-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathrockets_and_missiles.py
183 lines (156 loc) · 5.26 KB
/
rockets_and_missiles.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
import pygame
import random
# can be used define local constants for keystrokes, mouse movents and display attributes
from pygame.locals import (
RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
)
# set up screen
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# define a player object by extending pygame.sprite.Sprite
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("jet.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
move_up_sound.play()
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
move_down_sound.play()
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
# keep player on screen
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("missile.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
# spawn enemy off the screen
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
# spawn enemies with random speeds
self.speed = random.randint(5, 20)
# enemy moves automatically towards the left side of the screen
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
# cloud object
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load("cloud.png").convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right < 0:
self.kill()
# setup for sounds
pygame.mixer.init()
# initialise game
pygame.init()
# create screen
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# create a custom event for adding a new enemy
# events are defined as integers by pygame, so we need to give a unique identifier for our custom event
# the last event pygame reserves is called USEREVENT
ADDENEMY = pygame.USEREVENT + 1
# ADDENEMY event is fired every 250ms
pygame.time.set_timer(ADDENEMY, 250)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, 1000)
# instantiate player
player = Player()
# create groups to hold enemy sprites and all sprites
# enemies group is used for collision detection and position updates
# clouds is used for position updates
# all_sprites group is used for rendering
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
# load and play background music
# Sound source: http://ccmixter.org/files/Apoxode/59262
# License: https://creativecommons.org/licenses/by/3.0/
pygame.mixer.music.load("Electric.mp3")
pygame.mixer.music.play(loops=-1)
move_up_sound = pygame.mixer.Sound("Rising_putter.ogg")
move_down_sound = pygame.mixer.Sound("Falling_putter.ogg")
collision_sound = pygame.mixer.Sound("Collision.ogg")
# setup clock for a decent framerate
clock = pygame.time.Clock()
# set up game loop
running = True
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
# escape loop
if event.key == K_ESCAPE:
running = False
# escape loop
elif event.type == QUIT:
running = False
# add a new enemy
elif event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
# add a new cloud
elif event.type == ADDCLOUD:
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
# get set of kets pressed and check for user input
pressed_keys = pygame.key.get_pressed()
# update player sprite based on user keypresses
player.update(pressed_keys)
# update enemy position
enemies.update()
clouds.update()
screen.fill((135, 206, 250))
# draw all sprites
# blit stands for Block Transfer
# blit() takes 2 args: the surface to draw, the location
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
if pygame.sprite.spritecollideany(player, enemies):
player.kill()
move_up_sound.stop()
move_down_sound.stop()
collision_sound.play()
running = False
pygame.display.flip()
clock.tick(30)
pygame.mixer.music.stop()
pygame.mixer.quit()