forked from russs123/Shooter
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathshooter_tut7.py
470 lines (377 loc) · 11.6 KB
/
shooter_tut7.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
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
TILE_SIZE = 40
#define player action variables
moving_left = False
moving_right = False
shoot = False
grenade = False
grenade_thrown = False
#load images
#bullet
bullet_img = pygame.image.load('img/icons/bullet.png').convert_alpha()
#grenade
grenade_img = pygame.image.load('img/icons/grenade.png').convert_alpha()
#pick up boxes
health_box_img = pygame.image.load('img/icons/health_box.png').convert_alpha()
ammo_box_img = pygame.image.load('img/icons/ammo_box.png').convert_alpha()
grenade_box_img = pygame.image.load('img/icons/grenade_box.png').convert_alpha()
item_boxes = {
'Health' : health_box_img,
'Ammo' : ammo_box_img,
'Grenade' : grenade_box_img
}
#define colours
BG = (144, 201, 120)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
#define font
font = pygame.font.SysFont('Futura', 30)
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col)
screen.blit(img, (x, y))
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, grenades):
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.grenades = grenades
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 ItemBox(pygame.sprite.Sprite):
def __init__(self, item_type, x, y):
pygame.sprite.Sprite.__init__(self)
self.item_type = item_type
self.image = item_boxes[self.item_type]
self.rect = self.image.get_rect()
self.rect.midtop = (x + TILE_SIZE // 2, y + (TILE_SIZE - self.image.get_height()))
def update(self):
#check if the player has picked up the box
if pygame.sprite.collide_rect(self, player):
#check what kind of box it was
if self.item_type == 'Health':
player.health += 25
if player.health > player.max_health:
player.health = player.max_health
elif self.item_type == 'Ammo':
player.ammo += 15
elif self.item_type == 'Grenade':
player.grenades += 3
#delete the item box
self.kill()
class HealthBar():
def __init__(self, x, y, health, max_health):
self.x = x
self.y = y
self.health = health
self.max_health = max_health
def draw(self, health):
#update with new health
self.health = health
#calculate health ratio
ratio = self.health / self.max_health
pygame.draw.rect(screen, BLACK, (self.x - 2, self.y - 2, 154, 24))
pygame.draw.rect(screen, RED, (self.x, self.y, 150, 20))
pygame.draw.rect(screen, GREEN, (self.x, self.y, 150 * ratio, 20))
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()
for enemy in enemy_group:
if pygame.sprite.spritecollide(enemy, bullet_group, False):
if enemy.alive:
enemy.health -= 25
self.kill()
class Grenade(pygame.sprite.Sprite):
def __init__(self, x, y, direction):
pygame.sprite.Sprite.__init__(self)
self.timer = 100
self.vel_y = -11
self.speed = 7
self.image = grenade_img
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.direction = direction
def update(self):
self.vel_y += GRAVITY
dx = self.direction * self.speed
dy = self.vel_y
#check collision with floor
if self.rect.bottom + dy > 300:
dy = 300 - self.rect.bottom
self.speed = 0
#check collision with walls
if self.rect.left + dx < 0 or self.rect.right + dx > SCREEN_WIDTH:
self.direction *= -1
dx = self.direction * self.speed
#update grenade position
self.rect.x += dx
self.rect.y += dy
#countdown timer
self.timer -= 1
if self.timer <= 0:
self.kill()
explosion = Explosion(self.rect.x, self.rect.y, 0.5)
explosion_group.add(explosion)
#do damage to anyone that is nearby
if abs(self.rect.centerx - player.rect.centerx) < TILE_SIZE * 2 and \
abs(self.rect.centery - player.rect.centery) < TILE_SIZE * 2:
player.health -= 50
for enemy in enemy_group:
if abs(self.rect.centerx - enemy.rect.centerx) < TILE_SIZE * 2 and \
abs(self.rect.centery - enemy.rect.centery) < TILE_SIZE * 2:
enemy.health -= 50
class Explosion(pygame.sprite.Sprite):
def __init__(self, x, y, scale):
pygame.sprite.Sprite.__init__(self)
self.images = []
for num in range(1, 6):
img = pygame.image.load(f'img/explosion/exp{num}.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width() * scale), int(img.get_height() * scale)))
self.images.append(img)
self.frame_index = 0
self.image = self.images[self.frame_index]
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.counter = 0
def update(self):
EXPLOSION_SPEED = 4
#update explosion amimation
self.counter += 1
if self.counter >= EXPLOSION_SPEED:
self.counter = 0
self.frame_index += 1
#if the animation is complete then delete the explosion
if self.frame_index >= len(self.images):
self.kill()
else:
self.image = self.images[self.frame_index]
#create sprite groups
enemy_group = pygame.sprite.Group()
bullet_group = pygame.sprite.Group()
grenade_group = pygame.sprite.Group()
explosion_group = pygame.sprite.Group()
item_box_group = pygame.sprite.Group()
#temp - create item boxes
item_box = ItemBox('Health', 100, 260)
item_box_group.add(item_box)
item_box = ItemBox('Ammo', 400, 260)
item_box_group.add(item_box)
item_box = ItemBox('Grenade', 500, 260)
item_box_group.add(item_box)
player = Soldier('player', 200, 200, 3, 5, 20, 5)
health_bar = HealthBar(10, 10, player.health, player.health)
enemy = Soldier('enemy', 400, 200, 3, 5, 20, 0)
enemy2 = Soldier('enemy', 300, 300, 3, 5, 20, 0)
enemy_group.add(enemy)
enemy_group.add(enemy2)
run = True
while run:
clock.tick(FPS)
draw_bg()
#show player health
health_bar.draw(player.health)
#show ammo
draw_text('AMMO: ', font, WHITE, 10, 35)
for x in range(player.ammo):
screen.blit(bullet_img, (90 + (x * 10), 40))
#show grenades
draw_text('GRENADES: ', font, WHITE, 10, 60)
for x in range(player.grenades):
screen.blit(grenade_img, (135 + (x * 15), 60))
player.update()
player.draw()
for enemy in enemy_group:
enemy.update()
enemy.draw()
#update and draw groups
bullet_group.update()
grenade_group.update()
explosion_group.update()
item_box_group.update()
bullet_group.draw(screen)
grenade_group.draw(screen)
explosion_group.draw(screen)
item_box_group.draw(screen)
#update player actions
if player.alive:
#shoot bullets
if shoot:
player.shoot()
#throw grenades
elif grenade and grenade_thrown == False and player.grenades > 0:
grenade = Grenade(player.rect.centerx + (0.5 * player.rect.size[0] * player.direction),\
player.rect.top, player.direction)
grenade_group.add(grenade)
#reduce grenades
player.grenades -= 1
grenade_thrown = True
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_q:
grenade = 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
if event.key == pygame.K_q:
grenade = False
grenade_thrown = False
pygame.display.update()
pygame.quit()