create dragon ball evolution in python

To create Dragon Ball Evolution in Python, we'll be using Pygame library for game development. We'll also need to create animations and utilize sprite sheets for the game.

  1. Install Pygame Library
main.py
pip install pygame
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  1. Set up the game
main.py
import pygame
pygame.init()
 
# Set the size of the screen
screen = pygame.display.set_mode((800, 600))
 
# Set the title of the game
pygame.display.set_caption("Dragon Ball Evolution")
 
# Create a clock object
clock = pygame.time.Clock()
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  1. Load images and sounds
main.py
# Load images
background = pygame.image.load("background.png")
player_image = pygame.image.load("player.png")
enemy_image = pygame.image.load("enemy.png")
 
# Load sounds
pygame.mixer.music.load("background_music.mp3")
pygame.mixer.music.play(-1)
 
shoot_sound = pygame.mixer.Sound("laser.wav")
explosion_sound = pygame.mixer.Sound("explosion.wav")
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  1. Create sprites and animations
main.py
class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("player.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.x = 300
        self.rect.y = 500
        self.speed_x = 0
 
    def update(self):
        self.rect.x += self.speed_x
 
        # Keep player within the screen
        if self.rect.left < 0:
            self.rect.left = 0
        elif self.rect.right > 800:
            self.rect.right = 800
 
    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)
        shoot_sound.play()
        
class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("enemy.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.x = random.randint(0, 800 - self.rect.width)
        self.rect.y = random.randint(-100, -40)
        self.speed_y = 1
        
    def update(self):
        self.rect.y += self.speed_y
 
        # Remove enemy when it goes off the screen
        if self.rect.top > 600:
            self.kill()
          
class Explosion(pygame.sprite.Sprite):
    def __init__(self, center):
        super().__init__()
        self.image = explosion_anim[0]
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.frame = 0
        self.last_update = pygame.time.get_ticks()
        self.frame_rate = 50
        
    def update(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > self.frame_rate:
            self.last_update = now
            self.frame += 1
            if self.frame == len(explosion_anim):
                self.kill()
            else:
                center = self.rect.center
                self.image = explosion_anim[self.frame]
                self.rect = self.image.get_rect()
                self.rect.center = center
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  1. Handle user input and collisions
main.py
# Game loop
running = True
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_LEFT:
                player.speed_x = -5
            elif event.key == pygame.K_RIGHT:
                player.speed_x = 5
            elif event.key == pygame.K_SPACE:
                player.shoot()
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT and player.speed_x < 0:
                player.speed_x = 0
            elif event.key == pygame.K_RIGHT and player.speed_x > 0:
                player.speed_x = 0
 
    # Update game objects
    all_sprites.update()
 
    # Check for collisions
    hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
    for hit in hits:
        explosion = Explosion(hit.rect.center)
        all_sprites.add(explosion)
        explosion_sound.play()
        enemy = Enemy()
        all_sprites.add(enemy)
        enemies.add(enemy)
 
    hits = pygame.sprite.spritecollide(player, enemies, False)
    if hits:
        running = False
 
    # Draw graphics
    screen.blit(background, (0, 0))
    all_sprites.draw(screen)
 
    # Flip the display
    pygame.display.flip()
 
    # Set the frame rate
    clock.tick(60)
 
# Quit the game
pygame.quit()
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This is just a basic implementation of Dragon Ball Evolution in Python, and there are many ways to add more features and content to the game.

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