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Space Blaster.py
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Space Blaster.py
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# coding: utf-8
'''
Created from various games in Pythonista 3, along with help from my dad.
Copyright (c) 2017, Glen David Childers
'''
from scene import *
from Coin import *
from Shield import *
from Meteor import *
import notification
import speech
import sound
import random
from math import sin, cos, pi
from game_menu import MenuScene
A = Action
paused = True
def cmp(a, b):
return ((a > b) - (a < b))
standing_texture = Texture('IMG_0499_3.GIF')
walk_textures = [Texture('IMG_0499_2.GIF'), Texture('IMG_0499_2.GIF')]
hit_texture = Texture('shp:Gradient-2')
hitcount = 0
class Power (SpriteNode):
def __init__(self, **kwargs):
img = 'plf:RayGunPurple'
SpriteNode.__init__(self, img, **kwargs)
class Game (Scene):
def setup(self):
self.background_color = '#000000'
self.ground = Node(parent=self)
self.player = SpriteNode(standing_texture)
self.player.anchor_point = (0.5, 0)
self.add_child(self.player)
score_font = ('Party LET', 40)
self.score_label = LabelNode('0', score_font, parent=self)
self.score_label.position = (self.size.w/2, self.size.h - 70)
self.score_label.z_position = 1
shield_font = ('Papyrus', 12)
self.shield_label = LabelNode('0', shield_font, parent=self)
self.shield_label.position = (60, 20)
self.shield_label.z_position = 1
self.items = []
self.lasers = []
self.new_game()
self.run_action(A.sequence(A.wait(0.0), A.call(self.show_start_menu)))
self.highscore = self.load_highscore()
self.pause_button = SpriteNode('iow:pause_32', position=(32, self.size.h-36), parent=self)
self.powerups = [50, 0]
power_font = ('Papyrus', 12)
self.power_label = LabelNode('0', power_font, parent=self)
self.power_label.position = (200, 20)
self.power_label.z_position = 1
def end_game(self):
speech.say('You have died. Try Harder Next Time', 'id_ID')
if self.score > self.highscore:
with open('SpaceBlaster.highscore', 'w') as f:
f.write(str(self.score))
self.highscore = self.score
for item in list(self.lasers):
item.remove_from_parent()
self.lasers = []
#sound.play_effect('digital:ZapThreeToneDown')
self.show_game_over_menu()
def update(self):
if self.game_over:
self.shield_label.text = 'Shields: 0%'
return
self.shield_label.text = 'Shields: ' + str(100 + self.powerups[1] - hitcount) + '%'
self.power_label.text = 'Ammo: ' + str(self.powerups[0])
self.update_player()
self.check_item_collisions()
self.check_laser_collisions()
if random.random() < 0.05 * self.speed:
self.spawn_item()
def touch_began(self, touch):
if self.game_over:
return
if touch.location.x < 48 and touch.location.y > self.size.h - 48:
self.pause_menu()
else:
if touch.location.y > 100:
self.shoot_laser()
def update_player(self):
g = gravity()
# if self.powerups[1] > 200:
# self.powerups[1] = 200
if abs(g.x) > 0.05:
self.player.x_scale = cmp(g.x, 0)
x = self.player.position.x
max_speed = 40
x = max(0, min(self.size.w, x + g.x * max_speed))
self.player.position = x, 32
step = int(self.player.position.x / 40) % 2
if step != self.walk_step:
self.player.texture = walk_textures[step]
sound.play_effect('game:Spaceship', 0.05, 1.0 + 0.5 * step)
self.walk_step = step
else:
self.player.texture = standing_texture
self.walk_step = -1
self.player.shader = None
if self.player.scale < 1:
self.player.scale = -2
self.player.y_scale = 2
else:
self.player.scale = 2
self.shield = (100 + self.powerups[1]) - hitcount
def check_item_collisions(self):
player_hitbox = Rect(self.player.position.x - 20, 32, 40, 65)
for item in list(self.items):
if item.frame.intersects(player_hitbox):
if isinstance(item, Coin):
self.collect_item(item, value=11)
elif isinstance(item, Power):
self.collect_item(item, value=10)
elif isinstance(item, Shield):
self.collect_item(item, value=30)
elif isinstance(item, Meteor):
if item.destroyed:
self.collect_item(item, 1)
else:
self.player_hit(item)
elif not item.parent:
self.items.remove(item)
def new_game(self):
# Reset everything to its initial state...
for item in self.items:
item.remove_from_parent()
self.items = []
self.score = 0
self.score_label.text = '0'
self.shield = 0
self.shield_label.text = '100'
self.walk_step = -1
self.player.position = (self.size.w/2, 32)
self.player.texture = standing_texture
self.speed = 1.5
# The game_over attribute is set to True when the alien gets hit by a meteor. We use this to stop player movement and collision checking (the update method simply does nothing when game_over is True).
self.game_over = False
self.powerups = [50, 0]
sound.play_effect('arcade:Powerup_2', 0.2)
def check_laser_collisions(self):
for laser in list(self.lasers):
if not laser.parent:
self.lasers.remove(laser)
continue
for item in self.items:
if not isinstance(item, Meteor):
continue
if item.destroyed:
continue
if laser.position in item.frame:
self.score += 100
self.destroy_meteor(item)
self.lasers.remove(laser)
laser.remove_from_parent()
break
def destroy_meteor(self, meteor):
randlaser = random.choice(['spc:MeteorGraySmall2', 'spc:MeteorGrayTiny1', 'spc:MeteorGrayTiny2'])
sound.play_effect('arcade:Explosion_5', 1)
meteor.destroyed = True
meteor.texture = Texture('plc:Star')
for i in range(10):
m = SpriteNode(randlaser, parent=self)
m.position = meteor.position + (random.uniform(-10, 10), random.uniform(10, -10))
angle = random.uniform(0, pi*2)
dx, dy = cos(angle) * 1, sin(angle) * 1
m.run_action(A.move_by(dx, dy, 0.6, TIMING_ELASTIC_OUT))
m.run_action(A.sequence(A.scale_to(0, 0.6), A.remove()))
def player_hit(self, item):
global hitcount
if hitcount >= (self.powerups[1] + 100):
self.game_over = True
hitcount = 0
sound.play_effect('arcade:Explosion_1')
self.player.texture = hit_texture
self.player.run_action(A.move_by(0, -150))
self.run_action(A.sequence(A.wait(2*self.speed), A.call(self.end_game)))
else:
sound.play_effect('arcade:Explosion_7')
hitcount = hitcount + item.damage
self.shield = (100 + self.powerups[1]) - hitcount
item.damage = 0
def shield_strength(self):
return self.shield
def spawn_meteor(self):
meteor = Meteor(parent=self)
dm = int(self.shield_strength() / 2)
meteor.damage = random.randint(1, max(2, dm))
meteor.position = (random.uniform(20, self.size.w-20), self.size.h + 30)
d = random.uniform(2.0, 4.0)
actions = [A.move_to(random.uniform(0, self.size.w), -100, d), A.remove()]
meteor.run_action(A.sequence(actions))
self.items.append(meteor)
def spawn_powerup(self):
power = None
if random.randint(1, 20) > 10 and self.shield_strength() < 100:
power = Shield(parent=self)
elif self.powerups[0] < 100:
power = Power(parent=self)
else:
self.spawn_star()
if power:
power.position = (random.uniform(20, self.size.w-20), self.size.h + 30)
d = random.uniform(2.0, 4.0)
actions = [A.move_to(random.uniform(0, self.size.w), -100, d), A.remove()]
power.run_action(A.sequence(actions))
self.items.append(power)
def spawn_star(self):
coin = Coin(parent=self)
coin.position = (random.uniform(20, self.size.w-20), self.size.h + 30)
d = random.uniform(2.0, 4.0)
actions = [A.move_by(0, -(self.size.h + 60), d), A.remove()]
coin.run_action(A.sequence(actions))
self.items.append(coin)
def spawn_item(self):
for i in range(1, 2):
self.spawn_star()
if random.random() < 0.1 * self.speed:
self.spawn_meteor()
elif random.random() > 0.2 * self.speed:
self.spawn_powerup()
else:
self.spawn_star()
self.speed = min(3, self.speed + 0.005)
def collect_item(self, item, value=10):
if value == 10:
sound.play_effect('arcade:Coin_3')
self.powerups[0] += random.randint(1, 20)
elif value == 30:
sound.play_effect('arcade:Coin_1')
self.powerups[1] += random.randint(1, 10)
else:
sound.play_effect('arcade:Coin_2')
item.remove_from_parent()
self.items.remove(item)
self.score += value
self.score_label.text = str(self.score)
def show_start_menu(self):
self.paused = True
self.menu = MenuScene('Space Blaster', 'Score to beat: %i' % self.highscore, ['Launch!', 'Instructions'])
self.present_modal_scene(self.menu)
def instruct_menu(self, bob = 'Continue'):
speech.say('Tilt to Move your Ship, and Tap to Use Weapons')
self.paused = True
self.menu = MenuScene('Instructions', 'Tilt to Move\nTap to Shoot', [bob])
self.present_modal_scene(self.menu)
def menu_button_selected(self, title):
if title in ('Continue', 'New Game', 'Play', 'Try Again', 'Launch!'):
self.dismiss_modal_scene()
self.menu = None
self.paused = False
if title in ('Play', 'Try Again','Launch!'):
self.new_game()
speech.say('Attack their ships, ...and try to survive', 'id_ID')
elif title in ('New Game'):
self.dismiss_modal_scene()
self.menu = None
self.paused = False
self.show_start_menu()
elif title in ('Help', 'Instructions'):
self.dismiss_modal_scene()
self.menu = None
self.paused = False
if title == 'Help':
self.instruct_menu()
else:
self.instruct_menu(bob = 'Launch!')
elif title in ('Save Score'):
if self.score > self.highscore:
with open('SpaceBlaster.highscore', 'w') as f:
f.write(str(self.score))
self.highscore = self.score
else:
print(title)
def shoot_laser(self):
rand1 = random.choice(['spc:LaserGreen10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserGreen12', 'spc:LaserGreen10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue9', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue9', 'spc:LaserGreen11', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue12', 'spc:LaserBlue10', 'spc:LaserBlue11', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserGreen10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue11', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue9', 'spc:LaserBlue10', 'spc:LaserGreen10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserBlue10', 'spc:LaserGreen10', 'spc:LaserBlue10', 'spc:LaserBlue12', 'spc:LaserBlue9'])
rand2 = random.choice(['IMG_0499_1.GIF', 'IMG_0499.GIF'])
randlaser = random.choice([rand1, rand1, rand1, rand1, rand1, rand1, rand1, rand1, rand1, rand1, rand1, rand2])
if len(self.lasers) >= 8:
return
if self.powerups[0] > 0:
self.powerups[0] -= 1
else:
return
laser = SpriteNode(rand2, parent=self)
laser.x_scale = 3
laser.y_scale = 3
laser.position = self.player.position + (0, 30)
laser.z_position = -1
actions = [A.move_by(0, self.size.h, 1.2 * self.speed), A.remove()]
laser.run_action(A.sequence(actions))
self.lasers.append(laser)
sound.play_effect('arcade:Laser_6')
def touch_moved(self, touch):
pass
# self.shoot_laser()
def load_highscore(self):
try:
with open('SpaceBlaster.highscore', 'r') as f:
return int(f.read())
except:
return 0
def save_highscore(self):
with open('SpaceBlaster.highscore', 'w') as f:
f.write(str(self.highscore))
def show_game_over_menu(self):
self.paused = True
self.menu = MenuScene('You Crashed!', 'Score: %i' % (self.score), ['Try Again'])
self.present_modal_scene(self.menu)
def pause_menu(self):
self.paused = True
self.menu = MenuScene('Game Paused', 'Beat this score: %i' % self.highscore, ['Continue', 'New Game', 'Help', 'Save Score'])
self.present_modal_scene(self.menu)
if __name__ == '__main__':
run(Game(), PORTRAIT, show_fps=False, multi_touch=False, anti_alias=False)