Easy Learn Python Space Shooter game building using Pygame

Hi,  coders! Today I will show you guys, how to build one of the most popular games that we used to play during our kids & used to think to built i.e “Space Shooter”. So, today we have written a blog on how to easily build python space shooter game using pygame. Following are steps to build space shooter game,

Requirements:

  • A PC with any OS installed in it. You can choose Mac BookAsus ZenbookDell Inspiron, or any Pc with a high processor.
  • The latest version of Python3 which can be easily downloaded from https://www.python.org/downloads/[For installing you can check this blog]
  • A good Code IDE [ Prefer using VS Code or Atom]
  • Your focus

Tutorial:

  • Firstly, open your cmd[Command Prompt] and type the following command after installing python from https://pypi.org/project/pygame/
  1. pip install pygame
  2. pip install random2
  • Secondly, copy the following codes provided along with resources that you can get in the download button below.
  • Lastly, run the python code with python main.py command.[Here, main.py is the file name]. That’s it!

Source Code:

from __future__ import division
import pygame
import random
from os import path ## assets folder
img_dir = path.join(path.dirname(__file__), 'assets')
sound_folder = path.join(path.dirname(__file__), 'sounds') ###############################
## to be placed in "constant.py" later
WIDTH = 480
HEIGHT = 600
FPS = 60
POWERUP_TIME = 5000
BAR_LENGTH = 100
BAR_HEIGHT = 10 # 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)
############################### ###############################
## to placed in "__init__.py" later
## initialize pygame and create window
pygame.init()
pygame.mixer.init() # For sound
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter")
clock = pygame.time.Clock() # For syncing the FPS
############################### font_name = pygame.font.match_font('arial') def main_menu(): global screen menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg")) pygame.mixer.music.play(-1) title = pygame.image.load(path.join(img_dir, "main.png")).convert() title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen) screen.blit(title, (0, 0)) pygame.display.update() while True: ev = pygame.event.poll() if ev.type == pygame.KEYDOWN: if ev.key == pygame.K_RETURN: break elif ev.key == pygame.K_q: pygame.quit() quit() elif ev.type == pygame.QUIT: pygame.quit() quit() else: draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2) draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40) pygame.display.update() #pygame.mixer.music.stop() ready = pygame.mixer.Sound(path.join(sound_folder, 'getready.ogg')) ready.play() screen.fill(BLACK) draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2) pygame.display.update() def draw_text(surf, text, size, x, y): ## selecting a cross platform font to display the score font = pygame.font.Font(font_name, size) # True denotes the font to be anti-aliased text_surface = font.render(text, True, WHITE) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surf.blit(text_surface, text_rect) def draw_shield_bar(surf, x, y, pct): # if pct < 0: # pct = 0 pct = max(pct, 0) ## moving them to top # 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) def draw_lives(surf, x, y, lives, img): for i in range(lives): img_rect = img.get_rect() img_rect.x = x + 30 * i img_rect.y = y surf.blit(img, img_rect) def newmob(): mob_element = Mob() all_sprites.add(mob_element) mobs.add(mob_element) class Explosion(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) ## scale the player img down self.image = pygame.transform.scale(player_img, (50, 38)) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.radius = 20 self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 10 self.speedx = 0 self.shield = 100 self.shoot_delay = 250 self.last_shot = pygame.time.get_ticks() self.lives = 3 self.hidden = False self.hide_timer = pygame.time.get_ticks() self.power = 1 self.power_timer = pygame.time.get_ticks() def update(self): ## time out for powerups if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME: self.power -= 1 self.power_time = pygame.time.get_ticks() ## unhide if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000: self.hidden = False self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 30 self.speedx = 0 # makes the player static in the screen by default. # then we have to check whether there is an event hanlding being done for the arrow keys being ## pressed ## will give back a list of the keys which happen to be pressed down at that moment keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speedx = -5 elif keystate[pygame.K_RIGHT]: self.speedx = 5 #Fire weapons by holding spacebar if keystate[pygame.K_SPACE]: self.shoot() ## check for the borders at the left and right if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 self.rect.x += self.speedx def shoot(self): ## to tell the bullet where to spawn now = pygame.time.get_ticks() if now - self.last_shot > self.shoot_delay: self.last_shot = now if self.power == 1: bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) shooting_sound.play() if self.power == 2: bullet1 = Bullet(self.rect.left, self.rect.centery) bullet2 = Bullet(self.rect.right, self.rect.centery) all_sprites.add(bullet1) all_sprites.add(bullet2) bullets.add(bullet1) bullets.add(bullet2) shooting_sound.play() """ MOAR POWAH """ if self.power >= 3: bullet1 = Bullet(self.rect.left, self.rect.centery) bullet2 = Bullet(self.rect.right, self.rect.centery) # Missile shoots from center of ship missile1 = Missile(self.rect.centerx, self.rect.top) all_sprites.add(bullet1) all_sprites.add(bullet2) all_sprites.add(missile1) bullets.add(bullet1) bullets.add(bullet2) bullets.add(missile1) shooting_sound.play() missile_sound.play() def powerup(self): self.power += 1 self.power_time = pygame.time.get_ticks() def hide(self): self.hidden = True self.hide_timer = pygame.time.get_ticks() self.rect.center = (WIDTH / 2, HEIGHT + 200) # defines the enemies
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 = int(self.rect.width * .90 / 2) self.rect.x = random.randrange(0, WIDTH - self.rect.width) self.rect.y = random.randrange(-150, -100) # for randomizing the speed of the Mob self.speedy = random.randrange(5, 20) ## randomize the movements a little more self.speedx = random.randrange(-3, 3) ## adding rotation to the mob element self.rotation = 0 self.rotation_speed = random.randrange(-8, 8) # time when the rotation has to happen self.last_update = pygame.time.get_ticks() def rotate(self): time_now = pygame.time.get_ticks() if time_now - self.last_update > 50: # in milliseconds self.last_update = time_now self.rotation = (self.rotation + self.rotation_speed) % 360 new_image = pygame.transform.rotate(self.image_orig, self.rotation) 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.x += self.speedx self.rect.y += self.speedy ## now what if the mob element goes out of the screen if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20): self.rect.x = random.randrange(0, WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) # for randomizing the speed of the Mob self.speedy = random.randrange(1, 8) ## defines the sprite for Powerups class Pow(pygame.sprite.Sprite): def __init__(self, center): pygame.sprite.Sprite.__init__(self) self.type = random.choice(['shield', 'gun']) self.image = powerup_images[self.type] self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() ## place the bullet according to the current position of the player self.rect.center = center self.speedy = 2 def update(self): """should spawn right in front of the player""" self.rect.y += self.speedy ## kill the sprite after it moves over the top border if self.rect.top > HEIGHT: self.kill() ## defines the sprite for bullets
class Bullet(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() ## place the bullet according to the current position of the player self.rect.bottom = y self.rect.centerx = x self.speedy = -10 def update(self): """should spawn right in front of the player""" self.rect.y += self.speedy ## kill the sprite after it moves over the top border if self.rect.bottom < 0: self.kill() ## now we need a way to shoot ## lets bind it to "spacebar". ## adding an event for it in Game loop ## FIRE ZE MISSILES class Missile(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = missile_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): """should spawn right in front of the player""" self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() ###################################################
## Load all game images background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()
background_rect = background.get_rect()
## ^^ draw this rect first player_img = pygame.image.load( path.join(img_dir, 'playerShip1_orange.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, 'laserRed16.png')).convert()
missile_img = pygame.image.load( path.join(img_dir, 'missile.png')).convert_alpha()
# meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert()
meteor_images = []
meteor_list = [ 'meteorBrown_big1.png', 'meteorBrown_big2.png', 'meteorBrown_med1.png', 'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png', 'meteorBrown_tiny1.png'
] for image in meteor_list: meteor_images.append(pygame.image.load( path.join(img_dir, image)).convert()) ## meteor explosion
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) ## resize the explosion 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) ## player explosion filename = 'sonicExplosion0{}.png'.format(i) img = pygame.image.load(path.join(img_dir, filename)).convert() img.set_colorkey(BLACK) explosion_anim['player'].append(img) ## load power ups
powerup_images = {}
powerup_images['shield'] = 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() ################################################### ###################################################
### Load all game sounds
shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))
missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))
expl_sounds = []
for sound in ['expl3.wav', 'expl6.wav']: expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
## main background music
#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.2) # simmered the sound down a little player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
################################################### ## TODO: make the game music loop over again and again. play(loops=-1) is not working
# Error :
# TypeError: play() takes no keyword arguments
#pygame.mixer.music.play() #############################
## Game loop
running = True
menu_display = True
while running: if menu_display: main_menu() pygame.time.wait(3000) #Stop menu music pygame.mixer.music.stop() #Play the gameplay music pygame.mixer.music.load( path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg')) # makes the gameplay sound in an endless loop pygame.mixer.music.play(-1) menu_display = False ## group all the sprites together for ease of update all_sprites = pygame.sprite.Group() player = Player() all_sprites.add(player) ## spawn a group of mob mobs = pygame.sprite.Group() for i in range(8): # 8 mobs # mob_element = Mob() # all_sprites.add(mob_element) # mobs.add(mob_element) newmob() ## group for bullets bullets = pygame.sprite.Group() powerups = pygame.sprite.Group() #### Score board variable score = 0 #1 Process input/events clock.tick(FPS) # will make the loop run at the same speed all the time # gets all the events which have occured till now and keeps tab of them. for event in pygame.event.get(): ## listening for the the X button at the top if event.type == pygame.QUIT: running = False ## Press ESC to exit game if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False # ## event for shooting the bullets # elif event.type == pygame.KEYDOWN: # if event.key == pygame.K_SPACE: # player.shoot() ## we have to define the shoot() function #2 Update all_sprites.update() ## check if a bullet hit a mob ## now we have a group of bullets and a group of mob hits = pygame.sprite.groupcollide(mobs, bullets, True, True) ## now as we delete the mob element when we hit one with a bullet, we need to respawn them again ## as there will be no mob_elements left out for hit in hits: score += 50 - hit.radius # give different scores for hitting big and small metoers random.choice(expl_sounds).play() # m = Mob() # all_sprites.add(m) # mobs.add(m) expl = Explosion(hit.rect.center, 'lg') all_sprites.add(expl) if random.random() > 0.9: pow = Pow(hit.rect.center) all_sprites.add(pow) powerups.add(pow) newmob() # spawn a new mob ## ^^ the above loop will create the amount of mob objects which were killed spawn again ######################### ## check if the player collides with the mob # gives back a list, True makes the mob element disappear hits = pygame.sprite.spritecollide( player, mobs, True, pygame.sprite.collide_circle) for hit in hits: player.shield -= hit.radius * 2 expl = Explosion(hit.rect.center, 'sm') all_sprites.add(expl) newmob() if player.shield <= 0: player_die_sound.play() death_explosion = Explosion(player.rect.center, 'player') all_sprites.add(death_explosion) # running = False ## GAME OVER 3:D player.hide() player.lives -= 1 player.shield = 100 ## if the player hit a power up hits = pygame.sprite.spritecollide(player, powerups, True) for hit in hits: if hit.type == 'shield': player.shield += random.randrange(10, 30) if player.shield >= 100: player.shield = 100 if hit.type == 'gun': player.powerup() ## if player died and the explosion has finished, end game if player.lives == 0 and not death_explosion.alive(): running = False # menu_display = True # pygame.display.update() #3 Draw/render screen.fill(BLACK) ## draw the stargaze.png image screen.blit(background, background_rect) all_sprites.draw(screen) # 10px down from the screen draw_text(screen, str(score), 18, WIDTH / 2, 10) draw_shield_bar(screen, 5, 5, player.shield) # Draw lives draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img) ## Done after drawing everything to the screen pygame.display.flip() pygame.quit()

Conclusion:

Though all the instructions are given easily but to avoid any issue while running the Dino Run game following the instruction carefully. If any issue occurs contact us by emailing us. Also, let us know whether this blog helps you or not in the comment section below. Thank you!

Source: https://thecodezine.com/easy-learn-python-space-shooter-game-building-using-pygame/



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