Esempio n. 1
0
class Explosion(pygame.sprite.Sprite):
    def __init__(self, pos):
        super().__init__()
        self.image = load_image('images/explosion_anim.jpg')
        self.rect = self.image.get_rect()
        self.rect.center = pos
        self.crop = (64, 64)
        self.dim = 4
        self.cooldown = Cooldown(220)
        self.back = False

    def update(self, engine, delta):
        self.cooldown.update(delta)

        if self.cooldown.reset_if_ready():
            if self.back:
                self.kill()
            else:
                self.back = True

    def draw(self, surface):
        target = pygame.rect.Rect((0, 0), self.crop)
        target.center = self.rect.center

        surface.blit(self.image, target, area=self.get_crop())

    def get_crop(self):
        progress = self.cooldown.progress
        frame_count = self.dim**2
        index = int(progress * frame_count) % frame_count

        if self.back:
            index = frame_count - index - 1

        dim = self.dim - 1
        x = dim - (index % self.dim)
        y = dim - (index // self.dim)

        cx = x * self.crop[0]
        cy = y * self.crop[1]

        return pygame.rect.Rect((cx, cy), self.crop)
Esempio n. 2
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class Player(GameObject):
    def __init__(self, engine, pos):
        super().__init__(load_image('images/plane.gif'), pos)

        self.image_straight = self.image
        self.image_left = load_image('images/plane_turning_right_1.gif')
        self.image_right = load_image('images/plane_turning_left_1.gif')

        self.engine = engine
        self.speed = [0, 0]  # [x, y]
        self.score = 0
        self.font = pygame.font.Font(None, 36)
        self.health = 3  ####
        self.cd = Cooldown(100)

    def handle_keys(self, event):
        speed_value = 500
        arrows = (K_RIGHT, K_LEFT, K_UP, K_DOWN)

        if event.type == KEYDOWN:
            if event.key == K_SPACE and self.cd.ready:
                missile = Missile(self, self.rect.center)
                engine.missiles.add(missile)
                self.cd.reset()

        if event.type == KEYDOWN:
            if event.key == K_RIGHT:
                self.speed[0] = speed_value
                self.image = self.image_right
            elif event.key == K_LEFT:
                self.speed[0] = -speed_value
                self.image = self.image_left
            elif event.key == K_UP:
                self.speed[1] = -speed_value
            elif event.key == K_DOWN:
                self.speed[1] = speed_value
        elif event.type == KEYUP:
            if event.key in arrows:
                self.speed = [0, 0]
                self.image = self.image_straight

    def update(self, engine, delta):
        self.cd.update(delta)
        x, y = self.speed
        rect = self.rect
        self.rect = self.rect.move(x * delta, y * delta)
        if (self.rect.left <= 0
                or self.rect.right >= engine.screen.get_width()
                or self.rect.top <= 0
                or self.rect.bottom >= engine.screen.get_height()):
            self.rect = rect

    def draw(self, surface):
        super().draw(surface)
        self.draw_status(surface)

    def draw_status(self, screen):
        if pygame.font:
            # draw score
            score = self.font.render('Score: {}'.format(self.score), 1,
                                     (255, 0, 0))
            scorepos = score.get_rect(centerx=screen.get_width() / 2)
            screen.blit(score, scorepos)
            """
            draw health of the player                                 
            """

            health = self.font.render('Health: {}'.format(self.health), 1,
                                      (0, 255, 0))
            healthpos = health.get_rect(centerx=screen.get_width() / 2,
                                        centery=35)
            screen.blit(health, healthpos)
Esempio n. 3
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class Player(GameObject):
    def __init__(self, engine, pos):
        super().__init__(load_image('images/plane.gif'), pos)

        self.image_straight = self.image
        self.image_left = load_image('images/plane_turning_right_1.gif')
        self.image_right = load_image('images/plane_turning_left_1.gif')

        self.engine = engine

        self.speed = [0, 0]  # [x, y]
        self.health = 3
        self.score = 0

        self.missiles = pygame.sprite.Group()
        self.explosions = pygame.sprite.Group()
        self.font = pygame.font.Font(None, 36)
        self.cooldown = Cooldown(150)

        self.explosion_sound = pygame.mixer.Sound('sound/explosion.wav')

        self.key = {
            K_RIGHT: False,
            K_LEFT: False,
            K_UP: False,
            K_DOWN: False,
            K_SPACE: False
        }

    def handle_keys(self, event):
        if event.type not in (KEYDOWN, KEYUP):
            return

        speed_value = 500

        if event.key in self.key:
            self.key[event.key] = event.type == KEYDOWN

        image = self.image
        speed = [0, 0]
        if self.key[K_RIGHT]:
            speed[0] = speed_value
            image = self.image_right
        if self.key[K_LEFT]:
            speed[0] = -speed_value
            image = self.image_left
        if self.key[K_UP]:
            speed[1] = -speed_value
        if self.key[K_DOWN]:
            speed[1] = speed_value
        if not self.key[K_RIGHT] and not self.key[K_LEFT]:
            image = self.image_straight

        self.speed = speed
        self.image = image

    def update(self, engine, delta):
        x, y = self.speed
        self.move(x * delta, y * delta)

        width, height = engine.screen.get_width(), engine.screen.get_height()

        if self.rect.left < 0:
            self.move(abs(self.rect.left), 0)
        if self.rect.right >= width:
            self.move(width - self.rect.right, 0)
        if self.rect.top < 0:
            self.move(0, -self.rect.top)
        if self.rect.bottom >= height:
            self.move(0, height - self.rect.bottom)

        self.cooldown.update(delta)

        if self.key[K_SPACE] and self.cooldown.reset_if_ready():
            self.spawn_missile()

        self.missiles.update(engine, delta)
        self.explosions.update(engine, delta)

    def draw(self, surface):
        for missile in self.missiles:
            missile.draw(surface)
        for explosion in self.explosions:
            explosion.draw(surface)

        surface.blit(self.image, self.rect)
        self.draw_status(surface)

    def draw_status(self, screen):
        if pygame.font:
            # draw score
            text = self.font.render('Score: {}'.format(self.score), 1,
                                    (255, 0, 0))
            textpos = text.get_rect(centerx=screen.get_width() / 2)
            screen.blit(text, textpos)

            # draw health
            text = self.font.render('Health: {}'.format(self.health), 1,
                                    (0, 255, 0))
            textpos = text.get_rect(centerx=screen.get_width() / 2, centery=40)
            screen.blit(text, textpos)

    def lose_health(self):
        self.health -= 1
        if self.health <= 0:
            self.engine.end()

    def on_enemy_destroyed(self, enemy):
        self.score += enemy.score
        self.explosions.add(Explosion(enemy.rect.center))
        self.explosion_sound.play()

    def spawn_missile(self):
        missile = Missile(self, self.rect.center)
        self.missiles.add(missile)
Esempio n. 4
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# colors
# https://www.pygame.org/docs/ref/color.html
c = pygame.Color(255, 0, 0)  # Create a color (R, G, B), each in interval [0, 255]

engine.screen  # window screen
engine.screen.get_width()  # window width
engine.screen.get_height()  # window height

# delta
clock = pygame.time.Clock()  # create a delta clock
delta = clock.tick(60) / 1000  # calculate delta in each update frame
rect = rect.move(500 * delta, 0)  # move rectangle in X axis by 500 * delta

# cooldown
cd = Cooldown(500)  # 500 ms cooldown
cd.update(delta)  # update cooldown in every frame
if cd.reset_if_ready():  # returns True if CD is ready and resets it if its ready
    pass

# react to some key event
for event in pygame.event.get():
    if event.type == pygame.QUIT:
        sys.exit()
    else:
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                pass

# collisions
# return all sprites from collection `items` that collide with `player`
collisions = pygame.sprite.spritecollide(player, items, False)