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@rogerallen
Created April 24, 2017 06:32
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simple start to a PyQt5 game
#
# Simple start to a game in PyQt5
# move with arrow keys, spacebar to fire bullets
# Used graphics from https://opengameart.org/content/space-shooter-redux
# (reduced by 50%)
# Got some hints from https://www.youtube.com/watch?v=8ntEQpg7gck series
# and http://zetcode.com/gui/pyqt5/tetris/
#
import sys
from PyQt5.QtCore import (
Qt,
QBasicTimer
)
from PyQt5.QtGui import (
QBrush,
QPixmap
)
from PyQt5.QtWidgets import (
QApplication,
QGraphicsItem,
QGraphicsPixmapItem,
QGraphicsRectItem,
QGraphicsScene,
QGraphicsView
)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
PLAYER_SPEED = 3 # pix/frame
PLAYER_BULLET_X_OFFSETS = [0,45]
PLAYER_BULLET_Y = 15
BULLET_SPEED = 10 # pix/frame
BULLET_FRAMES = 50
FRAME_TIME_MS = 16 # ms/frame
class Player(QGraphicsPixmapItem):
def __init__(self, parent = None):
QGraphicsPixmapItem.__init__(self,parent)
self.setPixmap(QPixmap("playerShip1_blue_sm.png"))
def game_update(self, keys_pressed):
dx = 0
dy = 0
if Qt.Key_Left in keys_pressed:
dx -= PLAYER_SPEED
if Qt.Key_Right in keys_pressed:
dx += PLAYER_SPEED
if Qt.Key_Up in keys_pressed:
dy -= PLAYER_SPEED
if Qt.Key_Down in keys_pressed:
dy += PLAYER_SPEED
self.setPos(self.x()+dx, self.y()+dy)
class Bullet(QGraphicsPixmapItem):
def __init__(self, offset_x, offset_y, parent = None):
QGraphicsPixmapItem.__init__(self,parent)
self.setPixmap(QPixmap("laserBlue07_sm.png"))
self.offset_x = offset_x
self.offset_y = offset_y
self.active = False
self.frames = 0
def game_update(self, keys_pressed, player):
if not self.active:
if Qt.Key_Space in keys_pressed:
self.active = True
self.setPos(player.x()+self.offset_x,player.y()+self.offset_y)
self.frames = BULLET_FRAMES
else:
self.setPos(self.x(),self.y()-BULLET_SPEED)
self.frames -= 1
if self.frames <= 0:
self.active = False
self.setPos(SCREEN_WIDTH,SCREEN_HEIGHT)
class Scene(QGraphicsScene):
def __init__(self, parent = None):
QGraphicsScene.__init__(self, parent)
# hold the set of keys we're pressing
self.keys_pressed = set()
# use a timer to get 60Hz refresh (hopefully)
self.timer = QBasicTimer()
self.timer.start(FRAME_TIME_MS, self)
bg = QGraphicsRectItem()
bg.setRect(-1,-1,SCREEN_WIDTH+2,SCREEN_HEIGHT+2)
bg.setBrush(QBrush(Qt.black))
self.addItem(bg)
self.player = Player()
self.player.setPos((SCREEN_WIDTH-self.player.pixmap().width())/2,
(SCREEN_HEIGHT-self.player.pixmap().height())/2)
self.bullets = [Bullet(PLAYER_BULLET_X_OFFSETS[0],PLAYER_BULLET_Y),
Bullet(PLAYER_BULLET_X_OFFSETS[1],PLAYER_BULLET_Y)]
for b in self.bullets:
b.setPos(SCREEN_WIDTH,SCREEN_HEIGHT)
self.addItem(b)
self.addItem(self.player)
self.view = QGraphicsView(self)
self.view.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
self.view.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
self.view.show()
self.view.setFixedSize(SCREEN_WIDTH,SCREEN_HEIGHT)
self.setSceneRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT)
def keyPressEvent(self, event):
self.keys_pressed.add(event.key())
def keyReleaseEvent(self, event):
self.keys_pressed.remove(event.key())
def timerEvent(self, event):
self.game_update()
self.update()
def game_update(self):
self.player.game_update(self.keys_pressed)
for b in self.bullets:
b.game_update(self.keys_pressed, self.player)
if __name__ == '__main__':
app = QApplication(sys.argv)
scene = Scene()
sys.exit(app.exec_())
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