のゲームスタート
# トーチカ(blockers)を作る
# self.allBlockers = sprite.Group(self.make_blockers1(0),# left end
# self.make_blockers1(1),# second from left
# self.make_blockers1(2),# third from left
# self.make_blockers1(3) # right end
# )
self.set4Blocker() # トーチカ(blockers)を作る
self.livesGroup.add(self.life1, self.life2, self.life3)
self.reset(0)
self.startGame = True
self.mainScreen = False
elif self.startGame:
if not self.enemies and not self.explosionsGroup:
currentTime = time.get_ticks()
if currentTime - self.gameTimer < 3000:
self.screen.blit(self.background, (0, 0))
self.scoreText2 = Text(FONT, 20, str(self.score), GREEN, 85, 5)
self.scoreText.draw(self.screen)
self.scoreText2.draw(self.screen)
self.nextRoundText.draw(self.screen)
global ROUND_NUM
self.roundText = Text(FONT, 50, str(ROUND_NUM + 2), WHITE, 390, 350)
self.roundText.draw(self.screen)
self.livesText.draw(self.screen)
self.livesGroup.update()
self.check_input()
if currentTime - self.gameTimer > 3000:
# nextRound
ROUND_NUM += 1
# トーチカ(blockers)を作る
self.set4Blocker()
# move eneies closer to bottom
self.enemyPosition = ENEMY_DEFAULT_POSITION #+= ENEMY_MOVE_DOWN
self.reset(self.score)
self.gameTimer += 3000
else:
currentTime = time.get_ticks()
self.play_main_music(currentTime)
self.screen.blit(self.background, (0, 0))
self.roundText = Text(FONT, 20, 'Round ' + str(ROUND_NUM + 1), WHITE, 325, 5)
self.roundText.draw(self.screen)
self.allBlockers.update(self.screen)
self.scoreText2 = Text(FONT, 20, str(self.score), GREEN, 85, 5)
self.scoreText.draw(self.screen)
self.scoreText2.draw(self.screen)
self.livesText.draw(self.screen)
self.check_input()
self.enemies.update(currentTime)
self.allSprites.update(self.keys, currentTime)
self.explosionsGroup.update(currentTime)
self.check_collisions()
self.create_new_ship(self.makeNewShip, currentTime)
self.make_enemies_shoot()
elif self.gameOver:
currentTime = time.get_ticks()
# Reset enemy starting position
self.enemyPosition = ENEMY_DEFAULT_POSITION
self.create_game_over(currentTime)
ROUND_NUM = 0
display.update()
self.clock.tick(60)
if __name__ == '__main__':
game = SpaceInvaders()
game.main()
@dauuricus
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@dauuricus
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