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April 9, 2020 15:46
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import sys | |
import pygame, math, random | |
from pygame.locals import * | |
pygame.mixer.pre_init(44100, -16, 2, 512) | |
pygame.init() | |
# ======================= Variables ======================= | |
gray = (168, 168, 168) | |
dark_gray = (77, 77, 77) | |
white = (255, 255, 255) | |
red = (255, 0, 0) | |
font = pygame.font.Font("bin/font/Montserrat.ttf", 20) | |
bounce = pygame.mixer.Sound("bin/audio/bounce.wav") | |
bounce.set_volume(2) | |
# ========================================================= | |
class Game: | |
def __init__(self): | |
self.run = True | |
self.screen_width = 1060 | |
self.screen_height = 798 | |
self.image = pygame.image.load("bin/sprites/background/background1.png") | |
self.image = pygame.transform.scale(self.image, (self.screen_width, self.screen_height)) | |
self.screen = pygame.display.set_mode((self.screen_width, self.screen_height)) | |
# all_sprites is used to update and draw all sprites together. | |
self.all_sprites = pygame.sprite.Group() | |
# for collision detection with enemies. | |
self.bullet_group = pygame.sprite.Group() | |
# for collision detection with walls. | |
self.wall_list = pygame.sprite.Group() | |
self.tank = Tank() | |
self.all_sprites.add(self.tank) | |
self.enemy = Enemy() | |
self.all_sprites.add(self.enemy) | |
keys = pygame.key.get_pressed() | |
if keys[pygame.K_SPACE]: | |
bullet = Bullet(self.tank) | |
self.bullet_group.add(bullet) | |
self.all_sprites.add(bullet) | |
# -------------- Walls -------------- | |
self.wall = Wall(0, 0, 16, 798) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(0, 0, 1060, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(1044, 0, 16, 798) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(0, 782, 1060, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(0, 260, 130, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(260, 0, 16, 130) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(146, 130, 130, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(130, 130, 16, 408) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(146, 522, 130, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(146, 390, 130, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(130, 652, 16, 146) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(146, 652, 130, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(390, 0, 16, 146) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(522, 0, 16, 146) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(390, 130, 148, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(260, 260, 146, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(390, 260, 16, 408) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(406, 390, 132, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(522, 260, 16, 146) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(522, 260, 130, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(522, 522, 16, 260) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(652, 130, 278, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(652, 130, 16, 296) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(782, 0, 16, 146) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(914, 0, 16, 146) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(782, 260, 278, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(782, 390, 148, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(914, 390, 16, 148) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(914, 522, 148, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(914, 652, 148, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(652, 522, 146, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(652, 652, 146, 16) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
self.wall = Wall(782, 522, 16, 276) | |
self.wall_list.add(self.wall) | |
self.all_sprites.add(self.wall) | |
def handle_events(self): | |
self.tank.handle_events() | |
self.enemy.handle_events() | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
self.run = False | |
pygame.quit() | |
sys.exit() | |
elif event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_ESCAPE: | |
self.run = False | |
if event.key == pygame.K_SPACE: | |
bullet = Bullet(self.tank) | |
self.bullet_group.add(bullet) | |
self.all_sprites.add(bullet) | |
def update(self): | |
# Calls `update` methods of all contained sprites. | |
self.all_sprites.update() | |
def draw(self): | |
self.screen.blit(self.image, (0, 0)) | |
self.all_sprites.draw(self.screen) # Draw the contained sprites. | |
pygame.display.update() | |
class Tank(pygame.sprite.Sprite): | |
def __init__(self): | |
pygame.sprite.Sprite.__init__(self) | |
self.image = pygame.image.load("bin/sprites/player/player_tank.png") | |
self.org_image = self.image.copy() | |
# A nicer way to set the start pos with `get_rect`. | |
self.rect = self.image.get_rect(center=(70, 600)) | |
self.vel = 3 | |
self.angle = 270 # starts looking right | |
self.direction = pygame.Vector2(1, 0) | |
self.pos = pygame.Vector2(self.rect.center) | |
self.hp = 1 | |
def handle_events(self): | |
keys = pygame.key.get_pressed() | |
if keys[pygame.K_LEFT]: | |
self.angle += 3 | |
if keys[pygame.K_RIGHT]: | |
self.angle -= 3 | |
if keys[pygame.K_UP] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798: | |
self.move(-3) | |
if keys[pygame.K_DOWN] and self.rect.left - 5 > 0 and self.rect.top - 5 > 0 and self.rect.right + 5 < 1060 and self.rect.bottom + 5 < 798: | |
self.move(3) | |
self.direction = pygame.Vector2(1, 0).rotate(-self.angle) | |
self.image = pygame.transform.rotate(self.org_image, self.angle) | |
self.rect = self.image.get_rect(center=self.rect.center) | |
def move(self, vel): | |
direction = pygame.Vector2(0, vel).rotate(-self.angle) | |
self.pos += direction | |
self.rect.center = round(self.pos[0]), round(self.pos[1]) | |
class Enemy(pygame.sprite.Sprite): | |
def __init__(self): | |
pygame.sprite.Sprite.__init__(self) | |
self.image = pygame.image.load("bin/sprites/enemy/enemy_tank.png") | |
self.org_image = self.image.copy() | |
self.spawnx = [600, 850, 860] # spawning x coord | |
self.spawny = [70, 200, 700] # spawning y coord | |
self.i = random.randint(0, len(self.spawnx) - 1) | |
# A nicer way to set the start pos with `get_rect`. | |
self.rect = self.image.get_rect(center=(self.spawnx[self.i], self.spawny[self.i])) | |
self.vel = 3 | |
self.hp = 1 | |
if self.i == 0: | |
self.angle = 180 | |
elif self.i == 1: | |
self.angle = 90 | |
elif self.i == 2: | |
self.angle = 0 | |
self.direction = pygame.Vector2(1, 0) | |
self.pos = pygame.Vector2(self.rect.center) | |
def handle_events(self): | |
keys = pygame.key.get_pressed() | |
if keys[pygame.K_a]: | |
self.angle += 3 | |
if keys[pygame.K_d]: | |
self.angle -= 3 | |
if keys[pygame.K_w]: | |
self.move(-3) | |
if keys[pygame.K_s]: | |
self.move(3) | |
self.direction = pygame.Vector2(1, 0).rotate(-self.angle) | |
self.image = pygame.transform.rotate(self.org_image, self.angle) | |
self.rect = self.image.get_rect(center=self.rect.center) | |
def move(self, vel): | |
direction = pygame.Vector2(0, vel).rotate(-self.angle) | |
self.pos += direction | |
self.rect.center = round(self.pos[0]), round(self.pos[1]) | |
class Wall(pygame.sprite.Sprite): | |
def __init__(self, x, y, width, height): | |
super().__init__() | |
# Make a wall, of the size specified in the parameters | |
self.image = pygame.Surface([width, height]) | |
self.image.fill(dark_gray) | |
# Make our top-left corner the passed-in location. | |
self.rect = self.image.get_rect() | |
self.rect.y = y | |
self.rect.x = x | |
class Bullet(pygame.sprite.Sprite): | |
def __init__(self, tank): | |
pygame.sprite.Sprite.__init__(self) | |
self.image = pygame.image.load("bin/sprites/bullet/bullet.png") | |
self.image = pygame.transform.scale(self.image, (16, 16)) | |
self.rect = self.image.get_rect() | |
self.rect.centerx = tank.rect.centerx + 3 # How much pixels from tank turret on x axis | |
self.rect.centery = tank.rect.centery - 25 # How much pixels from tank turret on y axis | |
self.angle = tank.angle | |
self.pos = pygame.Vector2(self.rect.center) | |
self.direction = pygame.Vector2(0, -10).rotate(-self.angle) | |
self.lives = 4 # how many times bounces | |
def update(self): | |
self.pos += self.direction | |
self.rect.center = round(self.pos[0]), round(self.pos[1]) | |
if self.rect.left < 0: | |
self.direction.x *= -1 | |
self.rect.left = 0 | |
self.pos.x = self.rect.centerx | |
self.lives -= 1 | |
if self.lives == 0: | |
return self.kill() | |
bounce.play() | |
if self.rect.right > 1060: | |
self.direction.x *= -1 | |
self.rect.right = 1060 | |
self.pos.x = self.rect.centerx | |
self.lives -= 1 | |
if self.lives == 0: | |
return self.kill() | |
bounce.play() | |
if self.rect.top < 0: | |
self.direction.y *= -1 | |
self.rect.top = 0 | |
self.pos.y = self.rect.centery | |
self.lives -= 1 | |
if self.lives == 0: | |
return self.kill() | |
bounce.play() | |
if self.rect.bottom > 798: | |
self.direction.y *= -1 | |
self.rect.right = 798 | |
self.pos.y = self.rect.centery | |
self.lives -= 1 | |
if self.lives == 0: | |
return self.kill() | |
bounce.play() | |
font = pygame.font.SysFont("bin/font/Montserrat.ttf", 40) | |
text = font.render("PLAY", 1, white) | |
font = pygame.font.SysFont("bin/font/Montserrat.ttf", 50) | |
title = font.render("TANK TROUBLE", 1, dark_gray) | |
click = False | |
def main_menu(): | |
global click | |
clock = pygame.time.Clock() | |
game = Game() | |
while True: | |
pygame.display.set_caption('Tank Trouble') | |
game.screen.fill((white)) | |
mx, my = pygame.mouse.get_pos() | |
button_1 = pygame.Rect(377, 370, 300, 50) | |
if button_1.collidepoint((mx, my)): | |
if click: | |
main() | |
pygame.draw.rect(game.screen, gray, button_1) | |
game.screen.blit(text, (490, 383)) | |
game.screen.blit(title, (395, 320)) | |
click = False | |
for event in pygame.event.get(): | |
if event.type == QUIT: | |
pygame.quit() | |
sys.exit() | |
if event.type == KEYDOWN: | |
if event.key == K_ESCAPE: | |
pygame.quit() | |
sys.exit() | |
if event.key == K_RETURN: | |
main() | |
if event.type == MOUSEBUTTONDOWN: | |
if event.button == 1: | |
click = True | |
pygame.display.update() | |
clock.tick(60) | |
def main(): | |
pygame.display.set_caption('Tank Trouble') | |
clock = pygame.time.Clock() | |
game = Game() | |
while game.run: | |
game.handle_events() | |
game.update() | |
game.draw() | |
clock.tick(60) | |
if __name__ == '__main__': | |
main_menu() | |
pygame.quit() | |
sys.exit() |
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