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shooter_tut4.py
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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('img/icons/bullet.png').convert_alpha()
#define colours
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 = 100
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'img/{self.char_type}/{animation}'))
for i in range(num_of_frames):
img = pygame.image.load(f'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 the reset back to the start
if self.frame_index >= len(self.animation_list[self.action]):
if self.action == 3:
self.frame_index = len(self.animation_list[self.action]) - 1
else:
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
self.kill()
#create sprite groups
bullet_group = pygame.sprite.Group()
player = Soldier('player', 200, 200, 3, 5, 20)
enemy = Soldier('enemy', 400, 200, 3, 5, 20)
run = True
while run:
clock.tick(FPS)
draw_bg()
player.update()
player.draw()
enemy.update()
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
#keyboard 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()