Release: 2.0.25 | Release Date: January 2, 2024

# SQLAlchemy 2.0 Documentation

# Source code for examples.space_invaders.space_invaders

    import curses
    import logging
    import random
    import re
    import textwrap
    import time

    from sqlalchemy import Column
    from sqlalchemy import create_engine
    from sqlalchemy import ForeignKey
    from sqlalchemy import func
    from sqlalchemy import Integer
    from sqlalchemy import String
    from sqlalchemy.ext.declarative import declarative_base
    from sqlalchemy.ext.hybrid import hybrid_method
    from sqlalchemy.ext.hybrid import hybrid_property
    from sqlalchemy.orm import joinedload
    from sqlalchemy.orm import relationship
    from sqlalchemy.orm import Session

    logging.basicConfig(
        filename="space_invaders.log",
        format="%(asctime)s,%(msecs)03d %(levelname)-5.5s %(message)s",
    )
    logging.getLogger("sqlalchemy.engine").setLevel(logging.INFO)

    Base = declarative_base()

    WINDOW_LEFT = 10
    WINDOW_TOP = 2
    WINDOW_WIDTH = 70
    WINDOW_HEIGHT = 34
    VERT_PADDING = 2
    HORIZ_PADDING = 5
    ENEMY_VERT_SPACING = 4
    MAX_X = WINDOW_WIDTH - HORIZ_PADDING
    MAX_Y = WINDOW_HEIGHT - VERT_PADDING
    LEFT_KEY = ord("j")
    RIGHT_KEY = ord("l")
    FIRE_KEY = ord(" ")
    PAUSE_KEY = ord("p")

    COLOR_MAP = {
        "K": curses.COLOR_BLACK,
        "B": curses.COLOR_BLUE,
        "C": curses.COLOR_CYAN,
        "G": curses.COLOR_GREEN,
        "M": curses.COLOR_MAGENTA,
        "R": curses.COLOR_RED,
        "W": curses.COLOR_WHITE,
        "Y": curses.COLOR_YELLOW,
    }

    class Glyph(Base):
        """Describe a "glyph", a graphical element
        to be painted on the screen.

        """

        __tablename__ = "glyph"
        id = Column(Integer, primary_key=True)
        name = Column(String)
        type = Column(String)
        width = Column(Integer)
        height = Column(Integer)
        data = Column(String)
        alt_data = Column(String)
        __mapper_args__ = {"polymorphic_on": type}

        def __init__(self, name, img, alt=None):
            self.name = name
            self.data, self.width, self.height = self._encode_glyph(img)
            if alt is not None:
                self.alt_data, alt_w, alt_h = self._encode_glyph(alt)

        def _encode_glyph(self, img):
            """Receive a textual description of the glyph and
            encode into a format understood by
            GlyphCoordinate.render().

            """
            img = re.sub(r"^\n", "", textwrap.dedent(img))
            color = "W"
            lines = [line.rstrip() for line in img.split("\n")]
            data = []
            for line in lines:
                render_line = []
                line = list(line)
                while line:
                    char = line.pop(0)
                    if char == "#":
                        color = line.pop(0)
                        continue
                    render_line.append((color, char))
                data.append(render_line)
            width = max([len(rl) for rl in data])
            data = "".join(
                "".join("%s%s" % (color, char) for color, char in render_line)
                + ("W " * (width - len(render_line)))
                for render_line in data
            )
            return data, width, len(lines)

        def glyph_for_state(self, coord, state):
            """Return the appropriate data representation
            for this Glyph, based on the current coordinates
            and state.

            Subclasses may override this to provide animations.

            """
            return self.data

    class GlyphCoordinate(Base):
        """Describe a glyph rendered at a certain x, y coordinate.

        The GlyphCoordinate may also include optional values
        such as the tick at time of render, a label, and a
        score value.

        """

        __tablename__ = "glyph_coordinate"
        id = Column(Integer, primary_key=True)
        glyph_id = Column(Integer, ForeignKey("glyph.id"))
        x = Column(Integer)
        y = Column(Integer)
        tick = Column(Integer)
        label = Column(String)
        score = Column(Integer)
        glyph = relationship(Glyph, innerjoin=True)

        def __init__(
            self, session, glyph_name, x, y, tick=None, label=None, score=None
        ):
            self.glyph = session.query(Glyph).filter_by(name=glyph_name).one()
            self.x = x
            self.y = y
            self.tick = tick
            self.label = label
            self.score = score
            session.add(self)

        def render(self, window, state):
            """Render the Glyph at this position."""

            col = 0
            row = 0
            glyph = self.glyph
            data = glyph.glyph_for_state(self, state)
            for color, char in [
                (data[i], data[i + 1]) for i in range(0, len(data), 2)
            ]:
                x = self.x + col
                y = self.y + row
                if 0 <= x <= MAX_X and 0 <= y <= MAX_Y:
                    window.addstr(
                        y + VERT_PADDING,
                        x + HORIZ_PADDING,
                        char,
                        _COLOR_PAIRS[color],
                    )
                col += 1
                if col == glyph.width:
                    col = 0
                    row += 1
            if self.label:
                self._render_label(window, False)

        def _render_label(self, window, blank):
            label = self.label if not blank else " " * len(self.label)
            if self.x + self.width + len(self.label) < MAX_X:
                window.addstr(self.y, self.x + self.width, label)
            else:
                window.addstr(self.y, self.x - len(self.label), label)

        def blank(self, window):
            """Render a blank box for this glyph's position and size."""

            glyph = self.glyph
            x = min(max(self.x, 0), MAX_X)
            width = min(glyph.width, MAX_X - x) or 1
            for y_a in range(self.y, self.y + glyph.height):
                y = y_a
                window.addstr(y + VERT_PADDING, x + HORIZ_PADDING, " " * width)

            if self.label:
                self._render_label(window, True)

        @hybrid_property
        def width(self):
            return self.glyph.width

        @width.expression
        def width(cls):
            return Glyph.width

        @hybrid_property
        def height(self):
            return self.glyph.height

        @height.expression
        def height(cls):
            return Glyph.height

        @hybrid_property
        def bottom_bound(self):
            return self.y + self.height >= MAX_Y

        @hybrid_property
        def top_bound(self):
            return self.y <= 0

        @hybrid_property
        def left_bound(self):
            return self.x <= 0

        @hybrid_property
        def right_bound(self):
            return self.x + self.width >= MAX_X

        @hybrid_property
        def right_edge_bound(self):
            return self.x > MAX_X

        @hybrid_method
        def intersects(self, other):
            """Return True if this GlyphCoordinate intersects with
            the given GlyphCoordinate."""

            return ~(
                (self.x + self.width < other.x) | (self.x > other.x + other.width)
            ) & ~(
                (self.y + self.height < other.y)
                | (self.y > other.y + other.height)
            )

    class EnemyGlyph(Glyph):
        """Describe an enemy."""

        __mapper_args__ = {"polymorphic_identity": "enemy"}

    class ArmyGlyph(EnemyGlyph):
        """Describe an enemy that's part of the "army"."""

        __mapper_args__ = {"polymorphic_identity": "army"}

        def glyph_for_state(self, coord, state):
            if state["flip"]:
                return self.alt_data
            else:
                return self.data

    class SaucerGlyph(EnemyGlyph):
        """Describe the enemy saucer flying overhead."""

        __mapper_args__ = {"polymorphic_identity": "saucer"}

        def glyph_for_state(self, coord, state):
            if state["flip"] == 0:
                return self.alt_data
            else:
                return self.data

    class MessageGlyph(Glyph):
        """Describe a glyph for displaying a message."""

        __mapper_args__ = {"polymorphic_identity": "message"}

    class PlayerGlyph(Glyph):
        """Describe a glyph representing the player."""

        __mapper_args__ = {"polymorphic_identity": "player"}

    class MissileGlyph(Glyph):
        """Describe a glyph representing a missile."""

        __mapper_args__ = {"polymorphic_identity": "missile"}

    class SplatGlyph(Glyph):
        """Describe a glyph representing a "splat"."""

        __mapper_args__ = {"polymorphic_identity": "splat"}

        def glyph_for_state(self, coord, state):
            age = state["tick"] - coord.tick
            if age > 5:
                return self.alt_data
            else:
                return self.data

    def init_glyph(session):
        """Create the glyphs used during play."""

        enemy1 = ArmyGlyph(
            "enemy1",
            """
             #W-#B^#R-#B^#W-
             #G|   |
            """,
            """
             #W>#B^#R-#B^#W<
             #G^   ^
            """,
        )

        enemy2 = ArmyGlyph(
            "enemy2",
            """
             #W***
            #R<#C~~~#R>
            """,
            """
             #W@@@
            #R<#C---#R>
            """,
        )

        enemy3 = ArmyGlyph(
            "enemy3",
            """
            #Y((--))
            #M-~-~-~
            """,
            """
            #Y[[--]]
            #M~-~-~-
            """,
        )

        saucer = SaucerGlyph(
            "saucer",
            """#R~#Y^#R~#G<<((=#WOO#G=))>>""",
            """#Y^#R~#Y^#G<<((=#WOO#G=))>>""",
        )

        splat1 = SplatGlyph(
            "splat1",
            """
                 #WVVVVV
                #W> #R*** #W<
                 #W^^^^^
            """,
            """
                    #M|
                 #M- #Y+++ #M-
                    #M|
            """,
        )

        ship = PlayerGlyph(
            "ship",
            """
           #Y^
         #G=====
        """,
        )

        missile = MissileGlyph(
            "missile",
            """
            |
        """,
        )

        start = MessageGlyph(
            "start_message",
            "J = move left; L = move right; SPACE = fire\n"
            "           #GPress any key to start",
        )
        lose = MessageGlyph("lose_message", "#YY O U  L O S E ! ! !")
        win = MessageGlyph("win_message", "#RL E V E L  C L E A R E D ! ! !")
        paused = MessageGlyph(
            "pause_message", "#WP A U S E D\n#GPress P to continue"
        )
        session.add_all(
            [
                enemy1,
                enemy2,
                enemy3,
                ship,
                saucer,
                missile,
                start,
                lose,
                win,
                paused,
                splat1,
            ]
        )

    def setup_curses():
        """Setup terminal/curses state."""

        window = curses.initscr()
        curses.noecho()

        window = curses.newwin(
            WINDOW_HEIGHT + (VERT_PADDING * 2),
            WINDOW_WIDTH + (HORIZ_PADDING * 2),
            WINDOW_TOP - VERT_PADDING,
            WINDOW_LEFT - HORIZ_PADDING,
        )
        curses.start_color()

        global _COLOR_PAIRS
        _COLOR_PAIRS = {}
        for i, (k, v) in enumerate(COLOR_MAP.items(), 1):
            curses.init_pair(i, v, curses.COLOR_BLACK)
            _COLOR_PAIRS[k] = curses.color_pair(i)
        return window

    def init_positions(session):
        """Establish a new field of play.

        This generates GlyphCoordinate objects
        and persists them to the database.

        """

        # delete all existing coordinates
        session.query(GlyphCoordinate).delete()

        session.add(
            GlyphCoordinate(
                session, "ship", WINDOW_WIDTH // 2 - 2, WINDOW_HEIGHT - 4
            )
        )

        arrangement = (
            ("enemy3", 50),
            ("enemy2", 25),
            ("enemy1", 10),
            ("enemy2", 25),
            ("enemy1", 10),
        )
        for ship_vert, (etype, score) in zip(
            range(5, 30, ENEMY_VERT_SPACING), arrangement
        ):
            for ship_horiz in range(0, 50, 10):
                session.add(
                    GlyphCoordinate(
                        session, etype, ship_horiz, ship_vert, score=score
                    )
                )

    def draw(session, window, state):
        """Load all current GlyphCoordinate objects from the
        database and render.

        """
        for gcoord in session.query(GlyphCoordinate).options(
            joinedload(GlyphCoordinate.glyph)
        ):
            gcoord.render(window, state)
        window.addstr(1, WINDOW_WIDTH - 5, "Score: %.4d" % state["score"])
        window.move(0, 0)
        window.refresh()

    def check_win(session, state):
        """Return the number of army glyphs remaining -
        the player wins if this is zero."""

        return (
            session.query(func.count(GlyphCoordinate.id))
            .join(GlyphCoordinate.glyph.of_type(ArmyGlyph))
            .scalar()
        )

    def check_lose(session, state):
        """Return the number of army glyphs either colliding
        with the player or hitting the bottom of the screen.

        The player loses if this is non-zero."""

        player = state["player"]
        return (
            session.query(GlyphCoordinate)
            .join(GlyphCoordinate.glyph.of_type(ArmyGlyph))
            .filter(
                GlyphCoordinate.intersects(player) | GlyphCoordinate.bottom_bound
            )
            .count()
        )

    def render_message(session, window, msg, x, y):
        """Render a message glyph.

        Clears the area beneath the message first
        and assumes the display will be paused
        afterwards.

        """
        # create message box
        msg = GlyphCoordinate(session, msg, x, y)

        # clear existing glyphs which intersect
        for gly in (
            session.query(GlyphCoordinate)
            .join(GlyphCoordinate.glyph)
            .filter(GlyphCoordinate.intersects(msg))
        ):
            gly.blank(window)

        # render
        msg.render(window, {})
        window.refresh()
        return msg

    def win(session, window, state):
        """Handle the win case."""
        render_message(session, window, "win_message", 15, 15)
        time.sleep(2)
        start(session, window, state, True)

    def lose(session, window, state):
        """Handle the lose case."""
        render_message(session, window, "lose_message", 15, 15)
        time.sleep(2)
        start(session, window, state)

    def pause(session, window, state):
        """Pause the game."""
        msg = render_message(session, window, "pause_message", 15, 15)
        prompt(window)
        msg.blank(window)
        session.delete(msg)

    def prompt(window):
        """Display a prompt, quashing any keystrokes
        which might have remained."""

        window.move(0, 0)
        window.nodelay(1)
        window.getch()
        window.nodelay(0)
        window.getch()
        window.nodelay(1)

    def move_army(session, window, state):
        """Update the army position based on the current
        size of the field."""
        speed = 30 // 25 * state["num_enemies"]

        flip = (state["tick"] % speed) == 0

        if not flip:
            return
        else:
            state["flip"] = not state["flip"]

        x_slide = 1

        # get the lower/upper boundaries of the army
        # along the X axis.
        min_x, max_x = (
            session.query(
                func.min(GlyphCoordinate.x),
                func.max(GlyphCoordinate.x + GlyphCoordinate.width),
            )
            .join(GlyphCoordinate.glyph.of_type(ArmyGlyph))
            .first()
        )

        if min_x is None or max_x is None:
            # no enemies
            return

        direction = state["army_direction"]
        move_y = False
        if direction == 0 and max_x + x_slide >= MAX_X:
            direction = state["army_direction"] = 1
            move_y = True
        elif direction == 1 and min_x - x_slide <= 0:
            direction = state["army_direction"] = 0
            move_y = True

        for enemy_g in session.query(GlyphCoordinate).join(
            GlyphCoordinate.glyph.of_type(ArmyGlyph)
        ):
            enemy_g.blank(window)

            if move_y:
                enemy_g.y += 1
            elif direction == 0:
                enemy_g.x += x_slide
            elif direction == 1:
                enemy_g.x -= x_slide

    def move_player(session, window, state):
        """Receive player input and adjust state."""

        ch = window.getch()
        if ch not in (LEFT_KEY, RIGHT_KEY, FIRE_KEY, PAUSE_KEY):
            return
        elif ch == PAUSE_KEY:
            pause(session, window, state)
            return

        player = state["player"]
        if ch == RIGHT_KEY and not player.right_bound:
            player.blank(window)
            player.x += 1
        elif ch == LEFT_KEY and not player.left_bound:
            player.blank(window)
            player.x -= 1
        elif ch == FIRE_KEY and state["missile"] is None:
            state["missile"] = GlyphCoordinate(
                session, "missile", player.x + 3, player.y - 1
            )

    def move_missile(session, window, state):
        """Update the status of the current missile, if any."""

        if state["missile"] is None or state["tick"] % 2 != 0:
            return

        missile = state["missile"]

        # locate enemy glyphs which intersect with the
        # missile's current position; i.e. a hit
        glyph = (
            session.query(GlyphCoordinate)
            .join(GlyphCoordinate.glyph.of_type(EnemyGlyph))
            .filter(GlyphCoordinate.intersects(missile))
            .first()
        )
        missile.blank(window)
        if glyph or missile.top_bound:
            # missile is done
            session.delete(missile)
            state["missile"] = None
            if glyph:
                # score!
                score(session, window, state, glyph)
        else:
            # move missile up one character.
            missile.y -= 1

    def move_saucer(session, window, state):
        """Update the status of the saucer."""

        saucer_interval = 500
        saucer_speed_interval = 4
        if state["saucer"] is None and state["tick"] % saucer_interval != 0:
            return

        if state["saucer"] is None:
            state["saucer"] = saucer = GlyphCoordinate(
                session, "saucer", -6, 1, score=random.randrange(100, 600, 100)
            )
        elif state["tick"] % saucer_speed_interval == 0:
            saucer = state["saucer"]
            saucer.blank(window)
            saucer.x += 1
            if saucer.right_edge_bound:
                session.delete(saucer)
                state["saucer"] = None

    def update_splat(session, window, state):
        """Render splat animations."""

        for splat in session.query(GlyphCoordinate).join(
            GlyphCoordinate.glyph.of_type(SplatGlyph)
        ):
            age = state["tick"] - splat.tick
            if age > 10:
                splat.blank(window)
                session.delete(splat)
            else:
                splat.render(window, state)

    def score(session, window, state, glyph):
        """Process a glyph intersecting with a missile."""

        glyph.blank(window)
        session.delete(glyph)
        if state["saucer"] is glyph:
            state["saucer"] = None
        state["score"] += glyph.score
        # render a splat !
        GlyphCoordinate(
            session,
            "splat1",
            glyph.x,
            glyph.y,
            tick=state["tick"],
            label=str(glyph.score),
        )

    def update_state(session, window, state):
        """Update all state for each game tick."""

        num_enemies = state["num_enemies"] = check_win(session, state)
        if num_enemies == 0:
            win(session, window, state)
        elif check_lose(session, state):
            lose(session, window, state)
        else:
            # update the tick counter.
            state["tick"] += 1
            move_player(session, window, state)
            move_missile(session, window, state)
            move_army(session, window, state)
            move_saucer(session, window, state)
            update_splat(session, window, state)

    def start(session, window, state, continue_=False):
        """Start a new field of play."""

        render_message(session, window, "start_message", 15, 20)
        prompt(window)

        init_positions(session)

        player = (
            session.query(GlyphCoordinate)
            .join(GlyphCoordinate.glyph.of_type(PlayerGlyph))
            .one()
        )
        state.update(
            {
                "field_pos": 0,
                "alt": False,
                "tick": 0,
                "missile": None,
                "saucer": None,
                "player": player,
                "army_direction": 0,
                "flip": False,
            }
        )
        if not continue_:
            state["score"] = 0

        window.clear()
        window.box()
        draw(session, window, state)

    def main():
        """Initialize the database and establish the game loop."""

        e = create_engine("sqlite://")
        Base.metadata.create_all(e)
        session = Session(e)
        init_glyph(session)
        session.commit()
        window = setup_curses()
        state = {}
        start(session, window, state)
        while True:
            update_state(session, window, state)
            draw(session, window, state)
            time.sleep(0.01)

    if __name__ == "__main__":
        main()