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game.py
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# Control the sprites
import pygame
import random
import os
# Set the variables
FPS = 60
import os
path="/Users/louislin/Python/Py_Game"
os.chdir(path)
WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (0,255,0)
RED = (255,0,0)
YELLOW = (255,255,0)
WIDTH = 500
HEIGHT = 600
# Initialize the game and create the window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("The First Game")
clock = pygame.time.Clock()
# Input the photos
background_img = pygame.image.load(os.path.join("img", "background.png")).convert()
player_img = pygame.image.load(os.path.join("img", "player.png")).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
pygame.display.set_icon(player_mini_img)
rock_img = pygame.image.load(os.path.join("img", "rock.png")).convert()
bullet_img = pygame.image.load(os.path.join("img", "bullet.png")).convert()
rock_imgs = []
for i in range(7):
rock_imgs.append(pygame.image.load(os.path.join("img", f"rock{i}.png")).convert())
expl_anim = {}
expl_anim["large"] = []
expl_anim["small"] = []
expl_anim["player"] = []
for i in range(9):
expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
expl_img.set_colorkey(BLACK)
expl_anim["large"].append(pygame.transform.scale(expl_img, (75, 75)))
expl_anim["small"].append(pygame.transform.scale(expl_img, (30, 30)))
player_expl_img = pygame.image.load(os.path.join("img", f"player_expl{i}.png")).convert()
player_expl_img.set_colorkey(BLACK)
expl_anim["player"].append(player_expl_img)
power_imgs = {}
power_imgs["shield"] = pygame.image.load(os.path.join("img", "shield.png")).convert()
power_imgs["gun"] = pygame.image.load(os.path.join("img", "gun.png")).convert()
# Input the sound
shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.wav"))
shield_sound = pygame.mixer.Sound(os.path.join("sound", "pow0.wav"))
gun_sound = pygame.mixer.Sound(os.path.join("sound", "pow1.wav"))
die_sound = pygame.mixer.Sound(os.path.join("sound", "rumble.ogg"))
expl_sounds =[
pygame.mixer.Sound(os.path.join("sound", "expl0.wav")),
pygame.mixer.Sound(os.path.join("sound", "expl1.wav"))
]
pygame.mixer.music.load(os.path.join("sound", "background.ogg"))
pygame.mixer.music.set_volume(0.4)
# Font
font_name = os.path.join("font.ttf")
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.centerx = x
text_rect.top = y
surf.blit(text_surface, text_rect)
def new_rock():
r = Rock()
all_sprites.add(r)
rocks.add(r)
def draw_health(surf, hp, x, y):
if hp < 0:
hp = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (hp/100)*BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surf, GREEN, fill_rect)
pygame.draw.rect(surf, WHITE, outline_rect, 2)
def draw_lives(surf, lives, img, x, y):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30*i
img_rect.y = y
surf.blit(img, img_rect)
def draw_init():
screen.blit(background_img, (0,0))
draw_text(screen, "SSS!", 64, WIDTH/2, HEIGHT/4)
draw_text(screen, "Arrow-Keys to move Space to shoot~", 22, WIDTH/2, HEIGHT/2)
draw_text(screen, "Any keys to play the game!", 18, WIDTH/2, HEIGHT*3/4)
pygame.display.update()
waiting = True
while waiting:
clock.tick(FPS)
# Get output
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return True
elif event.type == pygame.KEYUP:
waiting = False
return False
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50,38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10
self.speedx = 8
self.health = 100
self.lives = 3
self.hidden = False
self.hide_time = 0
self.gun = 1
self.gun_time = 0
def update(self):
now = pygame.time.get_ticks()
if self.gun > 1 and now - self.gun_time > 5000:
self.gun -= 1
self.gun_time = now
if self.hidden and now - self.hide_time > 1000:
self.hidden = False
self.rect.centerx = WIDTH /2
self.rect.bottom = HEIGHT - 10
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.rect.x += self.speedx
if key_pressed[pygame.K_LEFT]:
self.rect.x -= self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
if not(self.hidden):
if self.gun == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
elif self.gun >= 2:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH/2, HEIGHT+500)
def gunup(self):
self.gun += 1
self.gun_time = pygame.time.get_ticks()
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_ori = random.choice(rock_imgs)
self.image_ori.set_colorkey(BLACK)
self.image = self.image_ori.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * 0.85 / 2)
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(0,WIDTH -self.rect.width)
self.rect.y = random.randrange(-180, -100)
self.speedy = random.randrange(2,5)
self.speedx = random.randrange(-3,3)
self.total_degree = 0
self.rot_degree = random.randrange(-3,3)
def rotate(self):
self.total_degree += self.rot_degree
self.total_degree = self.total_degree % 360
self.image = pygame.transform.rotate(self.image_ori, self.total_degree)
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
def update(self):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0:
self.rect.x = random.randrange(0,WIDTH -self.rect.width)
self.rect.y = random.randrange(-100,-40)
self.speedy = random.randrange(2,10)
self.speedx = random.randrange(-3,3)
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self,center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = expl_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame +=1
if self.frame == len(expl_anim[self.size]):
self.kill()
else:
self.image = expl_anim[self.size][self.frame]
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
class Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(["shield", "gun"])
self.image = power_imgs[self.type]
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 3
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT:
self.kill()
pygame.mixer.music.play(-1)
# Game Loop
show_init = True
running = True
while running:
if show_init:
close = draw_init()
if close:
break
show_init = False
all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powers = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
new_rock()
score = 0
clock.tick(FPS)
# Get output
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Renew the game
all_sprites.update()
# Judge whether there is a collision of rocks and bullets
hits = pygame.sprite.groupcollide(rocks, bullets, True, True)
for hit in hits:
random.choice(expl_sounds).play()
score += hit.radius
expl = Explosion(hit.rect.center, "large")
all_sprites.add(expl)
if random.random() > 0.9:
pow = Power(hit.rect.center)
all_sprites.add(pow)
powers.add(pow)
new_rock()
# Judge whether there is a collision of rocks and player
hits = pygame.sprite.spritecollide(player, rocks, True, pygame.sprite.collide_circle)
for hit in hits:
new_rock()
player.health -= hit.radius
expl = Explosion(hit.rect.center, "small")
all_sprites.add(expl)
if player.health <= 0:
death_expl = Explosion(player.rect.center, "player")
all_sprites.add(death_expl)
die_sound.play()
player.lives -= 1
player.health = 100
player.hide()
# Judge whether there is a collision of powers and player
hits = pygame.sprite.spritecollide(player, powers, True)
for hit in hits:
if hit.type == "shield":
player.health +=20
if player.health >100:
player.health = 100
shield_sound.play()
elif hit.type == "gun":
player.gunup()
gun_sound.play()
if player.lives == 0 and not(death_expl.alive()):
show_init = True
# Screen Display
screen.fill(WHITE)
screen.blit(background_img, (0,0))
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH/2, 10)
draw_health(screen, player.health, 5, 15)
draw_lives(screen, player.lives, player_mini_img, WIDTH -100, 15)
pygame.display.update()
pygame.quit()