import pygame, sys, random class Crosshair(pygame.sprite.Sprite): def __init__(self, pos_x, pos_y, image): super().__init__() self.image = pygame.image.load(image) self.rect = self.image.get_rect() self.rect.topleft = [pos_x, pos_y] self.gunshot = pygame.mixer.Sound("boom.wav") def update(self): self.rect.center = pygame.mouse.get_pos() def shoot(self): self.gunshot.play() pygame.sprite.spritecollide(crosshair, target_sprites, True) class Target(pygame.sprite.Sprite): def __init__(self, picture_path, pos_x, pos_y): super().__init__() self.image = pygame.image.load(picture_path) self.rect = self.image.get_rect() self.rect.x = pos_x self.rect.y = pos_y class GameState: def __init__(self): self.state = 'intro' def intro(self): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: self.state = 'main_game' # Drawing screen.blit(background, (0, 0)) screen.blit(ready_text, (screen_width / 2 - 115, screen_height / 2 - 33)) player_group.draw(screen) player_group.update() pygame.display.flip() def main_game(self): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: crosshair.shoot() # Drawing screen.blit(background, (0, 0)) target_sprites.draw(screen) player_group.draw(screen) player_group.update() pygame.display.flip() def state_manager(self): if self.state == "intro": self.intro() elif self.state == "main_game": self.main_game() # General setup pygame.init() clock = pygame.time.Clock() game_state = GameState() # Game Screen screen_width = 1920 screen_height = 1080 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption("Sprites") background = pygame.image.load("BG.png") ready_text = pygame.image.load("ready_text.png") pygame.mouse.set_visible(False) crosshair = Crosshair(200, 200, "crosshair.png") player_group = pygame.sprite.Group() player_group.add(crosshair) target_sprites = pygame.sprite.Group() for _ in range(50): new_target = Target("target.png", random.randrange(0, screen_width), random.randrange(0, screen_height)) target_sprites.add(new_target) while True: game_state.state_manager() clock.tick(60) # Calculate number of tiles needed to cover the screen num_tiles_x = (screen_width // background.get_width()) + 1 num_tiles_y = (screen_height // background.get_height()) + 1 # Draw background tiles for y in range(num_tiles_y): for x in range(num_tiles_x): screen.blit(background, (x * background.get_width(), y * background.get_height())) crosshair_group.draw(screen) crosshair_group.update() pygame.display.flip() clock.tick(60)