import pygame,sys,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("gunshot.wav") def shoot(self): self.gunshot.play() pygame.sprite.spritecollide(crosshair,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] #setup pygame.init() clock = pygame.time.Clock() # Screen Of Game screen_width = 1400 screen_height = 740 screen = pygame.display.set_mode((screen_width,screen_height)) background = pygame.image.load("bg_blue.png") pygame.mouse.set_visible(False) #Crosshair crosshair = Crosshair("crosshair.png") crosshair_group=pygame.sprite.Group() crosshair_group.add(crosshair) # Calculate Number of Tiles 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("icon_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 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) target_group.draw (screen) crosshair_group.update() pygame.display.flip() clock.tick(60)