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py_tut_with_images.py
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py_tut_with_images.py
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# Import the pygame module
# Import random for random numbers
import random
import pygame
# Import pygame.locals for easier access to key coordinates
# Updated to conform to flake8 and black standards
# from pygame.locals import *
from pygame.locals import (
K_DOWN,
K_ESCAPE,
K_LEFT,
K_RIGHT,
K_UP,
KEYDOWN,
QUIT,
RLEACCEL,
)
# Define constants for the screen width and height
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# Define the Player object extending pygame.sprite.Sprite
# Instead of a surface, we use an image for a better looking sprite
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("jet.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
# Move the sprite based on keypresses
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
move_up_sound.play()
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
move_down_sound.play()
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
# Keep player on the screen
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
elif self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
# Define the enemy object extending pygame.sprite.Sprite
# Instead of a surface, we use an image for a better looking sprite
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("missile.png").convert()
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
# The starting position is randomly generated, as is the speed
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5, 20)
# Move the enemy based on speed
# Remove it when it passes the left edge of the screen
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
# Define the cloud object extending pygame.sprite.Sprite
# Use an image for a better looking sprite
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.surf = pygame.image.load("cloud.png").convert()
self.surf.set_colorkey((0, 0, 0), RLEACCEL)
# The starting position is randomly generated
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
# Move the cloud based on a constant speed
# Remove it when it passes the left edge of the screen
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right < 0:
self.kill()
# Setup for sounds, defaults are good
pygame.mixer.init()
# Initialize pygame
pygame.init()
# Setup the clock for a decent framerate
clock = pygame.time.Clock()
# Create the screen object
# The size is determined by the constant SCREEN_WIDTH and SCREEN_HEIGHT
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# Create custom events for adding a new enemy and cloud
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 250)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, 1000)
# Create our 'player'
player = Player()
# Create groups to hold enemy sprites, cloud sprites, and all sprites
# - enemies is used for collision detection and position updates
# - clouds is used for position updates
# - all_sprites isused for rendering
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
# Load and play our background music
# Sound source: http://ccmixter.org/files/Apoxode/59262
# License: https://creativecommons.org/licenses/by/3.0/
pygame.mixer.music.load("Apoxode_-_Electric_1.mp3")
pygame.mixer.music.play(loops=-1)
# Load all our sound files
# Sound sources: Jon Fincher
move_up_sound = pygame.mixer.Sound("Rising_putter.ogg")
move_down_sound = pygame.mixer.Sound("Falling_putter.ogg")
collision_sound = pygame.mixer.Sound("Collision.ogg")
# Set the base volume for all sounds
move_up_sound.set_volume(0.5)
move_down_sound.set_volume(0.5)
collision_sound.set_volume(0.5)
# Variable to keep our main loop running
running = True
# Our main loop
while running:
# Look at every event in the queue
for event in pygame.event.get():
# Did the user hit a key?
if event.type == KEYDOWN:
# Was it the Escape key? If so, stop the loop
if event.key == K_ESCAPE:
running = False
# Did the user click the window close button? If so, stop the loop
elif event.type == QUIT:
running = False
# Should we add a new enemy?
elif event.type == ADDENEMY:
# Create the new enemy, and add it to our sprite groups
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
# Should we add a new cloud?
elif event.type == ADDCLOUD:
# Create the new cloud, and add it to our sprite groups
new_cloud = Cloud()
clouds.add(new_cloud)
all_sprites.add(new_cloud)
# Get the set of keys pressed and check for user input
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
# Update the position of our enemies and clouds
enemies.update()
clouds.update()
# Fill the screen with sky blue
screen.fill((135, 206, 250))
# Draw all our sprites
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
# Check if any enemies have collided with the player
if pygame.sprite.spritecollideany(player, enemies):
# If so, remove the player
player.kill()
# Stop any moving sounds and play the collision sound
move_up_sound.stop()
move_down_sound.stop()
collision_sound.play()
# Stop the loop
running = False
# Flip everything to the display
pygame.display.flip()
# Ensure we maintain a 30 frames per second rate
clock.tick(30)
# At this point, we're done, so we can stop and quit the mixer
pygame.mixer.music.stop()
pygame.mixer.quit()