Demo
Code
import pygame
import os
################################################################################
pygame.init() # initialization
# Screen size setting
screen_width = 1280 # width size
screen_height = 980 # height size
screen = pygame.display.set_mode((screen_width, screen_height))
# Screen title setting
pygame.display.set_caption("Python Pang") # Game Name
# FPS
clock = pygame.time.Clock()
################################################################################
# 1. Initial User Game(Background, Game Image, Position, Speed, Font, etc)
# Create background
current_path = os.path.dirname(__file__) # return current file path
image_path = os.path.join(current_path, "images") # return images folder path
background = pygame.image.load(os.path.join(image_path, "background.png"))
# Create stage
stage = pygame.image.load(os.path.join(image_path, "stage.png"))
stage_size = stage.get_rect().size
stage_height = stage_size[1] # To put character on the stage
# Create character
character = pygame.image.load(os.path.join(image_path, "character.png"))
character_size = character.get_rect().size # Get image size
character_width = character_size[0] # character width size
character_height = character_size[1] # character height size
character_x_pos = (screen_width - character_width) / 2 # locate screen width / 2
character_y_pos = screen_height - stage_height - character_height # locate screen bottom
# Character move position
character_to_x = 0
# Character move speed
character_speed = 5
# Create weapon
weapon = pygame.image.load(os.path.join(image_path, "weapon.png"))
weapon_size = weapon.get_rect().size
weapon_width = weapon_size[0]
# Weapon can be shoot several times at once
weapons = []
# Weapon speed
weapon_speed = 10
# Create ball
ball_images = [
pygame.image.load(os.path.join(image_path, "balloon1.png")),
pygame.image.load(os.path.join(image_path, "balloon2.png")),
pygame.image.load(os.path.join(image_path, "balloon3.png")),
pygame.image.load(os.path.join(image_path, "balloon4.png"))]
# ball speed
ball_speed_y = [-18, -15, -12, -9] # value of index 0, 1, 2, 3
# balls
balls = []
balls.append({
"pos_x" : 50, # x pos of ball
"pos_y" : 50, # y pos of ball
"img_idx" : 0, # image index of ball
"to_x" : 3, # move direction of x axis
"to_y" : -6, # move direction of y axis
"init_spd_y" : ball_speed_y[0]}) # first y speed
# weapon and ball to remove
weapon_to_remove = -1
ball_to_remove = -1
# Define font
game_font = pygame.font.Font(None, 40)
total_time = 10
start_ticks = pygame.time.get_ticks() # define start time
# game over message
game_result = "Game Over"
################################################################################
# Event loop
running = True # Is the game running?
while running:
dt = clock.tick(60) # set second frame count of game screen
# 2. Event (Keyboard, Mouse, etc)
for event in pygame.event.get(): # which event is occured?
if event.type == pygame.QUIT: # is Window closing event occured?
running = False # game is not running
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT: # Move charater to left
character_to_x -= character_speed
elif event.key == pygame.K_RIGHT: # Move character to right
character_to_x += character_speed
elif event.key == pygame.K_SPACE: # shoot
weapon_x_pos = character_x_pos + (character_width - weapon_width) / 2
weapon_y_pos = character_y_pos
weapons.append([weapon_x_pos, weapon_y_pos])
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
character_to_x = 0
################################################################################
# 3. Move Game Character
character_x_pos += character_to_x
if character_x_pos <= 0:
character_x_pos = 0
elif character_x_pos > screen_width - character_width:
character_x_pos = screen_width - character_width
# Set weapon location
weapons = [[w[0], w[1] - weapon_speed] for w in weapons] # up weapon location
# Remove weapon
weapons = [[w[0], w[1]] for w in weapons if w[1] > 0]
# Define ball location
for ball_idx, ball_val in enumerate(balls):
ball_pos_x = ball_val["pos_x"]
ball_pos_y = ball_val["pos_y"]
ball_img_idx = ball_val["img_idx"]
ball_size = ball_images[ball_img_idx].get_rect().size
ball_width = ball_size[0]
ball_height = ball_size[1]
# move ball position when ball touch horizental wall
if ball_pos_x < 0 or ball_pos_x > screen_width - ball_width:
ball_val["to_x"] = ball_val["to_x"] * -1
# move ball position when ball touch vertical wall
if ball_pos_y >= screen_height - stage_height - ball_height:
ball_val["to_y"] = ball_val["init_spd_y"]
else:
ball_val["to_y"] += 0.5
ball_val["pos_x"] += ball_val["to_x"]
ball_val["pos_y"] += ball_val["to_y"]
################################################################################
# 4. Collision
# Character rect information
character_rect = character.get_rect()
character_rect.left = character_x_pos
character_rect.top = character_y_pos
for ball_idx, ball_val in enumerate(balls):
ball_pos_x = ball_val["pos_x"]
ball_pos_y = ball_val["pos_y"]
ball_img_idx = ball_val["img_idx"]
# Ball rect information
ball_rect = ball_images[ball_img_idx].get_rect()
ball_rect.left = ball_pos_x
ball_rect.top = ball_pos_y
# Collision
if character_rect.colliderect(ball_rect):
running = False
break
# Collision ball and weapon
for weapon_idx, weapon_val in enumerate(weapons):
weapon_pos_x = weapon_val[0]
weapon_pos_y = weapon_val[1]
# weapon rect information
weapon_rect = weapon.get_rect()
weapon_rect.left = weapon_pos_x
weapon_rect.top = weapon_pos_y
# Check collision
if weapon_rect.colliderect(ball_rect):
weapon_to_remove = weapon_idx # value to remove weapon
ball_to_remove = ball_idx # value to remove ball
# the ball is not a smallest ball, then divide it to next ball
if ball_img_idx < 3:
# current ball size
ball_width = ball_rect.size[0]
ball_height = ball_rect.size[1]
# divided ball information
small_ball_rect = ball_images[ball_img_idx + 1].get_rect()
small_ball_width = small_ball_rect.size[0]
small_ball_height = small_ball_rect.size[1]
# ball to bounce left
balls.append({
"pos_x" : ball_pos_x + (ball_width - small_ball_width) / 2, # x pos of ball
"pos_y" : ball_pos_y + (ball_height - small_ball_height) / 2, # y pos of ball
"img_idx" : ball_img_idx + 1, # image index of ball
"to_x" : -3, # move direction of x axis
"to_y" : -6, # move direction of y axis
"init_spd_y" : ball_speed_y[ball_img_idx + 1]}) # first y speed
# ball to bounce right
balls.append({
"pos_x" : ball_pos_x + (ball_width - small_ball_width) / 2, # x pos of ball
"pos_y" : ball_pos_y + (ball_height - small_ball_height) / 2, # y pos of ball
"img_idx" : ball_img_idx + 1, # image index of ball
"to_x" : 3, # move direction of x axis
"to_y" : -6, # move direction of y axis
"init_spd_y" : ball_speed_y[ball_img_idx + 1]}) # first y speed
break
else:
continue
break
# Remove weapon and ball which is collied
if ball_to_remove > -1:
del balls[ball_to_remove]
ball_to_remove = -1
if weapon_to_remove > -1:
del weapons[weapon_to_remove]
weapon_to_remove = -1
if len(balls) == 0:
game_result = "Mission Complete"
running = False
################################################################################
# 5. Print Screen
screen.blit(background, (0, 0)) # Paint background
for weapon_x_pos, weapon_y_pos in weapons:
screen.blit(weapon, (weapon_x_pos, weapon_y_pos))
for idx, val in enumerate(balls):
ball_pos_x = val["pos_x"]
ball_pos_y = val["pos_y"]
ball_img_idx = val["img_idx"]
screen.blit(ball_images[ball_img_idx], (ball_pos_x, ball_pos_y))
screen.blit(stage, (0, screen_height - stage_height))
screen.blit(character, (character_x_pos, character_y_pos)) # Print character
elapsed_time = (pygame.time.get_ticks() - start_ticks) / 1000 # ms -> s
timer = game_font.render("Time : {}".format(int(total_time - elapsed_time)), True, (255, 255, 255))
screen.blit(timer, (10, 10))
# Time Over
if total_time - elapsed_time <= 0:
game_result = "Time Over"
running = False
pygame.display.update() # Repaint game screen
# Game over message
msg = game_font.render(game_result, True, (255, 255, 0))
msg_rect = msg.get_rect(center=(int(screen_width / 2), int(screen_height / 2)))
screen.blit(msg, msg_rect)
pygame.display.update() # Repaint game screen
# wait
pygame.time.delay(2000)
# pygame quit
pygame.quit()
################################################################################