Explosions
Part of the Sprites and Images section of Coddy's Pygame journey. Lesson 34 of 36.
An enemy that vanishes in one frame feels like nothing happened. Put an explosion where it was: the one-shot animation from chapter 6, as a sprite in its own group.
for enemy in hits:
score += 10
explosions.add(Explosion(enemy.rect.center))A killed sprite still has its Rect, so enemy.rect.center is where it was hit. The explosion plays explosion_1.png to explosion_4.png, 5 frames each, and kills itself.
Load the four pictures into a list, explosion_frames, before the loop. Update explosions every frame and draw it last, over everything else, so the blast covers the ship and lasers it overlaps.
Sounds, a shaking screen and flying sparks come in section 6, built on this same loop.
Challenge
Medium- Load
explosion_1.pngtoexplosion_4.pnginto the listexplosion_frames. - Write the
Explosionclass from the lesson A One-Shot Explosion, made with acenter. - Make
explosions = pygame.sprite.Group(); add an Explosion at each destroyed enemy's centre; update it every frame and draw it after the ship.
Try it yourself
import random
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption("Star Patrol")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 32)
ship_image = pygame.image.load("assets/images/ship.png").convert_alpha()
laser_image = pygame.image.load("assets/images/laser.png").convert_alpha()
red_image = pygame.image.load("assets/images/enemy_red.png").convert_alpha()
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = ship_image
self.rect = self.image.get_rect(midbottom=(320, 470))
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= 6
if keys[pygame.K_RIGHT]:
self.rect.x += 6
self.rect.clamp_ip(screen.get_rect())
class Laser(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = laser_image
self.rect = self.image.get_rect(midbottom=(x, y))
self.mask = pygame.mask.from_surface(self.image)
def update(self):
self.rect.y -= 10
if self.rect.bottom < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, image, x, y, speed):
super().__init__()
self.image = image
self.rect = self.image.get_rect(center=(x, y))
self.mask = pygame.mask.from_surface(self.image)
self.speed = speed
def update(self):
self.rect.y += self.speed
def spawn_wave(image, count, speed):
for i in range(count):
x = random.randint(40, 600)
enemies.add(Enemy(image, x, -40 - i * 120, speed))
player = Player()
lasers = pygame.sprite.Group()
enemies = pygame.sprite.Group()
last_shot = 0
score = 0
spawn_wave(red_image, 6, 2)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
player.update()
keys = pygame.key.get_pressed()
now = pygame.time.get_ticks()
if keys[pygame.K_SPACE] and now - last_shot >= 250:
lasers.add(Laser(player.rect.centerx, player.rect.top))
last_shot = now
lasers.update()
enemies.update()
for enemy in enemies:
if enemy.rect.top > 480:
enemy.kill()
hits = pygame.sprite.groupcollide(enemies, lasers, True, True, pygame.sprite.collide_mask)
for enemy in hits:
score += 10
screen.fill((12, 14, 30))
enemies.draw(screen)
lasers.draw(screen)
screen.blit(player.image, player.rect)
score_text = font.render(f"Score: {score}", True, (240, 240, 240))
screen.blit(score_text, (10, 10))
pygame.display.flip()
clock.tick(60)
pygame.quit()
This lesson includes a short quiz. Start the lesson to answer it and track your progress.
All lessons in Sprites and Images
3Classes for Game Objects
Your First ClassMethodsSelf Is the ObjectA List of ObjectsObjects with ImagesA SubclassPractice on your own: Pygame playground