This is a new game made by giovannicode
. You can download it here teh forked code. It’s a classic vertical scrolling shooter game where you are a plane that has to destroy meteor menacing your city.
This shooting game is build using Python with Pygame. There are 14 parts (next part includes all parts before):
- city_defence_0_background.py
- city_defence_1_player_and_controls.py
- city_defence_2_enemy.py
- city_defence_3_shooting.py
- city_defence_4_collisions.py
- city_defence_5_lives.py
- city_defence_6_score.py
- city_defence_7_go_screen.py
- city_defence_8_explosions.py
- city_defence_9_moving_background.py
- city_defence_10_shield_bar.py
- city_defence_11_highscore.py
- city_defence_12_powerups.py
- city_defence_13_sounds.py
Full game you can find in city_defence_00_full.py.
# Sound and Music # Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3 import pygame as pg import random from os import path image_dir = path.join(path.dirname(__file__), 'image') sound_dir = path.join(path.dirname(__file__), 'sound') HS_FILE = "highscore.txt" WIDTH, HEIGHT = 450, 600 FPS = 60 POWERUP_TIME = 6000 WHITE = (255, 255, 255) BLACK = (0, 0, 0) GREEN = (0, 255, 0) pg.init() pg.mixer.init() screen = pg.display.set_mode((WIDTH, HEIGHT)) pg.display.set_caption("CITY DEFENCE") clock = pg.time.Clock() font_name = pg.font.match_font('arial bold') global score score = 0 background_start = pg.image.load(path.join(image_dir, "urban_long_grey.png")).convert() background = pg.image.load(path.join(image_dir, "urban_long.png")).convert() player_img = pg.image.load(path.join(image_dir, "plane_white.png")).convert() laser_img = pg.image.load(path.join(image_dir, "laser.png")).convert() heart_img = pg.image.load(path.join(image_dir, "heart.png")).convert() heart_mini_img = pg.transform.scale(heart_img, (25, 19)) heart_mini_img.set_colorkey(BLACK) enemy_images = [] enemy_list = ['virus_red.png', 'virus_blue.png', 'virus_violet.png'] for image in enemy_list: enemy_images.append(pg.image.load(path.join(image_dir, image)).convert()) shoot_sound = pg.mixer.Sound(path.join(sound_dir, 'laser.wav')) shield_sound = pg.mixer.Sound(path.join(sound_dir, 'shield.wav')) powerup_sound = pg.mixer.Sound(path.join(sound_dir, 'powerup.wav')) explosion_sound = pg.mixer.Sound(path.join(sound_dir, 'explosion.wav')) player_die_sound = pg.mixer.Sound(path.join(sound_dir, 'explosion_player.ogg')) pg.mixer.music.load(path.join(sound_dir, 'FrozenJam-SeamlessLoop.ogg')) pg.mixer.music.set_volume(0.3) pg.mixer.music.play(loops=-1) def draw_shield_bar(surface, x, y, percent): BAR_LENGTH = 100 BAR_HEIGHT = 10 if percent < 0: percent = 0 fill = (percent / 100) * BAR_LENGTH fill_rect = pg.Rect(x, y, fill, BAR_HEIGHT) outline_rect = pg.Rect(x, y, BAR_LENGTH, BAR_HEIGHT) pg.draw.rect(surface, GREEN, fill_rect) pg.draw.rect(surface, WHITE, outline_rect, 2) def draw_text(surface, text, size, x, y): font = pg.font.Font(font_name, size) text_surface = font.render(text, True, WHITE) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) def draw_lives(surface, x, y, lives, image): for i in range(lives): img_rect = image.get_rect() img_rect.x = x + 30 * i img_rect.y = y surface.blit(image, img_rect) def add_enemy(): x = Enemy() all_sprites.add(x) enemies.add(x) class Player(pg.sprite.Sprite): def __init__(self): pg.sprite.Sprite.__init__(self) self.image = pg.transform.scale(player_img, (100, 80)) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT self.speedx = 0 self.shoot_delay = 300 self.last_shot = pg.time.get_ticks() self.hidden = False self.lives = 3 self.shield = 100 self.hide_timer = pg.time.get_ticks() self.power = 1 self.powerup_time = pg.time.get_ticks() self.radius = int(self.rect.width * .8 / 2) def update(self): if self.power >= 2 and pg.time.get_ticks() - self.powerup_time > POWERUP_TIME: self.power -= 1 self.powerup_time = pg.time.get_ticks() if self.hidden and pg.time.get_ticks() - self.hide_timer > 1000: self.hidden = False self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 10 self.speedx = 0 keystate = pg.key.get_pressed() if keystate[pg.K_LEFT]: self.speedx = -7 if keystate[pg.K_RIGHT]: self.speedx = 7 if keystate[pg.K_SPACE]: self.shoot() self.rect.x += self.speedx if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def powerup(self): self.power += 1 self.powerup_time = pg.time.get_ticks() def shoot(self): if not self.hidden: now = pg.time.get_ticks() if now - self.last_shot > self.shoot_delay: self.last_shot = now if self.power == 1: laser = Laser(self.rect.centerx, self.rect.top) all_sprites.add(laser) lasers.add(laser) shoot_sound.play() if self.power >= 2: laser1 = Laser(self.rect.left, self.rect.centery) laser2 = Laser(self.rect.right, self.rect.centery) all_sprites.add(laser1) all_sprites.add(laser2) lasers.add(laser1) lasers.add(laser2) shoot_sound.play() def hide(self): self.hidden = True self.hide_timer = pg.time.get_ticks() self.rect.center = (WIDTH / 2, HEIGHT + 1000) class Enemy(pg.sprite.Sprite): def __init__(self): pg.sprite.Sprite.__init__(self) self.image_orig = random.choice(enemy_images) self.image_orig.set_colorkey(BLACK) self.image = self.image_orig.copy() self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.bottom = random.randrange(-80, -20) self.speedy = random.randrange(2, 10) self.speedx = random.randrange(-2, 2) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -100 or self.rect.right > WIDTH + 100: self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -10) self.speedy = random.randrange(2, 10) class Laser(pg.sprite.Sprite): def __init__(self, x, y): pg.sprite.Sprite.__init__(self) self.image = laser_img self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.bottom = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() class Explosion(pg.sprite.Sprite): def __init__(self, center, size): pg.sprite.Sprite.__init__(self) self.size = size self.image = explosion_anim[self.size][0] self.rect = self.image.get_rect() self.rect.center = center self.frame = 0 self.last_update = pg.time.get_ticks() self.frame_rate = 20 def update(self): now = pg.time.get_ticks() if now - self.last_update > self.frame_rate: self.last_update = now self.frame += 1 if self.frame == len(explosion_anim[self.size]): self.kill() else: center = self.rect.center self.image = explosion_anim[self.size][self.frame] self.rect = self.image.get_rect() self.rect.center = center class Powerup(pg.sprite.Sprite): def __init__(self, center): pg.sprite.Sprite.__init__(self) self.type = random.choice(['shield', 'bolt']) self.image = powerup_images[self.type] self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.center = center self.speedy = 7 def update(self): self.rect.y += self.speedy if self.rect.top > HEIGHT: self.kill() def load_data(): dir = path.dirname(__file__) try: with open(path.join(dir, HS_FILE), 'r') as f: highscore = int(f.read()) except: with open(path.join(dir, HS_FILE), 'w') as f: highscore = 0 return highscore def show_go_screen(svalue, hvalue): score = svalue highscore = hvalue dir = path.dirname(__file__) screen.blit(background_start, (0, 0)) draw_text(screen, "CITY DEFENCE!", 64, WIDTH / 2, HEIGHT / 3) draw_text(screen, "Press any key to begin", 32, WIDTH / 2, HEIGHT / 7 * 3) draw_text(screen, "(Arrow keys to move, Space to fire)", 18, WIDTH / 2, HEIGHT / 8 * 4 - 20) if score > highscore: highscore = score with open(path.join(dir, HS_FILE), 'r+') as f: f.write(str(score)) draw_text(screen, "High Score: " + str(highscore), 24, WIDTH / 2, 15) pg.display.update() waiting = True while waiting: clock.tick(FPS) for event in pg.event.get(): if event.type == pg.QUIT: pg.quit() if event.type == pg.KEYUP: waiting = False powerup_images = {} powerup_images['shield'] = pg.image.load(path.join(image_dir, 'shield_gold.png')).convert() powerup_images['bolt'] = pg.image.load(path.join(image_dir, 'bolt_gold.png')).convert() explosion_anim = {} explosion_anim['large'] = [] explosion_anim['small'] = [] for i in range(7): filename = 'explosion_0{}.png'.format(i) img = pg.image.load(path.join(image_dir, filename)).convert() img.set_colorkey(BLACK) img_large = pg.transform.scale(img, (75, 75)) explosion_anim['large'].append(img_large) img_small = pg.transform.scale(img, (32, 32)) explosion_anim['small'].append(img_small) ground_scroll = -(background.get_height() / 2) scroll_speed = 2 game_over = True running = True while running: clock.tick(FPS) if game_over: highscore = load_data() show_go_screen(score, highscore) game_over = False all_sprites = pg.sprite.Group() player = Player() all_sprites.add(player) enemies = pg.sprite.Group() for i in range(5): add_enemy() lasers = pg.sprite.Group() powerups = pg.sprite.Group() score = 0 for event in pg.event.get(): if event.type == pg.QUIT: running = False all_sprites.update() hits = pg.sprite.groupcollide(enemies, lasers, True, True) for hit in hits: score += int(hit.radius) expl = Explosion(hit.rect.center, 'large') explosion_sound.play() all_sprites.add(expl) if random.random() > 0.95: pow = Powerup(hit.rect.center) all_sprites.add(pow) powerups.add(pow) add_enemy() hits = pg.sprite.spritecollide(player, enemies, True, pg.sprite.collide_circle) for hit in hits: player.shield -= hit.radius * 2 expl = Explosion(hit.rect.center, 'small') all_sprites.add(expl) add_enemy() if player.shield <= 0: death_explosion = Explosion(player.rect.center, 'large') player_die_sound.play() all_sprites.add(death_explosion) player.hide() player.lives -= 1 player.shield = 100 hits = pg.sprite.spritecollide(player, powerups, True) for hit in hits: if hit.type == 'shield': player.shield += 10 shield_sound.play() if player.shield >= 100: player.shield = 100 if hit.type == 'bolt': player.powerup() powerup_sound.play() if player.lives == 0 and not death_explosion.alive(): game_over = True screen.blit(background, (0, ground_scroll)) ground_scroll += scroll_speed if ground_scroll > 0: ground_scroll = -(background.get_height() / 2) all_sprites.draw(screen) draw_lives(screen, WIDTH - 100, 5, player.lives, heart_mini_img) draw_text(screen, str(score), 36, WIDTH / 2, 5) draw_shield_bar(screen, 5, 10, player.shield) pg.display.update() pg.quit()
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