import pgzrun, math, re, time
from random import randint
player = Actor("player", (400, 550))
screen.blit('background', (0, 0))
drawCentreText("PYGAME ZERO INVADERS\n\n\nType your name then\npress Enter to start\n(arrow keys move, space to fire)")
screen.draw.text(player.name , center=(400, 500), owidth=0.5, ocolor=(255,0,0), color=(0,64,255) , fontsize=60)
player.image = player.images[math.floor(player.status/6)]
if boss.active: boss.draw()
screen.draw.text(str(score) , topright=(780, 10), owidth=0.5, ocolor=(255,255,255), color=(0,64,255) , fontsize=60)
screen.draw.text("LEVEL " + str(level) , midtop=(400, 10), owidth=0.5, ocolor=(255,255,255), color=(0,64,255) , fontsize=60)
drawCentreText("YOU WERE HIT!\nPress Enter to re-spawn")
drawCentreText("GAME OVER!\nPress Enter to continue")
drawCentreText("LEVEL CLEARED!\nPress Enter to go to the next level")
screen.draw.text(t , center=(400, 300), owidth=0.5, ocolor=(255,255,255), color=(255,64,0) , fontsize=60)
global moveCounter, player, gameStatus, lasers, level, boss
if keyboard.RETURN and player.name != "": gameStatus = 1
if player.status < 30 and len(aliens) > 0:
if moveCounter == 0: updateAliens()
if moveCounter == moveDelay: moveCounter = 0
if gameStatus == 0 and key.name != "RETURN":
if key.name == "BACKSPACE":
player.name = player.name[:-1]
global highScore, score, player
hsFile = open("highscores.txt", "r")
highScore.append(line.rstrip())
highScore.append(str(score)+ " " + player.name)
highScore.sort(key=natural_key, reverse=True)
def natural_key(string_):
return [int(s) if s.isdigit() else s for s in re.split(r'(\d+)', string_)]
hsFile = open("highscores.txt", "w")
hsFile.write(line + "\n")
screen.draw.text("TOP SCORES", midtop=(400, 30), owidth=0.5, ocolor=(255,255,255), color=(0,64,255) , fontsize=60)
screen.draw.text(line, midtop=(400, 100+y), owidth=0.5, ocolor=(0,0,255), color=(255,255,0) , fontsize=50)
screen.draw.text("Press Escape to play again" , center=(400, 550), owidth=0.5, ocolor=(255,255,255), color=(255,64,0) , fontsize=60)
for l in range(player.lives): screen.blit("life", (10+(l*32),10))
for a in range(len(aliens)): aliens[a].draw()
for b in range(len(bases)): bases[b].drawClipped()
for l in range(len(lasers)): lasers[l].draw()
if player.x > 40: player.x -= 5
if player.x < 760: player.x += 5
if player.laserActive == 1:
clock.schedule(makeLaserActive, 1.0)
lasers.append(Actor("laser2", (player.x,player.y-32)))
lasers[len(lasers)-1].status = 0
lasers[len(lasers)-1].type = 1
for b in range(len(bases)):
for l in range(len(lasers)):
if lasers[l].y > 600: lasers[l].status = 1
if lasers[l].y < 10: lasers[l].status = 1
lasers = listCleanup(lasers)
aliens = listCleanup(aliens)
if l[i].status == 0: newList.append(l[i])
if player.collidepoint((lasers[l].x, lasers[l].y)):
for b in range(len(bases)):
if bases[b].collideLaser(lasers[l]):
def checkPlayerLaserHit(l):
for b in range(len(bases)):
if bases[b].collideLaser(lasers[l]): lasers[l].status = 1
for a in range(len(aliens)):
if aliens[a].collidepoint((lasers[l].x, lasers[l].y)):
if boss.collidepoint((lasers[l].x, lasers[l].y)):
global moveSequence, lasers, moveDelay
if moveSequence < 10 or moveSequence > 30: movex = -15
if moveSequence == 10 or moveSequence == 30:
if moveSequence >10 and moveSequence < 30: movex = 15
for a in range(len(aliens)):
animate(aliens[a], pos=(aliens[a].x + movex, aliens[a].y + movey), duration=0.5, tween='linear')
aliens[a].image = "alien1"
aliens[a].image = "alien1b"
lasers.append(Actor("laser1", (aliens[a].x,aliens[a].y)))
lasers[len(lasers)-1].status = 0
lasers[len(lasers)-1].type = 0
if aliens[a].y > 500 and player.status == 0:
if moveSequence == 40: moveSequence = 0
global boss, level, player, lasers
if boss.direction == 0: boss.x -= (1* level)
else: boss.x += (1* level)
if boss.x < 100: boss.direction = 1
if boss.x > 700: boss.direction = 0
lasers.append(Actor("laser1", (boss.x,boss.y)))
lasers[len(lasers)-1].status = 0
lasers[len(lasers)-1].type = 0
global lasers, score, player, moveSequence, moveCounter, moveDelay, level, boss
moveCounter = moveSequence = player.status = score = player.laserCountdown = 0
player.images = ["player","explosion1","explosion2","explosion3","explosion4","explosion5"]
global aliens, moveCounter, moveSequence
moveCounter = moveSequence = 0
aliens.append(Actor("alien1", (210+(a % 6)*80,100+(int(a/6)*64))))
screen.surface.blit(self._surf, (self.x-32, self.y-self.height+30),(0,0,64,self.height))
def collideLaser(self, other):
self.x-20 < other.x+5 and
self.y-self.height+30 < other.y and
self.x+32 > other.x+5 and
self.y-self.height+30 + self.height > other.y
bases.append(Actor("base1", midbottom=(150+(b*200)+(p*40),520)))
bases[bc].drawClipped = drawClipped.__get__(bases[bc])
bases[bc].collideLaser = collideLaser.__get__(bases[bc])