import pygame import sys import random class Crosshair(pygame.sprite.Sprite): def __init__(self, picture_path): super().__init__() self.image = pygame.image.load(picture_path) self.rect = self.image.get_rect() self.gunshot = pygame.mixer.Sound("Project SF/FX061.mp3") def shoot(self): self.gunshot.play() pygame.sprite.spritecollide(self, target_group, True) def update(self): self.rect.center = pygame.mouse.get_pos() 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.center = [pos_x,pos_y] #General setup pygame.init() clock = pygame.time.Clock() #Game screen screen_width = 1920 screen_height = 1000 screen = pygame.display.set_mode((screen_width,screen_height)) background = pygame.image.load("Project images/bg_blue.png") pygame.mouse.set_visible(False) #crosshair crosshair = Crosshair("Project images/crosshair.png") crosshair_group = pygame.sprite.Group() crosshair_group.add(crosshair) #Claculate 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 #Target target_group = pygame.sprite.Group() for target in range(20): new_target = Target("Project Images/target.png", random.randrange(0,screen_width),random.randrange(0,screen_height)) target_group.add(new_target) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: crosshair.shoot() # 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())) #Draw sprites target_group.draw(screen) crosshair_group.draw(screen) crosshair_group.update() pygame.display.flip() clock.tick(60)