pivaders1
Attribution
Retro Gaming with Raspberry Pi 2nd Edition, pages 90 - 97.
Retro Gaming with Raspberry Pi, pages 66 - 73.
Licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported.
Original Python code
import pgzrun
from random import randint
import math
DIFFICULTY = 1
player = Actor("player", (400, 550)) # Load in the player Actor image
def draw(): # Pygame Zero draw function
screen.blit('background', (0, 0))
player.image = player.images[math.floor(player.status/6)]
player.draw()
drawLasers()
drawAliens()
drawBases()
screen.draw.text(str(score) , topright=(780, 10), owidth=0.5, ocolor=(255,255,255), color=(0,64,255) , fontsize=60)
if player.status >= 30:
screen.draw.text("GAME OVER\nPress Enter to play again" , center=(400, 300), owidth=0.5, ocolor=(255,255,255), color=(255,64,0) , fontsize=60)
if len(aliens) == 0 :
screen.draw.text("YOU WON!\nPress Enter to play again" , center=(400, 300), owidth=0.5, ocolor=(255,255,255), color=(255,64,0) , fontsize=60)
def update(): # Pygame Zero update function
global moveCounter,player
if player.status < 30 and len(aliens) > 0:
checkKeys()
updateLasers()
moveCounter += 1
if moveCounter == moveDelay:
moveCounter = 0
updateAliens()
if player.status > 0: player.status += 1
else:
if keyboard.RETURN: init()
def drawAliens():
for a in range(len(aliens)): aliens[a].draw()
def drawBases():
for b in range(len(bases)): bases[b].drawClipped()
def drawLasers():
for l in range(len(lasers)): lasers[l].draw()
def checkKeys():
global player, lasers
if keyboard.left:
if player.x > 40: player.x -= 5
if keyboard.right:
if player.x < 760: player.x += 5
if keyboard.space:
if player.laserActive == 1:
player.laserActive = 0
clock.schedule(makeLaserActive, 1.0)
l = len(lasers)
lasers.append(Actor("laser2", (player.x,player.y-32)))
lasers[l].status = 0
lasers[l].type = 1
def makeLaserActive():
global player
player.laserActive = 1
def checkBases():
for b in range(len(bases)):
if l < len(bases):
if bases[b].height < 5:
del bases[b]
def updateLasers():
global lasers, aliens
for l in range(len(lasers)):
if lasers[l].type == 0:
lasers[l].y += (2*DIFFICULTY)
checkLaserHit(l)
if lasers[l].y > 600: lasers[l].status = 1
if lasers[l].type == 1:
lasers[l].y -= 5
checkPlayerLaserHit(l)
if lasers[l].y < 10: lasers[l].status = 1
lasers = listCleanup(lasers)
aliens = listCleanup(aliens)
def listCleanup(l):
newList = []
for i in range(len(l)):
if l[i].status == 0: newList.append(l[i])
return newList
def checkLaserHit(l):
global player
if player.collidepoint((lasers[l].x, lasers[l].y)):
player.status = 1
lasers[l].status = 1
for b in range(len(bases)):
if bases[b].collideLaser(lasers[l]):
bases[b].height -= 10
lasers[l].status = 1
def checkPlayerLaserHit(l):
global score
for b in range(len(bases)):
if bases[b].collideLaser(lasers[l]): lasers[l].status = 1
for a in range(len(aliens)):
if aliens[a].collidepoint((lasers[l].x, lasers[l].y)):
lasers[l].status = 1
aliens[a].status = 1
score += 1000
def updateAliens():
global moveSequence, lasers, moveDelay
movex = movey = 0
if moveSequence < 10 or moveSequence > 30: movex = -15
if moveSequence == 10 or moveSequence == 30:
movey = 50 + (10 * DIFFICULTY)
moveDelay -= 1
if moveSequence >10 and moveSequence < 30: movex = 15
for a in range(len(aliens)):
animate(aliens[a], pos=(aliens[a].x + movex, aliens[a].y + movey), duration=0.5, tween='linear')
if randint(0, 1) == 0:
aliens[a].image = "alien1"
else:
aliens[a].image = "alien1b"
if randint(0, 5) == 0:
lasers.append(Actor("laser1", (aliens[a].x,aliens[a].y)))
lasers[len(lasers)-1].status = 0
lasers[len(lasers)-1].type = 0
if aliens[a].y > player.y and player.status == 0:
player.status = 1
moveSequence +=1
if moveSequence == 40: moveSequence = 0
def init():
global lasers, score, player, moveSequence, moveCounter, moveDelay
initAliens()
initBases()
moveCounter = moveSequence = player.status = score = player.laserCountdown = 0
lasers = []
moveDelay = 30
player.images = ["player","explosion1","explosion2","explosion3","explosion4","explosion5"]
player.laserActive = 1
def initAliens():
global aliens
aliens = []
for a in range(18):
aliens.append(Actor("alien1", (210+(a % 6)*80,100+(int(a/6)*64))))
aliens[a].status = 0
def drawClipped(self):
screen.surface.blit(self._surf, (self.x-32, self.y-self.height+30),(0,0,64,self.height))
def collideLaser(self, other):
return (
self.x-20 < other.x+5 and
self.y-self.height+30 < other.y and
self.x+32 > other.x+5 and
self.y-self.height+30 + self.height > other.y
)
def initBases():
global bases
bases = []
bc = 0
for b in range(3):
for p in range(3):
bases.append(Actor("base1", midbottom=(150+(b*200)+(p*40),520)))
bases[bc].drawClipped = drawClipped.__get__(bases[bc])
bases[bc].collideLaser = collideLaser.__get__(bases[bc])
bases[bc].height = 60
bc +=1
init()
pgzrun.go()