The new Codemy pygame tutorial is out: we are turning the game into
a shooter. Aspen hits her targets with a bone; I found a cute grenade rendering
as an alternative. Either way, the game is rough. If I fire a grenade - with
the space bar - and don't down anything, I loose a life. Still, the player remains
below the playing field so there is no panic to remove oneself...
It is interesting how the capacity to shoot is integrated in the OOP model. The
bone group becomes a necessary element of the player(Aspen) class.
import pygame
import random
# Pygame Setup Stuff
pygame.init()
WINDOW_WIDTH = 900
WINDOW_HEIGHT = 600
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption('Codemy.com - Aspen Classes')
clock = pygame.time.Clock()
running = True
dt = 0
player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
# Define a Game Class
class Game():
def __init__(self, aspen_group, food_group, bone_group):
self.bone_group = bone_group
self.aspen_group = aspen_group
self.food_group = food_group
self.score = 0
self.lives = 5
# Define Fonts
self.small_font = pygame.font.SysFont("impact", 24)
self.big_font = pygame.font.SysFont("impact", 60)
# Define our food images
self.blue_food = pygame.image.load("images/En2.png")
self.red_food = pygame.image.load("images/Enemy1.png")
# Add food to our food group
# Food Type: 0=blue, 1=red
# self.food_group.add(Food((random.randint(0,800)),(random.randint(100,200)), self.red_food, 1))
for i in range(8):
self.food_group.add(Food(i * 100, 200, self.blue_food, 0))
# Define our sounds
self.score_sound = pygame.mixer.Sound('sounds/dog.mp3')
self.die_sound = pygame.mixer.Sound('sounds/aww.mp3')
self.game_over_sound = pygame.mixer.Sound('sounds/game_over.mp3')
def update(self):
self.check_collisions()
self.draw()
keys = pygame.key.get_pressed()
if keys[pygame.K_p]:
self.pause_game()
def draw(self):
pygame.draw.rect(screen, "#003660", (0, 100, WINDOW_WIDTH, WINDOW_HEIGHT - 200), 4)
# Text
title_text = self.big_font.render("FEED ASPEN!", True, "#003660")
title_rect = title_text.get_rect()
title_rect.centerx = WINDOW_WIDTH / 2
title_rect.top = 5
win_text = self.big_font.render("YOU WIN!", True, "red")
win_rect = win_text.get_rect()
win_rect.centerx = WINDOW_WIDTH / 2
win_rect.centery = WINDOW_HEIGHT / 2 - 100
lose_text = self.big_font.render("YOU LOSE!", True, "red")
lose_rect = lose_text.get_rect()
lose_rect.centerx = WINDOW_WIDTH / 2
lose_rect.centery = WINDOW_HEIGHT / 2 - 100
restart_text = self.big_font.render("Press Enter To Play Again", True, "red")
restart_rect = restart_text.get_rect()
restart_rect.centerx = WINDOW_WIDTH / 2
restart_rect.centery = WINDOW_HEIGHT / 2
score_text = self.small_font.render("Score: " + str(self.score), True, "#003660")
score_rect = score_text.get_rect()
score_rect.topleft = (5, 5)
lives_text = self.small_font.render("Lives: " + str(self.lives), True, "#003660")
lives_rect = lives_text.get_rect()
lives_rect.topright = (WINDOW_WIDTH - 5, 5)
# Blit The Text
screen.blit(title_text, title_rect)
screen.blit(score_text, score_rect)
screen.blit(lives_text, lives_rect)
if self.score == 8:
# Add Game over Text
screen.blit(win_text, win_rect)
screen.blit(restart_text, restart_rect)
# Restart Game
self.game_over()
if self.lives == 0:
# Add Game over Text
screen.blit(lose_text, lose_rect)
screen.blit(restart_text, restart_rect)
# Remove Any remaining Food
self.food_group.remove(food_group)
# Restart Game
self.game_over()
def game_over(self):
self.aspen_group.reset()
# Check For Restart Enter
keys = pygame.key.get_pressed()
if keys[pygame.K_RETURN]:
# Reset numbers
self.score = 0
self.lives = 5
# Add new food to the screen
# self.food_group.add(Food((random.randint(0,800)),(random.randint(100,200)), self.red_food, 1))
for i in range(8):
self.food_group.add(Food(i * 100, 200, self.blue_food, 0))
def pause_game(self):
global running
is_paused = True
# Create pause loop
while is_paused:
# Account For Hitting Enter to unPause
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
is_paused = False
# Account for clicking the X to quit
if event.type == pygame.QUIT:
is_paused = False
running = False
# pygame.quit()
def check_collisions(self):
if pygame.sprite.groupcollide(self.bone_group, self.food_group, True, True):
# Increase the score
self.score += 1
# Play the score sound
self.score_sound.play()
'''
caught_food = pygame.sprite.spritecollideany(self.aspen_group, self.food_group)
if caught_food:
# Check type of food, red/blue
if caught_food.type == 0:
# Blue
# Play Die Sound
self.die_sound.play()
# Lose a life
self.lives -= 1
# Move Aspen Back Under Box
self.aspen_group.reset()
# Play Game Over Sound
if self.lives == 0:
# Play sound
self.game_over_sound.play()
else:
# Play Score sound
self.score_sound.play()
caught_food.remove(self.food_group)
# Increase the score
self.score += 1
# Logic to remove blue and add red
if len(self.food_group) > 0:
# Randomly Remove Blue Food From Sprites in Food Group
random.choice(self.food_group.sprites()).kill()
if len(self.food_group) >=1:
# Add a new red food
self.food_group.add(Food((random.randint(0,800)),(random.randint(100,200)), self.red_food, 1))
else:
self.aspen_group.reset()
self.game_over_sound.play()
'''
# Define an Aspen Class
class Aspen(pygame.sprite.Sprite):
def __init__(self, x, y, bone_group):
super().__init__()
# Define our image
self.image = pygame.image.load("images/PlayerS.png")
# Get Rect
self.rect = self.image.get_rect()
# Position the image
self.rect.topleft = (x, y)
# Move the image
self.velocity = 5
# Add food group to aspen class
# self.food_group = food_group
# Define the bone group
self.bone_group = bone_group
# Fire the bones
def fire(self):
# Restrict number of shots fired
# if len(self.bone_group) < 2:
# Fire the bone
AspenBone(self.rect.centerx, self.rect.top, self.bone_group)
def update(self):
self.move()
# self.check_collisions()
def move(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.x >= 10:
self.rect.x -= self.velocity
if keys[pygame.K_RIGHT] and self.rect.x <= WINDOW_WIDTH - 95:
self.rect.x += self.velocity
'''
if keys[pygame.K_UP] and self.rect.y >= 110:
self.rect.y -= self.velocity
if keys[pygame.K_DOWN] and self.rect.y <= WINDOW_HEIGHT - 95:
self.rect.y += self.velocity
'''
# Reset Aspen back below the box
def reset(self):
self.rect.topleft = (200, 510)
# def check_collisions(self):
# if pygame.sprite.spritecollide(self, self.food_group, True):
# print(len(self.food_group))
# Create Aspen Bone Class
class AspenBone(pygame.sprite.Sprite):
def __init__(self, x, y, bone_group):
super().__init__()
# Define our image
self.image = pygame.image.load("images/Gren.png")
# Create Rect
self.rect = self.image.get_rect()
# X Y coordinates
self.rect.centerx = x
self.rect.centery = y
# velocity of moving bone
self.velocity = 10
bone_group.add(self)
def update(self):
# Move the bone after shooting
self.rect.y -= self.velocity
# Delete the bone when it reaches the top of the blue box
if self.rect.top < 100:
self.kill()
# Lose a life
our_game.lives -= 1
# Die sound
our_game.die_sound.play()
# Define an Food Class
class Food(pygame.sprite.Sprite):
def __init__(self, x, y, image, food_type):
super().__init__()
# Define our image
self.image = image
# Get Rect
self.rect = self.image.get_rect()
# Position the image
self.rect.topleft = (x, y)
# Move the image
self.velocity = random.randint(1, 5)
# Food Type: 0=blue, 1=red
self.type = food_type
# Create Random Motion
self.dx = random.choice([-1, 1])
self.dy = random.choice([-1, 1])
def update(self):
# self.rect.y += self.velocity
self.rect.x += self.dx * self.velocity
self.rect.y += self.dy * self.velocity
# Keep from leaving the screen
if self.rect.left <= 0 or self.rect.right >= WINDOW_WIDTH:
self.dx = -1 * self.dx
if self.rect.top <= 100 or self.rect.bottom >= 500:
self.dy = -1 * self.dy
# Create an food group
food_group = pygame.sprite.Group()
# Create 5 aspens
# for i in range(8):
# food = Food(i*100, 200)
# food_group.add(food)
# Create bone group
bone_group = pygame.sprite.Group()
# Create aspen group
aspen_group = pygame.sprite.Group()
# Create and position aspen
aspen = Aspen(200, 510, bone_group)
# Add aspen to the group
aspen_group.add(aspen)
# Create Game Object
our_game = Game(aspen, food_group, bone_group)
while running:
# poll for events
# pygame.QUIT event means that the user clicked the X to close the window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Fire the bone with space bar
if our_game.lives > 0:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
aspen.fire()
# Pick the screen color
screen.fill("silver")
# Blit (copy) screen object at a given coordinates
# screen.blit(aspen, aspen_rect)
# Draw and Move Food and Aspen sprite and bone group
food_group.update()
food_group.draw(screen)
aspen_group.update()
aspen_group.draw(screen)
bone_group.update()
bone_group.draw(screen)
# Update Game Instance
our_game.update()
# flip the display to output our work to the screen
pygame.display.flip()
# Set the clock stuff / delta time in seconds since the last frame
# used for framerate independent physics
dt = clock.tick(60) / 1000
pygame.quit()
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