import pygame; import random;
pygame.init()
SCREEN_WIDTH = 2000 SCREEN_HEIGHT = 1000
BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255)
PLAYER_WIDTH = 50 PLAYER_HEIGHT = 50 PLAYER_SPEED = 5
BULLET_WIDTH = 5 BULLET_HEIGHT = 10 BULLET_SPEED = 7
TARGET_WIDTH = 50 TARGET_HEIGHT = 50 TARGET_SPEED = 3
BALLOON_WIDTH = 40 BALLOON_HEIGHT = 60 BALLOON_SPEED = 2
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Shooting Game")
player_image = pygame.Surface((PLAYER_WIDTH, PLAYER_HEIGHT)) player_image.fill(WHITE) bullet_image = pygame.Surface((BULLET_WIDTH, BULLET_HEIGHT)) bullet_image.fill(RED) target_image = pygame.Surface((TARGET_WIDTH, TARGET_HEIGHT)) target_image.fill(GREEN) balloon_image = pygame.Surface((BALLOON_WIDTH, BALLOON_HEIGHT)) balloon_image.fill(BLUE)
font = pygame.font.Font(None, 36)
class Player(pygame.sprite.Sprite): def init(self): super().init() self.image = player_image self.rect = self.image.get_rect() self.rect.centerx = SCREEN_WIDTH // 2 self.rect.bottom = SCREEN_HEIGHT - 10 self.speed_x = 0
def update(self):
self.speed_x = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.speed_x = -PLAYER_SPEED
if keys[pygame.K_RIGHT]:
self.speed_x = PLAYER_SPEED
self.rect.x += self.speed_x
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Bullet(pygame.sprite.Sprite): def init(self, x, y): super().init() self.image = bullet_image self.rect = self.image.get_rect() self.rect.bottom = y self.rect.centerx = x self.speed_y = -BULLET_SPEED
def update(self):
self.rect.y += self.speed_y
if self.rect.bottom < 0:
self.kill()
class Target(pygame.sprite.Sprite): def init(self): super().init() self.image = target_image self.rect = self.image.get_rect() self.rect.x = random.randint(0, SCREEN_WIDTH - TARGET_WIDTH) self.rect.y = random.randint(-100, -40) self.speed_y = TARGET_SPEED
def update(self):
self.rect.y += self.speed_y
if self.rect.top > SCREEN_HEIGHT:
self.rect.x = random.randint(0, SCREEN_WIDTH - TARGET_WIDTH)
self.rect.y = random.randint(-100, -40)
class Balloon(pygame.sprite.Sprite): def init(self): super().init() self.image = balloon_image self.rect = self.image.get_rect() self.rect.x = random.randint(0, SCREEN_WIDTH - BALLOON_WIDTH) self.rect.y = random.randint(-100, -40) self.speed_y = BALLOON_SPEED
def update(self):
self.rect.y += self.speed_y
if self.rect.top > SCREEN_HEIGHT:
self.rect.x = random.randint(0, SCREEN_WIDTH - BALLOON_WIDTH)
self.rect.y = random.randint(-100, -40)
all_sprites = pygame.sprite.Group() bullets = pygame.sprite.Group() targets = pygame.sprite.Group() balloons = pygame.sprite.Group()
player = Player() all_sprites.add(player)
for _ in range(5): target = Target() all_sprites.add(target) targets.add(target)
for _ in range(3): balloon = Balloon() all_sprites.add(balloon) balloons.add(balloon)
score = 0
running = True clock = pygame.time.Clock()
while running: # Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot()
# Update
all_sprites.update()
# Check for collisions
hits = pygame.sprite.groupcollide(targets, bullets, True, True)
for hit in hits:
score += 10 # Increment score for hitting a target
target = Target()
all_sprites.add(target)
targets.add(target)
balloon_hits = pygame.sprite.groupcollide(balloons, bullets, True, True)
for hit in balloon_hits:
score += 20 # Increment score for hitting a balloon
balloon = Balloon()
all_sprites.add(balloon)
balloons.add(balloon)
# Draw / render
screen.fill(BLACK)
all_sprites.draw(screen)
# Draw the score
score_text = font.render(f"Score: {score}", True, WHITE)
screen.blit(score_text, (10, 10))
# Flip the display
pygame.display.flip()
# Cap the frame rate
clock.tick(60)
pygame.quit()