TORONTO KIDS COMPUTER CLUB | Monday 20:00 Python Practice 21.01.11.
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Monday 20:00 Python Practice 21.01.11.

14 Jan Monday 20:00 Python Practice 21.01.11.

Question:

How to create ending screen shows the following 3 lines of information:

Game Over
Your score is: ??
press space to restart

and the game will be restarted if you press the space.

1Comment
  • Ethan Li
    Posted at 01:03h, 19 January Reply

    import pygame, sys, time, math
    import random as r
    SCREEN_WIDTH= 640
    SCREEN_HEIGHT= 640
    BG_HEIGHT=1055

    STATUS_START=1
    STATUS_PLAY=2
    STATUS_GAMEOVER=3

    WEAPON_MISSILE=1
    WEAPON_LASER=2

    SCROLL_SPEED=2

    menu=[‘1. Fight’,
    ‘2. Quit’]

    e.msgbox(‘Welcome to the dogfight! Good luck!!’)
    while True:
    choice=e.choicebox(‘Please select from the following options: ‘,
    choices= menu)

    if choice ==menu[1]: #quit
    confirm=e.buttonbox(‘Are you sure you want to quit the game?’,
    choices=[‘Yes’, ‘No’])
    if confirm==’Yes’:
    break
    else:

    if choice==menu[0]: #fight

    class Fighter(pygame.sprite.Sprite):
    def __init__(self, image, location):
    pygame.sprite.Sprite.__init__(self)
    self.image=pygame.image.load(image)
    self.rect=self.image.get_rect()
    self.rect.centerx, self.rect.centery=location
    self.lives=3
    self.counter_protection=60

    def canBeKill(self):
    return self.counter_protection==0

    def resetProtection(self):
    self.counter_protection=60

    def getCounter(self):
    return self.counter_protection

    def gotShot(self):
    self.lives -=1

    def getLives(self):
    return self.lives

    def isGameOver(self):
    return self.lives==0

    def update(self):
    ”’
    if pygame.key.get_pressed()[pygame.K_w]:
    self.rect.top -= 10
    elif pygame.key.get_pressed()[pygame.K_s]:
    self.rect.top += 10
    if pygame.key.get_pressed()[pygame.K_a]:
    self.rect.left -= 10
    elif pygame.key.get_pressed()[pygame.K_d]:
    self.rect.left += 10
    ”’
    #mouse control 1
    #mouse control 2
    self.rect.centerx += (pygame.mouse.get_pos()[0]-self.rect.centerx)//10
    self.rect.centery += (pygame.mouse.get_pos()[1]-self.rect.centery)//10
    if self.counter_protection>0:
    self.counter_protection -=1

    class Enemy(pygame.sprite.Sprite):
    def __init__(self, image, location, speed):
    pygame.sprite.Sprite.__init__(self)
    self.image=pygame.image.load(image)
    self.rect=self.image.get_rect()
    self.rect.left, self.rect.top=location
    self.speed=speed
    self.hp=5

    def gotShot(self):
    if self.hp > 0:
    self.hp -= 1

    def isKilled(self):
    if self.hp==0:
    return True
    return False

    def update(self):
    self.rect=self.rect.move(self.speed)
    if self.rect.leftSCREEN_WIDTH:
    self.speed[0]=-self.speed[0]

    class Missile(pygame.sprite.Sprite):
    def __init__(self, image, location, speed, degree):
    pygame.sprite.Sprite.__init__(self)
    self.image=pygame.image.load(image)
    self.rect=self.image.get_rect()
    self.rect.left, self.rect.top=location
    self.speed=speed
    self.degree= degree
    self.ready = True

    def isReady(self):
    return self.ready

    def update(self):
    self.ready= False
    self.rect=self.rect.move(self.speed)
    self.speed[0]=int(10*math.sin(self.degree))
    self.degree +=0.2
    if self.rect.bottom 0:
    self.image_index=(self.image_index+1)%2
    self.image=pygame.image.load(self.images_list[self.image_index])
    self.rect.bottom -= 40
    else:
    self.kill()
    #kill means to delete that item/command from code.

    class Energy(pygame.sprite.Sprite):
    def __init__(self, image, location, speed):
    pygame.sprite.Sprite.__init__(self)
    self.image=pygame.image.load(image)
    self.rect=self.image.get_rect()
    self.rect.left, self.rect.top=location
    self.speed=speed

    def update(self):
    self.rect=self.rect.move(self.speed)
    if self.rect.leftSCREEN_WIDTH:
    self.speed[0]=-self.speed[0]

    class Explosion(pygame.sprite.Sprite):
    def __init__(self, location, spriteNum=1):
    pygame.sprite.Sprite.__init__(self)
    self.images_list_1=[‘explosion-1.png’,
    ‘explosion-2.png’,
    ‘explosion-3.png’,
    ‘explosion-4.png’,
    ‘explosion-5.png’,
    ‘explosion-6.png’,
    ‘explosion-7.png’]
    self.images_list_2=[‘hitexplosion0.png’,
    ‘hitexplosion1.png’,
    ‘hitexplosion2.png’,
    ‘hitexplosion3.png’,
    ‘hitexplosion4.png’,
    ‘hitexplosion5.png’,
    ‘hitexplosion6.png’]

    self.spriteNum=spriteNum
    if spriteNum==1:
    self.images_list=self.images_list_1
    else:
    self.images_list=self.images_list_2

    self.image_index=0
    self.image=pygame.image.load(self.images_list[self.image_index])
    self.rect=self.image.get_rect()
    self.rect.centerx, self.rect.centery=location

    def update(self):
    if self.image_index==6:
    self.kill()
    else:
    self.image_index+=1
    self.image=pygame.image.load(self.images_list[self.image_index])

    class Planet(pygame.sprite.Sprite):
    def __init__(self):
    pygame.sprite.Sprite.__init__(self)
    self.images_list=[‘p0.png’,
    ‘p1.png’,
    ‘p2.png’]
    self.image_index=r.randint(0,2)
    self.image=pygame.image.load(self.images_list[self.image_index])
    self.rect=self.image.get_rect()
    self.rect.centerx=r.randint(-200, SCREEN_WIDTH-300)
    self.rect.centery=-1000

    def update(self):
    self.rect.centery += SCROLL_SPEED
    if self.rect.centery>1000:
    self.image_index=(self.image_index+1)%3
    self.image=pygame.image.load(self.images_list[self.image_index])
    self.rect.centerx=r.randint(-200, SCREEN_WIDTH-300)
    self.rect.centery=-1000

    class Titan(pygame.sprite.Sprite):
    def __init__(self, image, location, speed):
    pygame.sprite.Sprite.__init__(self)
    self.image=pygame.image.load(image)
    self.rect=self.image.get_rect()
    self.rect.left, self.rect.top=location
    self.speed=speed
    self.hp=100

    def gotShot(self, damage):
    if self.hp > 0:
    self.hp -= damage

    def isKilled(self):
    if self.hp==0:
    return True
    return False

    def update(self):
    self.rect=self.rect.move(self.speed)
    if self.rect.top > SCREEN_HEIGHT:
    self.kill()

    class Bullet(pygame.sprite.Sprite):
    def __init__(self, image, location, speed):
    pygame.sprite.Sprite.__init__(self)
    self.image=pygame.image.load(image)
    self.rect=self.image.get_rect()
    self.rect.left, self.rect.top=location
    self.speed=speed

    def update(self):
    self.rect=self.rect.move(self.speed)
    if self.rect.right SCREEN_WIDTH or \
    self.rect.bottom SCREEN_HEIGHT:
    self.kill()

    pygame.init()
    screen=pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
    screen.fill([0,0,0])

    # load background
    bg0=pygame.image.load(‘bg0.png’).convert()
    bg1=pygame.image.load(‘bg1.png’).convert()
    scroll_height=SCREEN_HEIGHT – BG_HEIGHT

    planet=Planet()

    #initialize all the sprite and sprite groups
    fighter=Fighter(‘fighter.png’, [SCREEN_WIDTH//2,SCREEN_HEIGHT-100])
    enemies=pygame.sprite.Group()
    for i in range(5):
    enemies.add(Enemy(‘spaceship.png’, [100+i*100, 20+i*5], [20, 2]))

    titan = None

    lasers= pygame.sprite.Group()

    missiles=pygame.sprite.Group()
    missiles.add(Missile(‘missile.png’,
    [fighter.rect.centerx, fighter.rect.centery],
    [0, -20], 0))
    missiles.add(Missile(‘missile.png’,
    [fighter.rect.centerx, fighter.rect.centery],
    [0, -20], 90))
    energies=pygame.sprite.Group()

    explos=pygame.sprite.Group()

    bullets=pygame.sprite.Group()

    clock=pygame.time.Clock()

    score=0

    ”’
    keyDelay=50
    keyInterval=50
    pygame.key.set_repeat(keyDelay, keyInterval)
    ”’

    counter_enemy=r.randint(15, 30)

    counter_titan=r.randint(150, 200)

    counter_bullet=30

    game_status= STATUS_START
    startImage=pygame.image.load(‘start.png’).convert()

    small_fighter=pygame.image.load(‘fighter_s.png’).convert()

    weapon = WEAPON_MISSILE

    score=0
    font_score=pygame.font.Font(None, 20)

    while True:
    for event in pygame.event.get():
    if event.type==pygame.QUIT:
    pygame.display.quit()
    sys.exit()

    #keyboard control 1
    elif event.type == pygame.KEYDOWN:
    if event.key==pygame.K_1:
    weapon=WEAPON_MISSILE
    elif event.key==pygame.K_2:
    weapon=WEAPON_LASER

    ”’
    elif event.key==pygame.K_a:
    fighter.rect.left -= 20
    elif event.key==pygame.K_d:
    fighter.rect.left += 20
    ”’

    clock.tick(30)

    #start screen
    if game_status==STATUS_START:
    screen.blit(startImage, [0, 0])
    pygame.display.flip()
    if True in pygame.mouse.get_pressed() and \
    pygame.mouse.get_pos()[0]>220 and \
    pygame.mouse.get_pos()[0]360 and \
    pygame.mouse.get_pos()[1]<430:
    game_status=STATUS_PLAY

    continue

    #set up scroll background
    scroll_height+= SCROLL_SPEED
    if scroll_height < 0:
    screen.blit(bg0, [0, scroll_height])
    elif scroll_height < SCREEN_HEIGHT:
    screen.blit(bg0, [0, scroll_height])
    screen.blit(bg1, [0, scroll_height – BG_HEIGHT])
    elif scroll_height<BG_HEIGHT:
    screen.blit(bg1, [0, scroll_height – BG_HEIGHT])
    elif scroll_height 0 or \
    len(pygame.sprite.spritecollide(fighter, bullets, True))>0:
    explos.add(Explosion([enemy.rect.centerx, enemy.rect.centery]))
    fighter.resetProtection()
    fighter.rect.centerx= SCREEN_WIDTH//2
    fighter.rect.centery=SCREEN_HEIGHT -100

    for i in range(fighter.getLives()-1):
    screen.blit(small_fighter,
    [SCREEN_WIDTH-i* 30, SCREEN_HEIGHT-30])

    fighter.update()
    if fighter.getCounter()%2==0:
    screen.blit(fighter.image, fighter.rect)

    for enemy in enemies:
    enemy.update()
    screen.blit(enemy.image, enemy.rect)

    if True in pygame.mouse.get_pressed():
    if weapon==WEAPON_MISSILE:
    for missile in missiles:
    if missile.isReady():
    missile.rect.centerx=fighter.rect.centerx
    missile.rect.centery=fighter.rect.centery
    elif weapon == WEAPON_LASER:
    lasers.add(Laser([fighter.rect.centerx, fighter.rect.centery]))

    #update and show weapons
    for missile in missiles:
    missile.update()
    screen.blit(missile.image, missile.rect)
    missile_kills_list=pygame.sprite.spritecollide(missile, enemies, True)
    if len(missile_kills_list) >0:
    missile.rect.bottom=-100
    for enemy in missile_kills_list:
    energies.add(Energy(‘energy.png’,
    [enemy.rect.centerx, enemy.rect.centery],
    [r.randint(1,3), r.randint(1,2)]))

    explos.add(Explosion([enemy.rect.centerx, enemy.rect.centery]))

    for laser in lasers:
    laser.update()
    screen.blit(laser.image, laser.rect)
    laser_shot_list=pygame.sprite.spritecollide(laser, enemies, False)
    if len(laser_shot_list)>0:
    laser.kill()
    for enemy in laser_shot_list:
    enemy.gotShot()
    if enemy.isKilled():
    energies.add(Energy(‘energy.png’,
    [enemy.rect.centerx, enemy.rect.centery],
    [r.randint(1,3), r.randint(1,2)]))
    explos.add(Explosion([enemy.rect.centerx, enemy.rect.centery]))
    enemy.kill()

    #create titan enemy
    counter_titan -= 1
    if counter_titan ==0:
    titan=Titan(‘spaceship_tut.png’,
    [r.randint(100, SCREEN_WIDTH-200), -160],
    [0, 1])
    counter_titan=900

    if titan:
    titan.update()
    screen.blit(titan.image, titan.rect)
    counter_bullet -= 1
    if counter_bullet==0:
    for i in range(20):
    bullets.add(Bullet(‘bullet.png’,
    [titan.rect.centerx, titan.rect.centery],
    [int(10*math.sin(i*18)), int(10*math.cos(i*18))]))

    hitList=pygame.sprite.spritecollide(titan, lasers, True,
    pygame.sprite.collide_mask)
    for hit in hitList:
    explos.add(Explosion([hit.rect.centerx, hit.rect.centery], 2))
    titan.gotShot(1)
    hitList=pygame.sprite.spritecollide(titan, missiles, False,
    pygame.sprite.collide_mask)

    for hit in hitList:
    explos.add(Explosion([hit.rect.centerx, hit.rect.centery], 1))
    hit.rect.bottom = -100
    titan.gotShot(5)
    if titan.isKilled():
    for i in range(15):
    explos.add(Explosion([titan.rect.centerx + r.randint(-60, 60),
    titan.rect.centery + r.randint(-60, 60)]))

    titan=None
    score+=50

    score += len(pygame.sprite.spritecollide(fighter, energies, True))

    for energy in energies:
    energy.update()
    screen.blit(energy.image, energy.rect)

    for explo in explos:
    explo.update()
    screen.blit(explo.image, explo.rect)

    for bullet in bullets:
    bullet.update()
    screen.blit(bullet.image, bullet.rect)

    #add game score
    surf_score=font_score.render(‘Score: ‘ +str(score), 1, (150, 150, 255))
    screen.blit(surf_score, [20, 25])

    pygame.display.flip()

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