The final assignment for CS 1110 has always been to develop a game in Python. Game development ties together everything that we have learned in this class into one large project. While modern games are far too advanced for this class, classics of the original arcade era (like Pac-Man, Frogger, or Breakout) are well within your ability. This year, we are continuing our tradition of making a Space Invaders clone, which we have assigned for the past couple of years.
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If you have never played Space Invaders before, there are a few versions online as flash games. The Pacxon version is the most authentic one that we have found. You should play this to get a good idea of the gameplay. Keep in mind that this version is a bit too authentic and potentially runs afoul of copyright issues.
One of the main challenges with this assignment is its scope is completely up to you.
There is a bare minimum of functionality that you must implement. You must implement
a complete, single wave of Space Invaders. But after that point, you are free
(and encouraged) to add more interesting features to your game.
The video to above shows our solution, which has several extra features such as
sound and basic animation. You can even look at more advanced shooting games like
Galaxian and
Galaga for inspiration.
You are permitted to do anything that you want, provided that the basic
functionality is there.
Despite any difficulties you might have had with previous assignments, we know that this assignment is easily within your grasp. You just have to start early, break the problem up into manageable pieces, and program/test incrementally. Below, we discuss stages of implementation and give suggestions for staying on top of the project. If you follow our advice and test each piece thoroughly before proceeding to the next, you should be successful.
Our bare minimum solution is about 875 lines of code (including specifications and comments).
This is ~225 lines in app.py
(including the ~155 lines already there), ~380
lines in wave.py
(including the ~75 lines already there), and ~270 lines in
models.py
(including the ~130 lines already there). So you should expect
to write just a little over 500 lines of code for the bare minimum solution. While this
may seem intimidating, a good amount of that consists of headers and specification.
Our minimum solution has ~20 methods across five classes, not including getters and
setters.
Author: W. White
Learning Objectives
This final assignment has several important objectives:
- It gives you practice reading official class documentation and APIs.
- It gives you experience with a complex, interactive application.
- It gives you experience designing helper functions to structure your code properly.
- It gives you experience using constants to make your code more readable.
- It gives you experience with programming animation and simple collisions.
- It gives you experience with an open-ended project that is not fully specified.
Table of Contents
- Academic Integrity and Collaboration
- Organization and Scope
- Overview of Alien Invaders
- The Basic Game
- Additional Features
- Finishing Touches
Academic Integrity and Collaboration
Academic Integrity
This is the third year that we have offered this assignment. We would prefer to go
a while before having to recreate another classic game (though
Frogger is probably next on the list).
An assignment of this magnitude takes a lot of effort to write (we spend 10x as
much work as you do making an assignment). Help us out by keeping the academic
integrity issues to a minimum. Please avoid looking at solutions online, or looking code
from other students this semester, or from last year.
We will be running Moss very heavily on this assignment. Because it is so open-ended it is almost impossible for your code to look like someone else’s, unless you looked at the code and then used it to design your own. We are 100% guaranteed to catch you if you do this. No matter how different you think your code will be, it will not be different.
Furthermore, because of the time that it takes to grade this assignment, any academic integrity hearings will have to be delayed until Spring semester (meaning that such students will receive an Incomplete for the course). Do not put yourself in this position. We also ask that you do not enable violations of academic policy. Do not post your code to Pastebin, GitHub, or any other publicly accessible site.
Collaboration Policy
You may do this assignment with one other person. If you are going to work together, form your group on CMS as soon as possible. If you do this assignment with another person, you must work together. It is against the rules for one person to do some programming on this assignment without the other person sitting nearby and helping.
With the exception of your CMS-registered partner, we ask that you do not look at anyone else’s code or show your code to anyone else (except a CS1110 staff member) in any form whatsoever. This includes posting your code on Piazza to ask for help. It is okay to post error messages on Piazza, but not code. If we need to see your code, we will ask for it.
Copyrighted Material
There is another Academic Integrity issue with this assignment: copyrighted material.
Gameplay cannot be copyrighted. You can make a game that plays the same as another.
Indeed, it was Space Invaders< itself that lost the court case (against Galaxian
and Galaga) that established this fact. However, artwork in a game is copyrighted
(and in this case, even trademarked). So
you should not attempt to use the original Space Invaders characters for your game.
While there is maybe an argument for fair use – this is a class project – your instructor prefers that you avoid the copyright issue entirely. The Space Invaders characters are iconic. While they may not appear in video games these days, they are still sold on T-shirts and appear in bad Adam Sandler movies. Furthermore, the current rights holder is a little company called Square Enix, which is not afraid of lawsuits.
In general, you are only allowed to use copyrighted material if you have a license to
do so. For example, many of the songs and sound effects in the
NewGrounds library are available for you to use
under an Attribution License. That means you are free to use it so long as you cite
the source in your documentation (e.g. your header comments). This is okay.
A license where you have to pay is not okay.
If you are in doubt as to whether you have a license to use something, ask us on Piazza.
Extension Policy
This assignment is technically due Tuesday, December 10, which is the last day of class. However, we realize that ALL professors like to load you up with work the last week of class, so minor extensions are possible.
We are allowing no-questions-asked extensions up to Thursday, December 12. Additional extensions up to Sunday, December 15 require proof of competing course work (e.g. AAP Senior Studio, another course project due in this time period, and so on).
To get an extension, you must contact your lab instructor (do not e-mail the professor). Your instructor will assign you an extension in CMS. If you do not ask for an extension (even just for the Thursday extension), you will be penalized for being late.
Assignment Help
While the code in this assignment is no more complicated than Assignment 6, the directions are more open ended. We have tried to give you as much guidance in this document as we can. We suggest that you start this assignment early, and that you go to office hours page on the first sign of difficulty.
In addition, you should always check Piazza for student questions as the assignment progresses. We may also periodically post announcements regarding this assignment on Piazza and the course website.
Organization and Scope
This is a long assignment, similar in length to Assignment 6. Once again the trick is to pace yourself. This can be finished by the end of classes, if you work a little bit every day (excluding the Thanksgiving break).
While there are no test cases this time, you should be able to figure out if everything is working simply by playing the game. There are no tricky “restore everything to how it was” like with Turtles; no nasty surprises lurking in the specifications. Just get the game working.
Assignment Source Code
To work on this assignment, you should download two files.
File | Description |
---|---|
invaders.zip | The application package, with all the source code |
samples.zip | Several programs that give hints on this assignment |
Only the first is a must download, as it contains the all of the source code necessary to complete the assignment. The second is a collection of demo code from the lecture on GUI programming. This sample code contains a lot of hints on how to approach some of the harder parts of this assignment, and we reference these samples throughout the instructions.
As with the imager application, this assignment is organized as a package with several
files. To run the application, change the directory in your command shell to just
outside of the folder invaders
and type
In this case, Python will run the entire folder. What this really means is that
it runs the script in __main__.py
. This script imports each of the other
modules in this folder to create a complex application. To work properly, the
invaders
folder should contain the following:
File | Description |
---|---|
app.py | The primary controller class for the application |
wave.py | A secondary controller for a single wave of aliens |
models.py | All model classes for the game (Alien, Ship, etc.) |
consts.py | All module with all of the constant (global variable) values |
game2d | A package with classes that can display graphics on the screen |
Sounds | A folder of sound effects approved for your use |
Fonts | A folder of True Type fonts approved for your use |
Images | A folder of images for the ship and aliens |
For the basic game, you only need to worry about the first three
files: app.py
, wave.py
, and models.py
. The other files and folders can be left
alone. However, when it is time to add a new feature, it helps
to understand how all of these fit together.
app.py
This module contains the controller class Invaders
. This is the
controller that launches the application, and is one of three modules that you must
modify for this assignment. While it is the primary controller class, you will
note that it has no script code. That is contained in the module __main__.py
(which you should not modify).
wave.py
This module contains the secondary controller class Wave
. This class manages a
single wave of aliens. It works as a subcontroller, just like the example
subcontroller.py
in the provided sample code. It is another of the three modules that
you must modify for this assignment,and the one that will require the most original code.
models.py
This module contains the model classes Ship
, Alien
and Bolt
. These classes
are similar to those found in the pyro.py
demo in the provided sample code. If you
want to add other model classes (e.g. power-ups), then you should add those here as
well. This is the last of the three files you must modify for this assignment.
consts.py
This module is filled with constants (global variables that should not ever change).
It is used by app.py
, wave.py
, and models.py
to ensure that these modules
agree on certain important values. It also contains code for
adjusting your alien count and speed. You should only modify
this file if you are adding additional constants as part of your
new feature.
game2d
This is a package containing the classes you will use to design you game. These are
classes that you will subclass, just like we demonstrated in lecture.
In particular, the class Invader
is a subclass of GameApp from this
package. As part of this assignment, you are expected to read the
online documentation which describes how to use the base classes.
Under no circumstances should you ever modify this package!
Sounds
This is a folder of sound effects that you may wish to use as part of your new feature. You are also free to add more if you wish; just put them in this folder. All sounds must be WAV files. While we have gotten MP3 to work on Windows, Python support for MacOS is unreliable.
Fonts
This is a folder of True Type Fonts, should you get tired of the default Kivy
font. You can put whatever font you want in this folder, provided it is a .ttf file.
Other Font formats (such as .ttc, .otf, or .dfont) are not supported. Be very careful
with fonts, however, as they are copyrighted in the same way
images are. Do not assume that you can include any font that you find on your computer.
Images
This is a folder with image files for the ship and aliens. The GImage and GSprite classes allow you to include these in your game. You can other images here if you wish. For example, you may wish to draw a background; just remember to draw the background image first.
Assignment Scope
As we explained in class, your game is a subclass of GameApp. The parent class does a lot of work for you. You just need to implement three main methods. They are as follows:
Method | Description |
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start() | Method to initialize the game state attributes |
update(dt) | Method to update the models for the next animation frame |
draw() | Method to draw all models to the screen |
Your goal is to implement all of these methods according to their (provided) specification.
start()
This method should take the place of __init__
. Because of how Kivy works, initialization
code should go here and not in the initializer (which is called before the window is
sized properly).
update(dt)
This method should move the position of everything for just one animation step, and
resolve any collisions (potentially deleting objects). The speed at which method is
called is determined by the (immutable) attribute fps
, which is set by the constructor.
The parameter dt
is time in seconds since the last call to update
.
draw()
This method is called as soon as update
is complete. Implementing this method should be
as simple as calling the method draw, inherited
from GObject
, on each of the models.
These are the only three methods that you need to implement. But obviously you are not
going to put all of your code in those three methods. The result would be an unreadable
mess. An important part of this assignment is developing new (helper) methods whenever
you need them so that each method is small and manageable. Your grade will depend partly
on the design of your program. As one guideline, points will be deducted for methods
that are more than 30 lines long (not including specifications or spacing).
You will also need to add methods and attributes to the class Wave
in wave.py
, as
well as Ship
, Alien
, and Bolt
in models.py
. These classes are completely empty,
though we have given you a lot of hints in the class specification. You should read
all these specifications.
As you write the assignment, you may find that you need additional attributes.
All new instance attributes should be hidden. You should list these new attributes
and their invariants as single-line comments after the class specification (as we
have done this semester). You do not need to enforce the invariants in the getters
and setters, but you must must have them if the attributes are accessed by another class.
For example, if the Wave
class needs to check the velocity of a laser bolt, then you
are going to need a getter for the velocity in the Bolt
class.
Assignment Organization
This assignment follows the model-view-controller pattern discussed in class.
The modules are clearly organized so that each holds models, the view, or a controller.
The organization of these files is shown below. The arrows in this diagram mean “accesses”.
So the Invaders
controller accesses the view and Wave
subcontroller. The Wave
controller accesses the view and the models. This leads to an important separation of
files. Invaders
is never permitted to access anything in models.py
and Wave
is
never permitted to access anything in app.py
. This is an important rule that we will
enforce while grading.
You will notice that the models
module needs to access the view because it needs the
parent GObject to perform any drawing. In practice, we often like
to separate the model and view to cut down on the number of arrows (less meetings between
the various programmers). However, that would make this assignment a lot harder.
Fortunately, the view does not access anything (and should not be modified). This means there are no cycles in this architecture (e.g. A accesses B accesses C accesses A). Cyclical accesses are very dangerous and you have to be careful with them in large applications. Avoiding cycles is one of the reasons we draw pictures like the one below.
In addition to the four main modules, there is another module with no class or function
definitions. It only has constants, which are global variables that do not change. This
is imported by the models
module and the two controllers. It is a way to help them
share information.
When approaching this assignment, you should always be thinking about “what code goes where?” If you do not know what file to put things in, please ask on Piazza (but do not post code). Here are some rough guidelines.
Invaders
This controller does very little. All it does is keep track of the game state
(e.g. whether or not the game is paused). Most of the time it just calls the methods
in Wave
, and lets Wave
do all the work. However, if you need anything between games,
like a paused message or a high score, this goes here. This is similar to the class
MainApp
from the demo subcontroller.py
Wave
This class does all the hard work. In addition to the initializer (which is a proper
__init__
, not start
), it needs its own update
and draw
methods. This is a
subcontroller, and you should use the demo subcontroller.py
(in the provided sample
code) as a template.
The most complex method will be the update
and you will certainly violate the
30-line rule if you do not break it up into helpers. For the basic game, this method
will need to do the following:
- Move the ship according to player input
- March the aliens across the screen
- Fire a laser bolt from either the ship or an alien
- Move any laser bolts across the screen
- Resolve any collisions with a laser bolt
In our code, each one of these is a separate helper. You should think about doing this in your code as well.
The Models
The models just keep track of data. Most of the time, models just have attributes, with
getters and setters. Think Image
from the previous assignment. However, sometimes
models have additional methods that perform computation on the data, like
swapPixel
.
The models in this assignment are the game objects on screen: the ship, any aliens, and
any laser bolts. Of these three, it is most important to have a class for Bolt
.
Bolt
needs an additional attribute for its velocity, and you need some extra
methods to perform calculations with this velocity.
The classes Ship
and Alien
are subclasses of GImage. You
should not need any new attributes for these two classes. However, you will want to
write a collides method in each of these classes
to detect collisions with a laser bolt.
If your added features include scoring, you will probably need extra attributes in
the Alien
class to track point value. If you add boss aliens or motherships,
then you may need additional model classes to display and track them. If in doubt about
whether or not you need a new class, ask us on Piazza.
Suggested Micro-Deadlines
You should start on this assignment soon as possible. If you wait until the weekend before this assignment is due, you will have a hard time completing it. If you work on a little bit of it every day or every other day, then you will enjoy it and get it done on time. We have also tried not to include your Thanksgiving Break in this assignment.
The hard part of this assignment may be “finishing up”. You will need to reorganize your code in order to incorporate lives in your game. We have budgeted you one day for this, but you have up to three days if you decide just to do the bare minimum and not add a new feature.
You should implement the application in stages, as described in these instructions. Do not try to get everything working all at once. Make sure that each stage is working before moving on to the next stage.
Set up a schedule. We have suggested some milestones, but make up your own schedule. Leave time for learning things and asking questions. Above all, do not try to add features until you get the basic game working. If you add extensions too early, debugging may get very difficult.
Overview of Alien Invaders
The initial configuration of the Alien Invaders is shown in the picture below. There are aliens arrange in rows and columns on the left side of the screen. At the bottom of the screen is the player’s ship. There is also a horizontal line at the bottom of the screen. This is the defense line. If the aliens make it past this line, they have successfully invaded and you have lost the game.
Starting Position
Once the game begins, the aliens march back and forth across the screen. In the
beginning they march to the right, moving ALIEN_H_WALK
(a variable in consts.py
)
pixels at a time. When they reach the right hand side of the screen they
move down ALIEN_V_WALK
pixels, and then start marching to the left. They continue
this pattern back and forth, dropping down one step whenever they reach the edge of
the screen, until they are all destroyed or make it past the defense line. An
illustration of the aliens breaking the defense line is shown below.
Breaching the Defense
To protect against the invaders, the player can move the ship left and right, and fire laser bolts. A laser bolt starts from the tip of the ship and moves up in a straight line. If the bolt collides with an alien, that alien is destroyed, as shown below.
Alien Destroyed
The aliens are not defenseless. Every time the aliens take step, there is a random chance that one of the aliens will fire a laser bolt back. That laser bolt will always come from the bottom alien in a column chosen at random. If a laser bolt from an alien collides with the ship, the ship is destroyed. This is shown below.
Ship Destroyed
A player has up to three lives, where one life is lost each time a ship is destroyed. If the player has any lives remaining when the ship is destroyed, the game will briefly pause before starting again. The wave continues until one of three things happens:
- The last alien is destroyed.
- The ship is destroyed and there are no lives remaining.
- Any alien touches the defensive line.
In case 1, the player wins the game. In the other two, the player loses. The video below shows the basic game, with no extra features.
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Game State
One of the challenges with making an application like this is keeping track of the game state. In the description above, we can identity several distinct phases of the game:
- Before the game starts, and the alien wave has not started
- When the aliens are set up, but have not started to move
- While the game is ongoing, and the aliens are on the march
- While the game is paused (e.g. to show a message)
- While the game is creating a new ship to replace the old one
- After the game is over
Keeping these phases straight is an important part of implementing the game. You need
this information to implement update
in Invaders
correctly. For example, whenever
the game is ongoing, the method update
should instruct the Wave
object to move the
ship. However, if the game has just started, there is no Wave
object yet, and the
method update
should create one.
For your convenience, we have provided you with constants for six states:
STATE_INACTIVE
, before a a wave has startedSTATE_NEWWAVE
, when it is time to create a new wave of aliensSTATE_ACTIVE
, when the game is ongoing and the aliens are marchingSTATE_PAUSED
, when the game is paused to display a messageSTATE_CONTINUE
, when the player is waiting for a new shipSTATE_COMPLETE
, when the game is over
All of these constants are available in consts.py
. The current application
state should be stored in a hidden attribute _state
inside Invaders
.
You are free to add more states when you add more features.
However, your basic game should stick to these six states.
The rules for changing between these six states are outlined in the specification
of method update
in Invaders
. You should read that in its entirety. However,
we will cover these rules in the instructions below as well.
The Basic Game
We have divided these instructions into two parts. The first part covers the basic things that you must implement just to get the game running. Once you do that, the assignment gets more interesting. You should try to finish everything in this part of the assignment by Sunday, December 8 (the start of the last week of class). If you do that, you will be in good shape to add more features.
You should focus most of your effort on the basic game. Without any extra features at all, you can get 95/100 on this assignment. The extra features are the last five points. Particularly good features will count as extra credit, giving you even more points on the assignment. However, except in extreme cases, you cannot earn more than a 100.
Review the Constants
The very first thing that you should do is read the file consts.py
. If you
ever need a value like the size of the ship, the size of the game window, or so on, this
is where you go. When writing code, you should always use the constants, not raw numbers
(or “magic numbers,” as we call them). Magic numbers make your code hard to debug, and
if you make a change (e.g. to make the ship bigger), you have no idea about all of the
locations in your code that need to be changed.
With that said, you are welcome to change any of these numbers if you wish. You are also encouraged to add more constants if you think of other numeric values that you need. Anytime that you find yourself putting a number in your code, ask yourself whether or not it would make sense as a constant.
Create a Welcome Screen
We start with a simple warm-up to get you used to defining state and drawing graphics elements. When the player starts the application, they should be greeted by a welcome screen. When you work on your add more features, you can embellish your welcome screen to be as fancy as you wish. But for now, keep it simple. Your initial welcome screen is a simple text message.
Because the welcome message is before any game has started, it belongs in the
Invaders
class, not the Wave
class. You are already seeing how we separate
what goes where.
The text message will look something like the one above. It does not need to say “Press ‘S’ to play”. It could say something else, as long as it is clear that the user should press a key on the keyboard to continue. However, we recommend against allowing the user to press any key, since in later steps that will make it easy for the user to accidentally miss an important message.
To create a text message, you need to create a GLabel and store in
it an attribute. If you read the class invariant for Invaders
, you will
see an attribute named _text
. This is for any messages to display to the player.
If you wish you may rename this attribute, as long as you make it clear in the
class specification.
Since the welcome message should appear as soon as you start the game, it should
be created in the method start
, the first important method of the class
Invaders
. When creating your message, you will want to set things like the
font size and position of the text. If you are unsure of how to do this, look at
the class MainApp
from the demo subcontroller.py
in the
provided sample code.
As you can see from the documentation for GLabel and
GObject, graphics objects have a lot of attributes to specify
things such as position, size, color, font style, and so on. You should experiment
with these attributes to get the welcome screen that you want. The key thing to
remember is that – in Kivy – screen coordinates start from the bottom-left corner
of the window (and not the center as was the case with the turtle). Note that x
and
y
are the center of the label. If you want to place the left edge, use the
attribute left
instead of x
.
Simply adding this code to start
is not enough. If you were to run the
application right now, all you would see is a blank white window. You have to tell
Python what to draw. To do this, simply add the line
to the method draw
in Invaders
. The (non-hidden) attribute view
is a reference
to the window (much like the Window
object in Assignment 4).
Hence this method call instructs Python to draw this text label in the window. Now run
the application and check if you see your welcome message appears.
Initializing Game State
The other thing that you have to do in the beginning is initialize the game state. The
attribute _state
(included in the class specification) should start out as
STATE_INACTIVE
. That way we know that the game is not ongoing, and the program
should (not yet) be attempting to animate anything on the screen. In addition, the
other attributes listed (particularly _game
) should be None
, since we have not
done anything yet.
The _state
attribute is an important part of many of the invariants in this game. In
particular, we want your new attribute for the welcome message to have the following
invariant:
- If the state is
STATE_INACTIVE
, then there is a welcome message - If the state is not
STATE_INACTIVE
, the welcome message isNone
.
Does your start()
method satisfy this invariant?
Dismissing the Welcome Screen
The welcome screen should not show up forever. The player should be able to dismiss the
welcome screen (and start a new game) when he or she presses a key. To respond to keyboard
events, you will need the attribute input
, which is an instance of GInput.
This class has several methods for identifying what keys are currently pressed.
When using the attribute input
, remember the issues that we discussed in class. The
method update(dt)
is called every 16 milliseconds. If you hold a key down, then you
see a lot of key presses. You just want the first press! That means you need some way
to determine whether or not the key was pressed this animation frame and not in the
previous one. See the state.p
demo from the sample code
for some ideas on how to do this. This may require you to add a new attribute to
Invaders
.
If you detect a key press, then you should change the state STATE_INACTIVE
to STATE_NEWWAVE
. This will start a new game. You are not ready to actually
write the code to start the game, but switching states is an important first activity.
Invariants must be satisfied at the end of every method, so you need to assign None
to the welcome message as well. This will require a simple change to method
draw()
to keep it from crashing (you cannot draw None
). Once you have done that,
run the application. Does the message disappear when you press a key?
Documenting your New Attributes
When working on the steps above, you most likely had to add new attributes beyond the
ones that we have provided. Whenever you a new attribute, you must add it and its
corresponding invariant as a comment after the class specification (these comments
are the class invariant). Add it just after the comment stating ADD MORE ATTRIBUTES
,
to make it easier for the graders (and you) to find them. We will deduct style points
for instance attributes that are not listed in the class invariant
Pacing Yourself
This first part of the assignment looks relatively straightforward, but it gets you used to having to deal with controller state. Try to finish this part by Saturday, November 23, which is a day after starting the assignment. You will spend most of your time reading the online documentation, but this will give you a solid understanding of how this application works.
Create a Wave of Aliens
The state STATE_NEWWAVE
is only supposed to last one animation frame. During that
frame you should do the following:
- Create a new
Wave
object - Assign that
Wave
object to the attribute_wave
- Switch the state to
STATE_ACTIVE
You do not need to worry about the details of STATE_ACTIVE
for now. However it is
very important that you **only create a new Wave
object if the state is STATE_NEWWAVE
.
If you continue to create a Wave
object in STATE_ACTIVE
, that will cause many
problems down the line (which you will not notice until much later).
Right now, the constructor for the subcontroller Wave
does not do anything. That is
because you have not written an initializer yet. Eventually, your initializer is going
to create the aliens and the ship. Right now, we are just going to focus on the aliens.
Creating a Single Alien
While you have not yet completed the definition of class Alien
yet, we have gotten you
started in the module models.py
. In particular, the class Alien
is a subclass of
GImage. That means it inherits all of its attributes and methods,
including the initializer. Hence (unless you override methods to do otherwise), you
create and draw aliens the same way you create and draw a GImage
object.
To define an image, use the attributes x
, y
, width
, height
, and source
to
specify how it looks on screen. The first four attributes are just like GLabel,
while source
specifies an image file in the Images folder. As with the label,
you can either assign the attributes after the object is created or assign them in the
constructor using keywords. Keyword arguments work like default arguments in that
you write param = value. See the online documentation for an
example of how to approach this.
Creating a Wave of Aliens</h4>
Read the specification for Wave
. You will see that it contains a two-dimensional list
of Alien
objects. Your method __init__
should fill this 2d list with aliens. Because
there are other things you will need to do in __init__
, you should probably make a
helper method that does this initialization. Otherwise, __init__
may go over 30 lines
when you add extra feature later (and that is not allowed).
Look at the constants in consts.py
. You need to draw ALIEN_ROWS
rows of aliens with
ALIENS_IN_ROW
many aliens in each row. The module also includes constants for how big
to make the aliens and how much space to put between them.
When you are ready, you should set up the aliens as shown above. Each row of aliens
will be a list of Alien
objects, and each row is an element of the attribute
_aliens
. You can store the rows bottom-up or top-down; it does not matter. The
alien positions should line up neatly into rows and columns. The left edge of
the wave should be ALIEN_H_SEP
from the left edge of the window, and the
top edge of the wave should be ALIEN_CEILING
from the top of the window.
You should be able to code this as a straightforward nested loop, like those that you worked with in Assignment 6. There are only three things to keep track of in the loop:
- The
x
position of the next alien - The
y
position of the next alien - The image of the next alien
All other values are defined by constants. To compute the first two, remember that the
aliens should be ALIEN_H_SEP
and ALIEN_V_SEP
apart from each other. For the images,
however, you should do something different. All aliens in a row should use the same image
and the image should be constant for two rows. Images should go from bottom to top. So if
there are five rows, that is two rows of alien1.png
, another two rows of
alien2.png
, and just one row of alien3.png
.
We have only provided you with three alien images. However, you are free to
add more or even change the existing images (within
copyright limitations). Regardless, you should be prepared to
draw any number of rows of aliens. So when you run out of aliens, you need to loop
back to the beginning. For example, suppose you had four alien images but needed nine
rows of aliens. You would have two rows of alien1.png
, alien2.png
, alien3.png
,
and alien4.png
in that order. Then you would have one last row of alien1.png
at the top. See the example below for three images and nine rows. You will find the
constant ALIEN_IMAGES
helpful here.
Drawing Aliens
Once again, creating an Alien
object is not enough to draw it on the screen. But
drawing the aliens is a bit more complicated than drawing the welcome message. The aliens
are (hidden) attributes in Wave
. While the code
works (and you should try it out), it is not allowed. We will take off style points if a class of one module ever accesses the hidden attributes of an object of a class in a different module.
This is the purpose of adding a draw
method to class Wave
. The draw
method in
Invaders
should call the draw
method in Wave
, and this in turn should call the
the draw
method for each alien (defined in GObject).
However, only Invaders
has access to the attribute view
, which is necessary for
drawing. The class Wave
cannot directly access any attributes in Invaders
.
If a method in Wave
needs an attribute from Invaders
, then Invaders
must provide
that attribute as an argument in the method call. This means that the draw
method
in Wave
needs to have view
as a parameter, and the code in Invaders
should look
like this.
Notice this is very similar to how we draw GObject objects.
Testing Your Code
When you are testing the later parts of this assignment, you should play with just 3-4 aliens per row and 1-2 rows of aliens. This will save time and let you quickly see whether you can successfully win or lose. If you play with the default number of aliens (5 rows and 12 aliens per row), then each game will take a while to test.
You might assume that testing in this manner requires you to change the values of the
global constants that give the number of rows and number of aliens in a row. This is also
undesirable, a you might forget to change them back. Instead, we have added some clever
code in consts.py
that allows you to change these constants when you start
the application.
When you run your application (again, assuming that it is in a folder called invaders
)
try the command
When you do this, Python changes the value of ALIEN_ROWS
to 2 and the value of
ALIENS_IN_ROW
to 2. Provided you wrote your code correctly, this is what you
will see on the screen.
You should make sure that your creation of the rows of aliens works with any number of rows and any number of aliens in each row (e.g. 1, 2, …, 5, and perhaps more). This is one of the things we will be testing when we run your program. Technically, the player should lose if the number of aliens causes them to drop below the defense line, but you can ignore that issue in this step.
Pacing Yourself
Try to finish this part by Monday, November 25. All you need to do is to produce the alien diagram shown above (after the welcome screen). Once you have done this, you should be an expert with graphics objects. This will give you considerable confidence that you can get the rest done.
Create (and Animate) the Ship
Next you need to create the player ship. Again, this is to be stored in an attribute
of class _wave
. That means that you must create it in the __init__
method of Wave
and modify your drawing code so that it appears. The ship should be an object of class
Ship
(included in models.py
), which is once again a subclass of GImage.
Creating the Ship
The ship dimensions an position are fully specified by constants in consts.py
.
The ship should be centered horizontally and the bottom should be SHIP_BOTTOM
from the bottom of the window. You are free to change these constants as you wish,
but use them when making the ship.
Remember to draw the ship object in the method draw
.
Creating the Defense Line
The defense line is the line above the ship that it is defending from the aliens. It is
DEFENSE_LINE
pixels above the bottom of the window. You should create and draw
this line. A line is represented by a GPath object.
The primary attributes for GPath
are points
and linewidth
.
The linewidth
is the width of the line. Make it larger than 1 (the default) for
a thicker line. The attribute points
is an even-length list of numbers defining the
line segment. So if you want the line segment from (0,10) to (20,30), the points
attribute would be [0,10,20,30].
Remember to draw the defense line in the method draw
.
Animating the Ship
To animate the ship, you will need to take into account the player’s key presses. The ship only moves when the player presses (or holds down) a key to make it move. By default, we assume that the player will use the left and right arrow keys to move the ship. However, if you prefer WASD controls or some other control scheme, that is okay.
To see how to control the ship, you should look at the arrow.py
demo from the
provided sample code. This example shows how to
check if the arrow keys are pressed, and how to use that to animate a shape. Note
that this is actually easier than dismissing the welcome message. We do not care
if a key press is the first one. The ship will continue to move so long as we hold
down a key.
The ship movement takes place every animation frame. That is why you want to put it
the update
method of Wave
. Remember that this method must be called within the
update
method of Invaders
, or nothing will happen. Again, see the subcontroller.py
demo from the sample code to understand what we are asking for.
To check the keyboard, the method update
in Wave
will need to access the input
attribute Invaders
, which is an instance of GInput. Again, since
Wave
is not allowed to access any of the attributes of Invaders
, that means you need
to pass input
as an argument in this method call.
In the basic game, the ship should only move left or right, not up and down. Add to
the x
attribute to get it to move right, and subtract from it to move it left. The
amount you add or subtract is up to you, though we have provided the constant
SHIP_MOVEMENT
as a suggestion. If the value is too small, then the ship will be slow
and sluggish. If the value is too large, then the ship will zip across the screen and
be hard to control.
Restricting Movement
You should ensure that the ship stays completely on the board even if the player
continues to hold down a key. If you do not do this, the ship is going to be completely
lost once it goes off screen. Our code for this extra feature is 3 lines long; it uses
the functions min
and max
.
Your implementation should only allow the ship to be moved when the state is active.
This means that update
in Invaders
is starting to get more complicated.
At this point you might want to start thinking about helper methods to organize your
code better. Look at the state.py
demo from the provided sample code
for ideas on how to organize your code. In particular, you want a method to determine
the current state, and then helpers for each of the states.
Pacing Yourself
We highly recommend that you complete this by Sunday, November 24, before you leave for Thanksgiving. This is the first place were students can get really stuck, and you can take advantage of the open office hours on Tuesday.
This activity is actually pretty straightforward, provide you understand the
arrows.py
demo in the provided sample code. Most people
can complete this part of the assignment in two hours. However, some people will find
that they cannot get the ship to move, even after properly adapting the code from
arrows.py
.
If your ship refuses to move, add a watch statement to the draw
method of Wave
.
Print out the id (the folder name) of the ship. Run the game and look for this print
statement. What you see will (hopefully) identify your bug.
The print statement never appears: In this case, you have forgot to call the
update method for Wave
from Invaders
. Make sure Invaders
has this line of code
in its update
:
The ship id keeps changing: In this case, you are accidentally reseting the Wave
object each frame. Go back and look at the instructions for creating a wave of aliens
to see how to stop this.
The ship id is constant: If this is true and the ship still will not move, we have no idea what your problem is. It is something unique. Please see a consultant immediately.
Walk the Aliens Back-and-Forth
Now that the set-up is complete, it is time to start invading. To invade, the aliens have to march back and forth across the screen. Fortunately, you have already gotten the ship moving, so you know how to move things. The aliens are similar, with just a few important differences.
Moving the Aliens to the Right
When aliens move, they always move the same amount: ALIEN_H_WALK
. To move the aliens
to the right, simply add this value to the x
position of each alien.
However, aliens have one important feature that makes them different from the ship.
They do not move every animation frame.
You will notice that consts.py
has an attribute called ALIEN_SPEED
. This is how fast
the aliens walk. If the value is 1.0, they make a step every full second. If it is 0.5,
they move every half of a second. The smaller this number is, the faster they move
(increasing the difficulty).
\This means that you have to keep track of how long it has been between steps before you
move the aliens again. How do you do that? In the list of attributes for Wave
,
you will see an attribute called _time
. This counts the number of seconds since the
last alien step. At the start, and each time the aliens move, it is reset to 0.
Otherwise, you add the number of seconds that have passed to _time
, and you do not
move the aliens. When this value is bigger than ALIEN_SPEED
, you move the aliens again.
So your next question should be how to count the numbers of seconds that have passed.
You will notice that update
in Invaders
has an attribute called dt
. This counts
the number of seconds that have passed since the last animation frame (at 60 frames
as second, it is somewhere around 0.017 each time). This is the value that you should
be summing and adding to the attribute _time
in Wave
. You can do this via a setter
or by passing dt
as an argument to the update
method in Wave
.
As you work on this code, you will discover that the update
method in Wave
is starting to get very long. It is time to start thinking about breaking this method
into helpers.
Moving the Aliens Back
Right now, your aliens will march all the way off the screen. You do not want that.
When the wave of aliens reaches the right edge of the screen, you want to move the
aliens down by ALIEN_V_WALK
. Then you need to start walking them back to the left.
This means that at each step, you need to find the rightmost alien in the wave. Check
if its right edge is closer than ALIEN_H_SEP
to the right edge of the window. If so,
move all the aliens all down by ALIEN_V_SEP
. You should also move them back to the
left so that there is ALIEN_H_SEP
distance between the closest alien and the right
of the window (the aliens should never go offscreen). Do this instead of the
normal movement (not in addition to), or else the aliens will move down diagonally.
Repeat this process back and forth. When the aliens get to far to the left, move them
down and start moving right again. This suggests that Wave
needs an
extra attribute that keeps track of whether the aliens are moving right or left.
Testing the Speed
The speed is what determines the difficulty of the game, so it is a good idea to test the game at different speeds. Just as you can change the number of rows and aliens per row, you can also change the speed from the command line.
When you run your application (again, assuming that it is in a folder called invaders
)
try the command
When you do this, Python changes the value of ALIEN_ROWS
to 2, the value
of ALIENS_IN_ROW
to 3, and the value of ALIEN_SPEED
0.5. By varying this third
number, you can make the aliens march faster or slower. If your aliens do not move at
different speeds when you try this, you have a problem that you need to fix before
continuing.
Pacing Yourself
Try to finish this part by Tuesday, December 3, after coming back from Thanksgiving. The speed delay is the hardest part of this challenge, and you should get help early if you get stuck on this. If you get this far, you will be in great shape to finish up on time.
Fire Bolts from the Ship
Now that the aliens are marching, it is time to fight back. You are going to give the ship the ability to fire laser bolts.
Creating a Laser Bolt
The game should create a laser bolt when the player presses a fire key. The standard keys for firing the laser are space or up-arrow. However, it can be anything that you want so long as it is clear to the player.
When you detect a fire command, you should create a Bolt
object. This Bolt
object
should have the same x
position as the ship, and it should be placed right in front
of the ship’s nose. Use the constants in const.py
to calculate this from the ship
and bolt dimensions.
Unlike the ship and alien classes, Bolt
is a subclass of GRectangle.
It is very similar to GImage, except that you specify a
fillcolor
and a linecolor
instead of a image file. We do not expect your laser
bolt to be anything fancy.
Bolt
objects are stored in the _bolts
attribute of Wave
. This is a one-dimensional
list that may be empty (because there are no bolts on the screen). You draw the bolts
in much the same way that you draw the aliens.
Customizing the Bolt
Class
Up until now, we have not needed to add additional attributes to any of our model classes.
While the aliens march across the screen, they all march in lock-step. However, some
laser bolts will be moving upwards, and some will be moving downwards (e.g. the bolts
fired by the aliens). Therefore, we need to add an attribute in Bolt
to keep track
of the velocity.
This means that you will need to override the __init__
method in GRectangle
and
provide your own. We do not care what the parameters for this method are. That is
up to you. The velocity should either be BOLT_SPEED
for bolts that are going up,
or -BOLT_SPEED
for bolts going down.
Because we will later have the aliens fire their own bolts, you want to be able to
distinguish bolts shot from the player from those shot from an alien. We suggest that
you add a method like isPlayerBolt
to the class. Remember that all bolts
that travel up are fired by the player.
Moving the Laser Bolt
You move a laser bolt in much the same way that you moved the ship and aliens. You just
add the velocity to the y
position. Like the ship, and unlike the aliens,
you move the bolt every animation frame. You do not have to stagger the movement.
Removing the Laser Bolt
Right now, your laser bolt will pass through aliens. That is okay. We will worry about
the aliens later. However, we do want you to delete the bolt when it goes off screen.
To do this, simply check if the bottom of the bolt is above the height of the game window.
If so, delete the bolt from the list _bolts
in Wave
. The bolt will no longer be
drawn and the object will be deleted. See the demo pyro.py
from the provided
sample code for an example of how to do this.
Restricting the Rate of Fire
There is an important restriction on laser bolts that you must implement at this time. The player may only have one laser bolt on the screen at a time. The player cannot fire a new bolt until this bolt goes off screen and is deleted. Otherwise, the player has a machine gun (or even a beam weapon) and the game becomes trivially easy.
Keep in mind that _bolts
will eventually have multiple laser bolts in the list even
though only one of them will belong to the player. This is the reason for the
isPlayerBolt
method we suggested. Look at every bolt in the list. If one of them
is a player bolt, the player cannot fire. Otherwise, the player is free to fire.
Pacing Yourself
Try to finish this part by Wednesday, December 4. Aside from the restriction on the rate of fire, this is not a difficult part of the assignment, and can be done in a day.
Fire Bolts from the Aliens
The ship should not be only thing to fire laser bolts. The aliens get to fire bolts as
well. The process should be very similar to the laser bolts for the ship. You create
a Bolt
object (though this time its velocity is -BOLT_SPEED
), add it to the list
_bolts
, draw it, and move it across the screen. An alien bolt should be removed when
it goes off the screen, which is when the top of the bolt is less than 0.
However, there is a tricky part about the alien bolts. There a lot of aliens. So you need to control which aliens fire and when. First of all, aliens should only fire when they walk. That means that the faster they walk, the faster they fire. Alien speed is the main difficulty in Space Invaders, so this makes sense.
Picking When to Fire
While we could have the aliens fire every time they step, that would make the game hard. But we also do not want them to fire too slow, as that makes the game to easy. What we want is for the aliens to fire randomly. Sometimes they fire slow and sometimes they fire fast.
In consts.py
you will see the BOLT_RATE
. This is the maximum number
of steps between alien shots. So if it is 5, the aliens can take up to five steps before
one of them shoots. If it is 10, they can take up to ten steps between shots.
At the start of the wave, you should use the random
module to pick a number between 1 and BOLT_RATE
. You have already had some experience
with this module in a lab. That number should be stored in an attribute in Wave
; it
is the number of steps until the aliens fire. When the aliens are ready to fire, you
create a Bolt
. You will also generate another number between 1 and BOLT_RATE
for
the time of the next laser bolt.
Picking Who to Fire
The laser bolts have to come from an alien. To pick an alien, you should first pick
a nonempty column of aliens at random. Note the invariant of _aliens
says that the
table of aliens can have None
as an entry (which happens when an alien is destroyed).
You do not want to pick a column where all of the rows are None
. But otherwise, you
should use the random module to pick
the column.
Next, you should identify the bottom-most alien in the column. Again, because aliens
may be destroyed, you should not pick a position where the alien is None
.
Search the column and find the alien on the bottom.
Once you have done that, you can create the Bolt
object. The bolt should
have the same x
position as the alien at the bottom. The top of the bolt
should be just below the feet of the alien.
Pacing Yourself
Try to finish this part by Thursday, December 5. This is a little more complicated than firing from the ship. But you have now built up enough skills that you should be able to do this in a day.
Handle Bolt Collisions
You should have a lot of laser bolts flying back and forth, but they are all pretty useless right now. It is time to give them some bite. You need to detect collisions and remove any aliens (and the player) that are killed by a bolt.
How do you detect collisions? Suppose the bolts were a single point (x,y)
rather than a rectangle. Then, for any GObject gobj
, the method
call
returns True
if the point is inside of the object and False
if it is not.
Since both Ship
and Alien
are sub(sub)classes of GObject
, they inherit this method.
Note that contains
takes an single argument which is a list or tuple, not two
arguments. Alternatively, you could use a Point2
object instead.
However, the bolt is not a single point. It occupies physical area, so it may collide with something on the screen even though its center does not. The easiest thing to do — which is typical of the simplifying assumptions made in real computer games — is to check the four corners of the bolt and see if any of them are inside of the object. Because the bolt is smaller than either the ship or an alien, we can guarantee that one of these four corners is inside of the object during a collision.
You should add the method collides
to both the class Ship
and Alien
. This method
returns True
if a bolt (fired by the other side) has collided with the instance
self
of that class. For example, here is
our specification of collides
in Alien
:
These methods will be similar, except for one important difference. The method in
Ship
will only return True
if the bolt was fired by an alien (e.g. it is going down).
In Alien
it will only return True
if the bolt was fired by the ship (e.g. it is
going up).
If you detect a collision between an bolt and an alien, you should set that position
of the table _aliens
to None
and remove the bolt from the list. Similarly,if you
detect a collision between a bolt and the ship, you should set _ship
to None
and
remove the bolt from the list.
When you make this change, you are probably going to have to go back and make some
changes to other parts of your code. You are going to start running into NoneType
errors in the code for marching the aliens and drawing the aliens. That is because
some of the aliens may now be None
. You have to prepare your code to deal with this.
Every time you access _ship
or an element of _aliens
, you must check for None
before continuing.
Once you have completed this, you should be able to start playing a game.
Pacing Yourself
Try to finish this part by Saturday, December 7. This is the vast majority of the assignment and will allow to you completely finish everything by the end of classes.
Finish the Game
You now have a (mostly) working game. However, there are two minor details left for you to take care of before you can say that the game is truly finished.
Managing Player Lives
When the _ship
attribute becomes None
, the player cannot really do much any more.
What should happen in this case is that the player should lose a life. The player should
have three lives before losing the game. You will notice an attribute call _lives
in Wave
for managing these lives.
If the player still has lives left after losing a ship, the update
method in Invaders
should change the state to STATE_PAUSED
and display a message (as you did on the
welcome screen) that the player press ‘S’ to continue. This state does nothing (not
even update Wave
) until the player presses this key. As soon as the player presses
this key, switch the state back to STATE_ACTIVE
and start the game again. The wave
should continue where it left off.
Ending the Wave
Eventually the wave of aliens will end. Each time the player loses a life, you need to
check if there are any lives left. If not, the game is over. Additionally, the game
is over if (1) all the aliens are killed or (2) any alien dips below the defense line.
Both of the latter need to be checked in the update
method of Wave
.
You might want to add an extra attribute to keep track of when either of these happen.
When the wave ends, and the player has either won or lost, you should put up one last
message. Use a GLabel to put up a congratulating (or admonishing)
message. Finally, you should change the state one last time to indicate that the game
is over. This is the purpose of the state STATE_COMPLETE
.
Pacing Yourself
Try to finish this part by Saturday, December 7. This is the end of the basic game. This will give you two days to fix any major bugs and/or to add any additional features.
Additional Features
If you have followed our suggested timeline, you now have two days to extend the game and
try to make it more fun. In doing this, you might find yourself reorganizing a lot of the
code above. You may add new methods or change any of the methods you have written.
You may add new classes. For example, you might want to add a class for a boss alien
that is different from a regular alien. You can even completely rewrite existing classes
like Alien
to support cool animations.
You are allowed to change anything you want so long as you update the specifications to reflect the changes. There are only four things that you are not allowed to change.
- The win (destroy all aliens) and lose (lose all lives, break the defense line) conditions must remain the same.
- The aliens must be generated two rows at a time, bottom to top (though each row can have some special aliens).
- The aliens must start marching at the speed
ALIEN_SPEED
- The ship should never move off screen (aliens can, if creating attack waves).
Everything else is fair game. However, we highly suggest that you save a copy of the basic game in a separate folder before you start to make major changes. That way you have something to revert to if things go seriously awry when implementing your features. Also, we suggest that you make sure to comment your code well in order to keep track of where you are in the coding process.
Without any additional features, you can still make a 95/100 on this assignment (which is an A on the assignment grade). For the last five points, we want you to add one solid extra feature (see the suggestions below). If you are unsure of whether a feature is “good enough,” ask on Piazza.
If you give us more than one additional feature, we will treat this as a form of extra credit. While we will not allow you to go over the maximum score, this will allow you to earn back any points that you might miss for implementing a feature incorrectly. However, you cannot get back any points lost for writing bad specifications or for violating the 30-line rule, no matter how good your extra features are.
Possible Features
Here are some possible ways to extend the game, though you should not be constrained by any of them. Make the game you want to make. We will reward originality more than we will reward quantity. While this is a fairly simple game, the design space is wide open with possibilities.
Multiple Waves
The easiest feature is to implement multiple waves. If the player completes a wave
without losing all the ship lives, it is time for a new wave of aliens. This is really
easy, since all you have to do is make a new Wave
object.
For this to count as a proper feature, we want each wave to increase the alien speed.
The alien speed is what makes the game difficult, and the game should get more difficult
with each wave. You will have to add some attributes to Wave
to keep track
of this. You will also need modify the __init__
method so that Invaders
can
increase the speed each time it makes a new wave.
Sound Effects
Another easy feature is to add appropriate sounds for game events. We have provided several audio files with the source code. You will want to look at them, but you are not restricted to only those sounds. Remember that it is a violation of the Academic Integrity Policy to use unlicensed copyrighted material.
To load an audio file, you simply create a Sound object as follows:
Once it is loaded, you can play it whenever you want (such as when the ship fires the laser)
by calling pewSound.play()
. The sound might get
monotonous after awhile, so make the sounds vary, and figure out a way to let the user
turn sound off (and on).
Read the online specification to see how to use Sound
objects.
You cannot replay a sound until the current version of the sound stops. So if you
want to play the same sound multiple times simultaneously (such as if two aliens fire
simultaneously), you will need two different Sound
objects for the same sound file.
Proper game audio can get really complicated and this is one of the professor’s active
areas of research.
Important: Loading sounds can take a while. We recommend that you load all sounds you plan to use at either the start of the game or the start of a wave.
Dynamic Aliens
The aliens in Space Invaders do not just speed up when you start a new wave. They also speed up as you kill aliens. This is actually a result of a bug in the original Space Invaders, but it was left in because it made the game fun.
To make the aliens move faster, you need to make the speed value smaller. A speed value of 1.0 means they march every second, while 0.5 means they march every half second. So the easiest way to increase the speed is to multiply by some number less than one each time you kill an alien. Do not make the multiplication factor too small, or else the aliens will jump to lightning speed. You will discover that a factor of 0.97 is reasonably challenging.
Player Score
A large part of the challenge of Space Invaders is getting a high score. Aliens
in the front are worth a few points and aliens in the back are worth less. You should
display the score at all times using a GLabel object. Where you
display it is up to you (except do not keep the player from seeing the aliens or ship).
Please do not make a new GLabel
object each time the score changes.
This will slow down the program tremendously. Simply change the text
attribute in your
GLabel
object.
In classic Space Invaders, this score carries over between waves. If you chose to implement multiple waves, then each wave after the first should start with the score from the previous wave.
Animation
In the video at the start of the animation, you will notice that the aliens are animated
as they move and that they have simple explosion animations. These animations are
actually made available to you as filmstrips. A filmstrip is single image file
that holds multiple animation frames. These frames are arranged in a rectangular grid
where each frame has equal size. For example, alien-strip1.png
is a 3x2
grid of animation frames. The first row is the alien walking. The other two rows animate
the alien explosion.
To use a filmstrip, you need to make a GSprite object as follows:
The GSprite
class has an attribute called frame
which tracks which frame in the
filmstrip is currently displayed. At the start, the frame is always 0, showing the
alien in the top-left corner. To walk the alien, you just add the following code
to your march update:
You are free to use these filmstrips (also called sprite sheets) or make your own. The Stitches website is a great resource for making filmstrips.
Defense Barriers
The classic Space Invaders has defense barriers that the player can hide behind. These barriers are damaged by laser bolts fired by either the player or the aliens. They provide a bit of respite when the aliens are moving very fast.
The original game destroys the barriers a pixel at a time. This is extremely hard to do
with the classes that we have provided you, and impossible without accessing hidden
attributes (you have to perform texture blitting
on the _texture
attribute in GImage
or GSprite
). So we do not recommend this
approach at all.
However, a simpler approach is to just give the defense barriers a health meter. As the bolts hit the barrier it is weakened and eventually destroyed. You can even use GSprite to change the barrier appearance as it weakens.
Your Imagination
What else have you always wanted a game like this to do? Do you want to have swooping aliens like in Galaxian and Galaga? Should aliens drop power-ups that give the ship rapid laser fire? Do not go too wild with the power-ups, however. We much prefer a few innovations that greatly improvevthe play as opposed to a screen filled with gizmos.
Again, you can make any modifications to the gameplay you want, but the core gameplay of ships and marching aliens should be there. Please do not submit a copy of Asteroids and expect to receive credit.
Finishing Touches
Before submitting anything, test your program to see that it works. Play for a while and make sure that as many parts of it as you can check are working. Remember to check both of the lose conditions, not just the loss of three lives.
When you are done, reread the specifications of all your methods and functions (including those we stubbed in for you), and be sure that your specifications are clear and that your functions follow their specifications. If you implemented extensions, make sure your documentation makes it very clear what your extensions are.
As part of this assignment, we expect you to follow our style guidelines:
- You have indented with spaces, not tabs (Atom Editor handles this automatically).
- Classes are separated from each other by two blank lines
- Methods are separated from each other by a single blank line
- Class contents are ordered as follows: getters/setters, initializer, non-hidden methods, hidden methods
- Lines are short enough that horizontal scrolling is not necessary (about 80 chars is long enough)
- The specifications for all of the methods and classes are complete
- Specifications are immediately after the method header and indented
- No method is more than 30 lines long, not including the specification
We are serious about the last one. This is a potential 10 point deduction.
Turning it In
You are potentially modifying a lot of files in this assignment. At a bare minimum,
your are modifying app.py
, wave.py
, and models.py
. You might be modifying consts.py
.
You might have extra art and sound files.
To simplify the submission process, we are not asking you upload each individual file.
Instead, put all your files in a zip file called invaders.zip
and submit this instead.
We need to be able to play your game, and if anything is missing, we cannot play it.
In addition, you should create a text file called features.txt
. In this file, you
should write a brief description of your additional feature(s). Tell us
what you were trying to do and how you did it. If you used any art or sound assets that
required an attribution license, you should put that attribution here. Include this in
the zip file you submit. If you do not include this file, we will assume that you
did not add an extra feature and your maximum score is 95/100.
Completing the Survey
One last time, we need you to do a survey. The survey should be done individually (even if you worked in a group). As always, the survey will ask about things such as how long you spent on the assignment and your impression of the difficulty. Please try to complete the survey within a day of turning in this assignment. Remember that participation in surveys comprises 1% of your final grade.