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382 | """
Slime Invaders
Artwork from https://kenney.nl
This example shows how to:
* Get sprites to move as a group
* Change texture of sprites as a group
* Only have the bottom sprite in the group fire lasers
* Create 'shields' like in space invaders
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.slime_invaders
"""
import random
import arcade
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_enemy = 0.5
SPRITE_SCALING_LASER = 0.8
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Slime Invaders"
BULLET_SPEED = 5
ENEMY_SPEED = 2
MAX_PLAYER_BULLETS = 3
# This margin controls how close the enemy gets to the left or right side
# before reversing direction.
ENEMY_VERTICAL_MARGIN = 15
RIGHT_ENEMY_BORDER = SCREEN_WIDTH - ENEMY_VERTICAL_MARGIN
LEFT_ENEMY_BORDER = ENEMY_VERTICAL_MARGIN
# How many pixels to move the enemy down when reversing
ENEMY_MOVE_DOWN_AMOUNT = 30
# Game state
GAME_OVER = 1
PLAY_GAME = 0
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Variables that will hold sprite lists
self.player_list = None
self.enemy_list = None
self.player_bullet_list = None
self.enemy_bullet_list = None
self.shield_list = None
# Textures for the enemy
self.enemy_textures = None
# State of the game
self.game_state = PLAY_GAME
# Set up the player info
self.player_sprite = None
self.score = 0
# Enemy movement
self.enemy_change_x = -ENEMY_SPEED
# Don't show the mouse cursor
self.set_mouse_visible(False)
# Load sounds. Sounds from kenney.nl
self.gun_sound = arcade.load_sound(":resources:sounds/hurt5.wav")
self.hit_sound = arcade.load_sound(":resources:sounds/hit5.wav")
arcade.set_background_color(arcade.color.AMAZON)
# arcade.configure_logging()
def setup_level_one(self):
# Load the textures for the enemies, one facing left, one right
self.enemy_textures = []
texture = arcade.load_texture(":resources:images/enemies/slimeBlue.png", mirrored=True)
self.enemy_textures.append(texture)
texture = arcade.load_texture(":resources:images/enemies/slimeBlue.png")
self.enemy_textures.append(texture)
# Create rows and columns of enemies
x_count = 7
x_start = 380
x_spacing = 60
y_count = 5
y_start = 420
y_spacing = 40
for x in range(x_start, x_spacing * x_count + x_start, x_spacing):
for y in range(y_start, y_spacing * y_count + y_start, y_spacing):
# Create the enemy instance
# enemy image from kenney.nl
enemy = arcade.Sprite()
enemy.scale = SPRITE_SCALING_enemy
enemy.texture = self.enemy_textures[1]
# Position the enemy
enemy.center_x = x
enemy.center_y = y
# Add the enemy to the lists
self.enemy_list.append(enemy)
def make_shield(self, x_start):
"""
Make a shield, which is just a 2D grid of solid color sprites
stuck together with no margin so you can't tell them apart.
"""
shield_block_width = 5
shield_block_height = 10
shield_width_count = 20
shield_height_count = 5
y_start = 150
for x in range(x_start,
x_start + shield_width_count * shield_block_width,
shield_block_width):
for y in range(y_start,
y_start + shield_height_count * shield_block_height,
shield_block_height):
shield_sprite = arcade.SpriteSolidColor(shield_block_width,
shield_block_height,
arcade.color.WHITE)
shield_sprite.center_x = x
shield_sprite.center_y = y
self.shield_list.append(shield_sprite)
def setup(self):
"""
Set up the game and initialize the variables.
Call this method if you implement a 'play again' feature.
"""
self.game_state = PLAY_GAME
# Sprite lists
self.player_list = arcade.SpriteList()
self.enemy_list = arcade.SpriteList()
self.player_bullet_list = arcade.SpriteList()
self.enemy_bullet_list = arcade.SpriteList()
self.shield_list = arcade.SpriteList(is_static=True)
# Set up the player
self.score = 0
# Image from kenney.nl
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/"
"femalePerson_idle.png", SPRITE_SCALING_PLAYER)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 40
self.player_list.append(self.player_sprite)
# Make each of the shields
for x in range(75, 800, 190):
self.make_shield(x)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
self.setup_level_one()
def on_draw(self):
""" Render the screen. """
# This command has to happen before we start drawing
self.clear()
# Draw all the sprites.
self.enemy_list.draw()
self.player_bullet_list.draw()
self.enemy_bullet_list.draw()
self.shield_list.draw()
self.player_list.draw()
# Render the text
arcade.draw_text(f"Score: {self.score}", 10, 20, arcade.color.WHITE, 14)
# Draw game over if the game state is such
if self.game_state == GAME_OVER:
arcade.draw_text("GAME OVER", 250, 300, arcade.color.WHITE, 55)
self.set_mouse_visible(True)
def on_mouse_motion(self, x, y, dx, dy):
"""
Called whenever the mouse moves.
"""
# Don't move the player if the game is over
if self.game_state == GAME_OVER:
return
self.player_sprite.center_x = x
def on_mouse_press(self, x, y, button, modifiers):
"""
Called whenever the mouse button is clicked.
"""
# Only allow the user so many bullets on screen at a time to prevent
# them from spamming bullets.
if len(self.player_bullet_list) < MAX_PLAYER_BULLETS:
# Gunshot sound
arcade.play_sound(self.gun_sound)
# Create a bullet
bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER)
# The image points to the right, and we want it to point up. So
# rotate it.
bullet.angle = 90
# Give the bullet a speed
bullet.change_y = BULLET_SPEED
# Position the bullet
bullet.center_x = self.player_sprite.center_x
bullet.bottom = self.player_sprite.top
# Add the bullet to the appropriate lists
self.player_bullet_list.append(bullet)
def update_enemies(self):
# Move the enemy vertically
for enemy in self.enemy_list:
enemy.center_x += self.enemy_change_x
# Check every enemy to see if any hit the edge. If so, reverse the
# direction and flag to move down.
move_down = False
for enemy in self.enemy_list:
if enemy.right > RIGHT_ENEMY_BORDER and self.enemy_change_x > 0:
self.enemy_change_x *= -1
move_down = True
if enemy.left < LEFT_ENEMY_BORDER and self.enemy_change_x < 0:
self.enemy_change_x *= -1
move_down = True
# Did we hit the edge above, and need to move t he enemy down?
if move_down:
# Yes
for enemy in self.enemy_list:
# Move enemy down
enemy.center_y -= ENEMY_MOVE_DOWN_AMOUNT
# Flip texture on enemy so it faces the other way
if self.enemy_change_x > 0:
enemy.texture = self.enemy_textures[0]
else:
enemy.texture = self.enemy_textures[1]
def allow_enemies_to_fire(self):
"""
See if any enemies will fire this frame.
"""
# Track which x values have had a chance to fire a bullet.
# Since enemy list is build from the bottom up, we can use
# this to only allow the bottom row to fire.
x_spawn = []
for enemy in self.enemy_list:
# Adjust the chance depending on the number of enemies. Fewer
# enemies, more likely to fire.
chance = 4 + len(self.enemy_list) * 4
# Fire if we roll a zero, and no one else in this column has had
# a chance to fire.
if random.randrange(chance) == 0 and enemy.center_x not in x_spawn:
# Create a bullet
bullet = arcade.Sprite(":resources:images/space_shooter/laserRed01.png", SPRITE_SCALING_LASER)
# Angle down.
bullet.angle = 180
# Give the bullet a speed
bullet.change_y = -BULLET_SPEED
# Position the bullet so its top id right below the enemy
bullet.center_x = enemy.center_x
bullet.top = enemy.bottom
# Add the bullet to the appropriate list
self.enemy_bullet_list.append(bullet)
# Ok, this column has had a chance to fire. Add to list so we don't
# try it again this frame.
x_spawn.append(enemy.center_x)
def process_enemy_bullets(self):
# Move the bullets
self.enemy_bullet_list.update()
# Loop through each bullet
for bullet in self.enemy_bullet_list:
# Check this bullet to see if it hit a shield
hit_list = arcade.check_for_collision_with_list(bullet, self.shield_list)
# If it did, get rid of the bullet and shield blocks
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()
for shield in hit_list:
shield.remove_from_sprite_lists()
continue
# See if the player got hit with a bullet
if arcade.check_for_collision_with_list(self.player_sprite, self.enemy_bullet_list):
self.game_state = GAME_OVER
# If the bullet falls off the screen get rid of it
if bullet.top < 0:
bullet.remove_from_sprite_lists()
def process_player_bullets(self):
# Move the bullets
self.player_bullet_list.update()
# Loop through each bullet
for bullet in self.player_bullet_list:
# Check this bullet to see if it hit a enemy
hit_list = arcade.check_for_collision_with_list(bullet, self.shield_list)
# If it did, get rid of the bullet
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()
for shield in hit_list:
shield.remove_from_sprite_lists()
continue
# Check this bullet to see if it hit a enemy
hit_list = arcade.check_for_collision_with_list(bullet, self.enemy_list)
# If it did, get rid of the bullet
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()
# For every enemy we hit, add to the score and remove the enemy
for enemy in hit_list:
enemy.remove_from_sprite_lists()
self.score += 1
# Hit Sound
arcade.play_sound(self.hit_sound)
# If the bullet flies off-screen, remove it.
if bullet.bottom > SCREEN_HEIGHT:
bullet.remove_from_sprite_lists()
def on_update(self, delta_time):
""" Movement and game logic """
if self.game_state == GAME_OVER:
return
self.update_enemies()
self.allow_enemies_to_fire()
self.process_enemy_bullets()
self.process_player_bullets()
if len(self.enemy_list) == 0:
self.setup_level_one()
def main():
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
|