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164_2.py
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164_2.py
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from __future__ import division, print_function, unicode_literals
import sys, os, pygame, pyglet, random
from pygame.locals import *
from pyglet.window import key
#import numpy as np
player = pygame.image.load('Ship1.png')
playerRect = player.get_rect()
tImg = pygame.image.load('tie.png')
tImgRect = tImg.get_rect()
#images for player and enemy ship
#Player class
class Player(pygame.sprite.Sprite):
def __init__(self, *groups):
#placed in sprite groups
super(Player, self).__init__(*groups)
self.image = player
self.rect = playerRect
self.rect.center = ((h *.8),(w * .6))
#declares position of image when game starts
def update(self, dt):
#keyboard presses
key = pygame.key.get_pressed()
if key[pygame.K_SPACE]:
#I set the spacebar as the laser instead of 'a'
laserSprites.add(Laser(self.rect.center))
#adds laser image to the center of ship, u can alter this to whatever section of the ship u want the laser to be shot from
if key[pygame.K_LEFT]:
self.rect.x -= 300 * dt
if key[pygame.K_RIGHT]:
self.rect.x += 300 * dt
if key[pygame.K_UP]:
self.rect.y -= 300 * dt
if key[pygame.K_DOWN]:
self.rect.y += 300 * dt
#movement of ship
if self.rect.x > w-60:
self.rect.x = w-60
if self.rect.x < 0:
self.rect.x = 0
if self.rect.y > h-100:
self.rect.y = h-100
if self.rect.y < 0:
self.rect.y = 0
#keeps ship within the bounds of the screen
#Enemy class
class Enemy (pygame.sprite.Sprite):
def __init__(self, centerx):
pygame.sprite.Sprite.__init__(self)
self.image = tImg
self.rect = tImgRect
self.rect.center = (550,50)
#Declares position of enemy ship when game starts
def update(self):
self.rect.x -= 2
self.rect.y += 2
#enemy ship moves downwards when game starts
#Laser class
class Laser(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('laser.png')
self.rect = pygame.rect.Rect((1, 1), self.image.get_size())
self.rect.center = pos
def update(self):
if self.rect.x < 0:
self.kill()
else:
self.rect.move_ip(0, -10)
#direction of laser
class Game(object):
def main(self, screen):
clock = pygame.time.Clock()
pygame.display.set_caption("Starwars")
background_img = pygame.Surface(screen.get_size())
background_img = pygame.image.load('deathstar.png').convert()
global laserSprites, enemySprites, sprites
laserSprites = pygame.sprite.RenderPlain(())
enemySprites = pygame.sprite.RenderPlain(())
enemySprites.add(Enemy(1))
sprites = pygame.sprite.Group()
player = Player(sprites)
frame=0
while 1:
dt = clock.tick(30)
counter = 0
frame+=1
screen.blit(background_img, (0, 0))
laserSprites.update()
laserSprites.draw(screen)
enemySprites.update()
enemySprites.draw(screen)
sprites.update(dt / 1000.)
sprites.draw(screen)
for hit in pygame.sprite.groupcollide(enemySprites, sprites, 0, 0):
sys.ext()
#collision detection between player and enemy ship
for hit in pygame.sprite.groupcollide(enemySprites, laserSprites, 1, 0):
break
#collision detection between laser and enemy ship
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit()
# #game quits if esc button is pressed or 'x' is clicke
#pygame.display.flip()
if __name__ == '__main__':
pygame.init()
w, h = 800, 600
screen = pygame.display.set_mode((w, h))
Game().main(screen)