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#!/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() |
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