Tank Battle Game:
<pre>
Tank Battle Game
Chapter 12
import sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
class Bullet():
def init(self,position):
self.alive = True
self.color = (250,20,20)
self.position = Point(position.x,position.y)
self.velocity = Point(0,0)
self.rect = Rect(0,0,4,4)
self.owner = ""
def update(self,ticks):
self.position.x += self.velocity.x \* 10.0
self.position.y += self.velocity.y \* 10.0
if self.position.x < 0 or self.position.x > 800 \
or self.position.y < 0 or self.position.y > 600:
self.alive = False
self.rect = Rect(self.position.x, self.position.y, 4, 4)
def draw(self, surface):
pos = (int(self.position.x), int(self.position.y))
pygame.draw.circle(surface, self.color, pos, 4, 0)
def fire_cannon(tank):
position = Point(tank.turret.X, tank.turret.Y)
bullet = Bullet(position)
angle = tank.turret.rotation
bullet.velocity = angular_velocity(angle)
bullets.append(bullet)
play_sound(shoot_sound)
return bullet
def player_fire_cannon():
bullet = fire_cannon(player)
bullet.owner = "player"
bullet.color = (30,250,30)
def enemy_fire_cannon():
bullet = fire_cannon(enemy_tank)
bullet.owner = "enemy"
bullet.color = (250,30,30)
class Tank(MySprite):
def init(self,tank_file="tank.png",turret_file="turret.png"):
MySprite.init(self)
self.load(tank_file, 50, 60, 4)
self.speed = 0.0
self.scratch = None
self.float_pos = Point(0,0)
self.velocity = Point(0,0)
self.turret = MySprite()
self.turret.load(turret_file, 32, 64, 4)
self.fire_timer = 0
def update(self,ticks):
#update chassis
MySprite.update(self,ticks,100)
self.rotation = wrap_angle(self.rotation)
self.scratch = pygame.transform.rotate(self.image, -self.rotation)
angle = wrap_angle(self.rotation-90)
self.velocity = angular_velocity(angle)
self.float_pos.x += self.velocity.x
self.float_pos.y += self.velocity.y
#warp tank around screen edges (keep it simple)
if self.float_pos.x < -50: self.float_pos.x = 800
elif self.float_pos.x > 800: self.float_pos.x = -50
if self.float_pos.y < -60: self.float_pos.y = 600
elif self.float_pos.y > 600: self.float_pos.y = -60
#transfer float position to integer position for drawing
self.X = int(self.float_pos.x)
self.Y = int(self.float_pos.y)
#update turret
self.turret.position = (self.X,self.Y)
self.turret.last_frame = 0
self.turret.update(ticks,100)
self.turret.rotation = wrap_angle(self.turret.rotation)
angle = self.turret.rotation+90
self.turret.scratch = pygame.transform.rotate(self.turret.image, -angle)
def draw(self,surface):
#draw the chassis
width,height = self.scratch.get_size()
center = Point(width/2,height/2)
surface.blit(self.scratch, (self.X-center.x, self.Y-center.y))
#draw the turret
width,height = self.turret.scratch.get_size()
center = Point(width/2,height/2)
surface.blit(self.turret.scratch, (self.turret.X-center.x,
self.turret.Y-center.y))
def __str__(self):
return MySprite.__str__(self) + "," + str(self.velocity)
class EnemyTank(Tank):
def init(self,tank_file="enemy_tank.png",turret_file="enemy_turret.png"):
Tank.init(self,tank_file,turret_file)
def update(self,ticks):
self.turret.rotation = wrap_angle(self.rotation-90)
Tank.update(self,ticks)
def draw(self,surface):
Tank.draw(self,surface)
this function initializes the game
def game_init():
global screen, backbuffer, font, timer, player_group, player,
enemy_tank, bullets, crosshair, crosshair_group
pygame.init()
screen = pygame.display.set_mode((800,600))
backbuffer = pygame.Surface((800,600))
pygame.display.set_caption("Tank Battle Game")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
pygame.mouse.set_visible(False)
#load mouse cursor
crosshair = MySprite()
crosshair.load("crosshair.png")
crosshair_group = pygame.sprite.GroupSingle()
crosshair_group.add(crosshair)
#create player tank
player = Tank()
player.float_pos = Point(400,300)
#create enemy tanks
enemy_tank = EnemyTank()
enemy_tank.float_pos = Point(random.randint(50,760), 50)
enemy_tank.rotation = 135
#create bullets
bullets = list()
this function initializes the audio system
def audio_init():
global shoot_sound, boom_sound
#initialize the audio mixer
pygame.mixer.init()
#load sound files
shoot_sound = pygame.mixer.Sound("shoot.wav")
boom_sound = pygame.mixer.Sound("boom.wav")
this function uses any available channel to play a sound clip
def play_sound(sound):
channel = pygame.mixer.find_channel(True)
channel.set_volume(0.5)
channel.play(sound)
main program begins
game_init()
audio_init()
game_over = False
player_score = 0
enemy_score = 0
last_time = 0
mouse_x = mouse_y = 0
main loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
#reset mouse state variables
mouse_up = mouse_down = 0
mouse_up_x = mouse_up_y = 0
mouse_down_x = mouse_down_y = 0
#event section
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
elif event.type == MOUSEMOTION:
mouse_x,mouse_y = event.pos
move_x,move_y = event.rel
elif event.type == MOUSEBUTTONDOWN:
mouse_down = event.button
mouse_down_x,mouse_down_y = event.pos
elif event.type == MOUSEBUTTONUP:
mouse_up = event.button
mouse_up_x,mouse_up_y = event.pos
#get key states
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_LEFT] or keys[K_a]:
#calculate new direction velocity
player.rotation -= 2.0
elif keys[K_RIGHT] or keys[K_d]:
#calculate new direction velocity
player.rotation += 2.0
#fire cannon!
if keys[K_SPACE] or mouse_up > 0:
if ticks > player.fire_timer + 1000:
player.fire_timer = ticks
player_fire_cannon()
#update section
if not game_over:
crosshair.position = (mouse_x,mouse_y)
crosshair_group.update(ticks)
#point tank turret toward crosshair
angle = target_angle(player.turret.X,player.turret.Y,
crosshair.X + crosshair.frame_width/2,
crosshair.Y + crosshair.frame_height/2)
player.turret.rotation = angle
#move tank
player.update(ticks)
#update enemies
enemy_tank.update(ticks)
if ticks > enemy_tank.fire_timer + 1000:
enemy_tank.fire_timer = ticks
enemy_fire_cannon()
#update bullets
for bullet in bullets:
bullet.update(ticks)
if bullet.owner == "player":
if pygame.sprite.collide_rect(bullet, enemy_tank):
player_score += 1
bullet.alive = False
play_sound(boom_sound)
elif bullet.owner == "enemy":
if pygame.sprite.collide_rect(bullet, player):
enemy_score += 1
bullet.alive = False
play_sound(boom_sound)
#drawing section
backbuffer.fill((100,100,20))
for bullet in bullets:
bullet.draw(backbuffer)
enemy_tank.draw(backbuffer)
player.draw(backbuffer)
crosshair_group.draw(backbuffer)
screen.blit(backbuffer, (0,0))
if not game_over:
print_text(font, 0, 0, "PLAYER " + str(player_score))
print_text(font, 700, 0, "ENEMY " + str(enemy_score))
else:
print_text(font, 0, 0, "GAME OVER")
pygame.display.update()
#remove expired bullets
for bullet in bullets:
if bullet.alive == False:
bullets.remove(bullet)
</pre>
Artillery Gunner:
<pre>
Artillery Gunner Game
Chapter 12
import sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
class Terrain():
def init(self, min_height, max_height, total_points):
self.min_height = min_height
self.max_height = max_height
self.total_points = total_points+1
self.grid_size = 800 / total_points
self.height_map = list()
self.generate()
def generate(self):
#clear list
if len(self.height_map)>0:
for n in range(self.total_points):
self.height_map.pop()
#first point
last_x = 0
last_height = (self.max_height + self.min_height) / 2
self.height_map.append( last_height )
direction = 1
run_length = 0
#remaining points
for n in range( 1, self.total_points ):
rand_dist = random.randint(1, 10) \* direction
height = last_height + rand_dist
self.height_map.append( int(height) )
if height < self.min_height: direction = -1
elif height > self.max_height: direction = 1
last_height = height
if run_length <= 0:
run_length = random.randint(1,3)
direction = random.randint(1,2)
if direction == 2: direction = -1
else:
run_length -= 1
def get_height(self,x):
x_point = int(x / self.grid_size)
return self.height_map[x_point]
def draw(self, surface):
last_x = 0
for n in range( 1, self.total_points ):
#draw circle at current point
height = 600 - self.height_map[n]
x_pos = int(n \* self.grid_size)
pos = (x_pos, height)
color = (255,255,255)
#pygame.draw.circle(surface, color, pos, 4, 1)
if n == grid_point:
pygame.draw.circle(surface, (0,255,0), pos, 4, 0)
#draw line from previous point
last_height = 600 - self.height_map[n-1]
last_pos = (last_x, last_height)
pygame.draw.line(surface, color, last_pos, pos, 2)
last_x = x_pos
this function initializes the game
def game_init():
global screen, backbuffer, font, timer, crosshair, crosshair_group, terrain
pygame.init()
screen = pygame.display.set_mode((800,600))
backbuffer = pygame.Surface((800,600))
pygame.display.set_caption("Artillery Gunner Game")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
#create terrain
terrain = Terrain(50, 400, 100)
this function initializes the audio system
def audio_init():
global shoot_sound, boom_sound
#initialize the audio mixer
pygame.mixer.init()
#load sound files
shoot_sound = pygame.mixer.Sound("shoot.wav")
boom_sound = pygame.mixer.Sound("boom.wav")
this function uses any available channel to play a sound clip
def play_sound(sound):
channel = pygame.mixer.find_channel(True)
channel.set_volume(0.5)
channel.play(sound)
these functions draw a cannon at the specified position
def draw_player_cannon(surface,position):
#draw turret
turret_color = (30,180,30)
start_x = position.x + 15
start_y = position.y + 15
start_pos = (start_x, start_y)
vel = angular_velocity( wrap_angle(player_cannon_angle-90) )
end_pos = (start_x + vel.x * 30, start_y + vel.y * 30)
pygame.draw.line(surface, turret_color, start_pos, end_pos, 6)
#draw body
body_color = (30,220,30)
rect = Rect(position.x, position.y+15, 30, 15)
pygame.draw.rect(surface, body_color, rect, 0)
pygame.draw.circle(surface, body_color, (position.x+15,position.y+15), 15, 0)
def draw_computer_cannon(surface,position):
#draw turret
turret_color = (180,30,30)
start_x = position.x + 15
start_y = position.y + 15
start_pos = (start_x, start_y)
vel = angular_velocity( wrap_angle(computer_cannon_angle-90) )
end_pos = (start_x + vel.x * 30, start_y + vel.y * 30)
pygame.draw.line(surface, turret_color, start_pos, end_pos, 6)
#draw body
body_color = (220,30,30)
rect = Rect(position.x, position.y+15, 30, 15)
pygame.draw.rect(surface, body_color, rect, 0)
pygame.draw.circle(surface, body_color, (position.x+15,position.y+15), 15, 0)
main program begins
game_init()
audio_init()
game_over = False
player_score = 0
enemy_score = 0
last_time = 0
mouse_x = mouse_y = 0
grid_point = 0
player_score = computer_score = 0
player_cannon_position = Point(0,0)
player_cannon_angle = 45
player_cannon_power = 8.0
computer_cannon_position = Point(0,0)
computer_cannon_angle = 315
computer_cannon_power = 8.0
player_firing = False
player_shell_position = Point(0,0)
player_shell_velocity = Point(0,0)
computer_firing = False
computer_shell_position = Point(0,0)
computer_shell_velocity = Point(0,0)
main loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
#event section
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
elif event.type == MOUSEMOTION:
mouse_x,mouse_y = event.pos
elif event.type == MOUSEBUTTONUP:
terrain.generate()
#get key states
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_UP] or keys[K_w]:
player_cannon_angle = wrap_angle( player_cannon_angle - 1 )
elif keys[K_DOWN] or keys[K_s]:
player_cannon_angle = wrap_angle( player_cannon_angle + 1 )
elif keys[K_RIGHT] or keys[K_d]:
if player_cannon_power <= 10.0:
player_cannon_power += 0.1
elif keys[K_LEFT] or keys[K_a]:
if player_cannon_power > 0.0:
player_cannon_power -= 0.1
if keys[K_SPACE]:
if not player_firing:
play_sound(shoot_sound)
player_firing = True
angle = wrap_angle( player_cannon_angle - 90 )
player_shell_velocity = angular_velocity( angle )
player_shell_velocity.x \*= player_cannon_power
player_shell_velocity.y \*= player_cannon_power
player_shell_position = player_cannon_position
player_shell_position.x += 15
player_shell_position.y += 15
#update section
if not game_over:
#keep turret inside a reasonable range
if player_cannon_angle > 180:
if player_cannon_angle < 270: player_cannon_angle = 270
elif player_cannon_angle <= 180:
if player_cannon_angle > 90: player_cannon_angle = 90
#calculate mouse position on terrain
grid_point = int(mouse_x / terrain.grid_size)
#move player shell
if player_firing:
player_shell_position.x += player_shell_velocity.x
player_shell_position.y += player_shell_velocity.y
#has shell hit terrain?
height = 600 - terrain.get_height(player_shell_position.x)
if player_shell_position.y > height:
player_firing = False
if player_shell_velocity.y < 10.0:
player_shell_velocity.y += 0.1
#has shell gone off the screen?
if player_shell_position.x < 0 or player_shell_position.x > 800:
player_firing = False
if player_shell_position.y < 0 or player_shell_position.y > 600:
player_firing = False
#move computer shell
if computer_firing:
computer_shell_position.x += computer_shell_velocity.x
computer_shell_position.y += computer_shell_velocity.y
#has shell hit terrain?
height = 600 - terrain.get_height(computer_shell_position.x)
if computer_shell_position.y > height:
computer_firing = False
if computer_shell_velocity.y < 10.0:
computer_shell_velocity.y += 0.1
#has shell gone off the screen?
if computer_shell_position.x < 0 or computer_shell_position.x > 800:
computer_firing = False
if computer_shell_position.y < 0 or computer_shell_position.y > 600:
computer_firing = False
else:
#is the computer ready to fire?
play_sound(shoot_sound)
computer_firing = True
computer_cannon_power = random.randint(1,10)
angle = wrap_angle( computer_cannon_angle - 90 )
computer_shell_velocity = angular_velocity( angle )
computer_shell_velocity.x \*= computer_cannon_power
computer_shell_velocity.y \*= computer_cannon_power
computer_shell_position = computer_cannon_position
computer_shell_position.x += 15
computer_shell_position.y += 15
#look for a hit by player's shell
if player_firing:
dist = distance(player_shell_position, computer_cannon_position)
if dist < 30:
play_sound(boom_sound)
player_score += 1
player_firing = False
#look for a hit by computer's shell
if computer_firing:
dist = distance(computer_shell_position, player_cannon_position)
if dist < 30:
play_sound(boom_sound)
computer_score += 1
computer_firing = False
#drawing section
backbuffer.fill((20,20,120))
#draw the terrain
terrain.draw(backbuffer)
#draw player's gun
y = 600 - terrain.get_height(70+15) - 20
player_cannon_position = Point(70,y)
draw_player_cannon(backbuffer, player_cannon_position)
#draw computer's gun
y = 600 - terrain.get_height(700+15) - 20
computer_cannon_position = Point(700,y)
draw_computer_cannon(backbuffer, computer_cannon_position)
#draw player's shell
if player_firing:
x = int(player_shell_position.x)
y = int(player_shell_position.y)
pygame.draw.circle(backbuffer, (20,230,20), (x,y), 4, 0)
#draw computer's shell
if computer_firing:
x = int(computer_shell_position.x)
y = int(computer_shell_position.y)
pygame.draw.circle(backbuffer, (230,20,20), (x,y), 4, 0)
#draw the back buffer
screen.blit(backbuffer, (0,0))
if not game_over:
print_text(font, 0, 0, "SCORE " + str(player_score))
print_text(font, 0, 20, "ANGLE " + "{:.1f}".format(player_cannon_angle))
print_text(font, 0, 40, "POWER " + "{:.2f}".format(player_cannon_power))
if player_firing:
print_text(font, 0, 60, "FIRING")
print_text(font, 650, 0, "SCORE " + str(computer_score))
print_text(font, 650, 20, "ANGLE " + "{:.1f}".format(computer_cannon_angle))
print_text(font, 650, 40, "POWER " + "{:.2f}".format(computer_cannon_power))
if computer_firing:
print_text(font, 650, 60, "FIRING")
print_text(font, 0, 580, "CURSOR " + str(Point(mouse_x,mouse_y)) + \
", GRID POINT " + str(grid_point) + ", HEIGHT " + \
str(terrain.get_height(mouse_x)))
else:
print_text(font, 0, 0, "GAME OVER")
pygame.display.update()
</pre>