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Try out my space shooter game, And I want your suggestions!

Tonnoaw

I created 2D space shooting game
I want your suggestion from any experts or anyone. I have just learned Python for a month and I want some suggestions to improve my coding skills.
I test and run this script on iPad

```
from scene import *
import sound
import random
import math
A = Action

class Laser(SpriteNode):
def init(self, txture, object, kwargs):
SpriteNode.init(self, txture,
kwargs)
self.shooter = object

class Heart(SpriteNode):
def init(self, kwargs):
SpriteNode.init(self, 'plf:HudHeart_full',
kwargs)

class Enemy(SpriteNode):
def init(self, txture, kwargs):
SpriteNode.init(self, txture,
kwargs)
self.time = 0
allow_move = random.choice(('x', 'y'))
self.allow_move = allow_move

class MyScene (Scene):
def setup(self):
self.move = 'up'; self.player_score = 0; self.touch_id_location = {}; self.touched = False;
self.laser_on_screen = []; self.enemy_on_screen = []; self.player_health = 100; self.game_playing = True
self.heart_on_screen = []; self.shown = False
for x in range(int((self.size.x / 128)) + 1):
for y in range(int((self.size.y / 128)) + 1):
bg = SpriteNode(Texture('spc:BackgroundBlue'), position = (x * 128, y *128)); self.add_child(bg)
self.score = LabelNode(f'Score: {self.player_score}', ('', 30), position = (120, self.size.h - 30)); self.add_child(self.score)
self.player_health_label = LabelNode(f'Health: {self.player_health}', ('', 30), position = (self.size.w - 120, self.size.h - 30)); self.add_child(self.player_health_label)
self.player = SpriteNode(Texture('spc:PlayerShip1Green'), position = (self.size.w / 2, self.size.h / 2))
self.add_child(self.player)
self.joy_layout = SpriteNode(Texture('iow:ios7_circle_outline_256'), position = (160, 160), alpha = 0.25, scale = 1)
self.add_child(self.joy_layout)
self.shoot_button = SpriteNode(Texture('iow:ios7_circle_filled_256'), position = (self.size.w - 160, 160), scale = 0.5, alpha = 0.25); self.add_child(self.shoot_button)

def update(self):
    if self.game_playing:
        if self.touched:
            touch_location = self.touch_id_location.get(self.touch_in_joy)
            self.move_ship()
        if len(self.laser_on_screen) > 0:
            for laser in self.laser_on_screen:
                if laser.position.x > self.size.w or laser.position.y > self.size.h or laser.position.x < 0 or laser.position.y < 0 :
                    self.laser_on_screen.remove(laser)
                    laser.remove_from_parent()
        self.spawn_enemy()
        self.check_laser_collision()
        self.score.text = f'Score: {self.player_score}'
        self.player_health_label.text = f'Health: {self.player_health}'
        self.move_enemy()
        self.spawn_heart_pack()
        self.check_player_get_heart()
    if self.player_health <= 0:
        self.game_playing = False
        self.joy_layout.remove_from_parent()
        self.shoot_button.remove_from_parent()
        for enemy in self.enemy_on_screen:
            enemy.remove_from_parent()
        for laser in self.laser_on_screen:
            laser.remove_from_parent()
        for heart in self.heart_on_screen:
            heart.remove_from_parent()
        self.player.remove_from_parent()
        if not self.shown:
            self.lose_scene()
            self.shown = True

def lose_scene(self):
    sound.play_effect('arcade:Explosion_4')
    self.lose_label = LabelNode('LOSE!', ('<System-Bold>', 60), position = (self.size.w /2, self.size.h / 2)); self.add_child(self.lose_label)
    self.score_label = LabelNode(f'Score: {self.player_score}', ('<System-Bold>', 50), position = (self.size.w /2, self.size.h / 2 - 100)); self.add_child(self.score_label)


def check_player_get_heart(self):
    for heart in self.heart_on_screen:
        if self.player.position in heart.frame:
            self.heart_on_screen.remove(heart)
            heart.remove_from_parent()
            sound.play_effect('arcade:Powerup_1')
            self.player_health += 15

def touch_began(self, touch):
    self.touch_id_location[touch.touch_id] = touch.location
    if touch.location in self.joy_layout.frame and not self.touched:
        self.joy_layout.run_action(A.sequence(A.scale_to(1.25, 0.025)))
        self.joy_layout.position = touch.location
        self.touch_in_joy = touch.touch_id
        self.joy = SpriteNode(Texture('iow:ios7_circle_filled_256'), position = touch.location, alpha = 0.25, scale = 0.25)
        self.add_child(self.joy)
        self.test = SpriteNode(Texture('iow:ios7_circle_filled_256'), position = touch.location, scale = 0.25)
        self.add_child(self.test)
        self.touched = True

    if touch.location in self.shoot_button.frame:
        sound.play_effect('digital:Laser2')
        self.shoot_button.run_action(A.sequence(A.scale_to(0.4, 0.05), A.scale_to(0.5, 0.05)))
        self.shoot_laser(self.player.position, 'spc:LaserBlue9', self.player, self.move)


def touch_moved(self, touch):
    self.touch_id_location[touch.touch_id] = touch.location
    try:
        if touch.touch_id == self.touch_in_joy:
            self.joy.position = touch.location
    except AttributeError:
        pass

def touch_ended(self, touch):
    self.touch_id_location.pop(touch.touch_id)
    try:
        if touch.touch_id == self.touch_in_joy:
            self.joy.remove_from_parent()
            self.joy_layout.run_action(A.sequence(A.scale_to(1, 0.025)))
            self.joy_layout.position = (160, 160)
            self.touched = False
            self.test.remove_from_parent()
    except AttributeError:
        pass

def move_ship(self):
    move_attributes = {
        'up': ((0, 6), math.radians(0)),
        'down': ((0, -6), math.radians(180)),
        'left': ((-6, 0), math.radians(90)),
        'right': ((6, 0), math.radians(270))
    }
    touch_position = self.touch_id_location.get(self.touch_in_joy)
    if touch_position not in self.test.frame:
        if self.test.position.x - 64 < touch_position.x < self.test.position.x + 64:
            if touch_position.y > self.test.position.y:
                self.move = 'up'
            else:
                self.move = 'down'
        if self.test.position.y - 64 < touch_position.y < self.test.position.y + 64:
            if touch_position.x > self.test.position.x:
                self.move = 'right'
            else:
                self.move = 'left'

    m = move_attributes.get(self.move)
    try:
        x = max(0, min(self.size.w, self.player.position.x + m[0][0]))
        y = max(0, min(self.size.y, self.player.position.y + m[0][1]))
        self.player.position = (x, y)
        self.player.run_action(A.sequence(A.rotate_to(m[1], 0.025)))
    except TypeError:
        pass

def shoot_laser(self, position, txture, object, orient):
    if object == self.player:
        laser_attributes = {
            'up': ((0, 500), math.radians(0), (0, 64)),
            'down': ((0, -500), math.radians(180), (0, -64)),
            'left': ((-500, 0), math.radians(90), (-64, 0)),
            'right': ((500, 0), math.radians(270), (64, 0))
        }
    else:
        laser_attributes = {
            'up': ((0, 250), math.radians(0), (0, 64)),
            'down': ((0, -250), math.radians(180), (0, -64)),
            'left': ((-250, 0), math.radians(90), (-64, 0)),
            'right': ((250, 0), math.radians(270), (64, 0))
            }
    l = laser_attributes.get(orient)
    x, y = l[0]
    laser = Laser(txture, object); laser.position = (object.position.x + l[2][0], object.position.y + l[2][1])
    self.laser_on_screen.append(laser); self.add_child(laser)
    laser.run_action(A.sequence(A.rotate_to(l[1], 0.00001), A.repeat_forever(A.move_by(x, y))))

def spawn_enemy(self):
    self.difficulty = 0.008 + self.player_score * 0.0000002
    if random.random() < self.difficulty and len(self.enemy_on_screen) <= 8:
        index = random.choice([1, 0])
        coor = [(random.uniform(200, self.size.w), random.uniform(self.size.h - 200, self.size.h)), (random.uniform(200, self.size.w - 200), random.uniform(0 ,200))]
        x, y = coor[index]
        txture = random.choice(['spc:EnemyGreen4', 'spc:EnemyBlack4', 'spc:EnemyBlue4'])
        enemy = Enemy(txture)
        if index == 0:
             enemy.position = (self.size.w / 2, self.size.h + 48)
        else:
            enemy.position = (self.size.w / 2, -48)
        enemy.run_action(A.sequence(A.move_to(x, y, 1)))
        self.add_child(enemy) 
        self.enemy_on_screen.append(enemy)

def spawn_heart_pack(self):
    difficulty = self.difficulty * 0.05
    if random.random() < difficulty:
        posX, posY =  (random.uniform(self.size.w - 300, 300), random.uniform(self.size.h - 300, 300))
        self.heart = Heart(); self.heart.position = (posX, posY); self.heart.scale = 0.8
        self.add_child(self.heart); self.heart_on_screen.append(self.heart)

def check_laser_collision(self):
    for laser in self.laser_on_screen:
        for enemy in self.enemy_on_screen:
            if laser.position in enemy.frame:
                self.enemy_on_screen.remove(enemy)
                enemy.remove_from_parent()
                try:
                    self.laser_on_screen.remove(laser)
                except ValueError:
                    pass
                laser.remove_from_parent()
                self.player_score += 80
                sound.play_effect('arcade:Explosion_1')
                self.explosion_effect(enemy.position)
        if laser.position in self.player.frame and (laser.shooter in self.enemy_on_screen):
            sound.play_effect('game:Error')
            try:
                self.laser_on_screen.remove(laser)
            except ValueError:
                pass

            self.player_health -= 5
            laser.remove_from_parent()
            for i in range(6):
                particle = SpriteNode(Texture('spc:MeteorBrownMed2'), position = self.player.position, scale=random.uniform(0.3, 0.5))
                actions1 = [A.group(A.move_by(random.uniform(-64, 64), random.uniform(-64, 64), random.uniform(0.4, 0.9)), A.rotate_by(random.uniform(1, 3), 0.4)), A.wait(0.4), A.fade_to(0, 0.3)] 
                self.add_child(particle); particle.run_action(A.sequence(actions1))


def explosion_effect(self, position):
    index = 0
    time = [0.0, 0.1, 0.2, 0.3, 0.4]
    for i in range(4):
        explosion_texture = random.choice(('shp:Explosion01', 'shp:Explosion04', 'shp:Explosion00'))
        ex_position = (position.x + random.uniform(-24, 24), position.y + random.uniform(-24, 24))
        pa_position = (position.x + random.uniform(-16, 16), position.y + random.uniform(-16, 16))
        actions = [A.wait(time[index]), A.fade_to(1, 0.04), A.wait(0.06), A.remove()]
        exploded = SpriteNode(Texture(explosion_texture), position = ex_position, scale = random.uniform(0.25, 0.5), alpha = 0)
        self.add_child(exploded); exploded.run_action(A.sequence(actions))
        index += 1
        particle = SpriteNode(Texture('spc:MeteorBrownMed2'), position = pa_position, scale=random.uniform(0.5, 0.8))
        actions1 = [A.group(A.move_by(random.uniform(-64, 64), random.uniform(-64, 64), random.uniform(0.4, 0.9)), A.rotate_by(random.uniform(1, 3), 0.4)), A.wait(0.4), A.fade_to(0, 0.3)] 
        self.add_child(particle); particle.run_action(A.sequence(actions1))

def move_enemy(self):
    orient = ''
    for enemy in self.enemy_on_screen:
        if not self.can_shoot_laser(enemy):      
            if enemy.position.y > self.player.position.y and enemy.allow_move == "y":
                orient = 'down'
                self.enemy_moving(orient, enemy)
            elif enemy.allow_move == 'y':
                orient = 'up'
                self.enemy_moving(orient, enemy)
            if enemy.position.x > self.player.position.x and enemy.allow_move == "x":
                orient = 'left'
                self.enemy_moving(orient, enemy)
            elif enemy.allow_move == 'x':
                orient = 'right'
                self.enemy_moving(orient, enemy)


def enemy_moving(self, orient, enemy):
    move_attributes = {
        'up': ((0, 2.5), math.radians(0)),
        'down': ((0, -2.5), math.radians(180)),
        'left': ((-2.5, 0), math.radians(90)),
        'right': ((2.5, 0), math.radians(270))
    }
    try:
        m = move_attributes.get(orient)
        x = max(0, min(self.size.w, enemy.position.x + m[0][0]))
        y = max(0, min(self.size.y, enemy.position.y + m[0][1]))
        enemy.position = (x, y)
        enemy.run_action(A.sequence(A.rotate_to(m[1], 0.025)))
    except (TypeError):
        pass

def can_shoot_laser(self, enemy):
    aligned = False
    if self.player.position.x - 64 < enemy.position.x < self.player.position.x + 64:
        enemy.time += 1
        aligned = True
        if enemy.position.y > self.player.position.y:
            orient = 'down'
        else:
            orient = 'up'

    if self.player.position.y - 64 < enemy.position.y < self.player.position.y + 64:
        enemy.time += 1
        aligned = True
        if enemy.position.x > self.player.position.x:
            orient = 'left'
        else:
            orient = 'right'

    if enemy.time > 60:
        enemy.time = 0
        self.shoot_laser(enemy.position, 'spc:LaserRed9', enemy, orient)
        sound.play_effect('arcade:Laser_5')
        if enemy.allow_move == 'x':
            enemy.allow_move = 'y'
        else:
            enemy.allow_move = 'x'
    return aligned

if name == 'main':
run(MyScene(), show_fps=False) ```

mikael

@Tonnoaw, another tight game!

Hopeless on the iPhone screen, of course. You could experiment with adding a scaling factor to the whole scene. Then we could experiment and find the right factor for our screens. As a next level exercise, you could determine the screen size of the user and automatically set the scaling factor.

I like how your methods stay (mostly) small and have descriptive names, making the code easy to browse.

One (random) suggestion:

The two separate attribute dicts in shoot_laser could just be one, while also improving readability of the tuple unpacking:

laser_attributes = {
    'up': ((0, 1), math.radians(0)),
    'down': ((0, -1), math.radians(180)),
    'left': ((-1, 0), math.radians(90)),
    'right': ((1, 0), math.radians(270)),
}
unit_tuple, angle = laser_attributes.get(orient)
unit_vector = scene.Point(*unit_tuple)
start_x, start_y = unit_vector * (500 if object == self.player else 250)
delta_x, delta_y = unit_vector * 64
...

Besides removing extra lines, this approach makes it easy to tweak the numbers when you are developing the game.

Tonnoaw

@mikael Thanks for your suggestions, In my next projects I will try experiment how to get all of my game working properly on all of screen sizes!

Tonnoaw

@mikael Can you recommend me what is the next game should I do? For me to practice coding.

stephen

@Tonnoaw

How about doing some pre/post gameplay? Such as menus character/player creation player/inventory persistence ect.. while doing this you can figure a goo scaling algorithm to fit your game tonall screens.

Also avgood time, if you havn't already, to combine scene and ui using a SceneView

what do you think @mikael

ccc
    def move_enemy(self):
        orient = ''
        for enemy in self.enemy_on_screen:
            if not self.can_shoot_laser(enemy):      
                if enemy.allow_move == "y":
                    orient = 'down' if enemy.position.y > self.player.position.y else 'up'
                    self.enemy_moving(orient, enemy)
                elif enemy.allow_move == "x":
                    orient = 'left' if enemy.position.x > self.player.position.x else 'right'
                    self.enemy_moving(orient, enemy)
Tonnoaw

Here is the updated one. I tried to make this game work on every screen sizes and add menu interface.
https://github.com/Tonnoaw/game