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combat.py
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combat.py
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#! /usr/bin/env python
""" atari 2600 Combat functionality to test atari.py functionality"""
__author__ = "Rex Allison"
__copyright__ = "Copyright 2016, Rex Allison"
__license__ = "MIT"
from atari import *
import math
MOVE_UPDATE_RATE = 5
# all playfeild and player data here
color0 = 0
sound_type = 0
freq_number = 0
sound_number = 1
move_update = 0
score0 = 0
tank0_hit = 0
tank0_angle = 0
tank0_x = 4
tank0_y = SCREEN_Y/2 - 4
score1 = 0
tank1_hit = 0
tank1_angle = 8
tank1_x = SCREEN_X - 20
tank1_y = SCREEN_Y/2 - 4
fire0_busy = 0
fire0_angle = 0
fire0_x = 0
fire0_y = 0
fire1_busy = 0
fire1_angle = 0
fire1_x = SCREEN_X - 10
fire1_y = SCREEN_Y/2
move_table_x = [2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,0,1,2,2]
move_table_y = [0,-1,-2,-2,-2,-2,-2,-1,0,1,2,2,2,2,2,1]
# ; Table of color combinations. Each 4 byte entry specifies
# ; Player 0, Player1, Playfield, and Background colors.
# ; (By a not-so-odd coincidence, these 4 color registers are
# ; addressed consecutively in the same order in the TIA.)
# ; Table is indexed by the high 2 bits of GAMVAR << 2, or
# ; forced to +$10 if B&W switch selected.
# ;
# ColorTbl
# byte $EA ,$3C ,$82 ,$44 ; 00 = Regular Tanks
# .byte $32 ,$2C ,$8A ,$DA ; 01 = Tank Pong
# .byte $80 ,$9C ,$DA ,$3A ; 10 = Jets
# .byte $64 ,$A8 ,$DA ,$4A ; 11 = Biplanes
# .byte $08 ,$04 ,$00 ,$0E ; special B&W
# P0 = red = 33
color_p0 = 68/2 #68 //33
color_p1 = 130/2 #130 // 65
color_pf = 60/2 #60 // 22
color_bk = 234/2 #234 // 11
tank = []
tank = [' '
,'XXXXXX '
,'XXXXXX '
,' XXX '
,' XXXXXX'
,' XXX '
,'XXXXXX '
,'XXXXXX '
,' XXX '
,' XXXX '
,'XXXXX XX'
,'XXXXX '
,' XXX '
,' XXXXX'
,' XXXXX '
,' XX '
,' XX X'
,' XXX X '
,' XXXXX '
,'XXXXXXXX'
,'XX XXXXX'
,' XXX '
,' XXX '
,' XX '
,' X X '
,' XX X '
,' XXXX X'
,'XXXXXXXX'
,'XXXXXXXX'
,' X XXX '
,' XXX '
,' X '
,' X '
,' X '
,' XX X XX'
,' XXXXXXX'
,' XXXXXXX'
,' XXXXXXX'
,' XX XX'
,' XX XX']
for j in range(4):
for i in range(8):
tank.append(tank[(3-j)*8+i][::-1])
for j in range(8):
for i in range(8):
tank.append(tank[(7-j)*8+(7-i)])
# 01234567890123456789
pfield = ['XXXXXXXXXXXXXXXXXXXX'
,'X..................X'
,'X..................X'
,'X...................'
,'X.....XXX...........'
,'X...................'
,'X.............XXX...'
,'X.............X.....'
,'X....XX.............'
,'X.....X.............'
,'X.....X.............'
,'X.....X...XX........'
]
# end data
game_title('combat')
move = ''
while move != 'quit':
reset_collision()
background(screen, 0, WINDOWHEIGHT, colors_hex[color_bk])
# Game code starts here
# update graphics here
if move == 'left0':
tank0_angle += 1
if move == 'right0':
tank0_angle -= 1
tank0_angle &= 0x0F
if move == 'up0':
tank0_x += move_table_x[tank0_angle]
tank0_y += move_table_y[tank0_angle]
sound_number = 2
if move == 'fire0':
if fire0_busy == 0 and tank1_hit == 0:
fire0_x = tank0_x + 4
fire0_y = tank0_y + 4
fire0_angle = tank0_angle
fire0_busy = 50
sound_number = 3
if move == 'left1':
tank1_angle += 1
if move == 'right1':
tank1_angle -= 1
tank1_angle &= 0x0F
if move == 'up1':
tank1_x += move_table_x[tank1_angle]
tank1_y += move_table_y[tank1_angle]
sound_number = 2
if move == 'fire1':
if fire1_busy == 0 and tank0_hit == 0:
fire1_x = tank1_x + 4
fire1_y = tank1_y + 4
fire1_angle = tank1_angle
fire1_busy = 50
sound_number = 3
# spin tanks if hit
if tank0_hit > 0:
tank0_hit -= 1
tank0_angle += 1
sound_number = 4
if tank1_hit > 0:
tank1_hit -= 1
tank1_angle += 1
sound_number = 4
# tank engine sound idle
if sound_number == 1:
sound (8, 29, 2, 1000)
# tank engine sound moving
if sound_number == 2:
sound (8, 5, 2, 1000)
sound_number = 1
# tank fire sound
if sound_number == 3:
sound (8, 5, 8, 1000)
sound_number = 1
# tank hit sound
if sound_number == 4:
sound (8, 15, 8, 1000)
sound_number = 1
# put tanks back in visiable playfield
if tank0_x > SCREEN_X - 10:
tank0_x = 0
if tank0_x <= -1:
tank0_x = SCREEN_X - 10
if tank0_y > SCREEN_Y - 10:
tank0_y = 8
if tank0_y <= 6:
tank0_y = SCREEN_Y - 10
if tank1_x > SCREEN_X - 10:
tank1_x = 0
if tank1_x <= -1:
tank1_x = SCREEN_X -10
if tank1_y > SCREEN_Y - 10:
tank1_y = 8
if tank1_y <= 6:
tank1_y = SCREEN_Y - 10
if fire0_busy > 0 and tank1_hit == 0:
fire0_busy -= 1
fire0_x += move_table_x[fire0_angle]
fire0_y += move_table_y[fire0_angle]
missile0(screen, fire0_x + 4, fire0_y + 4, 1, 1, colors_hex[color_p0])
if fire1_busy > 0 and tank0_hit == 0:
fire1_busy -= 1
fire1_x += move_table_x[fire1_angle]
fire1_y += move_table_y[fire1_angle]
missile1(screen, fire1_x + 4, fire1_y + 4, 1, 1, colors_hex[color_p1])
# missile0(screen, x, y, width, height, color)
# player0(screen, x, y, data, color)
player0(screen, tank0_x + 4, tank0_y + 4
, tank[tank0_angle*8:tank0_angle*8+8], colors_hex[color_p0])
player1(screen, tank1_x + 4, tank1_y + 4
, tank[tank1_angle*8:tank1_angle*8+8], colors_hex[color_p1])
# playfield.playfield(screen, y, data, color, left, right)
for i in range(len(pfield)):
playfield(screen, 8 + i*4, 4, pfield[i], colors_hex[color_pf], 1, 2)
playfield(screen, 8 + 4*23 - i*4, 4, pfield[i], colors_hex[color_pf]
, 1, 2)
number(screen, 10, 2, score0, colors_hex[color_p0])
number(screen, 30, 2, score1, colors_hex[color_p1])
move = update_switches()
if get_collision(P0, PF):
tank0_x += 2*move_table_x[(tank0_angle + 8) & 0x0F]
tank0_y += 2*move_table_y[(tank0_angle + 8) & 0x0F]
if get_collision(P1, PF):
tank1_x += 2*move_table_x[(tank1_angle + 8) & 0x0F]
tank1_y += 2*move_table_y[(tank1_angle + 8) & 0x0F]
if get_collision(P0, P1):
tank0_x += 2*move_table_x[(tank0_angle + 8) & 0x0F]
tank0_y += 2*move_table_y[(tank0_angle + 8) & 0x0F]
tank1_x += 2*move_table_x[(tank1_angle + 8) & 0x0F]
tank1_y += 2*move_table_y[(tank1_angle + 8) & 0x0F]
if get_collision(P0, M1):
score1 += 1
tank0_hit = 10
tank0_angle = fire1_angle
tank0_x += 4*move_table_x[(tank0_angle + 8) & 0x0F]
tank0_y += 4*move_table_y[(tank0_angle + 8) & 0x0F]
if get_collision(P1, M0):
score0 += 1
tank1_hit = 10
tank1_angle = fire0_angle
tank1_x += 4*move_table_x[(tank1_angle + 8) & 0x0F]
tank1_y += 4*move_table_y[(tank1_angle + 8) & 0x0F]
if get_collision(M0, PF):
fire0_busy = 0
if get_collision(M1, PF):
fire0_busy = 0
# Game code ends here
pygame.display.flip()
clock.tick(FRAME_RATE)
stream.close()
p.terminate()
pygame.quit()