# 12:32 import pygame, sys 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("pew.mp3") self.gunshot.set_volume(0.5) def shoot(self): self.gunshot.play() 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 = [] pygame.init() clock = pygame.time.Clock() screen_width = 1920 screen_height = 1080 screen = pygame.display.set_mode((screen_width,screen_height)) background = pygame.image.load("shooting-gallery-pack\PNG\Stall/bg_wood.png") pygame.mouse.set_visible(False) crosshair = Crosshair("shooting-gallery-pack\PNG\HUD\crosshair_outline_large.png") crosshair_group = pygame.sprite.Group() crosshair_group.add(crosshair) # 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 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())) screen.blit(background,(0,0)) crosshair_group.update() crosshair_group.draw(screen) pygame.display.flip() clock.tick(60)