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- #Space Inavders - Part
- #Set up the screen
- #Python 2.7
- import turtle
- import os
- import math
- #Set up the screen
- wn = turtle.Screen()
- wn.bgcolor("black")
- wn.title("Space Invaders")
- #Draw border
- border_pen = turtle.Turtle()
- border_pen.speed(0)
- border_pen.color("White")
- border_pen.penup()
- border_pen.setposition(-300,-300)
- border_pen.pendown()
- border_pen.pensize(3)
- for side in range(4):
- border_pen.forward(600)
- border_pen.left(90)
- border_pen.hideturtle()
- #Create the player turtle
- player = turtle.Turtle()
- player.color("blue")
- player.shape("triangle")
- player.penup()
- player.speed(0)
- player.setposition(0, -250)
- player.setheading(90)
- playerspeed = 15
- #Create the enemy
- enemy = turtle.Turtle()
- enemy.color("red")
- enemy.shape("circle")
- enemy.penup()
- enemy.speed(0)
- enemy.setposition(-200, 250)
- enemyspeed = 2
- #Create the player's bullet
- bullet = turtle.Turtle()
- bullet.color("yellow")
- bullet.shape("triangle")
- bullet.penup()
- bullet.speed(0)
- bullet.setheading(90)
- bullet.shapesize(0.5, 0.5)
- bullet.hideturtle()
- bulletspeed = 20
- #Define bullet state
- #ready - ready to fire
- #fire - bullet is firing
- bulletstate = "ready"
- #Move the player left and right
- def move_left():
- x = player.xcor()
- x -= playerspeed
- if x < -280:
- x = 280
- player.setx(x)
- def move_right():
- x = player.xcor()
- x += playerspeed
- if x > 280:
- x = - 280
- player.setx(x)
- def fire_bullet():
- #Declare bulletstate as a global if it needs changed
- global bulletstate
- if bulletstate == "ready":
- bulletstate = "fire"
- #Move the bullet to just above the player
- x = player.xcor()
- y = player.ycor()
- bullet.setposition(x, y + 10)
- bullet.showturtle()
- def isCollision(t1, t2):
- distance = math.sqrt(math.pow(t1.xcor()-t2.xcor(),2))+(math.pow(t1.ycor()-t2.ycor(),2))
- if distance < 10:
- return True
- else:
- return False
- #Create keyboard bindings
- turtle.listen()
- turtle.onkey(move_left, "Left")
- turtle.onkey(move_right, "Right")
- turtle.onkey(fire_bullet, "space")
- #Main game loop
- while True:
- #Move the enemy
- x = enemy.xcor()
- x += enemyspeed
- enemy.setx(x)
- #Move the enemy back and down
- if enemy.xcor() > 280:
- y = enemy.ycor()
- y -= 40
- enemyspeed *= -1
- enemy.sety(y)
- if enemy.xcor () < -280:
- y = enemy.ycor()
- y -= 40
- enemyspeed *= -1
- enemy.sety(y)
- #Move the bullet
- if bulletstate == "fire":
- y = bullet.ycor()
- y += bulletspeed
- bullet.sety(y)
- #Check to see if the bullet has gone to the top
- if bullet.ycor() > 275:
- bullet.hideturtle()
- bulletstate = "ready"
- #Check if the enemy and the bullet collide
- if isCollision(bullet, enemy):
- #Reset the bullet
- bullet.hideturtle()
- bulletstate = "ready"
- bullet.setposition(0, -400)
- #Reset the enemy
- enemy.setposition(-200, 250)
- delay = turtle.done()
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