# KidsCanCode - Game Development with Pygame video series # Shmup game - part 11 # Explosions # Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3 # Art from Kenney.nl import pygame import random # from os import path # img_dir = path.join(path.dirname(__file__), 'img') # snd_dir = path.join(path.dirname(__file__), 'snd') WIDTH = 480 HEIGHT = 600 FPS = 60 # define colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) YELLOW = (255, 255, 0) # initialize pygame and create window pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shmup!") 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 newmob(): m = Mob() all_sprites.add(m) mobs.add(m) def draw_shield_bar(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 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): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.transform.scale(player_img, (50, 38)) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.radius = 20 # 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.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 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speedx = -8 if keystate[pygame.K_RIGHT]: self.speedx = 8 if keystate[pygame.K_SPACE]: self.shoot() self.rect.x += self.speedx if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 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(meteor_images) self.image_orig.set_colorkey(BLACK) self.image = self.image_orig.copy() self.rect = self.image.get_rect() self.radius = int(self.rect.width * .85 / 2) # pygame.draw.circle(self.image, RED, self.rect.center, self.radius) self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.bottom = random.randrange(-80, -20) 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 = self.image.get_rect() 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 < -100 or self.rect.right > WIDTH + 100: self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.bottom = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy # kill if it moves off the top of the screen if self.rect.bottom < 0: self.kill() 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 = self.image.get_rect() self.rect.center = center # Load all game graphics background = pygame.image.load("starfield.png").convert() background_rect = background.get_rect() player_img = pygame.image.load("playerShip1_orange.png").convert() player_mini_img = pygame.transform.scale(player_img, (25, 19)) player_mini_img.set_colorkey(BLACK) bullet_img = pygame.image.load("laserRed16.png").convert() meteor_images = [] meteor_list = ['meteorBrown_big1.png', 'meteorBrown_med1.png', 'meteorBrown_med1.png', 'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png', 'meteorBrown_tiny1.png'] for img in meteor_list: meteor_images.append(pygame.image.load(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(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(filename).convert() img.set_colorkey(BLACK) explosion_anim['player'].append(img) # Load all game sounds shoot_sound = pygame.mixer.Sound('pew.wav') expl_sounds = [] for snd in ['expl3.wav', 'expl6.wav']: expl_sounds.append(pygame.mixer.Sound(snd)) player_die_sound = pygame.mixer.Sound('rumble1.ogg') pygame.mixer.music.load('tgfcoder-FrozenJam-SeamlessLoop.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(8): newmob() score = 0 pygame.mixer.music.play(loops=-1) # 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 += 50 - hit.radius random.choice(expl_sounds).play() expl = Explosion(hit.rect.center, 'lg') all_sprites.add(expl) newmob() # check to see if a mob hit the player hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle) for hit in hits: player.shield -= hit.radius * 2 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 the player died and the explosion has finished playing 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, str(score), 18, WIDTH / 2, 10) draw_shield_bar(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()
settings
unfold_less visibility play_arrow