import sys
import random
import pygame
pygame.init()
screen = pygame.display.set_mode((1280, 800))
display_width = 1280
display_height = 800
clock = pygame.time.Clock()
Units = pygame.image.load('C:/Python36-32/mygame1py/.idea/units.png')
fon = pygame.image.load('C:/Python36-32/mygame1py/starfiel.png')
Units.set_colorkey((255, 255, 255))
units = []
#mobs = pygame.sprite.Group()
ind = 0
all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()#[]
def Sekadr(level, wid, wcadr, hcadr, imagename, listname):
for y in range(level):
for x in range(int(wid/ wcadr)):
listname.append(imagename.subsurface(x * wcadr, y * hcadr, wcadr, hcadr))
Sekadr(15, 800, 40, 40, Units, units)
xwingImg = units[0]#pg.image.load('X-Wing.bmp').convert()
tieImg = units[20] #pg.image.load('tiefighter.png').convert()
space = units[50]#pg.image.load('C:/Python36-32/mygame1py/.idea/priroda-6.png')
xbullet = units[166] #pg.image.load('bullet.png').convert()units[166]
BG_image = pygame.image.load('C:/Python36-32/mygame1py/starfiel.png')
class Player(pygame.sprite.Sprite):
def __init__(self, filename):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 40))
self.image = filename
self.rect = self.image.get_rect()
self.rect.centerx = display_width / 2
self.rect.bottom = display_height - 10
self.speedx = 0
def update(self):
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[ pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
self.rect.x += self.speedx
if keystate[ pygame.K_UP]:
self.speedy = -8
if keystate[ pygame.K_DOWN]:
self.speedy = 8
self.rect.y += self.speedy
if self.rect.right > display_width:
self.rect.right = display_width
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top-30,units[18], -10)
all_sprites.add(bullet)
bullets.add(bullet)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40))
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = random.randrange(display_width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > display_height - 10 or self.rect.left < -25 or self.rect.right > display_width + 20:
self.rect.x = random.randrange(display_width - self.rect.width)
self.rect.y = random.randrange(-10, 100)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y,filename,speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((5, 5))
self.image = filename
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = speed
def update(self):
self.rect.y += self.speedy
#if self.rect.bottom < 0 or self.rect.top > 570:
#self.kill()
def main():
all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group() # []
mobs = pygame.sprite.Group()
player = Player(units[ind])
all_sprites.add(player)
for i in range(5):
m = Mob()
all_sprites.add(m)
mobs.add(m)
running = True
f = 1
while running:
#player.shoot()
clock.tick(20)
screen.blit(fon, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
if hits: # and Mob()== dr():
f = 0
#all_sprites.update()
hits = pygame.sprite.spritecollide(player, mobs, False)
if hits:
running = False
#screen.blit(fon, (0, 0))
all_sprites.draw(screen)
pygame.display.flip()
pygame.quit()
if __name__ == '__main__':
main()
#pygame.quit()
sys.exit()