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main.py
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import sys
import time
import pygame
from pygame.locals import *
from random import randint, random
FPS = 60
WIDTH, HEIGHT = 400, 400
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("SHMUP!")
clock = pygame.time.Clock()
player_spritesheet = pygame.image.load("player.png").convert_alpha()
player_imgs = []
for frame in range(4):
player_img = player_spritesheet.subsurface(frame * 9, 0, 9, 14)
player_img = pygame.transform.scale(player_img, (36, 56))
player_imgs.append(player_img)
cookie_img = pygame.image.load("cookie.png").convert_alpha()
bullet_spritesheet = pygame.image.load("bullet.png").convert_alpha()
bullet_imgs = []
for frame in range(4):
bullet_img = bullet_spritesheet.subsurface(frame * 3, 0, 3, 7)
bullet_img = pygame.transform.scale(bullet_img, (12, 28))
bullet_imgs.append(bullet_img)
bg_img = pygame.image.load("background.png").convert()
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = player_imgs[0]
self.frame = 0
self.frame_time = time.time()
self.rect = player_img.get_rect()
self.x = 180
self.y = 340
def update(self):
self.image = player_imgs[self.frame]
if time.time() - self.frame_time > 0.1:
self.frame_time = time.time()
self.frame += 1
if self.frame == 4:
self.frame = 0
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.x -= 4
if keys[K_RIGHT]:
self.x += 4
self.rect.x = self.x
self.rect.y = self.y
if self.rect.left < 0:
self.rect.left = 0
self.x = self.rect.x
elif self.rect.right > WIDTH:
self.rect.right = WIDTH
self.x = self.rect.x
if pygame.sprite.spritecollide(self, cookies, False, pygame.sprite.collide_rect_ratio(0.8)):
pygame.quit()
sys.exit()
def draw(self, screen):
screen.blit(self.image, self.rect)
class Cookie(pygame.sprite.Sprite):
def __init__(self, x, y, x_vel, y_vel):
super().__init__(cookies)
self.image = cookie_img
self.rect = self.image.get_rect()
self.x = x
self.y = y
self.x_vel = x_vel
self.y_vel = y_vel
def update(self):
self.x += self.x_vel
self.y += self.y_vel
self.rect.x = self.x
self.rect.y = self.y
if self.rect.left < 0 or self.rect.right > WIDTH:
self.x_vel = -self.x_vel
if self.rect.top < 0 or self.rect.bottom > HEIGHT:
self.y_vel = -self.y_vel
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__(bullets)
self.image = bullet_imgs[0]
self.frame = 0
self.frame_time = time.time()
self.rect = self.image.get_rect()
self.x = x
self.y = y
def update(self):
self.image = bullet_imgs[self.frame]
if time.time() - self.frame_time > 0.1:
self.frame_time = time.time()
self.frame += 1
if self.frame == 4:
self.frame = 0
self.y -= 10
self.rect.centerx = self.x
self.rect.centery = self.y
if self.rect.bottom < 0:
self.kill()
bullets = pygame.sprite.Group()
cookies = pygame.sprite.Group()
player = Player()
spawn_chance = 1 / 100
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_SPACE:
Bullet(player.rect.centerx, player.y)
spawn_chance += 0.002 / 100
if spawn_chance > 5 / 100:
spawn_chance = 5 / 100
if random() < spawn_chance:
Cookie(randint(50, WIDTH - 50), randint(50, 100), randint(-5, 5), randint(-5, 5))
bullets.update()
cookies.update()
player.update()
pygame.sprite.groupcollide(bullets, cookies, True, True)
screen.blit(bg_img, (0, 0))
bullets.draw(screen)
cookies.draw(screen)
player.draw(screen)
pygame.display.update()
pygame.quit()