The-Space-Shooter-Game | Space Shooter It is a Game application | Game Engine library
kandi X-RAY | The-Space-Shooter-Game Summary
kandi X-RAY | The-Space-Shooter-Game Summary
The Space Shooter It is a Game application built with python 3.7 using Pygame , Os and Shelve modules of python. It uses Pygame library for the GUI and sounds of the game. Os module is used to join paths for filenames to their associated directories. Shelve module is used to store high score of the player as a record file which is stored in the same directory. The Space shooter is an arcade game developed from classic arcade game genre, old game but with a new context, more glamorous and more vivid graphics. Our galaxy is under attack by alien’s ships and UFO’s, they are here to invade our galaxy by destroying all the planets and lifeforms of our galaxy. Now, you are the only fighter capable in our galaxy who can fight these aliens and protect our galaxy from these aliens. You have to destroy all the alien’s starships and UFO’s and you also have to be careful from the meteorites that are already there in our galaxy’s space as they can also destroy your spaceship. You can shoot high powered red colored laser bullets which can damage any meteorite as well as alien’s spaceships. You can move in X-direction by pressing LEFT or RIGHT arrow to move left and right in the space respectively. You can shoot laser bullets by pressing SPACE button. This project is based on the classic arcade game and is made using basic game loop technique. It uses sprites for all the animations. A sprite is a bitmap graphic that is designed to be a part of larger screen. It can either be a static image or an animated graphic. In a game application, everything is done in the GAME LOOP that is run infinitely until the game is not over. The game loop takes all events from the user and based on those events it updates all the sprites on the game screen accordingly and then it renders all the sprites on the main screen. On the start screen, the animation for start screen is displayed and by pressing ‘N’ new game will be started. New game is started by initializing all sprite groups, meteorite’s groups, enemy’s groups, bullet groups and initializes the player. When game is running, if ESCAPE is pressed then game is paused and PAUSE screen is displayed on which there are instructions to resume the game, to load the new game and to mute the background music of game. When user opts to load new game on game’s PAUSE screen then firstly game is over and GAME OVER screen is displayed on which by pressing N new game can be loaded and if CROSS button of the game window is pressed then also it displays the GAME OVER screen. On the GAME START screen, if CROSS button of game window is pressed then it leads to GAME OVER screen. On the GAME OVER or GAME START screen, if N is pressed then new game is started and if CROSS button of the game window is pressed then the game window is closed. By pressing SPACE button, laser bullets are shoot which can damage the meteorites and enemies and ultimately destroys them. You also have to be careful from getting hit by green laser bullets shoot by the enemy UFO’s and green spaceships by moving left and right in the space and also be careful from meteorites as they can damage your spaceship. Player gets 3 lives and a full health in the start and these are shown in the top of the game screen. Whenever player destroys an enemy’s spaceship or UFO or a meteorite, player’s score is increased that is shown in the middle portion of the top of the game screen. When player has no life left and player’s health gets to zero then game is over and if player’s score is greater than current high score then on GAME OVER screen, new high score will be displayed. For GUI of game, pygame’s Sprite class is extensively used by overriding it’s methods for all sprite’s movements. And for sounds of the game, pygame’s mixer.music module and mixer.Sound class is used. Pygame.mixer.music is used to play the background music of the game and mixer.Sound class is used to play shooting and explosion sounds of game. High score is saved in ‘.db’ record file using Shelve module of python.
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Top functions reviewed by kandi - BETA
- Updates the speed of the object
- Trigger bullets
- Update the rectangle
- Kill the bullet
The-Space-Shooter-Game Key Features
The-Space-Shooter-Game Examples and Code Snippets
Community Discussions
Trending Discussions on Game Engine
QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.
Main Program Script:
...ANSWER
Answered 2022-Apr-03 at 07:08You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main
:
QUESTION
I'm currently attempting to create a first-person space flight camera.
First, allow me to define what I mean by that.
Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.
What I have so Far
So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:
...ANSWER
Answered 2022-Mar-02 at 23:15The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.
The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).
Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.
It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.
QUESTION
I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:
...ANSWER
Answered 2022-Feb-19 at 01:11- The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
- If you change the code to
AddChild(copynode).Duplicate();
you can see it adds all 5 invisible nodes.
QUESTION
When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.
I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.
...ANSWER
Answered 2022-Feb-13 at 13:14Don't #include "entity.h"
from game.h
and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.
Example:
QUESTION
helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.
...ANSWER
Answered 2022-Feb-10 at 07:54This is because of you are calling the spawn function from client. You should call it in server.
QUESTION
I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.
Here is the enemy code:
...ANSWER
Answered 2022-Feb-06 at 03:20On your _on_PlayerBullet_body_entered
you a body
that has a reference to whatever the Area2D
collided with, you can use it to communicate with it.
For example, you can call a method on it. Which could, of course could be queue_free
:
QUESTION
I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!
...ANSWER
Answered 2022-Jan-29 at 09:00The Scene has a property children
(link to documentation)
You can get all Sprites, with the command:
QUESTION
I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:
...ANSWER
Answered 2022-Jan-21 at 00:26YourGraphic.setScrollFactor(0,0);
QUESTION
I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.
Is There Any Way To Make My Game Look Good Using In Ursana Engine?
...ANSWER
Answered 2021-Dec-11 at 20:32You have to add lights and also apply lit_with_shadows_shader
to entities that will receive shadow.
See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight
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Install The-Space-Shooter-Game
You can use The-Space-Shooter-Game like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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