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import pygame import os pygame.init() SCREEN_WIDTH = 800 SCREEN_HEIGHT = int(SCREEN_WIDTH * 0.8) screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Shooter') # set framerate clock = pygame.time.Clock() FPS = 60 # define game variables GRAVITY = 0.75 # define player action variables moving_left = False moving_right = False shoot = False # load images # bullet bullet_img = pygame.image.load('C:/Users/Mariana/Desktop/img/icons/bullet.png').convert_alpha() # define colors BG = (144, 201, 120) RED = (255, 0, 0) def draw_bg(): screen.fill(BG) pygame.draw.line(screen, RED, (0, 300), (SCREEN_WIDTH, 300)) class Soldier(pygame.sprite.Sprite): def __init__(self, char_type, x, y, scale, speed, ammo): pygame.sprite.Sprite.__init__(self) self.alive = True self.char_type = char_type self.speed = speed self.ammo = ammo self.start_ammo = ammo self.shoot_cooldown = 0 self.health = 20 self.max_health = self.health self.direction = 1 self.vel_y = 0 self.jump = False self.in_air = True self.flip = False self.animation_list = [] self.frame_index = 0 self.action = 0 self.update_time = pygame.time.get_ticks() # load all images for the players animation_types = ['Idle', 'Run', 'Jump', 'Death'] for animation in animation_types: # reset temporary list of images temp_list = [] # count number of files in the folder num_of_frames = len(os.listdir(f'C:/Users/Mariana/Desktop/img/{self.char_type}/{animation}')) for i in range(num_of_frames): img = pygame.image.load(f'C:/Users/Mariana/Desktop/img/{self.char_type}/{animation}/{i}.png').convert_alpha() img = pygame.transform.scale(img, (int(img.get_width() * scale), int(img.get_height() * scale))) temp_list.append(img) self.animation_list.append(temp_list) self.image = self.animation_list[self.action][self.frame_index] self.rect = self.image.get_rect() self.rect.center = (x, y) def update(self): self.update_animation() self.check_alive() # update cooldown if self.shoot_cooldown > 0: self.shoot_cooldown += 1 def move(self, moving_left, moving_right): # reset movement variables dx = 0 dy = 0 # assign movement variables if moving left or right if moving_left: dx = -self.speed self.flip = True self.direction = -1 if moving_right: dx = self.speed self.flip = False self.direction = 1 # jump if self.jump == True and self.in_air == False: self.vel_y = -11 self.jump = False self.in_air = True # apply gravity self.vel_y += GRAVITY if self.vel_y > 10: self.vel_y dy += self.vel_y # check collision with floor if self.rect.bottom + dy > 300: dy = 300 - self.rect.bottom self.in_air = False # update rectangle position self.rect.x += dx self.rect.y += dy def shoot(self): if self.shoot_cooldown == 0 and self.ammo > 0: self.shoot_cooldown = 20 bullet = Bullet(self.rect.centerx + (0.6 * self.rect.size[0] * self.direction), self.rect.centery, self.direction) bullet_group.add(bullet) # reduce ammo self.ammo -= 1 def update_animation(self): # update animation ANIMATION_COOLDOWN = 100 # update image depending on current frame self.image = self.animation_list[self.action][self.frame_index] # check if enough time has passed since the last update if pygame.time.get_ticks() - self.update_time > ANIMATION_COOLDOWN: self.update_time = pygame.time.get_ticks() self.frame_index += 1 # if the animation has run out then reset back to the start if self.frame_index >= len(self.animation_list[self.action]): self.frame_index = 0 def update_action(self, new_action): #check if the new action is different to the previous one if new_action != self.action: self.action = new_action # update the animation settings self.frame_index = 0 self.update_time = pygame.time.get_ticks() def check_alive(self): if self.health <= 0: self.health = 0 self.speed = 0 self.alive = False self.update_action(3) def draw(self): screen.blit(pygame.transform.flip(self.image, self.flip, False), self.rect) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y, direction): pygame.sprite.Sprite.__init__(self) self.speed = 10 self.image = bullet_img self.rect = self.image.get_rect() self.rect.center = (x, y) self.direction = direction def update(self): # move bullet self.rect.x += (self.direction * self.speed) # check if bullet has gone off screen if self.rect.right < 0 or self.rect.left > SCREEN_WIDTH: self.kill() # check collision with characters if pygame.sprite.spritecollide(player, bullet_group, False): if player.alive: player.health -= 5 self.kill() if pygame.sprite.spritecollide(enemy, bullet_group, False): if enemy.alive: enemy.health -= 25 print(enemy.health) self.kill() # create sprite groups bullet_group = pygame.sprite.Group() player = Soldier('player', 200, 200, 3, 5, 50) enemy = Soldier('enemy', 400, 200, 3, 5, 20) run = True while run: clock.tick(FPS) draw_bg() player.update_animation() player.draw() enemy.update_animation() enemy.draw() # update and draw groups bullet_group.update() bullet_group.draw(screen) # update player actions if player.alive: # shoot bullets if shoot: player.shoot() if player.in_air: player.update_action(2) #2: jump elif moving_left or moving_right: player.update_action(1) #1: run else: player.update_action(0) #0: idle player.move(moving_left, moving_right) for event in pygame.event.get(): # quit game if event.type == pygame.QUIT: run = False # keyboard presses if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: moving_left = True if event.key == pygame.K_d: moving_right = True if event.key == pygame.K_SPACE: shoot = True if event.key == pygame.K_w and player.alive: player.jump = True if event.key == pygame.K_ESCAPE: run = False # keybooard button released if event.type == pygame.KEYUP: if event.key == pygame.K_a: moving_left = False if event.key == pygame.K_d: moving_right = False if event.key == pygame.K_SPACE: shoot = False pygame.display.update() pygame.quit()
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