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@shinysu
Created September 21, 2021 10:18
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one enemy
'''
One enemy
'''
import pgzrun
from random import randint
WIDTH = 800
HEIGHT = 600
tank = Actor('tank_blue')
tank.bottom = HEIGHT
tank.x = WIDTH / 2
tank.angle = 90
walls = []
bullets = []
enemy = Actor('tank_red')
enemy.x = randint(100, WIDTH-100)
enemy.y = 20
step_count = 0
def draw():
screen.blit('grass', (0, 0))
tank.draw()
for wall in walls:
wall.draw()
for bullet in bullets:
bullet.draw()
enemy.draw()
def update():
original_x = tank.x
original_y = tank.y
move_tank()
check_tank_boundary()
tank_wall_collision(original_x, original_y)
move_bullets()
check_bullet_boundary()
wall_bullet_collision()
enemy_action()
def on_key_down(key):
if key == keys.SPACE:
create_new_bullet()
def move_tank():
if keyboard.left:
tank.angle = 180
tank.x -= 5
elif keyboard.right:
tank.angle = 0
tank.x += 5
elif keyboard.up:
tank.angle = 90
tank.y -= 5
elif keyboard.down:
tank.angle = 270
tank.y += 5
def create_new_wall():
for i in range(16):
for j in range(10):
if randint(0, 100) > 50:
wall = Actor('wall')
wall.topleft = (i * 50, 50 + j * 50)
walls.append(wall)
def check_tank_boundary():
if tank.left < 0:
tank.left = 0
elif tank.right > WIDTH:
tank.right = WIDTH
if tank.y < 0:
tank.y = 0
elif tank.y > HEIGHT:
tank.y = HEIGHT
def tank_wall_collision(original_x, original_y):
for wall in walls:
if wall.colliderect(tank):
tank.x = original_x
tank.y = original_y
def create_new_bullet():
bullet = Actor('bulletblue2')
bullet.pos = tank.pos
bullet.angle = tank.angle
bullets.append(bullet)
def move_bullets():
for bullet in bullets:
if bullet.angle == 0:
bullet.x += 5
elif bullet.angle == 90:
bullet.y -= 5
elif bullet.angle == 180:
bullet.x -= 5
elif bullet.angle == 270:
bullet.y += 5
def check_bullet_boundary():
for bullet in bullets:
if bullet.x < 0 or bullet.x > WIDTH or bullet.y < 0 or bullet.y > HEIGHT:
bullets.remove(bullet)
def wall_bullet_collision():
for wall in walls:
for bullet in bullets:
if wall.colliderect(bullet):
walls.remove(wall)
bullets.remove(bullet)
def enemy_action():
global step_count
choice = randint(0, 2)
if step_count > 0:
step_count -= 1
if enemy.angle == 0:
enemy.x += 5
elif enemy.angle == 90:
enemy.y -= 5
elif enemy.angle == 180:
enemy.x -= 5
elif enemy.angle == 270:
enemy.y += 5
elif choice == 0:
step_count = 20
elif choice == 1:
print("turn")
else:
print("shoot")
create_new_wall()
pgzrun.go()
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