Just a quick question
When I run the game everything runs perfectly execpt when my ship dies and the ‘player’ explosion ends the game will not end and ive tried to find the problem and i think i just need someone else to take a look at it please
import pygame
import random
from os import path
img_dir = path.join(path.dirname(file), ‘img’)
snd_dir = path.join(path.dirname(file),‘music’)
font_name = pygame.font.match_font(‘comic sans’)
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x,y)
surf.blit(text_surface, text_rect)
WIDTH = 480
HEIGHT = 600
FPS = 60
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)
initialize pygame and create window
pygame.mixer.pre_init(44100, -16, 1, 512)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption(“Shmup”)
clock = pygame.time.Clock()
def draw_sheild_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)
class Explostion(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)
self.image = pygame.transform.scale(player_img, (50,50))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 23
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.speedy = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
def update(self):
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_d]:
self.speedx = 6
if keystate[pygame.K_a]:
self.speedx = -6
if keystate[pygame.K_w]:
self.speedy = -6
if keystate[pygame.K_s]:
self.speedy = 6
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
if self.rect.top < 0:
self.rect.top = 0
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullets(self.rect.centerx,self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
class Bullets(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()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Pow(pygame.sprite.Sprite):
def init(self, center):
pygame.sprite.Sprite.init(self)
self.type = random.choice([‘sheild’,‘gun’])
self.image = powerup_images[self.type]
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 5
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT:
self.kill()
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 = self.rect.width / 2
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
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.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > HEIGHT + 10 or self.rect.left < 0 or self.rect.right > WIDTH:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(7, 16)
background = pygame.image.load(path.join(img_dir, “background.png”)).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, “ufoBlue.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, “laserRed01.png”)).convert()
meteor_images =
meteor_list = [‘meteorBrown_med1.png’, ‘meteorBrown_med3.png’, ‘meteorBrown_small1.png’]
for img in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
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)
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)
filename = ‘sonicExplosion0{}.png’.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim[‘player’].append(img)
powerup_images = {}
powerup_images[‘sheild’] = 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()
def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
shoot_sound = pygame.mixer.Sound(path.join(snd_dir,‘Laser_Shoot10.wav’ ))
exp_sound = pygame.mixer.Sound(path.join(snd_dir, “Explosion2.wav”))
pygame.mixer.music.load(path.join(snd_dir, ‘gamemusic.ogg’))
shoot_sound.set_volume(0.2)
exp_sound.set_volume(0.2)
pygame.mixer.music.set_volume(0.3)
score = 0
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
for i in range(9):
newmob()
pygame.mixer.music.play(loops = -1)
Game loop
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
keystate = pygame.key.get_pressed()
if event.type == pygame.QUIT or keystate[pygame.K_ESCAPE]:
running = False
# Update
all_sprites.update()
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 50 - hit.radius
exp_sound.play()
expl = Explostion(hit.rect.center, 'lg')
all_sprites.add(expl)
newmob()
if random.random() > 0.8:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.radius * 1.3
expl = Explostion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
death_explosion = Explostion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.kill()
if not player.alive() and not death_explosion.alive():
running = False
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10)
draw_sheild_bar(screen, 5, 5, player.shield)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()