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Sound Effects & Music

IMPORTANT Please download the audio files from the below links before starting.

GitHub: Click Here!

Download Zip: download_now_3f2f58a063.png

Please place these audio files in the directory of your python script.

Note: These links will download all of the assets for the game. The audio files are within the folder. If you have been following along since the beginning you should already have these files.

Loading Sounds & Music

Before we can start using our sounds and music we need to load them.

# This should be placed at the top of our program
bulletSound = pygame.mixer.Sound("bullet.wav")
hitSound = pygame.mixer.Sound("hit.wav")

music = pygame.mixer.music.load("music.mp3")

Playing Music

To have our music play continuously we do the following directly after defining our variable music.

pygame.mixer.music.play(-1) # -1 will ensure the song keeps looping

Playing Sounds

To play a sound we type:

bulletSound.play()

Since we want sounds to play whenever we shoot a bullet or the goblin is hit we will add code in the appropriate places.

Inside the enemy hit method we will play the hit sound.

def hit(): # inside enemy class
    hitSound.play() 
    ...

Then when we hit the space bar we will play the bullet sound.

# This is inside the main loop
if keys[pygame.K_SPACE] and shootLoop == 0:
    bulletSound.play()
    ...

Character-Enemy Collision

Now we check for collision between the character and any enemies.

The first thing we will do is add a method "hit" to our player class.

    def hit(self):
        self.x = 60 # We are resetting the player position
        self.y = 410
        self.walkCount = 0
        font1 = pygame.font.SysFont('comicsans', 100)
        text = font1.render('-5', 1, (255,0,0))
        win.blit(text, (250 - (text.get_width()/2),200))
        pygame.display.update()
        i = 0
        while i < 300:
            pygame.time.delay(10)
            i += 1
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    i = 301
                    pygame.quit()
        
        # After we are hit we are going to display a message to the screen for
        # a certain period of time

Now time to actually check for collision. Since we've already done collision between our bullets and enemy this step will be very similar. We can actually reuse our code from before with a few minor changes.

if man.hitbox[1] < goblin.hitbox[1] + goblin.hitbox[3] and man.hitbox[1] + man.hitbox[3] > goblin.hitbox[1]:
    if man.hitbox[0] + man.hitbox[2] > goblin.hitbox[0] and man.hitbox[0] < goblin.hitbox[0] + goblin.hitbox[2]:
        man.hit()
        score -= 5
# This will go at the top of or main loop.

Full Code

import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()

bulletSound = pygame.mixer.Sound('bullet.wav')
hitSound = pygame.mixer.Sound('hit.wav')

music = pygame.mixer.music.load('music.mp3')
pygame.mixer.music.play(-1)

score = 0

class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)
        #pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def hit(self):
        self.x = 60
        self.y = 410
        self.walkCount = 0
        font1 = pygame.font.SysFont('comicsans', 100)
        text = font1.render('-5', 1, (255,0,0))
        win.blit(text, (250 - (text.get_width()/2),200))
        pygame.display.update()
        i = 0
        while i < 300:
            pygame.time.delay(10)
            i += 1
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    i = 301
                    pygame.quit()
                


class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)


class enemy(object):
    walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
    walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]

    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.end = end
        self.path = [self.x, self.end]
        self.walkCount = 0
        self.vel = 3
        self.hitbox = (self.x + 17, self.y + 2, 31, 57)
        self.health = 10
        self.visible = True

    def draw(self,win):
        self.move()
        if self.visible:
            if self.walkCount + 1 >= 33:
                self.walkCount = 0

            if self.vel > 0:
                win.blit(self.walkRight[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1
            else:
                win.blit(self.walkLeft[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1

            pygame.draw.rect(win, (255,0,0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
            pygame.draw.rect(win, (0,128,0), (self.hitbox[0], self.hitbox[1] - 20, 50 - (5 * (10 - self.health)), 10))
            self.hitbox = (self.x + 17, self.y + 2, 31, 57)
            #pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def move(self):
        if self.vel > 0:
            if self.x + self.vel < self.path[1]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0
        else:
            if self.x - self.vel > self.path[0]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0

    def hit(self):
        if self.health > 0:
            self.health -= 1
        else:
            self.visible = False
        print('hit')

        

def redrawGameWindow():
    win.blit(bg, (0,0))
    text = font.render('Score: ' + str(score), 1, (0,0,0))
    win.blit(text, (390, 10))
    man.draw(win)
    goblin.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()


#mainloop
font = pygame.font.SysFont('comicsans', 30, True)
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
shootLoop = 0
bullets = []
run = True
while run:
    clock.tick(27)

    if man.hitbox[1] < goblin.hitbox[1] + goblin.hitbox[3] and man.hitbox[1] + man.hitbox[3] > goblin.hitbox[1]:
        if man.hitbox[0] + man.hitbox[2] > goblin.hitbox[0] and man.hitbox[0] < goblin.hitbox[0] + goblin.hitbox[2]:
            man.hit()
            score -= 5

    if shootLoop > 0:
        shootLoop += 1
    if shootLoop > 3:
        shootLoop = 0
    
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
            if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
                hitSound.play()
                goblin.hit()
                score += 1
                bullets.pop(bullets.index(bullet))
                
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE] and shootLoop == 0:
        bulletSound.play()
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

        shootLoop = 1

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()
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