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Space shooting Lesson 16: props (Part 2)
2022-07-28 20:50:00 【acktomas】
Space shooting No 16 course : The props (Part 2)
This is us. “Shmup” Project No 13 part . If you haven't read through the previous section , Please from The first 1 part Start . In this lesson , We will add some occasional props .
video
You can watch the video of this course here :
Weapons and props
Last time , We created a prop wizard , When the meteor is destroyed , It will fall randomly from the meteor . We finished 'shield' Type health work , Now we need to be right 'gun' Type performs the same operation .
We can choose many things to affect gun props : Rate of fire , damage ( Although now we destroy the meteor with one blow ), Gun type, etc . In this lesson , We will let players shoot more bullets , But in order to allow us the flexibility to change it later as needed , We will define Player A new way 'gun', And call it when you get the prop :
if hit.type == 'gun':
player.powerup()
To achieve this , First, let's go to Player Sprites add some new properties : track power Of “power level Power level ”( Every pow It can be improved by one level ), In this way, we can power_time Fall back after time :
self.power = 1
self.power_time = pygame.time.get_ticks()
powerup Method will set the following properties :
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
Now we can change shoot Method , stay power Greater than 1 Time production 2 bullets . We will make them generate at the wingtip .
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
if self.power == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.power >= 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()
Last , We need to check power_time Added to players update:
# timeout for powerups
if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
Don't forget to set it on the top POWERUP_TIME by 5000(5 second ).
Sound of props
In order to summarize the prop function , We need some beautiful sound to play , When we pick up items . I'll leave it for you to add . Use “bfxr” Find two voices you like , And load them like any other sound , Name them similar shield_sound and power_sound. then , Just in the corresponding pow Play each sound when the type collides . You can see the complete game code below , But before looking , Please try to make it work .
The next time , We're going to add “ Game over ” Screen to complete the game .
The complete code of this part
# KidsCanCode - Game Development with Pygame video series
# Shmup game - part 13
# Video link: https://www.youtube.com/watch?v=y2w-116htIQ
# Powerups (part 2)
# Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3
# Art from Kenney.nl
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
snd_dir = path.join(path.dirname(__file__), 'snd')
WIDTH = 480
HEIGHT = 600
FPS = 60
POWERUP_TIME = 5000
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shmup!")
clock = pygame.time.Clock()
font_name = pygame.font.match_font('arial')
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.midtop = (x, y)
surf.blit(text_surface, text_rect)
def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
def draw_shield_bar(surf, x, y, pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct / 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, x, y, lives, img):
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)
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 = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_time = pygame.time.get_ticks()
def update(self):
# timeout for powerups
if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
if self.power == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.power >= 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):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * .85 / 2)
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.bottom = random.randrange(-80, -20)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -100 or self.rect.right > WIDTH + 100:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
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.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
# kill if it moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
class Pow(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield', 'gun'])
self.image = powerup_images[self.type]
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 5
def update(self):
self.rect.y += self.speedy
# kill if it moves off the top of the screen
if self.rect.top > HEIGHT:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_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 = 75
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(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
# Load all game graphics
background = pygame.image.load(path.join(img_dir, "starfield.png")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, "playerShip1_orange.png")).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, "laserRed16.png")).convert()
meteor_images = []
meteor_list = ['meteorBrown_big1.png', 'meteorBrown_med1.png', 'meteorBrown_med1.png',
'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png',
'meteorBrown_tiny1.png']
for img in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
filename = 'regularExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img, (75, 75))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (32, 32))
explosion_anim['sm'].append(img_sm)
filename = 'sonicExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()
# Load all game sounds
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
shield_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow4.wav'))
power_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow5.wav'))
expl_sounds = []
for snd in ['expl3.wav', 'expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
player_die_sound = pygame.mixer.Sound(path.join(snd_dir, 'rumble1.ogg'))
pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.4)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
newmob()
score = 0
pygame.mixer.music.play(loops=-1)
# Game loop
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
# Update
all_sprites.update()
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 50 - hit.radius
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.9:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob()
# check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.radius * 2
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
player_die_sound.play()
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.hide()
player.lives -= 1
player.shield = 100
# check to see if player hit a powerup
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield':
player.shield += random.randrange(10, 30)
shield_sound.play()
if player.shield >= 100:
player.shield = 100
if hit.type == 'gun':
player.powerup()
power_sound.play()
# if the player died and the explosion has finished playing
if player.lives == 0 and not death_explosion.alive():
running = False
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10)
draw_shield_bar(screen, 5, 5, player.shield)
draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()
The first 14 part : Game end screen
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