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shooter_tut2.py
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import pygame
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = int(SCREEN_WIDTH * 0.8)
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Shooter')
#set framerate
clock = pygame.time.Clock()
FPS = 60
#define player action variables
moving_left = False
moving_right = False
#define colours
BG = (144, 201, 120)
def draw_bg():
screen.fill(BG)
class Soldier(pygame.sprite.Sprite):
def __init__(self, char_type, x, y, scale, speed):
pygame.sprite.Sprite.__init__(self)
self.char_type = char_type
self.speed = speed
self.direction = 1
self.flip = False
img = pygame.image.load(f'img/{self.char_type}/Idle/0.png')
self.image = pygame.transform.scale(img, (int(img.get_width() * scale), int(img.get_height() * scale)))
self.rect = self.image.get_rect()
self.rect.center = (x, y)
def move(self, moving_left, moving_right):
#reset movement variables
dx = 0
dy = 0
#assign movement variables if moving left or right
if moving_left:
dx = -self.speed
self.flip = True
self.direction = -1
if moving_right:
dx = self.speed
self.flip = False
self.direction = 1
#update rectangle position
self.rect.x += dx
self.rect.y += dy
def draw(self):
screen.blit(pygame.transform.flip(self.image, self.flip, False), self.rect)
player = Soldier('player', 200, 200, 3, 5)
enemy = Soldier('enemy', 400, 200, 3, 5)
run = True
while run:
clock.tick(FPS)
draw_bg()
player.draw()
enemy.draw()
player.move(moving_left, moving_right)
for event in pygame.event.get():
#quit game
if event.type == pygame.QUIT:
run = False
#keyboard presses
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
moving_left = True
if event.key == pygame.K_d:
moving_right = True
if event.key == pygame.K_ESCAPE:
run = False
#keyboard button released
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
moving_left = False
if event.key == pygame.K_d:
moving_right = False
pygame.display.update()
pygame.quit()