Hit and Score
Part of the Sprites and Images section of Coddy's Pygame journey. Lesson 33 of 36.
Lasers against enemies is a group against a group, with groupcollide. A laser's picture is a thin bolt in the middle of a 48 pixel square, so a Rect test would let a laser 20 pixels to the side destroy an enemy. Test the pictures with masks:
hits = pygame.sprite.groupcollide(enemies, lasers, True, True, pygame.sprite.collide_mask)
for enemy in hits:
score += 10The fifth argument is the test, as with spritecollide. Give Laser and Enemy each a self.mask = pygame.mask.from_surface(self.image), so the masks are made once, not on every test.
Looping over hits goes through the destroyed enemies, one by one: each is worth 10 points. Show the score at the top left with font = pygame.font.Font(None, 32), made once before the loop.
Challenge
Medium- Give
LaserandEnemyaself.mask. - Make
score = 0and a font of size 32 before the loop. - After the updates, collide
enemieswithlasersusingpygame.sprite.collide_mask, killing both, and add 10 toscorefor every enemy hit. - Draw
Score:and the score at(10, 10), in(240, 240, 240).
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()
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))
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.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
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()
screen.fill((12, 14, 30))
enemies.draw(screen)
lasers.draw(screen)
screen.blit(player.image, player.rect)
pygame.display.flip()
clock.tick(60)
pygame.quit()
All lessons in Sprites and Images
4Sprites and Groups
The Sprite ClassGroupsRemove with kill()Catch with spritecollideGroup Against Group7Star Patrol
The Patrol ShipFire Lasers3Classes for Game Objects
Your First ClassMethodsSelf Is the ObjectA List of ObjectsObjects with ImagesA SubclassPractice on your own: Pygame playground