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Wikijunior:Raspberry Pi/Raspberry Pi Build A Raspberry Pi Space Invaders Controller

From Wikibooks, open books for an open world

Tutorial by Stuart Fox
Thanks to Scott Bowman & Lee Robinson
Public Domain
28th Jan 2017 – www.cotswoldjam.org

In this tutorial, we'll build a mini game controller, wire it to a Raspberry Pi's GPIO pins and write a program in Python to recognise the button presses. Finally we’ll examine and run a Space Invaders game, modified with the methods we’ve just learnt about to work with our controller.

What's in the kit?

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In your bag you will find the following components:

  • ×6 M-F Jumper leads (pin to socket)
  • ×1 Mini Breadboard
  • ×3 Momentary Push Buttons

Part 1 – Let’s build the controller

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Take a button by its connectors as shown and carefully bend the button so it is at a 90-degree angle to the pins.

Do this slowly and gently to avoid snapping the connectors.

Place the breadboard in front of you as in the image to the left. Use the numbers and letters shown in the image as a reference.

Now take your first button and push its connectors into holes E1 and E3 with the button facing away from you as shown on the right.

Repeat this process, placing your second button's connectors into holes E5 and E7 and the third button's connectors into holes E15 and E17.

Part 2 – Wiring your controller

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The colour of the jumper wires in your kit is not important – where you put the jumper wires is important!

Make sure you connect to the correct holes and pins. Using the diagram above for reference, follow these steps to wire your controller:

BreadboardPi GPIO
A1 Wire toPin 29 (GPIO 5)
A3 Wire toPin 39 (GND)
A5 Wire toPin 31 (GPIO 6)
A7 Wire toPin 25 (GND)
A15 Wire toPin 33 (GPIO 13)
A17 Wire toPin 34 (GND)

Part 3 – The Code

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Now you have a controller built and wired to your Raspberry Pi's GPIO Pins, it’s time to see if it works. Make sure your wires have been checked by a tutor before you power up your Pi.

Power up your Raspberry Pi. From the desktop menu, select Programming – Thonny Python IDE.

Let’s run the program. Use the Run button on the top of the window.

Now try pushing each of your buttons. If everything is working the program will show the text correponding to each button when it's pressed.

Type in the following code

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from gpiozero import Button
from signal import pause

button_1=Button(5)
button_2=Button(6)
button_3=Button(13)

def buttonone ():
  print("Button 1")
def buttontwo ():
  print("Button 2")
def buttonthree ():
  print("Button 3")
  
while (True):

  button_1.when_pressed = buttonone
  button_2.when_pressed = buttontwo
  button_3.when_pressed = buttonthree
  pause ()

Now use File, Save As to save your program as the name of your choice (don’t forget to put .py on the end) in the ~/python/buttoninvaders folder.

This program shows us how to use the GPIOZero library to trigger functions in Python and will also serve to test your newly built controller.

Let's look at how this program works…

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from gpiozero import Button
from signal import pause

The from lines tell the computer to learn about new things. Computers can learn from programs that other people have written; we call these other programs "libraries". Our program needs the function called button from the gpiozero library which it will use to detect button presses on your controller. The function pause from the signal library so that we can insert pauses.

button_1=Button(5)
button_2=Button(6)
button_3=Button(13)

These lines set the names of our buttons and tell the program which GPIO pin they are connected to. So now the program will see our three buttons connected to these three GPIO pins: pin 5 (I2C1 SCL), pin 6 (GND) and pin 7 (GPIO 4)

def buttonone ():
  print("Button 1")
def buttontwo ():
  print("Button 2")
def buttonthree ():
  print("Button 3")

Here we are setting up functions called buttonone, buttontwo and buttonthree. Functions contain multiple instructions, ready to be triggered by an event or input. In this case, each function only performs one task, and that is to print some text on the screen. When we look at the Space Invaders game code, we will see functions like this performing multiple tasks at once when triggered.

while True:

This while True: tells the program to run forever in a loop.

  button_1.when_pressed = buttonone
  button_2.when_pressed = buttontwo
  button_3.when_pressed = buttonthree
  pause ()

Now we are telling the program to trigger a function when a button is pressed.

Part 4 – Let's Play Space Invaders

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Now our control panel is built and tested, it's time to defend earth against an alien attack! In Thonny Python IDE, Use File, Open to open buttoninvaders.py program in the ~/python/buttoninvaders folder.

Now enable line numbers: from the Tools menu select options, choose the editor tab, then tick the box by 'Show Line Numbers'.

Look at the following lines of code and see if you recognise the way this game has been modified to work with our controller.

Lines 12 to 20, lines 55 to 63, and lines 451 to 484. These lines are commented to explain the modifications.

Now, click the Run button and our modified Space Invaders game will launch.

  • Button one is left
  • Button two is right
  • Button three is fire

You can press fire or the space bar to start the game.

Further reading

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The original Space Invaders arcade game.

The Space Invaders game used for this tutorial was developed by Lee Robinson using the Pygame module for Python. He has written a blog post explaining how he made it with links to the project's GitHub repository: https://leerob.io/blog/space-invaders-with-python

If you are curious about the original Space Invaders arcade game that was released by Taito in 1978, there is a dedicated Space Invaders wikibook.

There is also a PyGame Guide on Wikibooks to learn how to create your own video games.

Files

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The assets for this Space Invaders game are in the Raspberry Pi tutorials Button Invaders assets category on Wikicommons.

Space Invaders Controler Tutorial2.pdf

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The original PDF for this tutorial is available on Wikimedia Commons: Space Invaders Controler Tutorial2.pdf

buttoninvaders.py

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#!/usr/bin/env python

# Space Invaders
# Created by Lee Robinson
# Modified for the Cotswold Pi Jam 'Build A Space Invaders Controller' tutorial.

from pygame import *
import sys
from os.path import abspath, dirname
from random import randint, choice

# These next two lines have been added to import the libraries we need
# for the program to recognise our buttons
from gpiozero import Button
#from signal import pause

# These lines set up and assign the GPIO Pins that our buttons are connected to
button_1=Button(5)
button_2=Button(6)
button_3=Button(13)

BASE_PATH = abspath(dirname(__file__))
FONT_PATH = BASE_PATH + '/fonts/'
IMAGE_PATH = BASE_PATH + '/images/'
SOUND_PATH = BASE_PATH + '/sounds/'

# Colors (R, G, B)
WHITE = (255, 255, 255)
GREEN = (78, 255, 87)
YELLOW = (241, 255, 0)
BLUE = (80, 255, 239)
PURPLE = (203, 0, 255)
RED = (237, 28, 36)

SCREEN = display.set_mode((800, 600))
FONT = FONT_PATH + 'space_invaders.ttf'
IMG_NAMES = ['ship', 'mystery',
             'enemy1_1', 'enemy1_2',
             'enemy2_1', 'enemy2_2',
             'enemy3_1', 'enemy3_2',
             'explosionblue', 'explosiongreen', 'explosionpurple',
             'laser', 'enemylaser']
IMAGES = {name: image.load(IMAGE_PATH + '{}.png'.format(name)).convert_alpha()
          for name in IMG_NAMES}


class Ship(sprite.Sprite):
    def __init__(self):
        sprite.Sprite.__init__(self)
        self.image = IMAGES['ship']
        self.rect = self.image.get_rect(topleft=(375, 540))
        self.speed = 5

    
        # Added 'if button_1.is_pressed' to this function so that we can use our controler
        # to move the spaceship left and right. self.rect.x sets boundries
        # so that the spaceship stops at the edges of the window.
    def update(self, keys, *args):
        if button_1.is_pressed and self.rect.x > 10 or keys[K_LEFT] and self.rect.x > 10:
            self.rect.x -= self.speed
        if button_2.is_pressed and self.rect.x < 740 or keys[K_RIGHT] and self.rect.x < 740:
            self.rect.x += self.speed
        game.screen.blit(self.image, self.rect)
         
         
class Bullet(sprite.Sprite):
    def __init__(self, xpos, ypos, direction, speed, filename, side):
        sprite.Sprite.__init__(self)
        self.image = IMAGES[filename]
        self.rect = self.image.get_rect(topleft=(xpos, ypos))
        self.speed = speed
        self.direction = direction
        self.side = side
        self.filename = filename

    def update(self, keys, *args):
        game.screen.blit(self.image, self.rect)
        self.rect.y += self.speed * self.direction
        if self.rect.y < 15 or self.rect.y > 600:
            self.kill()


class Enemy(sprite.Sprite):
    def __init__(self, row, column):
        sprite.Sprite.__init__(self)
        self.row = row
        self.column = column
        self.images = []
        self.load_images()
        self.index = 0
        self.image = self.images[self.index]
        self.rect = self.image.get_rect()
        self.direction = 1
        self.rightMoves = 30
        self.leftMoves = 30
        self.moveNumber = 15
        self.moveTime = 600
        self.timer = time.get_ticks()

    def update(self, keys, currentTime, enemies):
        if currentTime - self.timer > self.moveTime:
            if self.direction == 1:
                maxMove = self.rightMoves + enemies.rightAddMove
            else:
                maxMove = self.leftMoves + enemies.leftAddMove

            if self.moveNumber >= maxMove:
                if self.direction == 1:
                    self.leftMoves = 30 + enemies.rightAddMove
                elif self.direction == -1:
                    self.rightMoves = 30 + enemies.leftAddMove
                self.direction *= -1
                self.moveNumber = 0
                self.rect.y += 35
            elif self.direction == 1:
                self.rect.x += 10
                self.moveNumber += 1
            elif self.direction == -1:
                self.rect.x -= 10
                self.moveNumber += 1

            self.index += 1
            if self.index >= len(self.images):
                self.index = 0
            self.image = self.images[self.index]

            self.timer += self.moveTime

        game.screen.blit(self.image, self.rect)

    def load_images(self):
        images = {0: ['1_2', '1_1'],
                  1: ['2_2', '2_1'],
                  2: ['2_2', '2_1'],
                  3: ['3_1', '3_2'],
                  4: ['3_1', '3_2'],
                  }
        img1, img2 = (IMAGES['enemy{}'.format(img_num)] for img_num in
                      images[self.row])
        self.images.append(transform.scale(img1, (40, 35)))
        self.images.append(transform.scale(img2, (40, 35)))


class EnemiesGroup(sprite.Group):
    def __init__(self, columns, rows):
        sprite.Group.__init__(self)
        self.enemies = [[0] * columns for _ in range(rows)]
        self.columns = columns
        self.rows = rows
        self.leftAddMove = 0
        self.rightAddMove = 0
        self._aliveColumns = list(range(columns))
        self._leftAliveColumn = 0
        self._rightAliveColumn = columns - 1
        self._leftKilledColumns = 0
        self._rightKilledColumns = 0

    def add(self, *sprites):
        super(sprite.Group, self).add(*sprites)

        for s in sprites:
            self.enemies[s.row][s.column] = s

    def is_column_dead(self, column):
        for row in range(self.rows):
            if self.enemies[row][column]:
                return False
        return True

    def random_bottom(self):
        random_index = randint(0, len(self._aliveColumns) - 1)
        col = self._aliveColumns[random_index]
        for row in range(self.rows, 0, -1):
            enemy = self.enemies[row - 1][col]
            if enemy:
                return enemy
        return None

    def kill(self, enemy):
        # on double hit calls twice for same enemy, so check before
        if not self.enemies[enemy.row][enemy.column]:
            return  # nothing to kill

        self.enemies[enemy.row][enemy.column] = None
        isColumnDead = self.is_column_dead(enemy.column)
        if isColumnDead:
            self._aliveColumns.remove(enemy.column)

        if enemy.column == self._rightAliveColumn:
            while self._rightAliveColumn > 0 and isColumnDead:
                self._rightAliveColumn -= 1
                self._rightKilledColumns += 1
                self.rightAddMove = self._rightKilledColumns * 5
                isColumnDead = self.is_column_dead(self._rightAliveColumn)

        elif enemy.column == self._leftAliveColumn:
            while self._leftAliveColumn < self.columns and isColumnDead:
                self._leftAliveColumn += 1
                self._leftKilledColumns += 1
                self.leftAddMove = self._leftKilledColumns * 5
                isColumnDead = self.is_column_dead(self._leftAliveColumn)


class Blocker(sprite.Sprite):
    def __init__(self, size, color, row, column):
        sprite.Sprite.__init__(self)
        self.height = size
        self.width = size
        self.color = color
        self.image = Surface((self.width, self.height))
        self.image.fill(self.color)
        self.rect = self.image.get_rect()
        self.row = row
        self.column = column

    def update(self, keys, *args):
        game.screen.blit(self.image, self.rect)


class Mystery(sprite.Sprite):
    def __init__(self):
        sprite.Sprite.__init__(self)
        self.image = IMAGES['mystery']
        self.image = transform.scale(self.image, (75, 35))
        self.rect = self.image.get_rect(topleft=(-80, 45))
        self.row = 5
        self.moveTime = 25000
        self.direction = 1
        self.timer = time.get_ticks()
        self.mysteryEntered = mixer.Sound(SOUND_PATH + 'mysteryentered.wav')
        self.mysteryEntered.set_volume(0.3)
        self.playSound = True


    def update(self, keys, currentTime, *args):
        resetTimer = False
        passed = currentTime - self.timer
        if passed > self.moveTime:
            if (self.rect.x < 0 or self.rect.x > 800) and self.playSound:
                self.mysteryEntered.play()
                self.playSound = False
            if self.rect.x < 840 and self.direction == 1:
                self.mysteryEntered.fadeout(4000)
                self.rect.x += 2
                game.screen.blit(self.image, self.rect)
            if self.rect.x > -100 and self.direction == -1:
                self.mysteryEntered.fadeout(4000)
                self.rect.x -= 2
                game.screen.blit(self.image, self.rect)

        if self.rect.x > 830:
            self.playSound = True
            self.direction = -1
            resetTimer = True
        if self.rect.x < -90:
            self.playSound = True
            self.direction = 1
            resetTimer = True
        if passed > self.moveTime and resetTimer:
            self.timer = currentTime


class Explosion(sprite.Sprite):
    def __init__(self, xpos, ypos, row, ship, mystery, score):
        sprite.Sprite.__init__(self)
        self.isMystery = mystery
        self.isShip = ship
        if mystery:
            self.text = Text(FONT, 20, str(score), WHITE, xpos + 20, ypos + 6)
        elif ship:
            self.image = IMAGES['ship']
            self.rect = self.image.get_rect(topleft=(xpos, ypos))
        else:
            self.row = row
            self.load_image()
            self.image = transform.scale(self.image, (40, 35))
            self.rect = self.image.get_rect(topleft=(xpos, ypos))
            game.screen.blit(self.image, self.rect)

        self.timer = time.get_ticks()

    def update(self, keys, currentTime):
        passed = currentTime - self.timer
        if self.isMystery:
            if passed <= 200:
                self.text.draw(game.screen)
            elif 400 < passed <= 600:
                self.text.draw(game.screen)
            elif passed > 600:
                self.kill()
        elif self.isShip:
            if 300 < passed <= 600:
                game.screen.blit(self.image, self.rect)
            elif passed > 900:
                self.kill()
        else:
            if passed <= 100:
                game.screen.blit(self.image, self.rect)
            elif 100 < passed <= 200:
                self.image = transform.scale(self.image, (50, 45))
                game.screen.blit(self.image,
                                 (self.rect.x - 6, self.rect.y - 6))
            elif passed > 400:
                self.kill()

    def load_image(self):
        imgColors = ['purple', 'blue', 'blue', 'green', 'green']
        self.image = IMAGES['explosion{}'.format(imgColors[self.row])]


class Life(sprite.Sprite):
    def __init__(self, xpos, ypos):
        sprite.Sprite.__init__(self)
        self.image = IMAGES['ship']
        self.image = transform.scale(self.image, (23, 23))
        self.rect = self.image.get_rect(topleft=(xpos, ypos))

    def update(self, keys, *args):
        game.screen.blit(self.image, self.rect)


class Text(object):
    def __init__(self, textFont, size, message, color, xpos, ypos):
        self.font = font.Font(textFont, size)
        self.surface = self.font.render(message, True, color)
        self.rect = self.surface.get_rect(topleft=(xpos, ypos))

    def draw(self, surface):
        surface.blit(self.surface, self.rect)


class SpaceInvaders(object):
    def __init__(self):
        # It seems, in Linux buffersize=512 is not enough, use 4096 to prevent:
        #   ALSA lib pcm.c:7963:(snd_pcm_recover) underrun occurred
        mixer.pre_init(44100, -16, 1, 4096)
        init()
        self.caption = display.set_caption('Space Invaders')
        self.screen = SCREEN
        self.background = image.load(IMAGE_PATH + 'background.jpg').convert()
        self.startGame = False
        self.mainScreen = True
        self.gameOver = False
        # Initial value for a new game
        self.enemyPositionDefault = 65
        # Counter for enemy starting position (increased each new round)
        self.enemyPositionStart = self.enemyPositionDefault
        # Current enemy starting position
        self.enemyPosition = self.enemyPositionStart

    def reset(self, score, lives, newGame=False):
        self.player = Ship()
        self.playerGroup = sprite.Group(self.player)
        self.explosionsGroup = sprite.Group()
        self.bullets = sprite.Group()
        self.mysteryShip = Mystery()
        self.mysteryGroup = sprite.Group(self.mysteryShip)
        self.enemyBullets = sprite.Group()
        self.reset_lives(lives)
        self.enemyPosition = self.enemyPositionStart
        self.make_enemies()
        # Only create blockers on a new game, not a new round
        if newGame:
            self.allBlockers = sprite.Group(self.make_blockers(0),
                                            self.make_blockers(1),
                                            self.make_blockers(2),
                                            self.make_blockers(3))
        self.keys = key.get_pressed()
        self.clock = time.Clock()
        self.timer = time.get_ticks()
        self.noteTimer = time.get_ticks()
        self.shipTimer = time.get_ticks()
        self.score = score
        self.lives = lives
        self.create_audio()
        self.create_text()
        self.makeNewShip = False
        self.shipAlive = True

    def make_blockers(self, number):
        blockerGroup = sprite.Group()
        for row in range(4):
            for column in range(9):
                blocker = Blocker(10, GREEN, row, column)
                blocker.rect.x = 50 + (200 * number) + (column * blocker.width)
                blocker.rect.y = 450 + (row * blocker.height)
                blockerGroup.add(blocker)
        return blockerGroup

    def reset_lives_sprites(self):
        self.life1 = Life(715, 3)
        self.life2 = Life(742, 3)
        self.life3 = Life(769, 3)

        if self.lives == 3:
            self.livesGroup = sprite.Group(self.life1, self.life2, self.life3)
        elif self.lives == 2:
            self.livesGroup = sprite.Group(self.life1, self.life2)
        elif self.lives == 1:
            self.livesGroup = sprite.Group(self.life1)

    def reset_lives(self, lives):
        self.lives = lives
        self.reset_lives_sprites()

    def create_audio(self):
        self.sounds = {}
        for sound_name in ['shoot', 'shoot2', 'invaderkilled', 'mysterykilled',
                           'shipexplosion']:
            self.sounds[sound_name] = mixer.Sound(
                SOUND_PATH + '{}.wav'.format(sound_name))
            self.sounds[sound_name].set_volume(0.2)

        self.musicNotes = [mixer.Sound(SOUND_PATH + '{}.wav'.format(i)) for i
                           in range(4)]
        for sound in self.musicNotes:
            sound.set_volume(0.5)

        self.noteIndex = 0

    def play_main_music(self, currentTime):
        moveTime = self.enemies.sprites()[0].moveTime
        if currentTime - self.noteTimer > moveTime:
            self.note = self.musicNotes[self.noteIndex]
            if self.noteIndex < 3:
                self.noteIndex += 1
            else:
                self.noteIndex = 0

            self.note.play()
            self.noteTimer += moveTime

    def create_text(self):
        self.titleText = Text(FONT, 50, 'Space Invaders', WHITE, 164, 155)
        self.titleText2 = Text(FONT, 25, 'Press any key to continue', WHITE,
                               201, 225)
        self.gameOverText = Text(FONT, 50, 'Game Over', WHITE, 250, 270)
        self.nextRoundText = Text(FONT, 50, 'Next Round', WHITE, 240, 270)
        self.enemy1Text = Text(FONT, 25, '   =   10 pts', GREEN, 368, 270)
        self.enemy2Text = Text(FONT, 25, '   =  20 pts', BLUE, 368, 320)
        self.enemy3Text = Text(FONT, 25, '   =  30 pts', PURPLE, 368, 370)
        self.enemy4Text = Text(FONT, 25, '   =  ?????', RED, 368, 420)
        self.scoreText = Text(FONT, 20, 'Score', WHITE, 5, 5)
        self.livesText = Text(FONT, 20, 'Lives ', WHITE, 640, 5)

    @staticmethod
    def should_exit(evt):
        # type: (pygame.event.EventType) -> bool
        return evt.type == QUIT or (evt.type == KEYUP and evt.key == K_ESCAPE)

# New function created to contain all the things the game must do when the player presses the
# fire button. 
    def fire(self):
        if len(self.bullets) == 0 and self.shipAlive:
            if self.score < 1000:
                bullet = Bullet(self.player.rect.x + 23,
                                self.player.rect.y + 5, -1,
                                15, 'laser', 'center')
                self.bullets.add(bullet)
                self.allSprites.add(self.bullets)
                self.sounds['shoot'].play()
            else:
                leftbullet = Bullet(self.player.rect.x + 8,
                                    self.player.rect.y + 5, -1,
                                    15, 'laser', 'left')
                rightbullet = Bullet(self.player.rect.x + 38,
                                    self.player.rect.y + 5, -1,
                                    15, 'laser', 'right')
                self.bullets.add(leftbullet)
                self.bullets.add(rightbullet)
                self.allSprites.add(self.bullets)
                self.sounds['shoot2'].play()

# This new function waits for ether our button, or the space bar to be pressed. When 
# ether of those things happens it will tell thefinction 'fire' above.
    def check_input(self):
        if button_3.is_pressed:
            self.fire()
        self.keys = key.get_pressed()
        for e in event.get():
            if self.should_exit(e):
                sys.exit()
            if e.type == KEYDOWN and e.key == K_SPACE:
                self.fire()

    def make_enemies(self):
        enemies = EnemiesGroup(10, 5)
        for row in range(5):
            for column in range(10):
                enemy = Enemy(row, column)
                enemy.rect.x = 157 + (column * 50)
                enemy.rect.y = self.enemyPosition + (row * 45)
                enemies.add(enemy)

        self.enemies = enemies
        self.allSprites = sprite.Group(self.player, self.enemies,
                                       self.livesGroup, self.mysteryShip)

    def make_enemies_shoot(self):
        if (time.get_ticks() - self.timer) > 700:
            enemy = self.enemies.random_bottom()
            if enemy:
                self.enemyBullets.add(
                    Bullet(enemy.rect.x + 14, enemy.rect.y + 20, 1, 5,
                           'enemylaser', 'center'))
                self.allSprites.add(self.enemyBullets)
                self.timer = time.get_ticks()

    def calculate_score(self, row):
        scores = {0: 30,
                  1: 20,
                  2: 20,
                  3: 10,
                  4: 10,
                  5: choice([50, 100, 150, 300])
                  }

        score = scores[row]
        self.score += score
        return score

    def create_main_menu(self):
        self.enemy1 = IMAGES['enemy3_1']
        self.enemy1 = transform.scale(self.enemy1, (40, 40))
        self.enemy2 = IMAGES['enemy2_2']
        self.enemy2 = transform.scale(self.enemy2, (40, 40))
        self.enemy3 = IMAGES['enemy1_2']
        self.enemy3 = transform.scale(self.enemy3, (40, 40))
        self.enemy4 = IMAGES['mystery']
        self.enemy4 = transform.scale(self.enemy4, (80, 40))
        self.screen.blit(self.enemy1, (318, 270))
        self.screen.blit(self.enemy2, (318, 320))
        self.screen.blit(self.enemy3, (318, 370))
        self.screen.blit(self.enemy4, (299, 420))

        for e in event.get():
            if self.should_exit(e):
                sys.exit()
            if e.type == KEYUP:
                self.startGame = True
                self.mainScreen = False

    def update_enemy_speed(self):
        if len(self.enemies) <= 10:
            for enemy in self.enemies:
                enemy.moveTime = 400
        if len(self.enemies) == 1:
            for enemy in self.enemies:
                enemy.moveTime = 200

    def check_collisions(self):
        collidedict = sprite.groupcollide(self.bullets, self.enemyBullets,
                                          True, False)
        if collidedict:
            for value in collidedict.values():
                for currentSprite in value:
                    self.enemyBullets.remove(currentSprite)
                    self.allSprites.remove(currentSprite)

        enemiesdict = sprite.groupcollide(self.bullets, self.enemies,
                                          True, False)
        if enemiesdict:
            for value in enemiesdict.values():
                for currentSprite in value:
                    self.enemies.kill(currentSprite)
                    self.sounds['invaderkilled'].play()
                    score = self.calculate_score(currentSprite.row)
                    explosion = Explosion(currentSprite.rect.x,
                                          currentSprite.rect.y,
                                          currentSprite.row, False, False,
                                          score)
                    self.explosionsGroup.add(explosion)
                    self.allSprites.remove(currentSprite)
                    self.enemies.remove(currentSprite)
                    self.gameTimer = time.get_ticks()
                    break

        mysterydict = sprite.groupcollide(self.bullets, self.mysteryGroup,
                                          True, True)
        if mysterydict:
            for value in mysterydict.values():
                for currentSprite in value:
                    currentSprite.mysteryEntered.stop()
                    self.sounds['mysterykilled'].play()
                    score = self.calculate_score(currentSprite.row)
                    explosion = Explosion(currentSprite.rect.x,
                                          currentSprite.rect.y,
                                          currentSprite.row, False, True,
                                          score)
                    self.explosionsGroup.add(explosion)
                    self.allSprites.remove(currentSprite)
                    self.mysteryGroup.remove(currentSprite)
                    newShip = Mystery()
                    self.allSprites.add(newShip)
                    self.mysteryGroup.add(newShip)
                    break

        bulletsdict = sprite.groupcollide(self.enemyBullets, self.playerGroup,
                                          True, False)
        if bulletsdict:
            for value in bulletsdict.values():
                for playerShip in value:
                    if self.lives == 3:
                        self.lives -= 1
                        self.livesGroup.remove(self.life3)
                        self.allSprites.remove(self.life3)
                    elif self.lives == 2:
                        self.lives -= 1
                        self.livesGroup.remove(self.life2)
                        self.allSprites.remove(self.life2)
                    elif self.lives == 1:
                        self.lives -= 1
                        self.livesGroup.remove(self.life1)
                        self.allSprites.remove(self.life1)
                    elif self.lives == 0:
                        self.gameOver = True
                        self.startGame = False
                    self.sounds['shipexplosion'].play()
                    explosion = Explosion(playerShip.rect.x, playerShip.rect.y,
                                          0, True, False, 0)
                    self.explosionsGroup.add(explosion)
                    self.allSprites.remove(playerShip)
                    self.playerGroup.remove(playerShip)
                    self.makeNewShip = True
                    self.shipTimer = time.get_ticks()
                    self.shipAlive = False

        if sprite.groupcollide(self.enemies, self.playerGroup, True, True):
            self.gameOver = True
            self.startGame = False

        sprite.groupcollide(self.bullets, self.allBlockers, True, True)
        sprite.groupcollide(self.enemyBullets, self.allBlockers, True, True)
        sprite.groupcollide(self.enemies, self.allBlockers, False, True)

    def create_new_ship(self, createShip, currentTime):
        if createShip and (currentTime - self.shipTimer > 900):
            self.player = Ship()
            self.allSprites.add(self.player)
            self.playerGroup.add(self.player)
            self.makeNewShip = False
            self.shipAlive = True

    def create_game_over(self, currentTime):
        self.screen.blit(self.background, (0, 0))
        passed = currentTime - self.timer
        if passed < 750:
            self.gameOverText.draw(self.screen)
        elif 750 < passed < 1500:
            self.screen.blit(self.background, (0, 0))
        elif 1500 < passed < 2250:
            self.gameOverText.draw(self.screen)
        elif 2250 < passed < 2750:
            self.screen.blit(self.background, (0, 0))
        elif passed > 3000:
            self.mainScreen = True

        for e in event.get():
            if self.should_exit(e):
                sys.exit()

    def main(self):
        while True:
            if self.mainScreen:
                self.reset(0, 3, True)
                self.screen.blit(self.background, (0, 0))
                self.titleText.draw(self.screen)
                self.titleText2.draw(self.screen)
                self.enemy1Text.draw(self.screen)
                self.enemy2Text.draw(self.screen)
                self.enemy3Text.draw(self.screen)
                self.enemy4Text.draw(self.screen)
                self.create_main_menu()

            elif self.startGame:
                if len(self.enemies) == 0:
                    currentTime = time.get_ticks()
                    if currentTime - self.gameTimer < 3000:
                        self.screen.blit(self.background, (0, 0))
                        self.scoreText2 = Text(FONT, 20, str(self.score),
                                               GREEN, 85, 5)
                        self.scoreText.draw(self.screen)
                        self.scoreText2.draw(self.screen)
                        self.nextRoundText.draw(self.screen)
                        self.livesText.draw(self.screen)
                        self.livesGroup.update(self.keys)
                        self.check_input()
                    if currentTime - self.gameTimer > 3000:
                        # Move enemies closer to bottom
                        self.enemyPositionStart += 35
                        self.reset(self.score, self.lives)
                        self.gameTimer += 3000
                else:
                    currentTime = time.get_ticks()
                    self.play_main_music(currentTime)
                    self.screen.blit(self.background, (0, 0))
                    self.allBlockers.update(self.screen)
                    self.scoreText2 = Text(FONT, 20, str(self.score), GREEN,
                                           85, 5)
                    self.scoreText.draw(self.screen)
                    self.scoreText2.draw(self.screen)
                    self.livesText.draw(self.screen)
                    self.check_input()
                    self.allSprites.update(self.keys, currentTime,
                                           self.enemies)
                    self.explosionsGroup.update(self.keys, currentTime)
                    self.check_collisions()
                    self.create_new_ship(self.makeNewShip, currentTime)
                    self.update_enemy_speed()

                    if len(self.enemies) > 0:
                        self.make_enemies_shoot()

            elif self.gameOver:
                currentTime = time.get_ticks()
                # Reset enemy starting position
                self.enemyPositionStart = self.enemyPositionDefault
                self.create_game_over(currentTime)

            display.update()
            self.clock.tick(60)
            if not self.startGame and button_3.is_pressed:
                self.startGame = True
                self.mainScreen = False


if __name__ == '__main__':
    game = SpaceInvaders()
    game.main()

LICENSE.txt

[edit | edit source]

Note: The source code is available under the permissive w:MIT License as per the GitHub repository: https://github.com/leerob/space-invaders/blob/master/LICENSE

The MIT License (MIT)

Copyright (c) 2014-2019 Lee Robinson

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.