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classes.py
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363 lines (280 loc) · 11.8 KB
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import random, time
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from functions import *
class Brick:
def __init__(self):
self.position = [0, 0]
def draw(self):
glBegin(GL_QUADS)
glColor3f(1, 0, 0)
glVertex(scaled(self.position[0] - 0.5), scaled(self.position[1] - 0.2), 0)
glVertex(scaled(self.position[0] - 0.5), scaled(self.position[1] + 0.5), 0)
glVertex(scaled(self.position[0] + 0.5), scaled(self.position[1] + 0.5), 0)
glVertex(scaled(self.position[0] + 0.5), scaled(self.position[1] - 0.2), 0)
glEnd()
class Blocks:
def __init__(self):
self.count = 9
self.numOfBlocks = 3
self.rows = 3
self.position = [-6, -4]
self.list = [Brick() for i in range(self.count)]
self.generate()
def generate(self):
for u in range(self.numOfBlocks):
for j in range(self.rows):
self.list[j + u * self.rows].position = [
self.position[0] + u * 6,
self.position[1] + j * 0.7
]
def draw(self):
for brick in self.list:
brick.draw()
class Ship:
score = 0
dead = False
def __init__(self):
self.posX = 0
self.posY = scaled(-8)
self.lives = 3
self.takeDamage = {
'state': False,
'flashDuration': 0.15, # in seconds
'flashStart': None
}
# Reset score and dead
Ship.score = 0
Ship.dead = False
def draw(self):
if self.dead:
self.lives = 0
glColor3f(1, 0, 0)
elif self.takeDamage['state']:
if time.time() - self.takeDamage['flashStart'] > self.takeDamage['flashDuration']:
self.takeDamage['state'] = False
glColor3f(1, 0, 0)
else:
glColor3f(0, 1, 0)
glBegin(GL_QUADS)
# Bottom
glVertex3d(self.posX + scaled(-.75), self.posY + scaled(-1), 0)
glVertex3d(self.posX + scaled(-.75), self.posY + scaled(0), 0)
glVertex3d(self.posX + scaled(.75), self.posY + scaled(0), 0)
glVertex3d(self.posX + scaled(.75), self.posY + scaled(-1), 0)
# Middle
glVertex3d(self.posX + scaled(-0.65), self.posY + scaled(0), 0)
glVertex3d(self.posX + scaled(-0.65), self.posY + scaled(0.15), 0)
glVertex3d(self.posX + scaled(0.65), self.posY + scaled(0.15), 0)
glVertex3d(self.posX + scaled(0.65), self.posY + scaled(0), 0)
# Top
glVertex3d(self.posX + scaled(-0.05), self.posY + scaled(0.15), 0)
glVertex3d(self.posX + scaled(-0.05), self.posY + scaled(0.35), 0)
glVertex3d(self.posX + scaled(0.05), self.posY + scaled(0.35), 0)
glVertex3d(self.posX + scaled(0.05), self.posY + scaled(0.15), 0)
glEnd()
def moveRight(self):
if self.posX >= scaled(9.25) or self.dead:
return
self.posX = formated(self.posX + scaled(.5))
def moveLeft(self):
if self.posX <= scaled(-9.25) or self.dead:
return
self.posX = formated(self.posX - scaled(.5))
def fire(self):
if self.dead: return
altPos = [self.posX, self.posY + scaled(.75)]
Bullets.add(altPos)
# play sound
playSFX('ship-laser.wav')
def loseLive(self):
self.lives -= 1
self.takeDamage['state'] = True
self.takeDamage['flashStart'] = time.time()
if self.lives == 0:
Ship.die()
@staticmethod
def increaseScore():
Ship.score += 1
@staticmethod
def die():
Ship.dead = True
# play sound
playSFX('gameover.wav')
class Enemy:
def __init__(self):
self.position = [0, 0]
def draw(self):
glBegin(GL_QUADS)
glColor3f(1, 1, 1)
glVertex(scaled(self.position[0] - 0.5), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.5), scaled(self.position[1] + 0.2), 0)
glVertex(scaled(self.position[0] + 0.5), scaled(self.position[1] + 0.2), 0)
glVertex(scaled(self.position[0] + 0.5), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.4), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.4), scaled(self.position[1] + 0.35), 0)
glVertex(scaled(self.position[0] + 0.4), scaled(self.position[1] + 0.35), 0)
glVertex(scaled(self.position[0] + 0.4), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.3), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.3), scaled(self.position[1] + 0.5), 0)
glVertex(scaled(self.position[0] + 0.3), scaled(self.position[1] + 0.5), 0)
glVertex(scaled(self.position[0] + 0.3), scaled(self.position[1] - 0.5), 0)
glColor3f(0, 0, 0)
glVertex(scaled(self.position[0] - 0.4), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.4), scaled(self.position[1] - 0.35), 0)
glVertex(scaled(self.position[0] - 0.2), scaled(self.position[1] - 0.35), 0)
glVertex(scaled(self.position[0] - 0.2), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.1), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.1), scaled(self.position[1] - 0.35), 0)
glVertex(scaled(self.position[0] + 0.1), scaled(self.position[1] - 0.35), 0)
glVertex(scaled(self.position[0] + 0.1), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] + 0.2), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] + 0.2), scaled(self.position[1] - 0.35), 0)
glVertex(scaled(self.position[0] + 0.4), scaled(self.position[1] - 0.35), 0)
glVertex(scaled(self.position[0] + 0.4), scaled(self.position[1] - 0.5), 0)
glVertex(scaled(self.position[0] - 0.23), scaled(self.position[1] + 0.05), 0)
glVertex(scaled(self.position[0] - 0.23), scaled(self.position[1] + 0.2), 0)
glVertex(scaled(self.position[0] - 0.08), scaled(self.position[1] + 0.2), 0)
glVertex(scaled(self.position[0] - 0.08), scaled(self.position[1] + 0.05), 0)
glVertex(scaled(self.position[0] + 0.08), scaled(self.position[1] + 0.05), 0)
glVertex(scaled(self.position[0] + 0.08), scaled(self.position[1] + 0.2), 0)
glVertex(scaled(self.position[0] + 0.23), scaled(self.position[1] + 0.2), 0)
glVertex(scaled(self.position[0] + 0.23), scaled(self.position[1] + 0.05), 0)
glEnd()
def fire(self):
altPos = [scaled(self.position[0]), formated(scaled(self.position[1] - .75))]
Bullets.add(altPos, -1)
class Enemies:
def __init__(self):
self.count = 24
self.rows = 3
self.perRow = self.count // self.rows
self.list = [Enemy() for i in range(self.count)]
self.position = [-7, 4] # left bottom
self.moveLimit = (-9, -5) # left bottom [Xstart: Xend]
self.moveDirection = 1
self.moveStepTime = 1 # in seconds
self.lastMoveTime = time.time()
self.timeBetweenShots = 1.5 # in seconds
self.lastShot = time.time()
self.deadLine = -5
self.generate()
def generate(self):
for j in range(self.rows):
for i in range(self.perRow):
self.list[i + self.perRow * j].position = [
self.position[0] + (i * 2),
self.position[1] + j * 2
]
def updatePosition(self, position):
self.position[0] += position[0]
self.position[1] += position[1]
for enemy in self.list:
enemy.position[0] += position[0]
enemy.position[1] += position[1]
def draw(self):
for enemy in self.list:
enemy.draw()
# Kill ship when the first enemy reaches deadline
if enemy.position[1] == self.deadLine:
Ship.die()
time.sleep(0.5)
return
# Draw deadline
glColor3f(0, 1, 0)
glBegin(GL_LINES)
glVertex3f(scaled(-10), scaled(self.deadLine), 0)
glVertex3f(scaled(10), scaled(self.deadLine), 0)
glEnd()
self.move()
self.randomShots()
def move(self):
if time.time() - self.lastMoveTime >= self.moveStepTime:
if self.moveDirection == 0:
self.updatePosition([0, -1])
# update move direction
if self.position[0] == self.moveLimit[0]:
self.moveDirection = 1
elif self.position[0] == self.moveLimit[1]:
self.moveDirection = -1
else:
self.updatePosition([self.moveDirection, 0])
# update move direction
if (self.position[0] == self.moveLimit[0] or
self.position[0] == self.moveLimit[1]):
self.moveDirection = 0
self.lastMoveTime = time.time()
def kill(self, enemy):
self.list.remove(enemy)
Ship.increaseScore()
def randomShots(self):
if time.time() - self.lastShot >= self.timeBetweenShots:
random.choice(self.list).fire()
self.lastShot = time.time()
# play sound
playSFX('enemy-laser.wav')
class Bullet:
def __init__(self, ownerPosition, direction=1):
self.position = [ownerPosition[0], ownerPosition[1]] # start position
self.direction = direction
self.lastMoveTime = time.time()
self.speed = 0.035 # interval in seconds
def draw(self):
glColor3f(1, 1, 1)
glTranslatef(
self.position[0],
self.position[1],
0
)
glutSolidSphere(scaled(.1), 10, 10)
glLoadIdentity()
def updatePosition(self):
if time.time() - self.lastMoveTime >= self.speed:
self.position[1] += (self.direction * scaled(1))
self.lastMoveTime = time.time()
class Bullets:
list = []
longetPath = 10
@staticmethod
def add(ownerPosition, direction=1):
Bullets.list.append(Bullet(ownerPosition, direction))
@staticmethod
def trace(ship, enemies, blocks):
for bullet in Bullets.list:
# Collesion detection
for enemy in enemies.list:
scaledEnemyPos = [
scaled(enemy.position[0]),
scaled(enemy.position[1])
]
if bullet.direction == 1:
if getDistance(bullet.position, scaledEnemyPos) < scaled(0.5): # 0.5 is the width of enemy/2
enemies.kill(enemy)
Bullets.list.remove(bullet)
break
elif bullet.direction == -1:
if getDistance(bullet.position, [ship.posX, ship.posY]) < scaled(0.75):
ship.loseLive()
Bullets.list.remove(bullet)
break
for brick in blocks.list:
scaledBrickPos = [
scaled(brick.position[0]),
scaled(brick.position[1])
]
if getDistance(bullet.position, scaledBrickPos) < scaled(0.5):
Bullets.list.remove(bullet)
blocks.list.remove(brick)
break
# remove bullet when it reaches the end of scene
if (bullet.position[1] > scaled(Bullets.longetPath) or
bullet.position[1] < -1 * scaled(Bullets.longetPath)):
Bullets.list.remove(bullet)
continue
bullet.draw()
Bullets.updatePosition()
@staticmethod
def updatePosition():
for bullet in Bullets.list:
bullet.updatePosition()