11. Tutorial: Shooting game
In this chapter we will build a shooting game together, step by step. The Python we will use is: conditionals, loops, lists and functions.
11.1. Step 1: Decide what Actors you will need
Our game will need these Actors, so we must create images for all of
them and save them as .png
files in the images
folder.
variable name |
image file name |
image size |
---|---|---|
player |
player.png |
64x64 |
background |
background.png |
600x800 |
enemies (list) |
enemy.png |
64x64 |
bullets (list) |
bullet.png |
16x16 |
bombs (list) |
bomb.png |
16x16 |
The player
and background
variables will contain Actors. The
others are lists which we initialize to the empty list []
. Actors
will be appended to the lists later.
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import random
WIDTH = 600
HEIGHT = 800
MAX_BULLETS = 3
level = 1
lives = 3
score = 0
background = Actor("background")
player = Actor("player", (200, 580))
enemies = []
bullets = []
bombs = []
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11.2. Step 2: Draw your Actors
Every Pygame game needs an draw()
function, and it should draw all
the Actors we created above.
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def draw():
screen.clear()
background.draw()
player.draw()
for enemy in enemies:
enemy.draw()
for bullet in bullets:
bullet.draw()
for bomb in bombs:
bomb.draw()
draw_text()
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11.3. Step 3: Move your Actors
Every Pygame game needs an update()
function to move the Actors,
check for collisions, etc.
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def update(delta):
move_player()
move_bullets()
move_enemies()
create_bombs()
move_bombs()
check_for_end_of_level()
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Exercise
Create the png image files (player.png, background.png, bullet.png, bomb.png, enemy.png
). Type in program Program 11.1, Program 11.2 and Program 11.3 into a single file. Save the file. Why doesn’t it run?
11.4. Step 4: Define your functions
Python cannot call a function that has not yet been defined. Therefore
we must at least provide empty, dummy versions of our functions that
don’t do anything so we can fill them in later. However Python cannot
define a completely empty function - it must contain at least one line.
Therefore we use the pass
keyword to create a line that doesn’t do
anything.
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def move_player():
pass
def move_enemies():
pass
def move_bullets():
pass
def create_bombs():
pass
def move_bombs():
pass
def check_for_end_of_level():
pass
def draw_text():
pass
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Exercise
Add listing Program 11.4 to the end of the file. Verify the game now runs and you can see the player at the bottom of the screen. (He can’t move yet.)
11.5. Create enemies
Add this new function to the end of the program, and then call it
immediately. It uses a loop within a loop to create enemy Actors and put
them in the enemies
list. The reason we put this in a function is we
will need to call it again at the start of each level.
def create_enemies():
for x in range(0, 600, 60):
for y in range(0, 200, 60):
enemy = Actor("enemy", (x, y))
enemy.vx = level * 2
enemies.append(enemy)
create_enemies()
11.6. Move the player
Replace the move_player()
dummy function definition with this.
Remember there can only be one function with a given name. There
cannot be two ``move_player()`` function definitions.
def move_player():
if keyboard.right:
player.x = player.x + 5
if keyboard.left:
player.x = player.x - 5
if player.x > WIDTH:
player.x = WIDTH
if player.x < 0:
player.x = 0
11.7. Move the enemies
Replace the move_enemies()
dummy function definition with this:
def move_enemies():
global score
for enemy in enemies:
enemy.x = enemy.x + enemy.vx
if enemy.x > WIDTH or enemy.x < 0:
enemy.vx = -enemy.vx
animate(enemy, duration=0.1, y=enemy.y + 60)
for bullet in bullets:
if bullet.colliderect(enemy):
enemies.remove(enemy)
bullets.remove(bullet)
score = score + 1
if enemy.colliderect(player):
exit()
11.8. Draw text on the screen
Replace the draw_text()
dummy function definition with this:
def draw_text():
screen.draw.text("Level " + str(level), (0, 0), color="red")
screen.draw.text("Score " + str(score), (100, 0), color="red")
screen.draw.text("Lives " + str(lives), (200, 0), color="red")
11.9. Player bullets
Add this new function to the end of the program. Pygame will call it for us automatically when a key is pressed.
def on_key_down(key):
if key == keys.SPACE and len(bullets) < MAX_BULLETS:
bullet = Actor("bullet", pos=(player.x, player.y))
bullets.append(bullet)
Replace the move_bullets()
dummy function definition with this:
def move_bullets():
for bullet in bullets:
bullet.y = bullet.y - 6
if bullet.y < 0:
bullets.remove(bullet)
11.10. Enemy bombs
Replace the create_bombs()
dummy function definition with this:
def create_bombs():
if random.randint(0, 100 - level * 6) == 0:
enemy = random.choice(enemies)
bomb = Actor("bomb", enemy.pos)
bombs.append(bomb)
Replace the move_bombs()
dummy function definition with this:
def move_bombs():
global lives
for bomb in bombs:
bomb.y = bomb.y + 10
if bomb.colliderect(player):
bombs.remove(bomb)
lives = lives - 1
if lives == 0:
exit()
11.11. Check for end of level
Replace the check_for_end_of_level()
dummy function definition with
this:
def check_for_end_of_level():
global level
if len(enemies) == 0:
level = level + 1
create_enemies()
11.12. Ideas for extension
Draw an explosion image and create an explosion Actor every time an alien dies.
Make the explosion Actor disappear after a short time.
Draw several explosion images, put them in a list and make the Actor animate displaying each of them in order.
The player can only fire 3 bullets at a time. Create a powerup that allows him to fire additional bullets.
Add music and sound effects.