Here's an example that demonstrates how pygame.sprite.Sprite
s and pygame.sprite.Group
s can be used to create bullets. It also shows how to shoot continuously with the help of a timer variable and the dt
(delta time) that clock.tick
returns.
pygame.sprite.groupcollide
is used for the collision detection between the bullets and the enemies
sprite group. I iterate over the items in the hits
dict to reduce the health points of the enemies.
import random
import pygame as pg
pg.init()
BG_COLOR = pg.Color('gray12')
PLAYER_IMG = pg.Surface((30, 50), pg.SRCALPHA)
pg.draw.polygon(PLAYER_IMG, pg.Color('dodgerblue'), [(0, 50), (15, 0), (30, 50)])
ENEMY_IMG = pg.Surface((50, 30))
ENEMY_IMG.fill(pg.Color('darkorange1'))
BULLET_IMG = pg.Surface((9, 15))
BULLET_IMG.fill(pg.Color('aquamarine2'))
class Player(pg.sprite.Sprite):
def __init__(self, pos, all_sprites, bullets):
super().__init__()
self.image = PLAYER_IMG
self.rect = self.image.get_rect(center=pos)
self.all_sprites = all_sprites
self.add(self.all_sprites)
self.bullets = bullets
self.bullet_timer = .1
def update(self, dt):
self.rect.center = pg.mouse.get_pos()
mouse_pressed = pg.mouse.get_pressed()
self.bullet_timer -= dt # Subtract the time since the last tick.
if self.bullet_timer <= 0:
self.bullet_timer = 0 # Bullet ready.
if mouse_pressed[0]: # Left mouse button.
# Create a new bullet instance and add it to the groups.
Bullet(pg.mouse.get_pos(), self.all_sprites, self.bullets)
self.bullet_timer = .1 # Reset the timer.
class Enemy(pg.sprite.Sprite):
def __init__(self, pos, *sprite_groups):
super().__init__(*sprite_groups)
self.image = ENEMY_IMG
self.rect = self.image.get_rect(center=pos)
self.health = 30
def update(self, dt):
if self.health <= 0:
self.kill()
class Bullet(pg.sprite.Sprite):
def __init__(self, pos, *sprite_groups):
super().__init__(*sprite_groups)
self.image = BULLET_IMG
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, -450)
self.damage = 10
def update(self, dt):
# Add the velocity to the position vector to move the sprite.
self.pos += self.vel * dt
self.rect.center = self.pos # Update the rect pos.
if self.rect.bottom <= 0:
self.kill()
class Game:
def __init__(self):
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((800, 600))
self.all_sprites = pg.sprite.Group()
self.enemies = pg.sprite.Group()
self.bullets = pg.sprite.Group()
self.player = Player((0, 0), self.all_sprites, self.bullets)
for i in range(15):
pos = (random.randrange(30, 750), random.randrange(500))
Enemy(pos, self.all_sprites, self.enemies)
self.done = False
def run(self):
while not self.done:
# dt = time since last tick in milliseconds.
dt = self.clock.tick(60) / 1000
self.handle_events()
self.run_logic(dt)
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
def run_logic(self, dt):
self.all_sprites.update(dt)
# hits is a dict. The enemies are the keys and bullets the values.
hits = pg.sprite.groupcollide(self.enemies, self.bullets, False, True)
for enemy, bullet_list in hits.items():
for bullet in bullet_list:
enemy.health -= bullet.damage
def draw(self):
self.screen.fill(BG_COLOR)
self.all_sprites.draw(self.screen)
pg.display.flip()
if __name__ == '__main__':
Game().run()
pg.quit()