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main.py
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163 lines (117 loc) · 3.92 KB
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import math, os, pygame, random
from pygame.locals import *
#define constants
BLACK = (0,0,0)
WHITE = (255,255,255)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
OCEAN_BLUE = (0,67,171)
# Utility functions
def load_sound(filename):
filename = os.path.join('data', filename)
return pygame.mixer.Sound(filename)
def imgcolorkey(image, colorkey):
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey, RLEACCEL)
return image
def load_image(filename, colorkey = None):
filename = os.path.join('data', filename)
image = pygame.image.load(filename).convert()
return imgcolorkey(image, colorkey)
# Sprite sheet class
class SpriteSheet:
def __init__(self, filename):
self.sheet = load_image(filename)
def imgat(self, rect, colorkey = None):
rect = Rect(rect)
image = pygame.Surface(rect.size).convert()
image.blit(self.sheet, (0, 0), rect)
return imgcolorkey(image, colorkey)
def imgsat(self, rects, colorkey = None):
imgs = []
for rect in rects:
imgs.append(self.imgat(rect, colorkey))
return imgs
# Plane class
class Plane(pygame.sprite.Sprite):
speed = 5
reloadtime = 15
def __init__(self):
pygame.sprite.Sprite.__init__(self, self.containers)
#self.image = self.images[0]
self.rect = self.image.get_rect()
self.rect.center = (320, 240)
self.reloadtimer = 0
def update(self):
if self.reloadtimer > 0:
self.reloadtimer -= 1
def move_left(self):
self.rect.move_ip(-self.speed, 0)
def move_right(self):
self.rect.move_ip(self.speed, 0)
def move_up(self):
self.rect.move_ip(0, -self.speed)
def move_down(self):
self.rect.move_ip(0, self.speed)
def shoot(self):
if self.reloadtimer == 0:
Shot((self.rect.left + 17, self.rect.top))
Shot((self.rect.left + 39, self.rect.top))
self.reloadtimer = self.reloadtime
# Shot class
class Shot(pygame.sprite.Sprite):
speed = 5
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self, self.containers)
self.rect = self.image.get_rect()
self.rect.center = pos
def update(self):
self.rect.move_ip(0, -self.speed)
if self.rect.top < 0:
self.kill()
# Main loop
def main():
pygame.init()
# create a display screen: 640 x 480 pixels
screen = pygame.display.set_mode((640, 480))
spritesheet = SpriteSheet('1945.bmp')
Plane.image = spritesheet.imgat((305, 113, 61, 49), OCEAN_BLUE)
Shot.image = spritesheet.imgat((48, 176, 9, 20), -1)
# Init sprite groups
shots = pygame.sprite.Group()
all = pygame.sprite.RenderPlain()
Plane.containers = all
Shot.containers = shots, all
clock = pygame.time.Clock()
# Instantiate plane
plane = Plane()
done = False # we're not done displaying
while not done:
for event in pygame.event.get(): # check the events list
if event.type == pygame.QUIT: # if the user clicks the X
done = True # now we're done displaying
pressed = pygame.key.get_pressed()
if pressed[K_LEFT]:
plane.move_left()
if pressed[K_RIGHT]:
plane.move_right()
if pressed[K_UP]:
plane.move_up()
if pressed[K_DOWN]:
plane.move_down()
if pressed[K_SPACE]:
plane.shoot()
screen.fill(BLUE)
# update all the sprites
all.update()
# draw the scene
all.draw(screen)
pygame.display.flip()
# cap the frame rate
clock.tick(60)
pygame.quit()
if __name__ == '__main__':
main()