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game1.py
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import pygame
import random
import os
from os import path
WIDTH = 900
HEIGHT = 650
FPS = 60
#define colors
WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
# set up asserts folders
#Windows: "C:\Moroz Python\BooktTask"
game_folder = os.path.dirname(__file__)
img_dir = os.path.join(game_folder, "image")
snd_dir = path.join(path.dirname(__file__), "snd")
#initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("First Game")
clock = pygame.time.Clock()
font_name = pygame.font.match_font('arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
def draw_shield(surf, x, y, pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surf, GREEN, fill_rect)
pygame.draw.rect(surf, WHITE, outline_rect, 2)
def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
def draw_lives(surf, x, y, lives, img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img, img_rect)
class Player(pygame.sprite.Sprite):
#sprite for the player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (70,80))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 30
#pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.speedy = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
def update (self):
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -7
if keystate[pygame.K_RIGHT]:
self.speedx = +7
if keystate[pygame.K_DOWN]:
self.speedy = + 7
if keystate[pygame.K_UP]:
self.speedy = - 7
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.top > HEIGHT:
self.rect.top = HEIGHT
if self.rect.bottom < 0:
self.rect.bottom = 0
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
def hide(self):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = random.choice(monster_img)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * .7 / 2)
#pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(- 150, -100)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect.center = old_center
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(- 100, -40)
self.speedy = random.randrange(3, 9)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(bullet_img, (60, 50))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = - 10
if self.rect.bottom < 0:
self.kill()
def update(self):
self.rect.y += self.speedy
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 75
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect.center = center
# load all game graphips
background = pygame.image.load(path.join(img_dir, "background.jpg")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, "myship2.png")).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, "bullet1.png")).convert()
monster_img = []
monster_list = ['monster1.png', 'monster3.png', 'monster4.png']
for img in monster_list:
monster_img.append(pygame.image.load(path.join(img_dir, img)).convert())
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player']=[]
for i in range(9):
filename = 'regularExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img, (75, 75))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (32, 32))
explosion_anim['sm'].append(img_sm)
filename = 'sonicExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)
#Load sounds
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'shoot1.wav'))
expl_sounds = pygame.mixer.Sound(path.join(snd_dir, 'kill1.wav'))
player_die_sound = pygame.mixer.Sound(path.join(snd_dir, 'kill1.wav'))
pygame.mixer.music.load(path.join(snd_dir, 'background.ogg'))
pygame.mixer.music.set_volume(0.4)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(12):
newmob()
pygame.mixer.music.play(loops = -1)
score = 0
#Game loop
running = True
while running:
#keep loop running at the right speed
clock.tick(FPS)
#Process input (events)
for event in pygame.event.get():
#check for closing window
if event.type == pygame.QUIT:
running = False
#Update
all_sprites.update()
#check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 1
expl_sounds.play()
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
newmob()
#check to see if mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
for hit in hits:
player.shield -= 20
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
player_die_sound.play()
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.hide()
player.lives -= 1
player.shield = 100
# if player died and the explosion has finished
if player.lives == 0 and not death_explosion.alive():
running = False
#Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, "RSSI:"+str(score), 24, WIDTH / 2, 10)
draw_shield(screen, 5, 5, player.shield)
draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
# after drawing everything, flip the display
pygame.display.flip()
pygame.quit()