Aim and Shoot Bullets¶
sprite_bullets_aimed.py¶
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Sprite Bullets
Simple program to show basic sprite usage.
Artwork from http://kenney.nl
"""
import random
import arcade
import math
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
BULLET_SPEED = 5
window = None
class Bullet(arcade.Sprite):
def update(self):
self.center_x += self.change_x
self.center_y += self.change_y
class MyApplication(arcade.Window):
""" Main application class. """
def __init__(self, screen_width, screen_height):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, "Sprites and Bullets Demo")
""" Set up the game and initialize the variables. """
# Sprite lists
self.all_sprites_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
# Set up the player
self.score = 0
self.player_sprite = arcade.Sprite("images/character.png",
SPRITE_SCALING)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 70
self.all_sprites_list.append(self.player_sprite)
for i in range(50):
# Create the coin instance
coin = arcade.Sprite("images/coin_01.png", SPRITE_SCALING / 3)
# 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.all_sprites_list.append(coin)
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
arcade.start_render()
# Draw all the sprites.
self.all_sprites_list.draw()
# Put the text on the screen.
output = "Score: {}".format(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 moves.
"""
# Create a bullet
bullet = Bullet("images/laserBlue01.png", SPRITE_SCALING * 1.5)
# 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
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)
print("Bullet angle: {:.2f}".format(bullet.angle))
# Angle the bullet sprite so it doesn't look like it is flying
# sideways.
bullet.angle = math.degrees(angle)
# 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.all_sprites_list.append(bullet)
self.bullet_list.append(bullet)
def update(self, delta_time):
""" Movement and game logic """
# Call update on all sprites (The sprites don't do much in this
# example though.)
self.all_sprites_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.kill()
# For every coin we hit, add to the score and remove the coin
for coin in hit_list:
coin.kill()
self.score += 1
# If the bullet flies off-screen, remove it.
if bullet.bottom > SCREEN_HEIGHT:
bullet.kill()
def main():
MyApplication(SCREEN_WIDTH, SCREEN_HEIGHT)
arcade.run()
if __name__ == "__main__":
main()
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