Sprite Explosions

Screenshot of using sprites to shoot things
sprite_explosion.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
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
"""
Sprite Bullets

Simple program to show basic sprite usage.

Artwork from http://kenney.nl
Explosion graphics from http://www.explosiongenerator.com/

If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_explosions
"""
import random
import arcade
import os

SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_COIN = 0.2
SPRITE_SCALING_LASER = 0.8
COIN_COUNT = 50

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600

BULLET_SPEED = 5

EXPLOSION_TEXTURE_COUNT = 270


class Bullet(arcade.Sprite):
    def update(self):
        self.center_y += BULLET_SPEED


class Explosion(arcade.Sprite):
    """ This class creates an explosion animation """

    # Static variable that holds all the explosion textures
    explosion_textures = []

    def __init__(self):
        super().__init__("images/explosion/explosion0000.png")

        # Start at the first frame
        self.current_texture = 0
        self.texture = self.textures[self.current_texture]

    def update(self):

        # Update to the next frame of the animation. If we are at the end
        # of our frames, then delete this sprite.
        self.current_texture += 1
        if self.current_texture < len(Explosion.explosion_textures):
            self.texture = Explosion.explosion_textures[self.current_texture]
        else:
            self.kill()


# Pre-load the animation frames. We don't do this in the __init__ because it
# takes too long and would cause the game to pause.
for i in range(EXPLOSION_TEXTURE_COUNT):
    # Files from http://www.explosiongenerator.com are numbered sequentially.
    # This code loads all of the explosion0000.png to explosion0270.png files
    # that are part of this explosion.
    texture = arcade.load_texture(f"images/explosion/explosion{i:04d}.png")
    Explosion.explosion_textures.append(texture)


class MyGame(arcade.Window):
    """ Main application class. """

    def __init__(self):
        """ Initializer """
        # Call the parent class initializer
        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, "Sprites and Bullets Demo")

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        # Variables that will hold sprite lists
        self.player_list = None
        self.coin_list = None
        self.bullet_list = None
        self.explosions_list = None

        # Set up the player info
        self.player_sprite = None
        self.score = 0

        # Don't show the mouse cursor
        self.set_mouse_visible(False)

        # Load sounds. Sounds from kenney.nl
        self.gun_sound = arcade.sound.load_sound("sounds/laser1.wav")
        self.hit_sound = arcade.sound.load_sound("sounds/phaseJump1.wav")

        arcade.set_background_color(arcade.color.AMAZON)

    def setup(self):

        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()
        self.bullet_list = arcade.SpriteList()
        self.explosions_list = arcade.SpriteList()

        # Set up the player
        self.score = 0

        # Image from kenney.nl
        self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING_PLAYER)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 70
        self.player_list.append(self.player_sprite)

        # Create the coins
        for i in range(COIN_COUNT):

            # Create the coin instance
            # Coin image from kenney.nl
            coin = arcade.Sprite("images/coin_01.png", SPRITE_SCALING_COIN)

            # Position the coin
            coin.center_x = random.randrange(SCREEN_WIDTH)
            coin.center_y = random.randrange(150, SCREEN_HEIGHT)

            # Add the coin to the lists
            self.coin_list.append(coin)

        # 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()
        self.explosions_list.draw()

        # Render the text
        arcade.draw_text(f"Score: {self.score}", 10, 20, arcade.color.WHITE, 14)

    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_LASER)

        # 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.bullet_list.append(bullet)

    def update(self, delta_time):
        """ Movement and game logic """

        # Call update on bullet sprites
        self.bullet_list.update()
        self.explosions_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:
                explosion = Explosion()
                explosion.center_x = hit_list[0].center_x
                explosion.center_y = hit_list[0].center_y
                self.explosions_list.append(explosion)
                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():
    window = MyGame()
    window.setup()
    arcade.run()


if __name__ == "__main__":
    main()