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entities.py
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entities.py
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import pygame
import random
import spritesheet
class Spaceship(pygame.sprite.Sprite):
""" The player's spaceship. """
def __init__(self, background):
pygame.sprite.Sprite.__init__(self)
self.background = background
self.master_img = spritesheet.spritesheet('images/spaceship.png')
self.sprite_pos = [[42 * x, y, 40, 43]
for x in range(3) for y in [43, 89]]
self.sprite_imgs = self.master_img.imgsat(self.sprite_pos, colorkey=-1)
self.left_imgs = self.sprite_imgs[0:2]
self.center_imgs = self.sprite_imgs[2:4]
self.right_imgs = self.sprite_imgs[4:6]
self.img_idx = 0
self.curr_img = self.center_imgs[self.img_idx]
self.pos_x = self.background.get_rect().centerx
self.pos_y = self.background.get_rect().bottom-50
self.speed = 10
self.rect = pygame.Rect(
self.pos_x, self.pos_y,
self.curr_img.get_width(),
self.curr_img.get_height())
def update(self, move):
self.mv_left = 0
self.mv_right = 0
self.mv_up = 0
self.mv_down = 0
if move == 'center':
self.curr_img = self.center_imgs[self.img_idx % 2]
elif move == 'left':
self.curr_img = self.left_imgs[self.img_idx % 2]
self.mv_left = -self.speed
elif move == 'right':
self.curr_img = self.right_imgs[self.img_idx % 2]
self.mv_right = self.speed
elif move == 'up':
self.curr_img = self.center_imgs[self.img_idx % 2]
self.mv_up = -self.speed
elif move == 'down':
self.curr_img = self.center_imgs[self.img_idx % 2]
self.mv_down = self.speed
self.img_idx += 1
self.pos_x += (self.mv_left + self.mv_right)
self.pos_y += (self.mv_up + self.mv_down)
# Make sure character does not leave screen bounderies
if self.pos_x > (self.background.get_rect().right - self.rect.width):
self.pos_x = (self.background.get_rect().right - self.rect.width)
elif self.pos_x < 0:
self.pos_x = 0
elif self.pos_y > (self.background.get_rect().bottom
- self.rect.height):
self.pos_y = (self.background.get_rect().bottom
- self.rect.height)
elif self.pos_y < 0:
self.pos_y = 0
# Update rect for collision detection
self.rect = pygame.Rect(
self.pos_x, self.pos_y, self.rect[2], self.rect[3])
self.background.blit(self.curr_img, (self.pos_x, self.pos_y))
class Bullet(pygame.sprite.Sprite):
""" The bullet of the spaceship. """
def __init__(self, ship, background):
pygame.sprite.Sprite.__init__(self)
self.background = background
self.img = spritesheet.spritesheet(
'images/bullet.png').imgat([0, 0, 7, 12], colorkey=-1)
self.pos_x = ship.pos_x + ship.curr_img.get_rect().centerx - 4
self.pos_y = ship.pos_y
self.speed = 10
self.rect = self.img.get_rect()
self.sound = pygame.mixer.Sound('sounds/laser.wav')
self.sound.play()
def update(self):
self.pos_y -= self.speed
if self.pos_y < 0:
self.kill()
self.rect = pygame.Rect(
self.pos_x, self.pos_y, self.rect[2], self.rect[3])
self.background.blit(self.img, (self.pos_x, self.pos_y))
class Star(pygame.sprite.Sprite):
""" A star object for the game loop. This is simply a pixel that changes
randomly changes color and moves from top to bottom of the screen on
a vertical line.
"""
def __init__(self, background, pos_y=-1):
pygame.sprite.Sprite.__init__(self)
self.background = background
self.pos_x = random.randint(0, self.background.get_width()-1)
self.pos_y = pos_y
self.speed = 10
def update(self):
self.pos_y += self.speed
if self.pos_y > self.background.get_height()-1:
self.kill()
self.background.set_at(
(self.pos_x, self.pos_y),
(random.randint(0, 255),
random.randint(0, 255),
random.randint(0, 255)))
class EnemyOne(pygame.sprite.Sprite):
""" Enemy 1 object class. """
def __init__(self, background, pos_y=-50):
pygame.sprite.Sprite.__init__(self)
self.background = background
self.master_img = spritesheet.spritesheet('images/enemy1.png')
self.sprite_pos = [[24 * x, 0, 25, 25] for x in range(4)]
self.imgs = self.master_img.imgsat(self.sprite_pos, colorkey=-1)
self.imgs = [pygame.transform.scale(x, (30, 30)) for x in self.imgs]
self.img_idx = 0
self.curr_img = self.imgs[self.img_idx]
self.rect = self.curr_img.get_rect()
self.pos_x = random.randint(
0, self.background.get_width() - self.rect.width)
self.pos_y = pos_y
self.speed = 1.5 + random.random()
self.change_dir = True
self.time_to_change = 10
self.xplus = False
self.xminus = False
def update(self):
self.pos_y += self.speed
self.time_to_change -= 1
if self.time_to_change == 0:
self.change_dir = not self.change_dir
self.time_to_change = 10
if self.change_dir:
self.change_dir = False
self.time_to_change = 10
self.xplus = False
self.xminus = False
randn = random.random()
if randn < .33:
self.xplus = True
elif 0.33 <= randn < 0.66:
self.xminus = True
if self.xplus:
self.pos_x += 2
elif self.xminus:
self.pos_x -= 2
self.curr_img = self.imgs[self.img_idx % 4]
self.img_idx += 1
if self.pos_y > self.background.get_height()-1:
self.kill()
self.rect = pygame.Rect(
self.pos_x, self.pos_y, self.rect[2], self.rect[3])
self.background.blit(self.curr_img, (self.pos_x, self.pos_y))
class EnemyTwo(pygame.sprite.Sprite):
""" Enemy 2 object class. """
def __init__(self, background, pos_y=-50):
pygame.sprite.Sprite.__init__(self)
self.background = background
self.master_img = spritesheet.spritesheet('images/enemy2.bmp')
self.sprite_pos = [[24 * x, 0, 25, 25] for x in range(4)]
self.imgs = self.master_img.imgsat(self.sprite_pos, colorkey=-1)
self.imgs = [pygame.transform.scale(x, (30, 30)) for x in self.imgs]
self.img_idx = 0
self.curr_img = self.imgs[self.img_idx]
self.rect = self.curr_img.get_rect()
self.pos_x = random.randint(
0, self.background.get_width() - self.rect.width)
self.pos_y = pos_y
self.speed = 3 + random.random()
def update(self):
self.pos_y += self.speed
self.curr_img = self.imgs[self.img_idx % 3]
self.img_idx += 1
if self.pos_y > self.background.get_height() - 1:
self.kill()
self.rect = pygame.Rect(
self.pos_x, self.pos_y, self.rect[2], self.rect[3])
self.background.blit(self.curr_img, (self.pos_x, self.pos_y))
class Explosion(pygame.sprite.Sprite):
""" Explosion object class. """
def __init__(self, background, rect):
pygame.sprite.Sprite.__init__(self)
self.background = background
self.master_img = spritesheet.spritesheet('images/explosion.gif')
self.sprite_pos = [[64 * x + 1, 64 * y + 1, 64, 64]
for y in range(4) for x in range(3)]
self.imgs = self.master_img.imgsat(
self.sprite_pos, colorkey=(0, 0, 0))
self.img_idx = 0
self.rect = rect
self.curr_img = self.imgs[self.img_idx]
self.sound = pygame.mixer.Sound('sounds/explosion.wav')
self.sound.play()
def update(self):
self.curr_img = pygame.transform.scale(
self.imgs[self.img_idx], (self.rect.width, self.rect.height))
self.background.blit(self.curr_img, (self.rect.left, self.rect.top))
self.img_idx += 1
if self.img_idx >= len(self.imgs):
self.kill()
class Rock(pygame.sprite.Sprite):
""" Rock object class. """
def __init__(self, background):
pygame.sprite.Sprite.__init__(self)
self.background = background
self.fname = 'images/rock%d.png' % random.randint(1, 6)
self.sprite = spritesheet.spritesheet(self.fname)
self.size = self.sprite.get_size()
self.img = pygame.transform.rotate(
self.sprite.imgat([0, 0, self.size[0], self.size[1]],
colorkey=-1), random.randint(0, 360))
self.pos_x = random.randint(
0, self.background.get_width() - self.img.get_width())
self.pos_y = -50
self.speed = 1 + random.random()
self.rect = self.img.get_rect()
def update(self):
self.pos_y += self.speed
self.rect = pygame.Rect(
self.pos_x, self.pos_y, self.rect[2], self.rect[3])
self.background.blit(self.img, (self.pos_x, self.pos_y))
if self.pos_y > self.background.get_height()-1:
self.kill()