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objects.py
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objects.py
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import pygame, os
import numpy as np
import config as c
class enemy():
def __init__(self, pos):
"""
Initialize object
"""
# Position ID:
self.position = pos
# X,Y coordinates of the enemy vertices:
self.x = np.array([75, 72, 77, 83, 88, 85, 83, 77])
self.y = np.array([37, 32, 27, 27, 32, 37, 35, 35])
# Shift to set initial position in screen:
self.x += 40*(pos % 7)
self.y += 30*((pos+7)/7)
self.isAlive = True
self.state = 0 # In formation (0) or released (1)
self.dying_time = 6*10 # Time showing 'kaboom' message
self.di = 0.15 # Fractional movement in formation
self.k0 = 0.0 # Cumulative movement in formation
self.k1 = 0 # Number of movement in same direction in formation
self.sound_expl = pygame.mixer.Sound(c.explosion)
# X direcction:
self.dx = -1 if np.random.uniform() < 0.5 else 1
# Text during death:
font = pygame.font.Font(None, c.font_size_enemy)
self.texto = font.render(c.death_msg.strip(), True, self.color)
self.r = self.texto.get_rect()
# Initiallize ammo:
self.ammo = []
for i in np.arange(self.n_ammo):
self.ammo.append(bullet())
def checkLimits(self):
"""
Check if enemy is out of the screen boundaries:
"""
# Left limit exeeded:
if self.x[4] < -1:
self.x -= self.x[4] - 1
self.dx = -self.dx
# Right limit exeeded:
elif self.x[1] > c.screen_size[0] + 1:
self.x -= self.x[1] - (c.screen_size[0] + 1)
self.dx = -self.dx
def update(self):
"""
Update position
During formation: add the fractional movement (k1) into k0 until k0
abs(k0) >= 1. After 10 movements in the same direction, reverse the
direction.
"""
if self.isAlive:
if self.state == 0: # In formation
self.k0 += self.di # charge k0 till get over 1
if np.abs(self.k0) >= 1:
self.x += int(self.k0) # Move
self.k1 += 1 # Count the movements
self.k0 = 0.0 # Reset k0
if self.k1 == 10: # Change direction
self.di = -self.di
self.k1 -= self.k1
elif self.state == 1: # Free movement
if np.random.uniform() >= 0.98: # Change direction
self.dx =-self.dx
self.x += self.dx
self.y += 1
self.checkLimits()
if self.y[2] > 450:
self.y -= 466
for weapon in self.ammo:
if weapon.isAlive:
weapon.move()
def shoot(self, prob):
"""
Determine if enemy will shoot and cretate the bullet in case of.
Parameters:
-----------
prob: Probability of shooting
"""
for i in np.arange(self.n_ammo):
if self.isAlive and not self.ammo[i].isAlive:
if np.random.uniform() < prob:
# Initialize bullet at given position:
self.ammo[i] = bullet((self.x[2] + self.x[3])/2, self.y[0] + 4)
self.ammo[i].hooked = False
def draw(self, screen):
"""
Draw the enemy related graphs:
"""
# Draw the enemy:
if self.isAlive:
pygame.draw.polygon(screen, self.color, zip(self.x, self.y), 1)
# Draw 'Kaboom' message:
elif self.dying_time > 0:
self.dying_time -= 1
self.r.midtop = (self.x[1] + self.x[4])/2, (self.y[2] + self.y[0])/2
screen.blit(self.texto, self.r)
# Draw the bullets:
for weapon in self.ammo:
if weapon.isAlive:
weapon.drawBullet(screen, c.bullet_color)
def get_rect(self):
return self.x[1], self.y[0], self.x[4], self.y[2]
def kill(self):
channel_exp = self.sound_expl.play()
if channel_exp is not None:
channel_exp.set_volume(0.7, 0.7)
self.isAlive = False
class enemy1(enemy):
def __init__(self, pos):
self.n_ammo = 1
self.color = c.color_enemy1
enemy.__init__(self, pos)
class enemy2(enemy):
def __init__(self, pos):
self.n_ammo = 2
self.color = c.color_enemy2
enemy.__init__(self, pos)
def shoot(self, prob):
"""
Determine if enemy will shoot and cretate the bullet in case of.
"""
for i in np.arange(self.n_ammo):
if self.isAlive and not self.ammo[i].isAlive:
if np.random.uniform() < prob:
# Initialize bullet at given position:
self.ammo[i] = bullet(self.x[1 + i*4], self.y[0] + 4)
self.ammo[i].hooked = False
class starship:
def __init__(self, nivel):
self.x = np.array([193, 193, 193, 198, 200, 202, 207, 207, 207])
self.y = np.array([424, 419, 423, 421, 410, 421, 423, 419, 424])
self.dv = 0
self.moving_l = False
self.moving_r = False
self.level = 6 - nivel
self.lives = self.level
self.isAlive = True
self.hold = False
self.ammo_holded = 0
self.isdead = 6*12
self.invincible = 0
self.ammo =[[] for i in range(self.level)] # List of empty lists
for i in range(len(self.ammo)):
self.ammo[i] = bullet()
self.special = [[[] for j in range(c.n_bombs)] for i in range(c.type_bombs)]
for i in range(c.type_bombs):
for j in range(c.n_bombs):
self.special[i][j] = bomb()
font = pygame.font.Font(None, c.font_size_hero)
self.texto = font.render(c.death_msg_hero.strip(),
True, c.color_hero)
self.r = self.texto.get_rect()
self.sound_doh = pygame.mixer.Sound(c.doh)
def update(self):
self.x += self.dv
self.checkLimits()
for i in range(len(self.ammo)):
self.ammo[i].move(self.x[4])
for i in range(c.type_bombs):
for j in range(c.n_bombs):
self.special[i][j].move(self.x[4])
if not self.isAlive:
self.isdead -= 1
self.r.midtop = self.x[4] - 5, 420
if self.isdead == 0: # revive
self.isdead = 6*12
self.lives -= 1
self.invincible = 3*12
if self.lives != 0:
self.isAlive = True
if self.invincible > 0:
self.invincible -= 1
def stop(self):
self.dv = 0
self.moving_l = False
self.moving_r = False
def draw(self, screen):
if self.isAlive:
pygame.draw.polygon(screen, c.color_hero, zip(self.x, self.y), 1)
else:
screen.blit(self.texto, self.r)
for weapon in self.ammo:
if weapon.isAlive:
weapon.drawBullet(screen)
for i in range(c.type_bombs):
for j in range(c.n_bombs):
self.special[i][j].drawBomb(screen)
for i in range(self.lives-1):
pygame.draw.polygon(screen, c.color_hero,
zip(c.lives_x + i*c.delta_liv, c.lives_y), 1)
# plot hit area
# rec = self.get_rect()
# pygame.draw.rect(screen, (255,255,255), (rec[0], rec[3], \
# rec[2]-rec[0], rec[1]-rec[3]), 1)
# rec = self.get_rect(True)
# pygame.draw.rect(screen, (255,255,255), (rec[0], rec[3], \
# rec[2]-rec[0], rec[1]-rec[3]), 1)
def checkLimits(self):
if self.x[0] < 1:
self.x = np.array([1, 1, 1, 5, 8, 11, 15, 15, 15])
self.stop()
elif self.x[8] > c.screen_size[0]:
self.x = np.array([385, 385, 385, 389, 392, 395, 399, 399, 399])
self.stop()
def kill(self):
channel_doh = self.sound_doh.play()
if channel_doh is not None:
channel_doh.set_volume(0.4, 0.4)
self.stop()
self.hold = False
self.ammo[self.ammo_holded].hooked = False
self.isAlive = False
def get_rect(self, lower=False):
if not lower:
return self.x[3], self.y[3], self.x[5], self.y[4]
else:
return self.x[0], self.y[0], self.x[8], self.y[1]
class bullet:
def __init__(self, pos_x=-10, pos_y=-10):
self.x = pos_x
self.y = pos_y
self.isAlive = True if not pos_x == -10 else False
self.hooked = True
def move(self, pos_x=None):
if pos_x == None: # enemy
self.y += 5
else: # hero
if not self.hooked:
self.y -= 5
else:
self.x = pos_x
if self.y > c.screen_size[1] or self.y < 0:
self.isAlive = False
def drawBullet(self, screen, color=c.color_bullet ):
pygame.draw.line(screen, color, (self.x, self.y), (self.x, self.y-5))
def get_rect(self):
return self.x, self.y, self.x , self.y - 4
class bomb:
def __init__(self, pos_x=-1, pos_y=-1):
self.x = pos_x
self.y = pos_y
self.isAlive = True if not pos_x == -1 else False
self.status = 0
def move(self, pos_x):
if self.status == 0: # Falling
self.y += 2
if self.y > 450:
self.isAlive = False
if self.status == 1: # Caught
self.x = pos_x
self.y = 410
# def checkHit(x1, x2, y1, y2):
# return False
# def checkHit(x1, x2, y1, y2, g):
# return False
# def drawBomb(Graphics g):
# if self.status == 0:
# g.drawRect(self.x-4, self.y-7, 8, 8)
def drawBomb(self, screen, color=c.color_bomb):
if self.status == 0:
pygame.draw.rect(screen, color, (self.x-4, self.y-7, 9, 9), 1)
def changeStatus(self, i):
self.status = i
def get_rect(self):
return self.x-4, self.y+2, self.x+5, self.y-7
class laser(bomb):
def __init__(self, pos_x, pos_y):
bomb.__init__(self, pos_x, pos_y)
self.age = 0
self.length = 2
self.sound = pygame.mixer.Sound(c.laser)
font = pygame.font.Font(None, c.font_size_bomb)
self.texto = font.render(("L").strip(), True, c.color_laser)
self.r = self.texto.get_rect()
def changeStatus(self, i):
bomb.changeStatus(self, i)
if i == 3:
self.length = 300
channel_laser = self.sound.play()
if channel_laser is not None:
channel_laser.set_volume(0.4, 0.4)
def move(self, pos_x):
bomb.move(self, pos_x)
if self.status == 2:
self.age += 1
self.length = self.age/4
self.x = pos_x
if self.age > 30:
self.changeStatus(3)
if self.status == 3:
self.age += 1
self.y -= 30
if self.age > 50:
self.status = -1
self.isAlive = False
def drawBomb(self, screen, color=c.color_laser):
bomb.drawBomb(self, screen, color)
if self.status == 0:
self.r.midbottom = self.x-1, self.y+2
screen.blit(self.texto, self.r)
if self.status == 1:
self.r.midtop = 310, 30
screen.blit(self.texto, self.r)
if self.status == 2 or self.status == 3:
screen.fill( c.color_laser,
(self.x-1, self.y-self.length-1, 2, self.length) )
def check_hit(self, x1, y2, x2, y1):
if self.status == 2 or self.status == 3:
if (self.x-1 <= x2 and x1 <= self.x+1 and
self.y-2 >= y1 and y2 >= self.y-self.length-1):
self.changeStatus(3)
return True
return False
def checkHit(self, rect):
return self.check_hit(rect[0],rect[1],rect[2],rect[3])
class rocket(bomb):
def __init__(self, pos_x, pos_y):
bomb.__init__(self, pos_x, pos_y)
font = pygame.font.Font(None, c.font_size_hero)
self.texto = font.render(("R").strip(), True, c.color_bomb)
self.r = self.texto.get_rect()
def move(self, pos_x):
bomb.move(self, pos_x)
def drawBomb(self, screen, color=c.color_bomb):
if self.status == 0:
pygame.draw.rect(screen, color, (self.x-4, self.y-7, 8, 8))
self.r.midtop = self.x-2, self.y
screen.blit(self.texto, self.r)
if self.status == 1:
self.r.midtop = 330, 30
screen.blit(self.texto, self.r)
if self.status == 2:
pass
def check_hit(self, x1, y2, x2, y1):
return False
def checkHit(self, rect):
return self.check_hit(rect[0],rect[1],rect[2],rect[3])
class cluster(bomb):
def __init__(self, pos_x, pos_y):
bomb.__init__(self, pos_x, pos_y)
self.radius = 1
self.sound_blast = pygame.mixer.Sound(c.blast)
self.sound_throw = pygame.mixer.Sound(c.bombfall)
font = pygame.font.Font(None, c.font_size_bomb)
self.texto = font.render(("C"), True, c.color_cluster)
self.r = self.texto.get_rect()
def changeStatus(self, i):
bomb.changeStatus(self, i)
if i == 2:
channel_throw = self.sound_throw.play()
if channel_throw is not None:
channel_throw.set_volume(0.4, 0.4)
if i == 3:
self.sound_throw.stop()
channel_blast = self.sound_blast.play()
def move(self, pos_x):
bomb.move(self, pos_x)
if self.status == 2:
self.y -= 2
if self.y < 0:
self.isAlive = False
if self.status == 3:
self.radius += 1
if self.radius > 45:
self.status = -1
self.isAlive = False
def drawBomb(self, screen, color=c.color_cluster):
bomb.drawBomb(self, screen, color)
if self.status == 0:
self.r.midbottom = self.x, self.y+2
screen.blit(self.texto, self.r)
if self.status == 1:
self.r.midtop = 320, 30
screen.blit(self.texto, self.r)
if self.status == 2:
pygame.draw.ellipse(screen, c.color_cluster,
(self.x-1, self.y-3, 5, 6), 1 )
if self.status == 3:
pygame.draw.circle(screen, c.color_cluster, (self.x, self.y),
(self.radius/2 + 2), 3)
pygame.draw.circle(screen, c.color_cluster, (self.x, self.y),
(self.radius/5 + 2), 2)
def check_hit(self, x1, y2, x2, y1):
if self.status == 2:
if (self.x-1 <= x2 and self.x+1 >= x1 and
self.y+3 >= y1 and self.y-2 <= y2 ):
self.changeStatus(3)
return True
if self.status == 3:
if self.x < x1:
if self.y < y1 or self.y > y2:
if ((self.y-y1)**2 + (self.x-x1)**2 <= (self.radius/2.0)**2 or
(self.y-y2)**2 + (self.x-x1)**2 <= (self.radius/2.0)**2 ):
return True
elif self.x + self.radius/2.0 >= x1:
return True
elif self.x <= x2:
if ((self.y + self.radius/2.0 > y1 and
self.y - self.radius/2.0 <= y1) or
(self.y + self.radius/2.0 > y2 and
self.y - self.radius/2.0 <= y2) ):
return True
else:
if self.y < y1 or self.y > y2:
if ((self.y-y1)**2 + (self.x-x2)**2 <= (self.radius/2.0)**2 or
(self.y-y2)**2 + (self.x-x2)**2 <= (self.radius/2.0)**2 ):
return True
elif self.x - self.radius/2.0 <= x2:
return True
return False
def checkHit(self, rect):
return self.check_hit(rect[0], rect[1], rect[2], rect[3])