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import random | ||
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import dolp | ||
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# Images | ||
spaceship = bytearray(b'\x10\x10\x00\x00\xb4\x00\x00\xc0\xfc\x15\x15\xfc\xc0\x00\x00\xb4\x00\x00\x40\xfc\x7f\x20\x38\x98\x49\xef\xef\x49\x98\x38\x20\x7f\xfc\x40') | ||
enemy1 = bytearray(b'\x10\x10\x00\x80\xc0\x60\xf5\x35\x60\xc8\xc8\x60\x35\xf5\x60\xc0\x80\x00\x00\x36\x02\x00\x1d\x26\x4c\x93\x93\x4c\x26\x1d\x00\x02\x36\x00') | ||
enemy1mask = bytearray(b'\x10\x10\x00\x80\xc0\x60\xff\xff\xf0\xf8\xf8\xf0\xff\xff\x60\xc0\x80\x00\x00\x3f\x03\x00\x1d\x3f\x7f\xff\xff\x7f\x3f\x1d\x00\x03\x3f\x00') | ||
enemy2 = bytearray(b'\x10\x10\x00\xfc\x46\x23\x16\xdc\xa1\x6e\x6e\xa1\xdc\x16\x23\x46\xfc\x00\x00\x55\x10\x0a\x00\x02\x08\x10\x10\x08\x02\x00\x0a\x10\x55\x00') | ||
enemy2mask = bytearray(b'\x10\x10\x00\xfc\xfe\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xfe\xfc\x00\x00\x7f\x1f\x0f\x07\x07\x0f\x1f\x1f\x0f\x07\x07\x0f\x1f\x7f\x00') | ||
explosion1 = bytearray(b'\x10\x10\x00\x00\x00\x00\x90\x40\x40\x20\x40\x40\x84\x00\x10\x00\x00\x00\x00\x00\x04\x00\x00\x05\x01\x02\x01\x21\x00\x04\x00\x00\x00\x00') | ||
explosion2 = bytearray(b'\x10\x10\x00\x00\x00\x00\x88\x60\x24\x10\x20\x60\x80\x00\x12\x00\x00\x00\x00\x40\x02\x00\x00\x03\x02\x24\x02\x03\x00\x00\x00\x44\x00\x00') | ||
explosion3 = bytearray(b'\x10\x10\x00\x00\x60\x44\x84\x40\xa6\x14\x10\x20\x42\x82\x00\x08\x40\x00\x00\x08\x00\x08\x01\x22\x04\x4b\x48\x05\x02\x01\x00\x60\x06\x00') | ||
explosion4 = bytearray(b'\x10\x10\x00\x00\x00\x18\xa8\xc8\xf0\xf0\xf0\xe0\xe8\xb8\x08\x00\x00\x00\x00\x00\x00\x30\x39\x17\x17\x1f\x0f\x17\x13\x21\x78\x20\x00\x00') | ||
explosionAnim = dolp.Animation([explosion1, explosion2, explosion3, explosion4], [100, 100, 100, 100]) | ||
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# Entity types | ||
BULLET_TYPE = 0 | ||
ENEMY_TYPE = 1 | ||
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LIVE_TIMEOUT = 0 | ||
def update_explosion(obj): | ||
t = obj.get_timeout(LIVE_TIMEOUT) | ||
if dolp.check_timeout(t): | ||
dolp.delete_entity(obj) | ||
def explosion(x, y): | ||
obj = dolp.new_entity() | ||
obj.configure(x, y, 0, 0) | ||
t = obj.new_timeout(LIVE_TIMEOUT) | ||
dolp.set_timeout(t, 400, False) | ||
obj.set_animation(explosionAnim) | ||
obj.update(update_explosion) | ||
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def update_bullet(obj): | ||
if not obj.is_moving(): | ||
dolp.delete_entity(obj) | ||
def spawn_bullet(x, y): | ||
w, h = 2, 4 | ||
speed = 10 | ||
obj = dolp.new_entity() | ||
obj.set_type(BULLET_TYPE) | ||
obj.configure(x, y, w, h) | ||
obj.move_to(x, dolp.height() - 10, speed) | ||
obj.collision() | ||
obj.update(update_bullet) | ||
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def update_ship(obj): | ||
w, h = 16, 16 | ||
if dolp.pressed(dolp.BUTTON_A): | ||
spawn_bullet(obj.get_x(), obj.get_y() + int(h/2)) | ||
def spawn_ship(): | ||
w, h = 16, 16 | ||
obj = dolp.new_entity() | ||
obj.configure(int(dolp.width() / 2), int(w/2), w, h) | ||
obj.set_image(spaceship) | ||
obj.update(update_ship) | ||
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class Enemy: | ||
ENEMY_HIT_STATE = 0 | ||
w, h = 16, 16 | ||
count = 0 | ||
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def collision(obj, other): | ||
if other.get_type() != BULLET_TYPE: | ||
return | ||
if obj.get_state(Enemy.ENEMY_HIT_STATE) == 1: | ||
return | ||
dolp.delete_entity(obj) | ||
dolp.delete_entity(other) | ||
explosion(obj.get_x(), obj.get_y()) | ||
obj.set_state(Enemy.ENEMY_HIT_STATE, 1) | ||
Enemy.count -= 1 | ||
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def update(obj): | ||
if not obj.is_moving(): | ||
randX = random.randint(10, 100) | ||
randY = random.randint(16 + 8, dolp.height() - 8) | ||
obj.move_to(randX, randY, 5) | ||
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def spawn(): | ||
if Enemy.count > 4: | ||
return | ||
obj = dolp.new_entity() | ||
Enemy.count += 1 | ||
obj.configure(0, dolp.height() - 8, 16, 16) | ||
obj.set_type(ENEMY_TYPE) | ||
obj.set_image(enemy2, enemy2mask) | ||
if random.randint(0, 1) == 1: | ||
obj.set_image(enemy1, enemy1mask) | ||
obj.update(Enemy.update) | ||
obj.collision(Enemy.collision) | ||
obj.set_state(Enemy.ENEMY_HIT_STATE, 0) | ||
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# setup | ||
dolp.begin() | ||
spawn_timeout = dolp.new_timeout() | ||
dolp.set_timeout(spawn_timeout, 1000, True) | ||
spawn_ship() | ||
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# loop | ||
while True: | ||
dolp.loop_begin() | ||
if dolp.check_timeout(spawn_timeout): | ||
Enemy.spawn() | ||
dolp.loop_end() |