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003 Sprite class.py
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003 Sprite class.py
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import random
import time
import pygame
from pygame import *
class HeroPlane(pygame.sprite.Sprite):
# group to store all aircraft bullets
bullets = pygame.sprite.Group()
def __init__(self, screen):
# The initialization method of this sprite must be called:
pygame.sprite.Sprite.__init__(self)
# Create a picture as a player's plane
self.player = pygame.image.load("./photo/hero1.png")
# getting a rectangle object based on the image
self.rect = self.player.get_rect()
self.rect.topleft = [Manager.bg_size[0]/ 2 - 134 / 2 , 580]
# aircraft speed
self.speed = 4
self.screen = screen
# list of loaded bullets
self.bullets = pygame.sprite.Group()
def key_control(self):
# Listen for keyboard events
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
self.rect.top -= self.speed
if key_pressed[K_s] or key_pressed[K_DOWN]:
self.rect.bottom += self.speed
if key_pressed[K_a] or key_pressed[K_LEFT]:
self.rect.left -= self.speed
if key_pressed[K_d] or key_pressed[K_RIGHT]:
self.rect.right += self.speed
if key_pressed[K_SPACE]:
# Create a new bullet
bullet = Bullet(self.screen, self.rect.left, self.rect.top)
self.bullets.add(bullet)
HeroPlane.bullets.add(bullet)
def display(self):
# 3.Paste the player picture into the window
self.screen.blit(self.player, self.rect)
# updating the coordinates of the bullet
self.bullets.update()
# adding all bullets to the screen
self.bullets.draw(self.screen)
def update(self):
self.key_control()
self.display()
@classmethod
def clear_bullets(cls):
# clearing bullets
cls.bullets.empty()
class EnemyPlane(pygame.sprite.Sprite):
# all enemy bullets
enemy_bullets = pygame.sprite.Group()
def __init__(self, screen):
# The initialization method of this sprite must be called:
pygame.sprite.Sprite.__init__(self)
# Create a picture as a player's plane
self.player = pygame.image.load("./photo/enemy0.png")
# getting a rectangle object based on the image
self.rect = self.player.get_rect()
x = random.randrange(1, Manager.bg_size[0], 50)
self.rect.topleft = [x, 0]
# aircraft speed
self.speed = 4
self.screen = screen
# list of loaded bullets
self.bullets = pygame.sprite.Group()
# direction of enemy aircraft movement
self.direction = 'right'
def display(self):
# Paste the player picture into the window
self.screen.blit(self.player, self.rect)
# updating the coordinates of the bullet
self.bullets.update()
# adding all bullets to the screen
self.bullets.draw(self.screen)
def update(self):
self.auto_move()
self.auto_fire()
self.display()
def auto_move(self):
if self.direction == 'right':
self.rect.right += self.speed
elif self.direction == 'left':
self.rect.right -= self.speed
if self.rect.right > Manager.bg_size[0] - 51:
self.direction = 'left'
elif self.rect.right < 0 :
self.direction = 'right'
self.rect.bottom += self.speed
def auto_fire(self):
"""automatic firing,creating a bullet object,and adding it to the list"""
random_num = random.randint(1, 40)
if random_num == 8 :
bullet = EnemyBullet(self.screen,self.rect.left,self.rect.top)
self.bullets.add(bullet)
# adding bullets to the bullet group of the class property
EnemyPlane.enemy_bullets.add(bullet)
@classmethod
def clear_bullets(cls):
# clearing bullets
cls.enemy_bullets.empty()
# bullet class
# attribute
class Bullet(pygame.sprite.Sprite):
def __init__(self, screen, x, y):
# sprite class initialization
pygame.sprite.Sprite.__init__(self)
# creating an image
self.image = pygame.image.load('./photo/bullet.png')
# getting a rectangle object
self.rect = self.image.get_rect()
self.rect.topleft = [x + 100/2 - 22/2 , y - 22]
# screen
self.screen = screen
# speed
self.speed = 30
def update(self):
# modifying the bullet's coordinates
self.rect.top -= self.speed
# if the bullet moves above the screen , destroy the bullet
if self.rect.top < -22:
self.kill()
# enemy bullet class
# attribute
class EnemyBullet(pygame.sprite.Sprite):
def __init__(self, screen, x, y):
# sprite class initialization
pygame.sprite.Sprite.__init__(self)
# creating an image
self.image = pygame.image.load('./photo/bullet1.png')
# getting a rectangle object
self.rect = self.image.get_rect()
self.rect.topleft = [x + 50/2 - 8/2, y + 39 ]
# screen
self.screen = screen
# speed
self.speed = 6
def update(self):
# modifying the bullet's coordinates
self.rect.top += self.speed
# if the bullet moves above the screen , destroy the bullet
if self.rect.top > Manager.bg_size[1]:
self.kill()
class GameSound(object):
def __init__(self):
pygame.mixer.init() # music module initialization
pygame.mixer.music.load('./photo/bg2.ogg')
pygame.mixer.music.set_volume(0.5) # sound level
self.__bomb = pygame.mixer.Sound('./photo/bomb.wav')
def playBackgroundMusic(self):
pygame.mixer.music.play(-1) # begin playing music
def playBombSound(self):
pygame.mixer.Sound.play(self.__bomb)
class Bomb(object):
# initializing collision
def __init__(self,screen , type):
self.screen = screen
if type == "enemy":
# loading explosion resources
self.mImages = [pygame.image.load("./photo/enemy0_down" + str(v) + ".png") for v in range(1, 5)]
else:
self.mImages = [pygame.image.load("./photo/hero_blowup_n" + str(v) + ".png") for v in range(1, 5)]
# setting the current explosion playback index
self.mIndex = 0
# explosing settings
self.mPos = [0, 0]
self.mVisible = False
# setting the position
def action(self,rect):
# triggering the explosing method draw
# explosing coordinates
self.mPos[0] = rect.left
self.mPos[1] = rect.top
# turning on the explosing switch
self.mVisible = True
# drawing the explosing
def draw(self):
if not self.mVisible :
return
self.screen.blit(self.mImages[self.mIndex],(self.mPos[0], self.mPos[1]))
self.mIndex += 1
if self.mIndex >= len(self.mImages):
self.mIndex = 0
self.mVisible = False
class GameBackground(object):
# map initialization
def __init__(self, screen):
self.mImage1 = pygame.image.load("./photo/background.jpg")
self.mImage2 = pygame.image.load("./photo/background.jpg")
# window
self.screen = screen
# assist in moving the map
self.y1 = 0
self.y2 = -Manager.bg_size[1] # -768
# moving the map
def move(self):
self.y1 += 2
self.y2 += 2
if self.y1 >= Manager.bg_size[1]:
self.y1 = 0
if self.y2 >= 0:
self.y2 = -Manager.bg_size[1]
# drawing the map
def draw(self):
self.screen.blit(self.mImage1, (0, self.y1))
self.screen.blit(self.mImage2, (0, self.y2))
class Manager:
bg_size = (512, 768)
# ID of the timer for creating enemy aircraft
create_enemy_id = 10
# countdown ID when the game ends
game_over_id = 11
# if the game is over
is_game_over = False
# countdown time
over_time = 2
def __init__(self):
pygame.init()
# 1.Create a window
self.screen = pygame.display.set_mode(Manager.bg_size, 0, 32)
# 2.Create a picture as a background
# self.background = pygame.image.load("./photo/background.jpg")
self.map = GameBackground(self.screen)
# initializing a group to hold the player sprite
self.players = pygame.sprite.Group()
# initializing a group to hold the enemy sprite
self.enemys = pygame.sprite.Group()
# initializing an object for player explosion
self.player_bomb = Bomb(self.screen, 'player')
# initializing an object for enemy explosion
self.enemy_bomb = Bomb(self.screen, 'enemy')
# initializing an object for sound playback
self.sound = GameSound()
def exit(self):
print('exit')
pygame.quit()
exit()
def show_over_text(self):
# game over, restarting the game after the countdown
self.drawText('gameover %d'% Manager.over_time, 100, Manager.bg_size[1]/2, textHeight=50, fontColor=[255,0,0])
def game_over_timer(self):
self.show_over_text()
# decrementing the countdown by 1
Manager.over_time -= 1
if Manager.over_time == 0 :
# halting the timer
pygame.time.set_timer(Manager.game_over_id, 0)
# restarting the game after the countdown
Manager.over_time = 3
Manager.is_game_over = False
self.start_game()
def start_game(self):
# restarting game, some class properties need to be cleared
EnemyPlane.clear_bullets()
HeroPlane.clear_bullets()
manager = Manager()
manager.main()
def new_player(self):
# creating an aircraft object and adding it to the player's group
player = HeroPlane(self.screen)
self.players.add(player)
def new_enemy(self):
# creating an enemy aircraft object and adding it to the player's group
enemy = EnemyPlane(self.screen)
self.enemys.add(enemy)
# drawing text
def drawText(self,text,x,y, textHeight=30, fontColor=(255,0,0), backgroundColor=None):
# getting a font object from a text file
font_obj = pygame.font.Font('./photo/baddf.ttf', textHeight)
# configuring the text to be displayed
text_obj = font_obj.render(text,True,fontColor,backgroundColor)
# getting the rect of the object to be displayed
text_rect = text_obj.get_rect()
# setting the coordinates of the display object
text_rect.topleft = (x, y)
# drawing text to a specified area
self.screen.blit(text_obj, text_rect)
def main(self):
# playing background music
self.sound.playBackgroundMusic()
# creating a player aircraft
self.new_player()
# starting the timer to creat enemy aircraft
pygame.time.set_timer(Manager.create_enemy_id, 1000)
while True:
# 3.Paste the background picture into the window
# self.screen.blit(self.background, (0, 0))
# moving the map
self.map.move()
# attaching the map to the window
self.map.draw()
# drawing text
self.drawText('hp: 1000', 0, 0)
if Manager.is_game_over:
# displaying the game over text only when the game is over
self.show_over_text()
# Get the event
for event in pygame.event.get():
# Determine the even type
if event.type == pygame.QUIT:
self.exit()
elif event.type == Manager.create_enemy_id:
# creating an enemy aircraft
self.new_enemy()
elif event.type == Manager.game_over_id:
# the event that is triggered by the timer
self.game_over_timer()
# calling the explosion object
self.player_bomb.draw()
self.enemy_bomb.draw()
# collision detection between player aircraft and enemy bullets
if self.players.sprites():
isover = pygame.sprite.spritecollide(self.players.sprites()[0], EnemyPlane.enemy_bullets, True)
if isover:
Manager.is_game_over = True
pygame.time.set_timer(Manager.game_over_id, 1000)
print('being hit')
self.player_bomb.action(self.players.sprites()[0].rect)
# removing the player aircraft from the sprite group
self.players.remove(self.players.sprites()[0])
# explosion sound
self.sound.playBombSound()
# detecting collision
iscollide = pygame.sprite.groupcollide(self.players, self.enemys, True, True)
if iscollide:
Manager.is_game_over = True # indicates that the game is over
pygame.time.set_timer(Manager.game_over_id, 1000) # starting the game countdown
items = list(iscollide.items())[0]
print(items)
x = items[0]
y = items[1][0]
# player aircraft explosion image
self.player_bomb.action(x.rect)
# enemy aircraft explosion image
self.enemy_bomb.action(y.rect)
# explosion sound
self.sound.playBombSound()
# collision detection between player bullets and all enemy aircraft
is_enemy = pygame.sprite.groupcollide(HeroPlane.bullets,self.enemys,True,True)
if is_enemy:
items = list(is_enemy.items())[0]
y = items[1][0]
# enemy aircraft explosion image
self.enemy_bomb.action(y.rect)
# explosion sound
self.sound.playBombSound()
# display of the player aircraft and bullets
self.players.update()
# display of the enemy aircraft and bullets
self.enemys.update()
# refreshing the window content
pygame.display.update()
time.delay(15)
if __name__ == '__main__':
manager = Manager()
manager.main()