# Shoot Bullets Upwards¶

sprite_bullets.py
  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 """ Sprite Bullets Simple program to show basic sprite usage. Artwork from http://kenney.nl """ import random import arcade SPRITE_SCALING = 0.5 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 BULLET_SPEED = 5 class Bullet(arcade.Sprite): def update(self): self.center_y += BULLET_SPEED class MyAppWindow(arcade.Window): """ Main application class. """ def __init__(self): super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, "Sprites and Bullets Demo") """ Set up the game and initialize the variables. """ # Sprite lists self.all_sprites_list = arcade.SpriteList() self.coin_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() # Set up the player self.score = 0 self.score_text = None self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING) self.player_sprite.center_x = 50 self.player_sprite.center_y = 70 self.all_sprites_list.append(self.player_sprite) # Load sounds self.gun_sound = arcade.sound.load_sound("sounds/laser1.ogg") self.hit_sound = arcade.sound.load_sound("sounds/phaseJump1.ogg") for i in range(50): # Create the coin instance coin = arcade.Sprite("images/coin_01.png", SPRITE_SCALING / 3) # Position the coin coin.center_x = random.randrange(SCREEN_WIDTH) coin.center_y = random.randrange(120, SCREEN_HEIGHT) # Add the coin to the lists self.all_sprites_list.append(coin) self.coin_list.append(coin) # Don't show the mouse cursor self.set_mouse_visible(False) # Set the background color arcade.set_background_color(arcade.color.AMAZON) def on_draw(self): """ Render the screen. """ # This command has to happen before we start drawing arcade.start_render() # Draw all the sprites. self.coin_list.draw() self.bullet_list.draw() self.player_sprite.draw() # Put the text on the screen. output = f"Score: {self.score}" # Is this the same text as last frame? If not, set up a new text object if not self.score_text or output != self.score_text.text: self.score_text = arcade.create_text(output, arcade.color.WHITE, 14) # Render the text arcade.render_text(self.score_text, 10, 20) def on_mouse_motion(self, x, y, dx, dy): """ Called whenever the mouse moves. """ self.player_sprite.center_x = x def on_mouse_press(self, x, y, button, modifiers): """ Called whenever the mouse button is clicked. """ # Gunshot sound arcade.sound.play_sound(self.gun_sound) # Create a bullet bullet = Bullet("images/laserBlue01.png", SPRITE_SCALING * 1.5) # The image points to the right, and we want it to point up. So # rotate it. bullet.angle = 90 # Position the bullet bullet.center_x = self.player_sprite.center_x bullet.bottom = self.player_sprite.top # Add the bullet to the appropriate lists self.all_sprites_list.append(bullet) self.bullet_list.append(bullet) def update(self, delta_time): """ Movement and game logic """ # Call update on all sprites (The sprites don't do much in this # example though.) self.all_sprites_list.update() # Loop through each bullet for bullet in self.bullet_list: # Check this bullet to see if it hit a coin hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list) # If it did, get rid of the bullet if len(hit_list) > 0: bullet.kill() # For every coin we hit, add to the score and remove the coin for coin in hit_list: coin.kill() self.score += 1 # Hit Sound arcade.sound.play_sound(self.hit_sound) # If the bullet flies off-screen, remove it. if bullet.bottom > SCREEN_HEIGHT: bullet.kill() def main(): MyAppWindow() arcade.run() if __name__ == "__main__": main()