Aim and Shoot Bullets#

sprite_bullets_aimed.py#
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Sprite Bullets
Simple program to show basic sprite usage.
Artwork from https://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_bullets_aimed
"""
import random
import arcade
import math
import os
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_COIN = 0.2
SPRITE_SCALING_LASER = 0.8
COIN_COUNT = 50
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprites and Bullets Aimed Example"
BULLET_SPEED = 5
window = None
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Variables that will hold sprite lists
self.player_list = None
self.coin_list = None
self.bullet_list = None
# Set up the player info
self.player_sprite = None
self.score = 0
self.score_text = None
# Load sounds. Sounds from kenney.nl
self.gun_sound = arcade.sound.load_sound(":resources:sounds/laser1.wav")
self.hit_sound = arcade.sound.load_sound(":resources:sounds/phaseJump1.wav")
arcade.set_background_color(arcade.color.AMAZON)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
# Set up the player
self.score = 0
# Image from kenney.nl
self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/"
"femalePerson_idle.png", SPRITE_SCALING_PLAYER)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 70
self.player_list.append(self.player_sprite)
# Create the coins
for i in range(COIN_COUNT):
# Create the coin instance
# Coin image from kenney.nl
coin = arcade.Sprite(":resources:images/items/coinGold.png", SPRITE_SCALING_COIN)
# Position the coin
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(120, SCREEN_HEIGHT)
# Add the coin to the lists
self.coin_list.append(coin)
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def on_draw(self):
""" Render the screen. """
# This command has to happen before we start drawing
self.clear()
# Draw all the sprites.
self.coin_list.draw()
self.bullet_list.draw()
self.player_list.draw()
# Put the text on the screen.
output = f"Score: {self.score}"
arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14)
def on_mouse_press(self, x, y, button, modifiers):
""" Called whenever the mouse button is clicked. """
# Create a bullet
bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER)
# Position the bullet at the player's current location
start_x = self.player_sprite.center_x
start_y = self.player_sprite.center_y
bullet.center_x = start_x
bullet.center_y = start_y
# Get from the mouse the destination location for the bullet
# IMPORTANT! If you have a scrolling screen, you will also need
# to add in self.view_bottom and self.view_left.
dest_x = x
dest_y = y
# Do math to calculate how to get the bullet to the destination.
# Calculation the angle in radians between the start points
# and end points. This is the angle the bullet will travel.
x_diff = dest_x - start_x
y_diff = dest_y - start_y
angle = math.atan2(y_diff, x_diff)
# Angle the bullet sprite so it doesn't look like it is flying
# sideways.
bullet.angle = math.degrees(angle)
print(f"Bullet angle: {bullet.angle:.2f}")
# Taking into account the angle, calculate our change_x
# and change_y. Velocity is how fast the bullet travels.
bullet.change_x = math.cos(angle) * BULLET_SPEED
bullet.change_y = math.sin(angle) * BULLET_SPEED
# Add the bullet to the appropriate lists
self.bullet_list.append(bullet)
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on all sprites
self.bullet_list.update()
# Loop through each bullet
for bullet in self.bullet_list:
# Check this bullet to see if it hit a coin
hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list)
# If it did, get rid of the bullet
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()
# For every coin we hit, add to the score and remove the coin
for coin in hit_list:
coin.remove_from_sprite_lists()
self.score += 1
# If the bullet flies off-screen, remove it.
if bullet.bottom > self.width or bullet.top < 0 or bullet.right < 0 or bullet.left > self.width:
bullet.remove_from_sprite_lists()
def main():
game = MyGame()
game.setup()
arcade.run()
if __name__ == "__main__":
main()
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