-
Notifications
You must be signed in to change notification settings - Fork 41
/
Copy path08_explosions.py
executable file
·235 lines (188 loc) · 6.17 KB
/
08_explosions.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
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
#
#
#REMEMBER TO CHANGE THE RANDOM Y FOR THE METEORS.
#
#
#
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
def draw_shield_bar(surface, x, y, percentage):
BAR_LENGHT = 100
BAR_HEIGHT = 10
fill = (percentage / 100) * BAR_LENGHT
border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT)
fill = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, fill)
pygame.draw.rect(surface, WHITE, border, 2)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
self.shield = 100
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
#Agregamos sonido
#laser_sound.play()
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(meteor_images)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
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 + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
#Change this variable
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = explosion_anim[0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50 # how long to wait for the next frame VELOCITY OF THE EXPLOSION
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.kill() # if we get to the end of the animation we don't keep going.
else:
center = self.rect.center
self.image = explosion_anim[self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
meteor_images = []
meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png",
"assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png",
"assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"]
for img in meteor_list:
meteor_images.append(pygame.image.load(img).convert())
## --------------- CARGAR IMAGENES EXPLOSIÓN -------------------------- ##
explosion_anim = []
for i in range(9):
file = "assets/regularExplosion0{}.png".format(i)
img = pygame.image.load(file).convert()
img.set_colorkey(BLACK)
img_scale = pygame.transform.scale(img, (70, 70))
explosion_anim.append(img_scale)
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/laser5.ogg")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music.ogg")
pygame.mixer.music.set_volume(0.1)
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
#Marcador / Score
score = 0
#pygame.mixer.music.play(loops=-1)
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 1
#explosion_sound.play()
explosion = Explosion(hit.rect.center)
all_sprites.add(explosion)
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
################## CHANGES HERE ################################
hits = pygame.sprite.spritecollide(player, meteor_list, True) # Change here
for hit in hits:
player.shield -= 25
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
if player.shield <= 0:
running = False
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
# ESCUDO.
draw_shield_bar(screen, 5, 5, player.shield)
pygame.display.flip()
pygame.quit()