PyZombis aayush/issue#289@6d034b4
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Reto Pygame -Tirador de zombies
¶
from browser import load, timer, window load('../_static/game.js') load('../_static/pygame.brython.js') gjs = window.gamejs gjs.image.preload(["../_static/zomb.png", "../_static/bg2.jpg", '../_static/human.png', '../_static/BlueBar1.jpg',\ '../_static/bullet.png', '../_static/blast.png', "../_static/bg1.jpg"]) gjs.ready() ^^^^ import pygame from pygame.color import * from pygame.locals import * import random import math timer1=None class Chaser: def __init__(self): self.running=True #----shooter----< self.shooterX = 235 self.shooterY = 500 self.shooterX1 = 0 self.shooterY1 = 0 #----Enemy-------< self.enemyImg = [] self.enemyX = [] self.enemyY = [] self.enemyX1 = [] self.enemyY1 = [] self.enemyBullet = [] self.enemyBulY=0 self.bulY1=[] self.enemybulX=0 #---bullet----< self.bulletY = 500 self.bulletX = 0 self.bulletX1 = 0 self.bulletY1 = 30 self.bulletState = 'Ready' #-----score----< self.score_value=0 self.j=0 def score(self, scr): font=pygame.font.SysFont('timesnewroman',30) score=font.render('Score: '+ str(self.score_value),True, Color(255,255,255),Color(200,100,100)) scr.blit(score,(10,10)) def shooter(self, x, y, scr): if x <= 0: x = 0 elif x >= 500: x = 500 elif y <= 400: y=400 elif y >= 550: y=550 scr.blit(pygame.image.load('../_static/human.png'), (x, y)) def enemy(self): for i in range(8): self.enemyImg.append(pygame.image.load('../_static/zomb.png')) self.enemyX.append(random.randint(0, 500)) self.enemyY.append(random.randint(5, 60)) self.enemyX1.append(10) self.enemyY1.append(40) self.bulY1.append(2) self.enemyBullet.append(pygame.image.load('../_static/BlueBar1.jpg')) def bullet(self, x, y, scr): self.bulletState='fire' scr.blit(pygame.image.load('../_static/bullet.png'), (x+8, y)) def collision_e_b(self, X, Y, i): dist=math.sqrt((self.enemyX[i]-X)**2+(self.enemyY[i]-Y)**2) if dist <=30: return True else: return False def collision_E_S(self, x, y, i): dist = math.sqrt((x-self.enemyX[i])**2+(y-self.enemyY[i])**2) if dist <= 35: return True else: return False def collision_enemyBul_S(self,enemybulX,enemyBulY,shooterX,shooterY): dist=math.sqrt((enemybulX-shooterX)**2+(enemyBulY-shooterY)**2) if dist <=24 : scr.blit(pygame.image.load('../_static/blast.png'),(self.shooterX,self.shooterY)) return True else: return False def over(): scr.blit(pygame.image.load('../_static/bg2.jpg'),(0,0)) scr.blit(game,(50,int(600/2))) pygame.display.update() def over_helper(): global timer1 timer.clear_interval(timer1) timer1 = None over() scr = pygame.display.set_mode((550, 600)) font=pygame.font.SysFont('timesnewroman',30) game=font.render('Game Over -\n Press run to Play Again',True, Color(230,220,170)) p1= Chaser() p1.enemy() p1.enemybulX=p1.enemyX[random.randint(0,7)] def func(): scr.blit(pygame.image.load('../_static/bg2.jpg'),(0,0)) scr.blit(pygame.image.load('../_static/BlueBar1.jpg'),(p1.enemybulX+15,p1.enemyBulY+12)) p1.enemyBulY+=24 if p1.enemyBulY>=600: p1.enemyBulY=p1.enemyY[random.randint(0,7)] p1.enemybulX=p1.enemyX[random.randint(0,7)] for event in pygame.event.get(): #---Shooter Movement------< if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: p1.shooterX1 -= 15 if event.key == pygame.K_RIGHT: p1.shooterX1 += 15 if event.key == pygame.K_UP: p1.shooterY1-=15 if event.key == pygame.K_DOWN: p1.shooterY1+=15 if event.key == pygame.K_SPACE: if p1.bulletState == 'Ready': p1.bulletX = p1.shooterX p1.bulletY = p1.shooterY p1.bullet(p1.bulletX, p1.bulletY, scr) if event.type == pygame.KEYUP: p1.shooterX1 = 0 p1.shooterY1 = 0 p1.shooterX += p1.shooterX1 p1.shooterY += p1.shooterY1 p1.shooter(p1.shooterX, p1.shooterY, scr) # ------Enemy-----< for i in range(8): p1.enemyX[i] += p1.enemyX1[i] if p1.enemyX[i] <= 0: p1.enemyX1[i] = 14 p1.enemyY[i] += p1.enemyY1[i] elif p1.enemyX[i] >= 500: p1.enemyX1[i] =- 14 p1.enemyY[i] += p1.enemyY1[i] scr.blit(p1.enemyImg[i], (p1.enemyX[i], p1.enemyY[i])) #-------collision of bullet and enemy--------< col = p1.collision_e_b(p1.bulletX, p1.bulletY, i) if p1.bulletState == 'fire': if col: scr.blit(pygame.image.load('../_static/blast.png'),(p1.bulletX,p1.bulletY)) p1.score_value += 1 p1.bulletY = 500 p1.bulletState='Ready' p1.enemyX[i] = random.randint(0,500) p1.enemyY[i] = random.randint(5,60) #-------collision of Shooter and enemy--------< col2 = p1.collision_E_S(p1.shooterX, p1.shooterY, i) if col2: # scr.blit(pygame.image.load('Icons\\bgover.png'),(550,600)) scr.blit(pygame.image.load('../_static/blast.png'),(p1.shooterX,p1.shooterY)) over_helper() #------Collision of Bottom and Enemy--------< if p1.enemyY[i] >= 600: p1.enemyX[i] = random.randint(0,500) p1.enemyY[i] = random.randint(5,60) #-------Collision of EnemyBul and Shooter-------< col3= p1.collision_enemyBul_S(p1.enemybulX,p1.enemyBulY,p1.shooterX,p1.shooterY) if col3: scr.blit(pygame.image.load('../_static/bg2.jpg'),(550,600)) scr.blit(pygame.image.load('../_static/blast.png'),(p1.shooterX,p1.shooterY)) over_helper() # break #--------Shooter Bullet------< if p1.bulletY <= 0: p1.bulletY = 480 p1.bulletState = 'Ready' if p1.bulletState == 'fire': p1.bullet(p1.bulletX, p1.bulletY, scr) p1.bulletY -= p1.bulletY1 p1.score(scr) p1.j+=1 pygame.display.update() pygame.init() timer1 = timer.set_interval(func,80)
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