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import pygame
import os
import time
import random
pygame.font.init()
WIDTH, HEIGHT = 750, 750
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter Tutorial")
# load images
RED_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_red_small.png'))
GREEN_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_green_small.png'))
BLUE_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_blue_small.png'))
# player ship
YELLOW_SPACE_SHIP = pygame.image.load(os.path.join('assets','pixel_ship_yellow_small.png'))
# lasers
RED_LASER = pygame.image.load(os.path.join('assets','pixel_laser_red.png'))
GREEN_LASER = pygame.image.load(os.path.join('assets','pixel_laser_green.png'))
BLUE_LASER = pygame.image.load(os.path.join('assets','pixel_laser_blue.png'))
YELLOW_LASER = pygame.image.load(os.path.join('assets','pixel_laser_yellow.png'))
# background
BG = pygame.transform.scale(pygame.image.load(os.path.join('assets','background-black.png')), (WIDTH, HEIGHT))
class Laser:
def __init__(self, x, y, img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window):
window.blit(self.img, (self.x, self.y))
def move(self, vel):
self.y += vel
def off_screen(self, height):
return not(self.y <= height and self.y >= 0)
def collision(self, obj):
return collide(self, obj)
class Ship:
COOLDOWN = 30
def __init__(self, x, y, color, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 10 #10
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1 #1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1 #1
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = YELLOW_SPACE_SHIP
self.laser_img = YELLOW_LASER
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, vel, objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
objs.remove(obj)
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.healthbar(window)
def healthbar(self, window):
pygame.draw.rect(window, (255, 0, 0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0), (self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width() * (self.health/self.max_health), 10))
class Enemy(Ship):
COLOR_MAP = {
"red": (RED_SPACE_SHIP, RED_LASER),
"green": (GREEN_SPACE_SHIP, GREEN_LASER),
"blue": (BLUE_SPACE_SHIP, BLUE_LASER)
}
def __init__(self, x, y, color, health=100):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x+10, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
def collide(obj1, obj2):
offset_x = obj2.x - obj1.x
offset_y = obj2.y - obj1.y
return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) != None
def main():
run = True
FPS = 60
level = 0
lives = 5
main_font = pygame.font.SysFont("comicsans", 50)
lost_font = pygame.font.SysFont("comicsans", 60)
enemies = []
wave_length = 5
enemy_vel = 1
player_vel = 5 #5
laser_vel = 5 #5
player = Player(300, 650)
clock = pygame.time.Clock()
lost = False
lost_count = 0
def redraw_window():
WIN.blit(BG, (0, 0))
# draw text
lives_label = main_font.render(f"Lives : {lives}", 1, (255, 255, 255))
level_label = main_font.render(f"Level : {level}", 1, (255, 255, 255))
WIN.blit(lives_label, (10, 10))
WIN.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
for enemy in enemies:
enemy.draw(WIN)
player.draw(WIN)
if lost:
lost_label = lost_font.render("You Lost !!!", 1, (255, 255, 255))
WIN.blit(lost_label, (WIDTH/2 - lost_label.get_width()/2, 350))
pygame.display.update()
while run:
clock.tick(FPS)
redraw_window()
if lives <= 0 or player.health <= 0:
lost = True
lost_count += 1
if lost:
if lost_count > FPS * 3:
run = False
else:
continue
if len(enemies) == 0:
level += 1
wave_length += 5 #5
for i in range(wave_length):
enemy = Enemy(random.randrange(50, WIDTH-100), random.randrange(-1500, -100), random.choice(["red", "blue", "green"]))
enemies.append(enemy)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_a] and player.x - player_vel > 0: # left
player.x -= player_vel
if keys[pygame.K_d] and player.x + player_vel + player.get_width() < WIDTH: # right
player.x += player_vel
if keys[pygame.K_w] and player.y - player_vel > 0: # up
player.y -= player_vel
if keys[pygame.K_s] and player.y + player_vel + player.get_height() < HEIGHT: # down
player.y += player_vel
if keys[pygame.K_SPACE]:
player.shoot()
for enemy in enemies[:]:
enemy.move(enemy_vel)
enemy.move_lasers(laser_vel, player)
if random.randrange(0, 2*60) == 1:
enemy.shoot()
if collide(enemy, player):
player.health -= 10
enemies.remove(enemy)
elif enemy.y + enemy.get_height() > HEIGHT:
lives -= 1
enemies.remove(enemy)
player.move_lasers(-laser_vel, enemies)
main()
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