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game.py
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from ship import Boss, Player, Enemy, Drop
from util import collide
import laser
import random
from constants import HEIGHT, WIDTH
class Game:
GAME_MODE = {
"Easy": {
"wave_length_increase": 5,
"enemy_velocity": 1,
"boss_velocity": 4
},
"Medium": {
"wave_length_increase": 7,
"enemy_velocity": 2,
"boss_velocity": 5
},
"Hard": {
"wave_length_increase": 10,
"enemy_velocity": 3,
"boss_velocity": 6
},
}
def __init__(self):
self.wave_length = None
self.enemy_velocity = None
self.laser_velocity = 5
self.boss_velocity = None
self.player_velocity = 5
self.enemies = []
self.boss = None
self.drop = None
self.lost = False
self.level = 0
self.lives = 5
self.player = None
def create_game(self, mode):
obj = self.GAME_MODE[mode]
self.wave_length = obj['wave_length_increase']
self.wave_length_increase = obj['wave_length_increase']
self.enemy_velocity = obj['enemy_velocity']
self.boss_velocity = obj['boss_velocity']
self.player = Player(300, 630)
return self
def check_player_health(self):
if self.player.health <= 0:
self.lives -= 1
self.player.health = self.player.max_health
def check_player_lives(self):
if self.lives <= 0 or self.player.health <= 0:
self.lost = True
def check_boss(self):
if self.boss:
if self.boss.health <= 0:
self.boss = None
def create_enemies(self):
if len(self.enemies) == 0 and self.boss == None:
if self.player.health < 90:
self.player.health += 10
self.level += 1
self.wave_length += self.wave_length_increase
for _ in range(self.wave_length):
enemy = Enemy(random.randrange(50, WIDTH-100), random.randrange(-1500, -100), random.choice(["red", "blue", "green"]))
self.enemies.append(enemy)
if self.level % 4 == 0:
self.drop = Drop(random.randrange(50, WIDTH-100), random.randrange(-1500, -100))
if self.level % 5 == 0:
self.boss = Boss(health=50*self.level)
if len(self.enemies) == 0 and self.boss:
for _ in range(self.wave_length//2):
enemy = Enemy(random.randrange(50, WIDTH-100), random.randrange(-1500, -100), random.choice(["red", "blue", "green"]))
self.enemies.append(enemy)
def move_enemies(self):
for enemy in self.enemies[:]:
enemy.move(self.enemy_velocity)
enemy.move_lasers(self.laser_velocity, self.player)
if random.randrange(0, 4*60) == 1:
enemy.shoot()
if collide(enemy, self.player):
self.player.health -= 20
self.enemies.remove(enemy)
elif enemy.y + enemy.get_height() > HEIGHT:
self.lives -= 1
self.enemies.remove(enemy)
def move_boss(self):
if self.boss:
if self.boss_velocity > 0 and (self.boss.x + self.boss_velocity + self.boss.get_width() > WIDTH):
self.boss_velocity = -self.boss_velocity
if self.boss_velocity < 0 and ((self.boss.x + self.boss_velocity < 0)):
self.boss_velocity = abs(self.boss_velocity)
self.boss.move(self.boss_velocity)
self.boss.move_lasers(self.laser_velocity, self.player)
self.boss.shoot()
def move_laser_player(self):
self.player.move_lasers(-self.laser_velocity, self.enemies, self.boss)
def move_drop(self):
if self.drop:
self.drop.move(self.enemy_velocity)
if collide(self.drop, self.player):
self.lives += 1
self.drop = None
elif self.drop.y + self.drop.get_height() > HEIGHT:
self.drop = None