Exemple #1
0
class Shield(Entity):
    """Shield which is placed between the user and the alien horde.

    Arguments:
        position (tuple {int, int}): The position to place the shield.
        groups (pygame.sprite.Group): All the groups this entity will be in.

    Attributes:
        image (pygame.Surface): The current image which represents the sprite.
        rect (pygame.Rect): The rect used for placing the sprite.
        mask (pygame.mask.Mask): The mast for the image.
    """
    shield = SpriteSheet.sprite(SHIELD)

    def __init__(self, position, *groups):
        super().__init__(*groups)
        self.image = copy(self.shield).convert_alpha()
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.image)

        self.rect.topleft = position

    def take_damage(self, bullets):
        """Take damage from the bullets on the display.

        Arguments:
            bullets (pygame.sprite.Group): The groups which contains bullets.
        """
        for bullet in bullets:
            try:
                pos_x, pos_y = pygame.sprite.collide_mask(self, bullet)
                bullet.kill()
                self.dirty = 1
            except TypeError:
                continue

            destroy_rect = pygame.Rect((pos_x - 4, pos_y, 8, 8))
            self.image.fill((0, 0, 0, 0), destroy_rect)

            for _ in range(10):
                destroy_x = randint(pos_x - 4, pos_x + 4)
                destroy_y = randint(pos_y - 4, pos_y + 4)
                destroy_rect = (destroy_x - 2, destroy_y, 4, 4)
                self.image.fill((0, 0, 0, 0), destroy_rect)

            for _ in range(20):
                destroy_x = randint(pos_x - 8, pos_x + 8)
                destroy_y = randint(pos_y - 8, pos_y + 8)
                destroy_rect = (destroy_x - 1, destroy_y, 2, 2)
                self.image.fill((0, 0, 0, 0), destroy_rect)

            for _ in range(30):
                destroy_x = randint(pos_x - 12, pos_x + 12)
                destroy_y = randint(pos_y - 12, pos_y + 12)
                destroy_rect = pygame.Rect((destroy_x - 0.5, destroy_y, 1, 1))
                self.image.fill((0, 0, 0, 0), destroy_rect)

            self.mask = pygame.mask.from_surface(self.image)
Exemple #2
0
class Tank(Entity):
    """The tank which the user controls to destroy the oncoming alien horde.

    Arguments:
        groups (pygame.sprite.Group): All the groups this entity will be in.

    Attributes:
        tank (pygame.Surface): The default sprite for the tank.
        bullet (pygame.Surface): The tanks bullet sprite.
        explosion (pygame.Surface): The tanks explosion animation.
        image (pygame.Surface): The current image which represents the sprite.
        rect (pygame.Rect): The rect used for placing the sprite.
        mask (pygame.mask.Mask): The mast for the image.
        _velocity (pygame.math.Vector2): The x, y velocities for the sprite.
        _last_shot (float): The last time that the tank fired a shot.
        _reload_speed (float): The amount of time it takes to reload.
        _current_time (float): Time in seconds. (Used for time based actions)
    """
    tank = SpriteSheet.sprite(TANK)
    bullet = SpriteSheet.sprite(TANK_BULLET)
    explosion = Animation(SpriteSheet.animation(TANK_EXPLOSION, 1), 0.3)
    bullet_explosion = Animation(
        SpriteSheet.animation(TANK_BULLET_EXPLOSION, 1), 0.3)

    def __init__(self, position, *groups):
        super().__init__(*groups)
        self.image = copy(self.tank).convert_alpha()
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.image)
        self._velocity = pygame.math.Vector2(250, 0)
        self._last_shot = 0
        self._reload_speed = 0.5
        self._current_time = self._reload_speed

        self.rect.topleft = position

    def move(self, direction):
        """Move the tank according the users input.

        Arguments:
            The direction to move the tank. left < 0 > right.
        """
        velocity = int(self._seconds_elapsed * self._velocity.x)

        if direction != 0:
            self.dirty = 1
        if direction < 0 and self.rect.left > velocity:
            self.rect.x -= velocity
        elif direction > 0 and self.rect.right < DISPLAY.height - velocity:
            self.rect.x += velocity

    def shoot(self, *groups):
        """If the tank isn't reloading then fire a shot.

        Arguments:
            groups (pygame.sprite.Group): The groups the bullet will be in.
        """
        if abs(self._last_shot - self._current_time) >= self._reload_speed:
            TankBullet(self, *groups)
            self._last_shot = self._current_time

    def take_damage(self, bullets, *groups):
        """Tank damage from any of the bullets on the display.

        Arguments:
            bullets (pygame.sprite.Group): The bullet group.
            groups (pygame.sprite.Group): The groups the explosion will be in.
        """
        for bullet in bullets:
            if pygame.sprite.collide_mask(self, bullet):
                Explosion(copy(self.explosion), (self.rect.x - 4, self.rect.y),
                          *groups)

                bullet.kill()
                self.kill()
Exemple #3
0
class Mystery(Entity):
    """The mystery ship which flys accross the screen.

    Arguments:
        direction (int): The direction the ship will move across the screen.
        groups (pygame.sprite.Group): All the groups this entity will be in.

    Attributes:
        ship (Ship): The default image for the ship.
        explosion (Animation): The explosion animation.
        dirty (int): Wether or not to draw the entity.
        image (pygame.Surface): The sprites image.
        rect (pygame.Rect): The rect used to place the sprite.
        _explosion (Animation): The explosion animation.
    """
    ship = SpriteSheet.sprite(MYSTERY)
    explosion = Animation(SpriteSheet.animation(MYSTERY_EXPLOSION, 1), 0.3)

    def __init__(self, direction, *groups):
        super().__init__(*groups)
        self.dirty = 2
        self.image = copy(self.ship).convert_alpha()
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.image)
        self._explosion = copy(self.explosion)

        self.rect.y = 0 + self.rect.height

        if direction:
            self._velocity = pygame.math.Vector2(250, 0)
            self.rect.x = 0
        else:
            self._velocity = pygame.math.Vector2(-250, 0)
            self.rect.x = DISPLAY.width

    def update(self, seconds_elapsed):
        """Update the entities time based variables and update the sprites
        position.

        Arguments:
            seconds_elapsed (float): The time since the last frame was drawn.
        """
        super().update(seconds_elapsed)
        self.rect.x += int(self._seconds_elapsed * self._velocity.x)

        if not self.rect.colliderect(DISPLAY):
            self.kill()

    def take_damage(self, bullets, *groups):
        """Take any damage from the bullets on the screen. Create an explosion
        animation when the entities died.

        bullets (pygame.sprite.Group): The group containing the bullet sprites.
        groups (pygame.sprite.Group): The groups the explosion will be in.
        """
        for bullet in bullets:
            if pygame.sprite.collide_mask(self, bullet):
                Explosion(self._explosion,
                          (self.rect.x + 6, self.rect.y),
                          *groups)
                bullet.kill()
                self.kill()