The Belt - Final Build
unknown
python
8 months ago
12 kB
5
Indexable
import pygame
import random
from os import path
#Defines where the image folder is into a variable.
image_folder = path.join(path.dirname(__file__), "Images")
WIDTH = 480
HEIGHT = 600
FPS = 60
POWERUP_DURATION = 5000
#Define colours.
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
#Initalises pygame, sets screen, caption and clock.
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("The Belt")
clock = pygame.time.Clock()
#Defines the default font.
font_name = pygame.font.match_font("Arial")
def draw_text(surface, 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)
surface.blit(text_surface, text_rect)
def new_asteroid():
a = Asteroid()
all_sprites.add(a)
asteroids.add(a)
def draw_health_bar(surface, x, y, percentage):
if percentage < 0:
percentage = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
health_draw = (percentage/100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
health_rect = pygame.Rect(x, y, health_draw, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, health_rect)
pygame.draw.rect(surface, WHITE, outline_rect, 2)
def draw_lives(surface, x, y, lives, img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 32.5 * i
img_rect.y = y
surface.blit(img, img_rect)
'''-----CLASSES-----'''
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 40))
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.health = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.time_hidden = pygame.time.get_ticks()
self.power = 1
self.power_duration = pygame.time.get_ticks()
def update(self):
#The time that the power-ups remain active.
if self.power >= 2 and pygame.time.get_ticks() - self.power_duration > POWERUP_DURATION:
self.power -= 1
self.power_duration = pygame.time.get_ticks()
#This will unhide the player if they are still hidden.
if self.hidden and pygame.time.get_ticks() - self.time_hidden > 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_duration = 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)
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)
def hide_player(self):
#This will temporarily hide the player when they lose a life.
self.hidden = True
self.time_hidden = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
class Asteroid(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = random.choice(asteroid_images)
self.image = self.image_orig
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(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
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.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 the bullet if it moves off-screen.
if self.rect.bottom < 0:
self.kill()
class Powers(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(["Shield", "Multiplier"])
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 the power up if it moves off-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
def title_screen():
screen.blit(background, background_rect)
draw_text(screen, "The Belt", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "Arrow keys move, Space to fire.", 22, WIDTH / 2, HEIGHT / 2)
draw_text(screen, "Press a key to begin.", 18, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
'''-----GRAPHICS-----'''
#Background loading.
background = pygame.image.load(path.join(image_folder, "Background.png")).convert()
background_rect = background.get_rect()
#Player Ship images loading.
player_img = pygame.image.load(path.join(image_folder, "Ship.png")).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
#Bullet loading.
bullet_img = pygame.image.load(path.join(image_folder, "Beam.png")).convert()
#Asteroid images loading.
asteroid_images = []
asteroid_list = ["Asteroid.png", "Asteroid_Small.png", "Asteroid_Mini.png", "Asteroid_Big.png"]
for Images in asteroid_list:
asteroid_images.append(pygame.image.load(path.join(image_folder, Images)).convert())
#Expolsion Animations.
explosion_anim = {}
explosion_anim["asteroid"] = []
explosion_anim["player"] = []
for i in range(8):
#Asteroid Explosion.
filename = "Explosion 0{}.png".format(i)
img = pygame.image.load(path.join(image_folder, filename)).convert()
img.set_colorkey(BLACK)
img_asteroid = pygame.transform.scale(img, (75, 75))
explosion_anim["asteroid"].append(img_asteroid)
#Player Explosion.
filename = "shipExplosion 0{}.png".format(i)
img = pygame.image.load(path.join(image_folder, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim["player"].append(img)
#Power-Up Images.
powerup_images = {}
powerup_images["Shield"] = pygame.image.load(path.join(image_folder, "Shield Power Up.png")).convert()
powerup_images["Multiplier"] = pygame.image.load(path.join(image_folder, "x2 Power Up.png")).convert()
'''-----GAME LOOP-----'''
game_over = True
running = True
while running:
if game_over:
title_screen()
game_over = False
#Group sprites.
all_sprites = pygame.sprite.Group()
asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
new_asteroid()
score = 0
clock.tick(FPS) #Keep the game running at the correct speed.
for event in pygame.event.get():
if event.type == pygame.QUIT: #Close the game when the player closes the window.
running = False
#Update screen.
all_sprites.update()
'''-----COLLISION-----'''
#Check to see if a bullet has made contact with an asteroid.
hits = pygame.sprite.groupcollide(asteroids, bullets, True, True)
for hit in hits:
if hit.radius == 6:
score += 50
elif hit.radius == 13:
score += 35
elif hit.radius == 27:
score += 20
else:
score += 10
expl = Explosion(hit.rect.center, "asteroid")
all_sprites.add(expl)
if random.random() > 0.95: #Power Up spawn rate.
powers = Powers(hit.rect.center)
all_sprites.add(powers)
powerups.add(powers)
new_asteroid()
#Check to see if an asteroid has made contact with the player.
hits = pygame.sprite.spritecollide(player, asteroids, False, pygame.sprite.collide_circle)
for hit in hits:
if hit.radius == 6:
player.health -= 10
elif hit.radius == 13:
player.health -= 15
elif hit.radius == 27:
player.health -= 20
else:
player.health -= 25
new_asteroid()
if player.health <= 0:
death_explosion = Explosion(player.rect.center, "player")
all_sprites.add(death_explosion)
player.hide_player()
player.lives -= 1
player.health = 100
#Check to see if the player has made contact with a power up.
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == "Shield":
player.health += random.randrange(10, 30)
if player.health >= 100:
player.health = 100
if hit.type == "Multiplier":
player.powerup()
#When Player Lives equal 0 and the explosion is complete, end the game.
if player.lives == 0 and not death_explosion.alive():
game_over = True
#Draw/Render everything.
screen.fill(BLACK)
screen.blit(background, background_rect) #Draws the background image.
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10) #Draws the score on-screen.
draw_health_bar(screen, 5, 5, player.health)
draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
#After drawing the screen, flip the display.
pygame.display.flip()
pygame.quit()Editor is loading...
Leave a Comment