<filename>spaceShooter.py<gh_stars>0
#!/usr/bin/env python
# -*- coding: utf-8 -*-
# @Author: tasdik
# @Contributers : Branden (Github: @bardlean86)
# MIT License. You can find a copy of the License @ http://prodicus.mit-license.org
## Game music Attribution
##Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3 <http://creativecommons.org/licenses/by/3.0/>
## Additional assets by: <NAME> (Github: @bardlean86)

#<NAME> 1000617275
#Software Quality Assignment 2
from __future__ import division
import pygame
import random
from os import path
from constants import *

## assets folder
img_dir = path.join(path.dirname(__file__), 'assets')
sound_folder = path.join(path.dirname(__file__), 'sounds')

pygame.init()
pygame.mixer.init()  ## For sound
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter")
clock = pygame.time.Clock()     ## For syncing the FPS

font_name = pygame.font.match_font('arial')

def main_menu():
    global screen

    menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg"))
    pygame.mixer.music.play(-1)

    title = pygame.image.load(path.join(img_dir, "main.png")).convert()
    title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen)

    screen.blit(title, (0,0))
    pygame.display.update()

    while True:
        ev = pygame.event.poll()
        if ev.type == pygame.KEYDOWN:
            if ev.key == pygame.K_RETURN:
                break
            elif ev.key == pygame.K_q:
                pygame.quit()
                quit()
        elif ev.type == pygame.QUIT:
                pygame.quit()
                quit() 
        else:
            draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2)
            draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40)
            pygame.display.update()

    #pygame.mixer.music.stop()
    ready = pygame.mixer.Sound(path.join(sound_folder,'getready.ogg'))
    ready.play()
    screen.fill(BLACK)
    draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2)
    pygame.display.update()
    

def draw_text(surf, text, size, x, y):
    ## selecting a cross platform font to display the score
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)       ## True denotes the font to be anti-aliased 
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)


def draw_shield_bar(surf, x, y, pct):
    # if pct < 0:
    #     pct = 0
    pct = max(pct, 0) 
    ## moving them to top
    # BAR_LENGTH = 100
    # BAR_HEIGHT = 10
    fill = (pct / 100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, GREEN, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)


def draw_lives(surf, x, y, lives, img):
    for i in range(lives):
        img_rect= img.get_rect()
        img_rect.x = x + 30 * i
        img_rect.y = y
        surf.blit(img, img_rect)

class Explosion(pygame.sprite.Sprite):
    def __init__(self, center, size):
        pygame.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 = pygame.time.get_ticks()
        self.frame_rate = 75

    def update(self):
        now = pygame.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 Player(pygame.sprite.Sprite):
    def __init__(self,all_sprite,bullet):
        pygame.sprite.Sprite.__init__(self)
        ## scale the player img down
        self.all_sprites = all_sprite
        self.bullets = bullet
        self.image = pygame.transform.scale(player_img, (50, 38))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 20
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0 
        self.shield = 100
        self.shoot_delay = 250
        self.last_shot = pygame.time.get_ticks()
        self.lives = 3
        self.hidden = False
        self.hide_timer = pygame.time.get_ticks()
        self.power = 1
        self.power_time = pygame.time.get_ticks()

    def update(self):
        ## time out for powerups
        if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
            self.power -= 1
            self.power_time = pygame.time.get_ticks()
        print("power = " + str(self.power) + " Power Time= " + str(self.power_time))
       # print("_")
        
        ## unhide 
        if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 30

        self.speedx = 0     ## makes the player static in the screen by default. 
        # then we have to check whether there is an event hanlding being done for the arrow keys being 
        ## pressed 

        ## will give back a list of the keys which happen to bke pressed down at that moment
        keystate = pygame.key.get_pressed()     
        if keystate[pygame.K_LEFT]:
            self.speedx = -5
        elif keystate[pygame.K_RIGHT]:
            self.speedx = 5

        #Fire weapons by holding spacebar
        if keystate[pygame.K_SPACE]:
            self.shoot()

        ## check for the borders at the left and right
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0

        self.rect.x += self.speedx

    def shoot(self):
        ## to tell the bullet where to spawn
        now = pygame.time.get_ticks()
        
        if now - self.last_shot > self.shoot_delay:
            
            self.last_shot = now
            if self.power == 1:
                bullet = Bullet(self.rect.centerx, self.rect.top)
                self.all_sprites.add(bullet)
                self.bullets.add(bullet)
                shooting_sound.play()
            if self.power == 2:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                self.all_sprites.add(bullet1)
                self.all_sprites.add(bullet2)
                self.bullets.add(bullet1)
                self.bullets.add(bullet2)
                shooting_sound.play()

            #THE MOST POWER
            if self.power >= 3:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                missile1 = Missile(self.rect.centerx, self.rect.top) # Missile shoots from center of ship
                self.all_sprites.add(bullet1)
                self.all_sprites.add(bullet2)
                self.all_sprites.add(missile1)
                self.bullets.add(bullet1)
                self.bullets.add(bullet2)
                self.bullets.add(missile1)
                shooting_sound.play()
                missile_sound.play()

    def powerup(self):
        self.power += 1
        self.power_time = pygame.time.get_ticks()

    def hide(self):
        self.hidden = True
        self.hide_timer = pygame.time.get_ticks()
        self.rect.center = (WIDTH / 2, HEIGHT + 200)


# defines the enemies
class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = random.choice(meteor_images)
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width *.90 / 2)
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-150, -100)
        self.speedy = random.randrange(5, 20)        ## for randomizing the speed of the Mob

        ## randomize the movements a little more 
        self.speedx = random.randrange(-3, 3)

        ## adding rotation to the mob element
        self.rotation = 0
        self.rotation_speed = random.randrange(-8, 8)
        self.last_update = pygame.time.get_ticks()  ## time when the rotation has to happen
        
    def rotate(self):
        time_now = pygame.time.get_ticks()
        if time_now - self.last_update > 50: # in milliseconds
            self.last_update = time_now
            self.rotation = (self.rotation + self.rotation_speed) % 360 
            new_image = pygame.transform.rotate(self.image_orig, self.rotation)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center

    def update(self):
        self.rotate()
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        ## now what if the mob element goes out of the screen

        if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20):
            self.rect.x = random.randrange(0, WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)        ## for randomizing the speed of the Mob

## defines the sprite for Powerups
class Pow(pygame.sprite.Sprite):
    def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(['shield', 'gun'])
        self.image = powerup_images[self.type]
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        ## place the bullet according to the current position of the player
        self.rect.center = center
        self.speedy = 2
    def update(self):
        """should spawn right in front of the player"""
        self.rect.y += self.speedy
        ## kill the sprite after it moves over the top border
        if self.rect.top > HEIGHT:
            self.kill()

            

## defines the sprite for bullets
class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        ## place the bullet according to the current position of the player
        self.rect.bottom = y 
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        """should spawn right in front of the player"""
        self.rect.y += self.speedy
        ## kill the sprite after it moves over the top border
        if self.rect.bottom < 0:
            self.kill()

        ## now we need a way to shoot
        ## lets bind it to "spacebar".
        ## adding an event for it in Game loop

## FIRE ZE MISSILES
class Missile(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = missile_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -100

    def update(self):
        """should spawn right in front of the player"""
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()


###################################################
## Load all game images

background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()
background_rect = background.get_rect()
## ^^ draw this rect first 

player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()
missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha()
# meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert()
meteor_images = []
meteor_list = [
    'meteorBrown_big1.png',
    'meteorBrown_big2.png', 
    'meteorBrown_med1.png', 
    'meteorBrown_med3.png',
    'meteorBrown_small1.png',
    'meteorBrown_small2.png',
    'meteorBrown_tiny1.png'
]

for image in meteor_list:
    meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert())

## meteor explosion
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
    filename = 'regularExplosion0{}.png'.format(i)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(BLACK)
    ## resize the explosion
    img_lg = pygame.transform.scale(img, (75, 75))
    explosion_anim['lg'].append(img_lg)
    img_sm = pygame.transform.scale(img, (32, 32))
    explosion_anim['sm'].append(img_sm)

    ## player explosion
    filename = 'sonicExplosion0{}.png'.format(i)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(BLACK)
    explosion_anim['player'].append(img)

## load power ups
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()


###################################################


###################################################
### Load all game sounds
shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))
missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))
expl_sounds = []
for sound in ['expl3.wav', 'expl6.wav']:
    expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
## main background music
#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.2)      ## simmered the sound down a little

player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
###################################################

## TODO: make the game music loop over again and again. play(loops=-1) is not working
# Error : 
# TypeError: play() takes no keyword arguments
#pygame.mixer.music.play()

<filename>spaceShooter.py<gh_stars>0
#!/usr/bin/env python
# -*- coding: utf-8 -*-
# @Author: tasdik
# @Contributers : Branden (Github: @bardlean86)
# MIT License. You can find a copy of the License @ http://prodicus.mit-license.org
## Game music Attribution
##Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3 <http://creativecommons.org/licenses/by/3.0/>
## Additional assets by: <NAME> (Github: @bardlean86)

#<NAME> 1000617275
#Software Quality Assignment 2
from __future__ import division
import pygame
import random
from os import path
from constants import *

## assets folder
img_dir = path.join(path.dirname(__file__), 'assets')
sound_folder = path.join(path.dirname(__file__), 'sounds')

pygame.init()
pygame.mixer.init()  ## For sound
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter")
clock = pygame.time.Clock()     ## For syncing the FPS

font_name = pygame.font.match_font('arial')

def main_menu():
    global screen

    menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg"))
    pygame.mixer.music.play(-1)

    title = pygame.image.load(path.join(img_dir, "main.png")).convert()
    title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen)

    screen.blit(title, (0,0))
    pygame.display.update()

    while True:
        ev = pygame.event.poll()
        if ev.type == pygame.KEYDOWN:
            if ev.key == pygame.K_RETURN:
                break
            elif ev.key == pygame.K_q:
                pygame.quit()
                quit()
        elif ev.type == pygame.QUIT:
                pygame.quit()
                quit() 
        else:
            draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2)
            draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40)
            pygame.display.update()

    #pygame.mixer.music.stop()
    ready = pygame.mixer.Sound(path.join(sound_folder,'getready.ogg'))
    ready.play()
    screen.fill(BLACK)
    draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2)
    pygame.display.update()
    

def draw_text(surf, text, size, x, y):
    ## selecting a cross platform font to display the score
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)       ## True denotes the font to be anti-aliased 
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)


def draw_shield_bar(surf, x, y, pct):
    # if pct < 0:
    #     pct = 0
    pct = max(pct, 0) 
    ## moving them to top
    # BAR_LENGTH = 100
    # BAR_HEIGHT = 10
    fill = (pct / 100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, GREEN, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)


def draw_lives(surf, x, y, lives, img):
    for i in range(lives):
        img_rect= img.get_rect()
        img_rect.x = x + 30 * i
        img_rect.y = y
        surf.blit(img, img_rect)

class Explosion(pygame.sprite.Sprite):
    def __init__(self, center, size):
        pygame.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 = pygame.time.get_ticks()
        self.frame_rate = 75

    def update(self):
        now = pygame.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 Player(pygame.sprite.Sprite):
    def __init__(self,all_sprite,bullet):
        pygame.sprite.Sprite.__init__(self)
        ## scale the player img down
        self.all_sprites = all_sprite
        self.bullets = bullet
        self.image = pygame.transform.scale(player_img, (50, 38))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 20
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0 
        self.shield = 100
        self.shoot_delay = 250
        self.last_shot = pygame.time.get_ticks()
        self.lives = 3
        self.hidden = False
        self.hide_timer = pygame.time.get_ticks()
        self.power = 1
        self.power_time = pygame.time.get_ticks()

    def update(self):
        ## time out for powerups
        if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
            self.power -= 1
            self.power_time = pygame.time.get_ticks()
        print("power = " + str(self.power) + " Power Time= " + str(self.power_time))
       # print("_")
        
        ## unhide 
        if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 30

        self.speedx = 0     ## makes the player static in the screen by default. 
        # then we have to check whether there is an event hanlding being done for the arrow keys being 
        ## pressed 

        ## will give back a list of the keys which happen to bke pressed down at that moment
        keystate = pygame.key.get_pressed()     
        if keystate[pygame.K_LEFT]:
            self.speedx = -5
        elif keystate[pygame.K_RIGHT]:
            self.speedx = 5

        #Fire weapons by holding spacebar
        if keystate[pygame.K_SPACE]:
            self.shoot()

        ## check for the borders at the left and right
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0

        self.rect.x += self.speedx

    def shoot(self):
        ## to tell the bullet where to spawn
        now = pygame.time.get_ticks()
        
        if now - self.last_shot > self.shoot_delay:
            
            self.last_shot = now
            if self.power == 1:
                bullet = Bullet(self.rect.centerx, self.rect.top)
                self.all_sprites.add(bullet)
                self.bullets.add(bullet)
                shooting_sound.play()
            if self.power == 2:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                self.all_sprites.add(bullet1)
                self.all_sprites.add(bullet2)
                self.bullets.add(bullet1)
                self.bullets.add(bullet2)
                shooting_sound.play()

            #THE MOST POWER
            if self.power >= 3:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                missile1 = Missile(self.rect.centerx, self.rect.top) # Missile shoots from center of ship
                self.all_sprites.add(bullet1)
                self.all_sprites.add(bullet2)
                self.all_sprites.add(missile1)
                self.bullets.add(bullet1)
                self.bullets.add(bullet2)
                self.bullets.add(missile1)
                shooting_sound.play()
                missile_sound.play()

    def powerup(self):
        self.power += 1
        self.power_time = pygame.time.get_ticks()

    def hide(self):
        self.hidden = True
        self.hide_timer = pygame.time.get_ticks()
        self.rect.center = (WIDTH / 2, HEIGHT + 200)


# defines the enemies
class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = random.choice(meteor_images)
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width *.90 / 2)
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-150, -100)
        self.speedy = random.randrange(5, 20)        ## for randomizing the speed of the Mob

        ## randomize the movements a little more 
        self.speedx = random.randrange(-3, 3)

        ## adding rotation to the mob element
        self.rotation = 0
        self.rotation_speed = random.randrange(-8, 8)
        self.last_update = pygame.time.get_ticks()  ## time when the rotation has to happen
        
    def rotate(self):
        time_now = pygame.time.get_ticks()
        if time_now - self.last_update > 50: # in milliseconds
            self.last_update = time_now
            self.rotation = (self.rotation + self.rotation_speed) % 360 
            new_image = pygame.transform.rotate(self.image_orig, self.rotation)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center

    def update(self):
        self.rotate()
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        ## now what if the mob element goes out of the screen

        if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20):
            self.rect.x = random.randrange(0, WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)        ## for randomizing the speed of the Mob

## defines the sprite for Powerups
class Pow(pygame.sprite.Sprite):
    def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(['shield', 'gun'])
        self.image = powerup_images[self.type]
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        ## place the bullet according to the current position of the player
        self.rect.center = center
        self.speedy = 2
    def update(self):
        """should spawn right in front of the player"""
        self.rect.y += self.speedy
        ## kill the sprite after it moves over the top border
        if self.rect.top > HEIGHT:
            self.kill()

            

## defines the sprite for bullets
class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        ## place the bullet according to the current position of the player
        self.rect.bottom = y 
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        """should spawn right in front of the player"""
        self.rect.y += self.speedy
        ## kill the sprite after it moves over the top border
        if self.rect.bottom < 0:
            self.kill()

        ## now we need a way to shoot
        ## lets bind it to "spacebar".
        ## adding an event for it in Game loop

## FIRE ZE MISSILES
class Missile(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = missile_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -100

    def update(self):
        """should spawn right in front of the player"""
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()


###################################################
## Load all game images

background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()
background_rect = background.get_rect()
## ^^ draw this rect first 

player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()
missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha()
# meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert()
meteor_images = []
meteor_list = [
    'meteorBrown_big1.png',
    'meteorBrown_big2.png', 
    'meteorBrown_med1.png', 
    'meteorBrown_med3.png',
    'meteorBrown_small1.png',
    'meteorBrown_small2.png',
    'meteorBrown_tiny1.png'
]

for image in meteor_list:
    meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert())

## meteor explosion
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
    filename = 'regularExplosion0{}.png'.format(i)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(BLACK)
    ## resize the explosion
    img_lg = pygame.transform.scale(img, (75, 75))
    explosion_anim['lg'].append(img_lg)
    img_sm = pygame.transform.scale(img, (32, 32))
    explosion_anim['sm'].append(img_sm)

    ## player explosion
    filename = 'sonicExplosion0{}.png'.format(i)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(BLACK)
    explosion_anim['player'].append(img)

## load power ups
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()


###################################################


###################################################
### Load all game sounds
shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))
missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))
expl_sounds = []
for sound in ['expl3.wav', 'expl6.wav']:
    expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
## main background music
#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.2)      ## simmered the sound down a little

player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
###################################################

## TODO: make the game music loop over again and again. play(loops=-1) is not working
# Error : 
# TypeError: play() takes no keyword arguments
#pygame.mixer.music.play()

#!/usr/bin/env python # -*- coding: utf-8 -*- # @Author: tasdik # @Contributers : Branden (Github: @bardlean86) # MIT License. You can find a copy of the License @ http://prodicus.mit-license.org ## Game music Attribution ##Frozen Jam by tgfcoder <https://twitter.com/tgfcoder> licensed under CC-BY-3 <http://creativecommons.org/licenses/by/3.0/> ## Additional assets by: <NAME> (Github: @bardlean86) #<NAME> 1000617275 #Software Quality Assignment 2 ## assets folder ## For sound ## For syncing the FPS #pygame.mixer.music.stop() ## selecting a cross platform font to display the score ## True denotes the font to be anti-aliased # if pct < 0: #     pct = 0 ## moving them to top # BAR_LENGTH = 100 # BAR_HEIGHT = 10 ## scale the player img down ## time out for powerups # print("_") ## unhide ## makes the player static in the screen by default. # then we have to check whether there is an event hanlding being done for the arrow keys being ## pressed ## will give back a list of the keys which happen to bke pressed down at that moment #Fire weapons by holding spacebar ## check for the borders at the left and right ## to tell the bullet where to spawn #THE MOST POWER # Missile shoots from center of ship # defines the enemies ## for randomizing the speed of the Mob ## randomize the movements a little more ## adding rotation to the mob element ## time when the rotation has to happen # in milliseconds ## now what if the mob element goes out of the screen ## for randomizing the speed of the Mob ## defines the sprite for Powerups ## place the bullet according to the current position of the player should spawn right in front of the player ## kill the sprite after it moves over the top border ## defines the sprite for bullets ## place the bullet according to the current position of the player should spawn right in front of the player ## kill the sprite after it moves over the top border ## now we need a way to shoot ## lets bind it to "spacebar". ## adding an event for it in Game loop ## FIRE ZE MISSILES should spawn right in front of the player ################################################### ## Load all game images ## ^^ draw this rect first # meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert() ## meteor explosion ## resize the explosion ## player explosion ## load power ups ################################################### ################################################### ### Load all game sounds ## main background music #pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg')) ## simmered the sound down a little ################################################### ## TODO: make the game music loop over again and again. play(loops=-1) is not working # Error : # TypeError: play() takes no keyword arguments #pygame.mixer.music.play()