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classes.py
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# -*- coding: utf-8 -*-
import pygame
from pygame.locals import *
import time
import random
class Vais:
#Permet de creer le vaisseau
def __init__(self):
self.image = pygame.image.load("image/vaisseau.png").convert_alpha()
self.position_vais = self.image.get_rect()
self.position_vais.center = 500,700
#Explosion
self.exp = pygame.image.load("image/explosion.png").convert_alpha()
self.position_exp = self.exp.get_rect()
self.position_exp.center = 1300,70
self.son_explosion = pygame.mixer.Sound("image/explosion.wav")
self.tla = 1
self.texp = 0
self.boss = 0
#Permet de le deplacer
def deplacer(self,direction):
#Déplacement vers la droite
if direction == 'droite':
#Pour ne pas dépasser l'écran
if self.position_vais.x < 961:
#Déplacement d'une case
self.position_vais = self.position_vais.move(5,0)
#Déplacement vers la gauche
if direction == 'gauche':
#Pour ne pas dépasser l'écran
if self.position_vais.x > 0 :
#Déplacement d'une case
self.position_vais = self.position_vais.move(-5,0)
def explose(self,laserinv,fenetre):
#Introduis un temps avant fin de l'explosion
if(self.texp>=1):
self.texp+=1
laserinv.tirer_fin(True)
if self.texp>=20:
self.position_exp.center = 1300,70
self.tla=0
self.texp=0
#Detecte la collision
if self.position_vais.colliderect(laserinv.position_laser) or self.boss==1:
self.son_explosion.play()
self.position_exp.center = self.position_vais.center
self.texp+=1
self.position_vais.center=1400,70
#Affiche l'explosion
fenetre.blit(self.image, self.position_vais)
fenetre.blit(self.exp, self.position_exp)
def tirer(self,laser):
laser.tirer_deb(self.position_vais.x,self.position_vais.y,0)
def bosstest(self,inv):
for i in range(0,len(inv.tablaser)):
if inv.tablaser[i].position_laser.colliderect(self.position_vais):
self.boss=1
break
class Invader:
def __init__(self,x,y):
#Invaders
self.image = pygame.image.load("image/space_invader.png").convert_alpha()
self.position_vais = self.image.get_rect()
self.position_vais.center = x,y
#Explosion
self.exp = pygame.image.load("image/explosion.png").convert_alpha()
self.position_exp = self.exp.get_rect()
self.position_exp.center = 1300,70
self.son_explosion = pygame.mixer.Sound("image/explosion.wav")
self.tla = 1
self.texp = 0
#Permet de tirer
def tirer(self,laserinv):
laserinv.tirer_deb(self.position_vais.x,self.position_vais.y,1)
def explose(self,laser,fenetre,score):
#Introduis un temps avant fin de l'explosion
if(self.texp>=1):
self.texp+=1
laser.tirer_fin(True)
if self.texp>=20:
self.position_exp.center = 1300,70
self.tla=0
self.texp=0
#Detecte la collision
if self.position_vais.colliderect(laser.position_laser):
self.son_explosion.play()
self.position_exp.center = self.position_vais.center
self.texp+=1
self.position_vais.center=1400,70
score.plusun()
#Affiche l'explosion et l'invader
fenetre.blit(self.image, self.position_vais)
fenetre.blit(self.exp, self.position_exp)
#Met à jour les tires et explosions
def update(self,laser,laserinv,fenetre,score):
if ( self.tla==1 ):
self.explose(laser,fenetre,score)
if (random.randint(0,500)==1 and laserinv.tire==0 and self.tla==1):
self.tirer(laserinv)
def affiche(self,fenetre):
fenetre.blit(self.image, self.position_vais)
#La classe reunissant l'ensemble des invaders
class Invaders:
def __init__(self,nb,x,y,nbpl):
self.nb=nb
self.tab=[]
for i in range(0,nb):
self.tab.append(Invader(x+100*(i%nbpl),y+(i/nbpl)*100))
#Appelle l'update de Invader et fait mouvoir le laser
def update(self,laser,laserinv,fenetre,score):
laserinv.tirer_fin(False)
if laserinv.tire == 1:
laserinv.deplacer()
for i in range(0,self.nb):
self.tab[i].update(laser,laserinv,fenetre,score)
#Renvoi true si tout les invader sont detruis
def reset(self):
for i in range(0,self.nb):
if (self.tab[i].tla == 1):
return False
return True
def affiche(self,fenetre):
for i in range(0,self.nb):
self.tab[i].affiche(fenetre)
class Laser:
def __init__(self):
self.laser = pygame.image.load("image/laser.png").convert_alpha()
self.position_laser = self.laser.get_rect()
self.position_laser.center= 1300,70
self.tire = 0
self.son_laser = pygame.mixer.Sound("image/laser.wav")
#Initialise le tire quand il va s'effectuer
def tirer_deb(self,x,y,sens):
if(self.tire == 0):
self.son_laser.play()
self.position_laser.center = x,y
if sens==0:
self.position_laser = self.position_laser.move(26.5,0)
if sens==1:
self.position_laser = self.position_laser.move(26.5,30)
self.tire = 1
self.sens = sens
#Déplace le laser dans le sens demandé
def deplacer(self):
if (self.sens == 0):
self.position_laser = self.position_laser.move(0,-3)
if (self.sens == 1):
self.position_laser = self.position_laser.move(0,3)
#Remet le laser quand il a fini sa course ou detruis un vaisseau
def tirer_fin(self,stop):
if(self.position_laser.y >= 765 or self.position_laser.y <= 0 or stop==True):
self.tire = 0
self.position_laser.center = 1200,70
def update(self):
self.tirer_fin(False)
if self.tire == 1:
self.deplacer()
def affiche(self,fenetre):
fenetre.blit(self.laser,self.position_laser)
# A faire
class Boss:
def __init__(self):
self.boss = pygame.image.load("image/Boss.png").convert_alpha()
self.position_boss = self.boss.get_rect()
self.position_boss.center = 500,120
self.tla=1
self.tempo=0
self.sens=1
#Explosion
self.exp = pygame.image.load("image/explosion.png").convert_alpha()
self.position_exp = self.exp.get_rect()
self.position_exp.center = 1400,70
self.son_explosion = pygame.mixer.Sound("image/explosion.wav")
self.texp=0
self.nbtouch=0
#Laser
self.laser1=Laser()
self.laser2=Laser()
self.laser3=Laser()
self.tablaser=[self.laser1,self.laser2,self.laser3]
def explose(self,fenetre,laser,score):
#Introduis un temps avant fin de l'explosion
if(self.texp>=1):
self.texp+=1
if self.texp>=30:
self.position_exp.center = 1300,70
self.tla=0
#Detecte la collision
if (self.position_boss.colliderect(laser.position_laser) and self.texp==0):
#Termine le laser du vaisseau
laser.tirer_fin(True)
self.nbtouch+=1
if self.nbtouch>=30:
score.score+=5
self.son_explosion.play()
self.position_exp.center = self.position_boss.center
self.texp+=1
self.position_boss.center=1400,70
#Affiche l'explosion
fenetre.blit(self.boss, self.position_boss)
fenetre.blit(self.exp, self.position_exp)
def tirer(self):
self.laser1.tirer_deb(self.position_boss.x+40,self.position_boss.y+100,1)
self.laser2.tirer_deb(self.position_boss.x+92,self.position_boss.y+112,1)
self.laser3.tirer_deb(self.position_boss.x+137,self.position_boss.y+100,1)
def deplacer(self):
if self.position_boss.x<=0:
self.sens=0
if self.position_boss.x>=785:
self.sens=1
if self.tempo==3:
if self.sens==1:
self.position_boss = self.position_boss.move(-1,0)
if self.sens==0:
self.position_boss = self.position_boss.move(1,0)
self.tempo=0
self.tempo+=1
def update(self,laser,laserinv,fenetre,score):
self.deplacer()
for i in range(0,len(self.tablaser)):
self.tablaser[i].update()
if self.tla==1:
self.explose(fenetre,laser,score)
if random.randint(0,350)==1 and self.tablaser[1].tire==0 and self.tla==1:
self.tirer()
def reset(self):
if self.tla==1:
return False
else:
return True
def affiche(self,fenetre):
for i in range(0,len(self.tablaser)):
self.tablaser[i].affiche(fenetre)
fenetre.blit(self.boss,(self.position_boss.x,self.position_boss.y))
fenetre.blit(self.exp,(self.position_exp.x,self.position_exp.y))
#Class du score
class Score:
def __init__(self):
self.score=0
self.myfont = pygame.font.SysFont("monospace", 40)
def plusun(self):
self.score+=1
def affiche(self,fenetre,temps):
self.label = self.myfont.render("Score = " + str(self.score), 1, (250,250,250))
fenetre.blit(self.label, (400, 580))
pygame.display.flip()
time.sleep(5)
class GameOver:
def __init__(self):
self.image=pygame.image.load("image/game_over.jpg")
def test(self,vais):
if (vais.tla==1):
return False
else:
return True
def affiche(self,fenetre):
fenetre.blit(self.image,(-40,0))
pygame.display.flip()