Cleaned up my body builder. All the interpolations are now constant,
which means going neatly from one imge to the next...
* * *
The definitive version of the Aspen Shooter Game is up from Codemy.
There are now 8 blues and no reds; and one still looses a life by not hitting
a target when one shoots!
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/Enemy1.png")
# self.red_food = pygame.image.load("images/En2.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()
# 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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