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Problem 6 (50 XP) Modify the spaceinvades game so that the LaserCanon0 object au

ID: 3719446 • Letter: P

Question

Problem 6 (50 XP) Modify the spaceinvades game so that the LaserCanon0 object automatically fires a Bomb onclik, rather than with the use of the "s" key. The LaserCanon0 still changes direction towards the direction of the (x,y) coordinate you click. This modification makes the game easier to play since it does not require the player to press "s" after changing direction to fire a Bomb.

Explanation / Answer

from __future__ import division import pygame import random from os import path ## assets folder img_dir = path.join(path.dirname(__file__), 'assets') sound_folder = path.join(path.dirname(__file__), 'sounds') ############################### ## to be placed in "constant.py" later WIDTH = 480 HEIGHT = 600 FPS = 60 POWERUP_TIME = 5000 # Define Colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) YELLOW = (255, 255, 0) ############################### ############################### ## to placed in "__init__.py" later ## initialize pygame and create window 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() 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((0,0,0)) 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 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) def newmob(): mob_element = Mob() all_sprites.add(mob_element) mobs.add(mob_element) 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): pygame.sprite.Sprite.__init__(self) ## scale the player img down 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_timer = 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() ## 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 be 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) all_sprites.add(bullet) 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) all_sprites.add(bullet1) all_sprites.add(bullet2) bullets.add(bullet1) bullets.add(bullet2) shooting_sound.play() """ MOAR POWAH """ 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 all_sprites.add(bullet1) all_sprites.add(bullet2) all_sprites.add(missile1) bullets.add(bullet1) bullets.add(bullet2) 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 = -10 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')) ################################################### ## group all the sprites together for ease of update all_sprites = pygame.sprite.Group() player = Player() all_sprites.add(player) ## spawn a group of mob mobs = pygame.sprite.Group() for i in range(8): ## 8 mobs # mob_element = Mob() # all_sprites.add(mob_element) # mobs.add(mob_element) newmob() ## group for bullets bullets = pygame.sprite.Group() powerups = pygame.sprite.Group() #### Score board variable score = 0 ## 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() ############################# ## Game loop running = True menu_display = True while running: if menu_display: main_menu() pygame.time.wait(3000) #Stop menu music pygame.mixer.music.stop() #Play the gameplay music pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg')) pygame.mixer.music.play(-1) ## makes the gameplay sound in an endless loop menu_display = False #1 Process input/events clock.tick(FPS) ## will make the loop run at the same speed all the time for event in pygame.event.get(): # gets all the events which have occured till now and keeps tab of them. ## listening for the the X button at the top if event.type == pygame.QUIT: running = False ## Press ESC to exit game if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False # ## event for shooting the bullets # elif event.type == pygame.KEYDOWN: # if event.key == pygame.K_SPACE: # player.shoot() ## we have to define the shoot() function #2 Update all_sprites.update() ## check if a bullet hit a mob ## now we have a group of bullets and a group of mob hits = pygame.sprite.groupcollide(mobs, bullets, True, True) ## now as we delete the mob element when we hit one with a bullet, we need to respawn them again ## as there will be no mob_elements left out for hit in hits: score += 50 - hit.radius ## give different scores for hitting big and small metoers random.choice(expl_sounds).play() # m = Mob() # all_sprites.add(m) # mobs.add(m) expl = Explosion(hit.rect.center, 'lg') all_sprites.add(expl) if random.random() > 0.9: pow = Pow(hit.rect.center) all_sprites.add(pow) powerups.add(pow) newmob() ## spawn a new mob ## ^^ the above loop will create the amount of mob objects which were killed spawn again ######################### ## check if the player collides with the mob hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle) ## gives back a list, True makes the mob element disappear for hit in hits: player.shield -= hit.radius * 2 expl = Explosion(hit.rect.center, 'sm') all_sprites.add(expl) newmob() if player.shield = 100: player.shield = 100 if hit.type == 'gun': player.powerup() ## if player died and the explosion has finished, end game if player.lives == 0 and not death_explosion.alive(): running = False # menu_display = True # pygame.display.update() #3 Draw/render screen.fill(BLACK) ## draw the stargaze.png image screen.blit(background, background_rect) all_sprites.draw(screen) draw_text(screen, str(score), 18, WIDTH / 2, 10) ## 10px down from the screen draw_shield_bar(screen, 5, 5, player.shield) # Draw lives draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img) ## Done after drawing everything to the screen pygame.display.flip() pygame.quit()