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alien.py
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import random
import pygame
from config import *
from tools import MovingDirection
class Saucer:
def __init__(self):
self.sprite = pygame.image.load(SPRITE_PATH + SAUCER_SPRITE_NAME)
self.explosion_sprite = pygame.image.load(SPRITE_PATH + SAUCER_EXPLOSION_SPRITE_NAME)
self.rect = self.sprite.get_rect()
self.moving_direction = None
self.move_amount = 0
self.is_exploded = False
self.time_since_explosion = 0
self.explosion_duration = SAUCER_EXPLOSION_DURATION_MS
self.saucer_sound = pygame.mixer.Sound(SOUND_PATH + SAUCER_SOUND)
self.saucer_destruction_sound = pygame.mixer.Sound(SOUND_PATH + SAUCER_DESTRUCTION_SOUND)
self.is_active = False
def launch(self, top_left_pos, direction: MovingDirection):
self.rect = self.sprite.get_rect(topleft=top_left_pos)
self.moving_direction = direction
self.saucer_sound.play(loops=-1)
self.is_active = True
self.is_exploded = False
self.time_since_explosion = 0
def update(self, dt):
if self.is_exploded:
self.time_since_explosion += dt
self._move(dt)
def _move(self, dt):
if self.is_exploded:
return
self.move_amount += dt / 1000 * SAUCER_SPEED_PIXEL_PER_SECOND
if self.move_amount > 1.:
self.rect.x += int(self.move_amount) * self.moving_direction.value[0][0]
self.move_amount -= int(self.move_amount)
def draw(self, surf: pygame.Surface):
if not self.is_active:
return
if self.is_exploded:
surf.blit(self.explosion_sprite, self.rect)
else:
surf.blit(self.sprite, self.rect)
def explode(self):
self.is_exploded = True
self.saucer_sound.stop()
self.saucer_destruction_sound.play()
def set_inactive(self):
self.is_active = False
self.saucer_sound.stop()
self.saucer_destruction_sound.stop()
class Laser:
def __init__(self, top_left_pos, type_index: int):
self.moving_direction = MovingDirection.DOWN
self.move_amount = 0
self.sprites = [pygame.image.load(SPRITE_PATH + s) for s in LASER_SPRITE_NAMES[type_index]]
self.sprite_index = 0
self.rect = pygame.Rect(top_left_pos, self.sprites[self.sprite_index].get_rect().size)
self.is_exploded = False
self.time_since_explosion = 0
self.explosion_sprite = pygame.image.load(SPRITE_PATH + LASER_EXPLOSION_SPRITE_NAME)
def update(self, dt):
if self.is_exploded:
self.time_since_explosion += dt
self._move(dt)
def _move(self, dt):
if self.is_exploded:
return
self.move_amount += dt / 1000 * LASER_SPEED_PIXEL_PER_SECOND
if self.move_amount > 1.:
self.rect.y += int(self.move_amount)
self.move_amount -= int(self.move_amount)
def draw(self, surf: pygame.Surface):
if self.is_exploded:
surf.blit(self.explosion_sprite, self.explosion_sprite.get_rect(center=self.rect.center))
else:
sprite = self.sprites[self.sprite_index]
surf.blit(sprite, sprite.get_rect(center=self.rect.center))
self.sprite_index = (self.sprite_index + 1) % len(self.sprites)
def explode(self):
self.is_exploded = True
class Alien:
def __init__(self, type: int, top_left_pos):
# Type of alien, defining its sprite
self.type = type
self.sprites = [pygame.image.load(SPRITE_PATH + s) for s in ALIEN_SPRITE_NAMES[type - 1]]
self.explosion_sprite = pygame.image.load(SPRITE_PATH + ALIEN_EXPLOSION_SPRITE_NAME)
self.sprite_index = 0
self.last_sprite_shift_delay = 0
self.shift_sprite_period = ALIEN_SPRITE_SHIFT_PERIOD_MS
self.rect = self.sprites[self.sprite_index].get_rect(topleft=top_left_pos)
self.move_amount = 0
self.delay_since_explosion = 0
self.is_exploded = False
self.destroy_sound = pygame.mixer.Sound(SOUND_PATH + ALIEN_DESTROYED_SOUND)
def update(self, dt, movement):
if self.is_exploded:
self.delay_since_explosion += dt
self._move(movement)
self._sprite_shift(dt)
def _move(self, movement):
self.rect.y += movement[1]
self.rect.x += movement[0]
def fire(self):
return Laser(
(self.rect.centerx - (LASER_RECT_DIM[0] // 2), self.rect.bottom),
random.randint(0, len(LASER_SPRITE_NAMES) - 1)
)
def draw(self, surf: pygame.Surface):
if self.is_exploded:
explosion_rect = self.explosion_sprite.get_rect()
explosion_rect.center = self.rect.center
surf.blit(self.explosion_sprite, explosion_rect)
else:
surf.blit(self.sprites[self.sprite_index], self.rect)
def _sprite_shift(self, dt):
self.last_sprite_shift_delay += dt
if self.last_sprite_shift_delay > self.shift_sprite_period:
self.sprite_index += 1
self.sprite_index %= len(self.sprites)
self.last_sprite_shift_delay -= self.shift_sprite_period
def explode(self):
self.is_exploded = True
self.destroy_sound.play()
class Aliens:
def __init__(self):
self.alien_list = self._init_alien_list()
self.rect = self._get_rect()
self.lasers = []
self.saucer = Saucer()
self.movement_direction = MovingDirection.RIGHT
self.last_movement_sequence_delay = 0
self.movement_speed = ALIEN_SPEED_PIXEL_PER_SECOND
self.move_amount = 0
self.move_sounds = [pygame.mixer.Sound(SOUND_PATH + sound) for sound in ALIEN_MOVE_SOUNDS]
self.sound_index = 0
self.move_sounds[0].play(loops=-1)
self.last_firing_delay = 0
self.last_saucer_appearing_delay = 0
self.starting_alien_count = len(self.alien_list)
self.acceleration_step = 0
def _init_alien_list(self):
# Quite cryptic function but it does the job
# TODO : improve readability
aliens = []
alien_sprites = [[pygame.image.load(SPRITE_PATH + s) for s in ss] for ss in ALIEN_SPRITE_NAMES]
max_w = max([sprites[0].get_rect().w for sprites in alien_sprites])
max_row_size = max([len(row) for row in ALIEN_FORMATION])
step = ALIEN_FORMATION_WIDTH_PIXELS / max_row_size
x0 = (-max_w) // 2 + (WORLD_DIM[0] - ALIEN_FORMATION_WIDTH_PIXELS) // 2
xs = [x0 + (step * i) for i in range(max_row_size)]
for row_index, alien_row in enumerate(ALIEN_FORMATION):
for i, alien_index in enumerate(alien_row):
sprites = alien_sprites[alien_index - 1]
w, h = (sprites[0].get_rect().w, sprites[0].get_rect().h)
center_x = xs[i]
center_y = h + (2 * h * row_index) + ALIEN_STARTING_POS_Y
aliens.append(Alien(alien_index, (center_x - w // 2, center_y - h // 2)))
return aliens
def __iter__(self):
return self.alien_list.__iter__()
def __next__(self):
return next(self.__iter__())
def reset(self):
# We stop every sound
for sound in self.move_sounds:
sound.stop()
self.alien_list = self._init_alien_list()
self.rect = self._get_rect()
self.lasers = []
self.movement_direction = MovingDirection.RIGHT
self.last_movement_sequence_delay = 0
self.move_amount = 0
self.movement_speed = ALIEN_SPEED_PIXEL_PER_SECOND
self.sound_index = 0
self.move_sounds[0].play(loops=-1)
self.last_firing_delay = 0
self.last_saucer_appearing_delay = 0
self.acceleration_step = 0
def update(self, dt):
# Starting to play the move sound if it's the first update
if self.sound_index == -1:
self.move_sounds[0].play(loops=-1)
self.sound_index = 0
# Updating each inner entity
self._update_aliens(dt)
self._update_lasers(dt)
self._update_saucer(dt)
# If no more aliens, we reset them
if not self.alien_list:
self.reset()
def _update_aliens(self, dt):
self._fire(dt)
self._accelerate()
self._remove_aliens()
self._update_alien(dt)
def _fire(self, dt):
# Incrementing delay since last firing time
self.last_firing_delay += dt
# Fire as many laser as needed
while self.last_firing_delay > ALIEN_FIRING_PERIOD_MS:
self.last_firing_delay -= ALIEN_FIRING_PERIOD_MS
# Find all aliens that may fire
firing_aliens = self._firing_aliens()
# If no one can fire, leave
if not firing_aliens:
return
# Choose a random alien, make it fire and add laser for updates
alien = random.choice(firing_aliens)
self.lasers.append(alien.fire())
def _firing_aliens(self):
# Group the alien by columns in a dict
xs = set(alien.rect.centerx for alien in self.alien_list)
alien_dict = {x: [] for x in xs}
for alien in self.alien_list:
alien_dict[alien.rect.centerx].append(alien)
# identify lowest alien on each column
lowest_aliens = []
for x in xs:
max_alien = None
max_alien_y = 0
for alien in alien_dict[x]:
if alien.rect.bottom > max_alien_y:
max_alien = alien
max_alien_y = alien.rect.bottom
if max_alien: lowest_aliens.append(max_alien)
return lowest_aliens
def _accelerate(self):
# If already at max speed, we leave
if self.acceleration_step >= len(self.move_sounds):
return
# Each time the total number of aliens is divided by 2, we accelerate
if len(self.alien_list) <= self.starting_alien_count // (2 ** (self.acceleration_step + 1)):
self.acceleration_step += 1
self.movement_speed *= 2
self.move_sounds[self.acceleration_step - 1].stop()
self.move_sounds[self.acceleration_step].play(loops=-1)
# We accelerate the sprite shift period of alien
for alien in self.alien_list:
alien.shift_sprite_period = alien.shift_sprite_period // 2
def _remove_aliens(self):
for alien in self:
if alien.delay_since_explosion > ALIEN_EXPLOSION_DURATION_MS:
self._remove_alien(alien)
def _update_alien(self, dt):
if not self.alien_list:
return
movement = self._get_alien_movement(dt)
for alien in self:
alien.update(dt, movement)
def _get_alien_movement(self, dt):
# get the x sign of the movement direction
movement_direction_values = self.movement_direction.value[0]
# Check how many pixels to move
dt_s = dt / 1000
self.move_amount += dt_s * self.movement_speed
# if more than one pixel to move
movement = (0, 0)
if self.move_amount > 1.:
ps = int(self.move_amount)
movement = ps * movement_direction_values
self.move_amount -= ps
# Move alien rectangle
self.rect = self._get_rect()
self.rect.left += movement[0]
self.rect.top += movement[1]
# If too far right, we drop one line and go left
if self.movement_direction == MovingDirection.RIGHT and self.rect.right >= WORLD_DIM[0]:
movement = (movement[0] - (self.rect.right - WORLD_DIM[0]), movement[1] + self.alien_list[0].rect.h)
self.movement_direction = MovingDirection.LEFT
# If too far left, we drop one line and go right
if self.movement_direction == MovingDirection.LEFT and self.rect.left <= 0:
movement = (movement[0] - self.rect.left, movement[1] + self.alien_list[0].rect.h)
self.movement_direction = MovingDirection.RIGHT
return movement
def draw(self, surf):
for alien in self:
alien.draw(surf)
for laser in self.lasers:
laser.draw(surf)
self.saucer.draw(surf)
def _remove_alien(self, alien):
self.alien_list.remove(alien)
def _update_lasers(self, dt):
for laser in self.lasers:
laser.update(dt)
# If laser out of screen, we explode it
if laser.rect.bottom >= WORLD_DIM[1]:
laser.explode()
# If laser is destroyed for too long, we remove it from the list
if laser.is_exploded and laser.time_since_explosion > ALIEN_EXPLOSION_DURATION_MS:
self.lasers.remove(laser)
continue
def _update_saucer(self, dt):
# increment the delay since the last apparition of saucer
self.last_saucer_appearing_delay += dt
if self.last_saucer_appearing_delay > SAUCER_POP_PERIOD_S * 1000:
self.last_saucer_appearing_delay -= SAUCER_POP_PERIOD_S * 1000
self._launch_saucer()
# If saucer is inactive, nothing to do
if not self.saucer.is_active:
return
self.saucer.update(dt)
# if saucer out of screen, set it inactive
if self.saucer.rect.x > WORLD_DIM[0] or self.saucer.rect.right < 0:
self.saucer.set_inactive()
# If is exploded for too long, set it inactive
if self.saucer.is_exploded and self.saucer.time_since_explosion > self.saucer.explosion_duration:
self.saucer.set_inactive()
def _get_rect(self):
if not self.alien_list:
return pygame.Rect((0, 0), (0, 0))
x0 = min(alien.rect.left for alien in self.alien_list)
y0 = min(alien.rect.top for alien in self.alien_list)
x1 = max(alien.rect.right for alien in self.alien_list)
y1 = max(alien.rect.bottom for alien in self.alien_list)
rect = pygame.Rect(x0, y0, x1 - x0, y1 - y0)
return rect
def _launch_saucer(self):
xs = [0, WORLD_DIM[0] - self.saucer.rect.w]
dirs = [MovingDirection.RIGHT, MovingDirection.LEFT]
index = random.choice([0, 1])
x = xs[index]
y = SAUCER_STARTING_POS_Y
direction = dirs[index]
self.saucer.launch((x, y), direction)