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    Home»python»Python 3 Kivy 2D Space Shooter Adventure Game GUI Desktop App
    python

    Python 3 Kivy 2D Space Shooter Adventure Game GUI Desktop App

    Ranveer KumarBy Ranveer KumarOctober 5, 2022No Comments13 Mins Read
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    Python 3 Kivy 2D Space Shooter Experience Game GUI Work area Application Article has numerous implications. We will know this point plainly through this article. We want to believe that you like this article.

    Python 3 Kivy 2D Space Shooter Adventure Game GUI Desktop App

    import kivy
    kivy.require('1.11.0')
    
    from kivy.config import Config
    
    # make sure that the program does not exit on ESC; it is used later
    Config.set('kivy', 'exit_on_escape', '0')
    
    # do not leave 'red dots' on the screen
    Config.set('input', 'mouse', 'mouse,multitouch_on_demand')
    
    from kivy.app import App
    from kivy.uix.widget import Widget
    from kivy.uix.boxlayout import BoxLayout
    from kivy.uix.anchorlayout import AnchorLayout
    from kivy.uix.gridlayout import GridLayout
    from kivy.uix.button import Button
    from kivy.uix.tabbedpanel import TabbedPanel, TabbedPanelHeader, TabbedPanelItem
    from kivy.uix.actionbar import ActionItem
    from kivy.uix.image import Image, AsyncImage
    from kivy.graphics import Rectangle
    from kivy.uix.label import Label
    from kivy.uix.actionbar import ActionBar
    from kivy.core.window import Window
    from kivy.clock import Clock
    from kivy.core.audio import SoundLoader
    from kivy.lang import Builder
    import time, random
    
    getTime = lambda: int(round(time.time() * 1000))
    gameStartTime = getTime()
    
    # do not show cursor
    Window.show_cursor = False
    Window.size = (900, 600)
    
    # high score is stored in a file permanently
    try:
      hsFile = open('hs.txt').read()
    except OSError:
      hsFile = open('hs.txt', 'w')
      hsFile.write('-1')
      hsFile.close()
    
    def updateHSFile(newHS):
      f = open('hs.txt', 'w')
      f.write(str(newHS))
      f.close()
    
    def checkSound(sound): sound.play()
    
    # play a sound effect with given volume
    def playSound(source, volume, isLoop = False):
      sound = SoundLoader.load(source)
      if sound:
        sound.volume = volume
        sound.play()
        return sound
      if isLoop: sched_append(lambda x: checkSound(sound), 1)
    
    def elapsedTime(t):
      currentTime = getTime()
      if (currentTime - gameStartTime) / 1000 >= t: return True
      return False
    
    # show a 'new hight score' label on the screen
    def showHS():
      imagePos = Window.width / 2 - 50, Window.height / 2
      img = Image(source='images/hs.png', pos=imagePos)
      GlobalContainer.playerShip.add_widget(img)
      Clock.schedule_once(lambda x: vanishHS(img), 2)
    
    def vanishHS(img):
      GlobalContainer.playerShip.remove_widget(img)
    
    # remove all handlers for cleanup purposes
    def removeHandlers():
      for handler in GlobalContainer.all_handlers:
        Clock.unschedule(handler)
      Window.unbind(mouse_pos=GlobalContainer.all_binders[0])
    
    # show about when logo is clicked; support mobile devices
    def clickAbout(p, self):
      if p.pos[0] <= 65 and p.pos[1] >= Window.height - 40 and clickAbout.state:
        startAgain(GlobalContainer.anc)
        clickAbout.state = False
      elif not clickAbout.state:
        playAgain(self)
        GlobalContainer.anc.toggle = True
        clickAbout.state = True
    
    clickAbout.state = True
    
    def decreaseHealth(n):
      if not GlobalContainer.playerShip.hasShield:
        GlobalContainer.playerShip.health -= 20
    
    def changeEnemyInterval(self, handler, interval):
      if not self.nowAbout:
        unsched_rem(handler)
        sched_append(handler, interval)
    
    # laser hits enemy or player's ship
    def laserHitsSprite(self, parent, isCrash = False):
      unsched_rem(self.handler)
      if isCrash: unsched_rem(self.elaser_handler)
      parent.remove_widget(self)
      decreaseHealth(20)
      EnemyInit.updateShipLook(self, GlobalContainer.playerShip.health, parent)
      playSound('sounds/gothit.mp3', 1)
    
      if GlobalContainer.playerShip.health <= 0:
        removeHandlers()
        playSound('sounds/game_over.mp3', 0.5)
        showGameOver(GlobalContainer.anc)
    
    # check if any two sprites collide on the screen
    # sprites are transparent, rectengular png images that act as a hitbox
    # therefore it might be imprecise but not too noticable
    def spritesCollided(x1, y1, width1, height1, x2, y2, width2, height2):
      return (x1 < x2 + width2 and x1 + width1 > x2 and y1 < y2 + height2 and y1 + height1 > y2)
    
    # go back to a new game after leaving the 'about' page
    def startAgain(self):
      if self.toggle:
        removeHandlers()
        removeWidgets(self)
        GlobalContainer.all_handlers = []
        self.nowAbout = True
        self.canvas.before.add(self.rect)
        self.canvas.before.add(self.about)
        self.about_handler = lambda x: self.moveAbout(self.about.pos[1])
        sched_append(self.about_handler)
        clickAbout.state = False
        self.toggle = False
      else:
        playAgain(self)
        self.toggle = True
        clickAbout.state = True
    
    # orange -> 10p, red -> 20p, blue -> 30p
    def increasePoint(enemy):
      if enemy.type == 0:
        GlobalContainer.playerShip.score += 10
      elif enemy.type == 1:
        GlobalContainer.playerShip.score += 20
      else:
        GlobalContainer.playerShip.score += 30
    
      # check for new high score
      if GlobalContainer.playerShip.score > GlobalContainer.playerShip.highScore:
        GlobalContainer.playerShip.highScore = GlobalContainer.playerShip.score
        updateHSFile(GlobalContainer.playerShip.highScore)
        if not GlobalContainer.hsShown:
          playSound('sounds/newhs.mp3', 1)
          GlobalContainer.hsShown = True
          showHS()
    
    # check for game over
    def showGameOver(self):
      GlobalContainer.anc.isDuringGO = True
      gameOverText = Image(source='images/game_over.png', size=(200, 200),
        pos=(Window.width / 2 - 100, Window.height / 2 - 100))
      self.add_widget(gameOverText)
      GlobalContainer.sprites.append(gameOverText)
      Clock.schedule_once(lambda x: playAgain(self, True), 3)
    
    # manually remove the widgets (except the header) from the screen when restarting the game
    def removeWidgets(self):
      for enemy in GlobalContainer.enemies:
        self.remove_widget(enemy)
    
      for sprite in GlobalContainer.sprites:
        self.remove_widget(sprite)
    
      self.remove_widget(GlobalContainer.playerShip)
    
    # reset game state and start a new game
    def playAgain(self, fromGO = False):
      # if sound works fine then uncomment the following 2 lines with code
      # if kivy gives a warning about ffmpeg or does not play sounds then it leave it as it is
      # because it breaks the program
      """
      SpaceApp.bgMusic.stop()
      SpaceApp.bgMusic.unload()
      """
      removeHandlers()
      GlobalContainer.all_handlers = []
      removeWidgets(self)
      initGame(self)
      if fromGO: GlobalContainer.anc.isDuringGO = False
    
    # initialize global attributes
    def initReset(obj):
      obj.enemies = []
      obj.anc = None
      obj.shipPos = Window.width / 2 - 50, Window.height / 2 - 100
      obj.playerShip = None
      obj.hsShown = False
      obj.all_handlers = []
      obj.all_binders = []
      obj.sprites = []
    
    # class containing data that is needed globally
    class GlobalContainer: pass
    
    initReset(GlobalContainer)
    
    # explosion gif image; shown when enemy died
    class Blast(Image):
      def __init__(self, **kwargs):
        Image.__init__(self, **kwargs)
        self.source = 'images/boom.gif'
        self.size = 30, 30
    
      def performBlast(self, enemy, parent):
        playSound('sounds/explode.mp3', 0.25)
        spaceshipBoom = Blast()
        spaceshipBoom.pos = enemy.pos[0], enemy.pos[1]
        parent.add_widget(spaceshipBoom)
        Clock.schedule_once(lambda x: Blast.boomVanish(self, parent, spaceshipBoom), 0.5)
    
      def boomVanish(self, parent, blast):
        parent.remove_widget(blast)
    
    # remove/append handlers globally
    def sched_append(handler, interval=1.0 / 60.0):
      Clock.schedule_interval(handler, interval)
      GlobalContainer.all_handlers.append(handler)
    
    def unsched_rem(handler):
      Clock.unschedule(handler)
      if handler in GlobalContainer.all_handlers: GlobalContainer.all_handlers.remove(handler)
    
    # laser that the player shoots
    class Laser(Image, GlobalContainer):
      def __init__(self, p, parent, **kwargs):
        Image.__init__(self, **kwargs)
        self.source = 'images/laser.png'
        self.size = 60, 30
        self.pos = p.pos[0] - 25, p.pos[1] + 52
        self.handler = lambda x: self.updateLaserPos(p, parent)
        sched_append(self.handler)
        GlobalContainer.sprites.append(self)
    
      # when enemy ship is killed show blast gif & do a cleanup
      def killEnemy(self, enemy, parent):
        if enemy in self.enemies: self.enemies.remove(enemy)
        self.anc.remove_widget(enemy)
        unsched_rem(enemy.handler)
        Blast.performBlast(self, enemy, parent)
        increasePoint(enemy)
    
      # check if laser hit an enemy
      def laserHitsEnemy(self, p, parent):
        for enemy in self.enemies:
          if spritesCollided(self.pos[0], self.pos[1], self.width, self.height, enemy.pos[0],
            enemy.pos[1], enemy.width, enemy.height):
            unsched_rem(self.handler)
            unsched_rem(enemy.elaser_handler)
            parent.remove_widget(self)
            enemy.life -= 1
            if enemy.life <= 0:
              self.killEnemy(enemy, parent)
            elif enemy.type == 1:
              enemy.source = 'images/enemy2_d1.png'
            elif enemy.type == 2 and enemy.life == 2:
              enemy.source = 'images/enemy3_d1.png'
            else:
              enemy.source = 'images/enemy3_d2.png'
            return
    
      # is laser reaches end of map remove it
      def laserHitsEdge(self, p, parent):
        if p.pos[1] >= Window.height - 130:
          playSound('sounds/woosh.mp3', 1)
          unsched_rem(self.handler)
          parent.remove_widget(self)
          return
    
      # parent is needed for remove_widget; only removes a direct ancestor
      def updateLaserPos(self, p, parent):
        self.laserHitsEnemy(p, parent)
        self.laserHitsEdge(p, parent)
    
        # update laser pos
        p.pos = list(p.pos)
        p.pos[1] += 5
        self.pos = p.pos[0] - 25, p.pos[1] + 52
    
      def shootLaser(self, p):
        playSound('sounds/laser.mp3', 0.1)
        self.add_widget(Laser(p, self))
    
    # handle spaceship; store instance in GlobalContainer
    class SpaceshipInit(Image, GlobalContainer):
      def __init__(self, parent, **kwargs):
        Image.__init__(self, **kwargs)
        self.source = 'images/spaceship.png'
        self.health = 100
        self.score = 0
        self.width = min(Window.width / 7, 70);
        self.height = self.width;
        self.hasShield = False
        self.hasSpeedo = False
        self.highScore = int(open('hs.txt').read())
        self.pos = Window.width / 2 - 50, Window.height / 2 - 100
        self.binder1 = lambda w, p: self.updateSpaceshipPos(p, parent)
        Window.bind(mouse_pos=self.binder1)
        GlobalContainer.all_binders.append(self.binder1)
        sched_append(self.laserHandler, 0.75)
        GlobalContainer.playerShip = self
    
      # create new Laser instance
      def laserHandler(self, w):
        class obj: pass
        obj.pos = self.pos[0] + 30, self.pos[1] + 30
        Laser.shootLaser(self, obj)
    
      # update spaceship pos as the cursor is moving
      # also make sure that the spaceship cannot go out of the map (screen)
      def updateSpaceshipPos(self, p, parent):
        x_pos = p[0] - 45
        y_pos = p[1] - 45
        if p[0] + 27 >= Window.width:
          x_pos = Window.width - 73
        elif p[0] <= 48:
          x_pos = 3
        if p[1] <= 43:
          y_pos = 0
        if p[1] >= Window.height - 90:
          y_pos = Window.height - 135
    
        self.pos = x_pos, y_pos
        GlobalContainer.shipPos = self.pos
    
    # manage laser that enemy shoots
    class EnemyLaser(Image, GlobalContainer):
      def __init__(self, parent, pos, etype, **kwargs):
        Image.__init__(self, **kwargs)
    
        # 3 types of lasers: straight, diagonally left, diagonally right
        self.source = ['images/enemy_laser.png', 'images/el_pdeg45.png',
                        'images/el_ndeg45.png'][etype]
        if etype == 0: self.width = 8
        else: self.width = 16
        self.pos = pos[0], pos[1]
        self.handler = lambda x: self.updatePos(parent, etype)
        sched_append(self.handler)
        GlobalContainer.sprites.append(self)
    
      # update laser pos in regard of their types
      def updatePos(self, parent, etype):
        if etype == 0:
          self.pos = self.pos[0], self.pos[1] - 3
        elif etype == 1:
          self.pos = self.pos[0] - 3, self.pos[1] - 3
        else:
          self.pos = self.pos[0] + 3, self.pos[1] - 3
    
        if self.pos[1] <= 0:
          parent.remove_widget(self)
          unsched_rem(self.handler)
    
        # check if collides with player's ship
        ship = self.playerShip
        if (spritesCollided(self.pos[0], self.pos[1], self.width, self.height, ship.pos[0],
          ship.pos[1], ship.width, ship.height)):
          laserHitsSprite(self, parent)
    
    # 3 bonuses to help the player
    class RandomDrop(Image, GlobalContainer):
      def __init__(self, parent, **kwargs):
        Image.__init__(self, **kwargs)
    
        # choose a random bonus and its speed
        chooseRand = random.randint(0, 2)
        self.source = ['images/hppack.png', 'images/shield.png', 'images/speedup.png'][chooseRand]
        self.type = chooseRand
        self.pos = (random.randint(30, Window.width - 30),
          random.randint(self.playerShip.top + 50, Window.height + 51))
        self.handler = lambda x: self.moveDrop(parent)
        sched_append(self.handler)
        self.width = 20
        self.y_vel = random.randint(15, 20) / 10
        GlobalContainer.sprites.append(self)
    
      # if player's ship picks the bonus up take action
      def moveDrop(self, parent):
        self.pos = self.pos[0], self.pos[1] - self.y_vel
        ship = self.playerShip
        if self.pos[1] < 0: parent.remove_widget(self)
        if (spritesCollided(self.pos[0], self.pos[1], self.width, self.height, ship.pos[0],
          ship.pos[1], ship.width, ship.height)):
          parent.remove_widget(self)
          if self.type == 0: self.handleHealth(parent)
          elif self.type == 1: self.handleShield(parent)
          else: self.handleSpeed(parent)
    
      # player's ship will shoot lasers in every 0.3 secs for 5 secs
      def handleSpeed(self, parent):
        playSound('sounds/speedo.mp3', 0.8)
        GlobalContainer.playerShip.hasSpeedo = True
        self.sImage = Image(source='images/speedo.gif',
          pos=(self.playerShip.pos[0], self.playerShip.pos[1]),
          height=(self.playerShip.height), width=(self.playerShip.width))
        parent.add_widget(self.sImage)
        self.speedHandler = lambda x: self.cleanupDrop(parent, 'sImage')
        Clock.schedule_once(self.speedHandler, 1)
        sched_append(lambda x: self.followShip(parent, 0, 0, 'sImage'))
        unsched_rem(self.handler)
    
        # change the pace of laser shots
        unsched_rem(self.playerShip.laserHandler)
        sched_append(self.playerShip.laserHandler, 0.3)
        Clock.schedule_once(lambda x: self.laserCleanup(), 5)
    
      def laserCleanup(self):
        unsched_rem(self.playerShip.laserHandler)
        sched_append(self.playerShip.laserHandler, 0.75)
    
      # for 5 secs player becomes immortal
      def handleShield(self, parent):
        playSound('sounds/pickshield.mp3', 0.3)
        GlobalContainer.playerShip.hasShield = True
        self.shImage = Image(source='images/around.png',
          pos=(self.playerShip.pos[0] - 20, self.playerShip.pos[1] - 20),
          height=(self.playerShip.height + 40), width=(self.playerShip.width + 40))
        parent.add_widget(self.shImage)
        self.shieldHandler = lambda x: self.cleanupDrop(parent, 'shImage')
        Clock.schedule_once(self.shieldHandler, 5)
        sched_append(lambda x: self.followShip(parent, -20, -20, 'shImage'))
        unsched_rem(self.handler)
    
      # 1 hp pack adds +20 hp if hp < 100; also update ship look on the way
      def handleHealth(self, parent):
        playSound('sounds/pickhp.mp3', 0.5)
        if self.playerShip.health < 100:
          if self.playerShip.health <= 80: self.playerShip.health += 20
          else: self.playerShip.health += 100 - self.playerShip.health
          EnemyInit.updateShipLook(self, self.playerShip.health, parent, True)
    
        self.hImage = Image(source='images/healing.gif', height=170,
          pos=(self.playerShip.pos[0] - 10, self.playerShip.pos[1] - 50))
        parent.add_widget(self.hImage)
        Clock.schedule_once(lambda x: self.cleanupDrop(parent, 'hImage'), 1)
        sched_append(lambda x: self.followShip(parent, -10, -30, 'hImage'))
        unsched_rem(self.handler)
    
      # the gif animation of the drop should 'stick with' player's ship until it lasts
      def followShip(self, parent, n1, n2, img):
        self.__dict__[img].pos = self.playerShip.pos[0] + n1, self.playerShip.pos[1] + n2
    
      def cleanupDrop(self, parent, img):
        parent.remove_widget(self.__dict__[img])
        unsched_rem(self.followShip)
        # if shield is over reset its state
        if img == 'shImage': self.playerShip.hasShield = False
    
    class EnemyInit(Image, GlobalContainer):
      def __init__(self, parent, **kwargs):
        Image.__init__(self, **kwargs)
    
        # choose randomly from 3 types of enemies with 1, 2 and 3 hp, respectively
        enemyImages = ['enemy1', 'enemy2', 'enemy3']
        randEnemyType = random.randint(0, 2)
        self.source = 'images/' + enemyImages[randEnemyType] + '.png'
        self.type = randEnemyType
        self.life = self.type + 1
    
        # start enemy ship from top, at a random position
        x_coord = random.randint(50, Window.width - 50)
        y_coord = Window.height - 90
        self.pos = x_coord, y_coord
        self.width = min(Window.width / 10, 40);
        self.height = self.width;
        self.x_vel = 1.5
        self.y_vel = 1.5
    
        # as the time goes increase enemy ship speed and pace
        interval = [1, 1.3, 1.5][self.type]
        if elapsedTime(15):
          self.x_vel = 1.75
          self.y_vel = 1.75
          interval = [1, 1.2, 1.5][self.type]
        elif elapsedTime(30):
          self.x_vel = 2
          self.y_vel = 2
          interval = [1, 1, 1.2][self.type]
        elif elapsedTime(60):
          self.x_vel = 3
          self.y_vel = 3
          interval = [1, 1, 1][self.type]
    
        # spaceship moves straight or diagonally (2 cases)
        d = random.randint(1, 3)
        if d == 2: self.x_vel *= -1
        elif d == 3: self.x_vel = 0
    
        # generate random moving on the map
        self.handler = lambda x: self.randomEnemyMove(self.pos[0], self.pos[1], parent)
        sched_append(self.handler)
    
        # enemy laser shoot
        self.elaser_handler = lambda x: self.shootEnemyLaser(parent)
        sched_append(self.elaser_handler, interval)
    
      def shootEnemyLaser(self, parent):
        # create different laser shooting implementations for different enemy ships
        current_pos = self.pos[0] + 13, self.pos[1] - 60
        if self.type == 0:
          parent.add_widget(EnemyLaser(parent, current_pos, 0))
        elif self.type == 1:
          parent.add_widget(EnemyLaser(parent, current_pos, 1))
          parent.add_widget(EnemyLaser(parent, current_pos, 2))
        else:
          for i in range(3):
            parent.add_widget(EnemyLaser(parent, current_pos, i))
    
      # enemy moving; when an edge is reached bounce off; when bottom is reached remove
      def randomEnemyMove(self, x, y, parent):
        new_x_coord = x + (1 * self.x_vel)
        new_y_coord = y - (1 * self.y_vel)
        if new_x_coord >= Window.width - 60 or new_x_coord <= 20:
          self.x_vel *= -1
        elif new_y_coord <= 0:
          if self in self.enemies:
            self.enemies.remove(self)
          parent.remove_widget(self)
          unsched_rem(self.handler)
          unsched_rem(self.elaser_handler)
          return
        self.pos = new_x_coord, new_y_coord
        if self.collidesWithShip((x, y), parent):
          if self in self.enemies: self.enemies.remove(self)
          Blast.performBlast(self, self, parent)
          increasePoint(self)
          laserHitsSprite(self, parent, True)
          return
    
      # gradual damage on the ship over time
      def updateShipLook(self, health, parent, isHpPack = False):
        if health >= 80:
          if not isHpPack: return
          GlobalContainer.playerShip.source = 'images/spaceship.png'
        elif 60 <= health < 80: GlobalContainer.playerShip.source = 'images/spaceship_d1.png'
        elif 40 <= health < 60: GlobalContainer.playerShip.source = 'images/spaceship_d2.png'
        elif 20 <= health < 40: GlobalContainer.playerShip.source = 'images/spaceship_d3.png'
        elif 0 < health < 20: GlobalContainer.playerShip.source = 'images/spaceship_d4.png'
        else:
          Blast.performBlast(self, GlobalContainer.playerShip, GlobalContainer.anc)
          GlobalContainer.anc.remove_widget(GlobalContainer.playerShip)
    
      def collidesWithShip(self, enemy_pos, parent):
        if (enemy_pos[0] - 90 < self.shipPos[0] < enemy_pos[0] + 50
            and enemy_pos[1] - 90 < self.shipPos[1] < enemy_pos[1] + 40):
          return True
        return False
    
    def initGame(self):
      # two images for the effect of a 'vertically moving background'
      self.spacebg = Rectangle(pos=(0, 0),
        size=(Window.width, Window.height), source='images/spacebg.png')
      self.spacebg2 = Rectangle(pos=(0, Window.height),
        size=(Window.width, Window.height), source='images/spacebg.png')
      self.canvas.before.add(self.spacebg)
      self.canvas.before.add(self.spacebg2)
      self.twoBgs = [self.spacebg, self.spacebg2]
      sched_append(lambda x: self.updateBg())
    
      # initialize player's ship and enemies
      self.add_widget(SpaceshipInit(self))
      startEnemy = EnemyInit(self)
      self.add_widget(startEnemy)
      self.enemies.append(startEnemy)
      self.handler = lambda x: self.addEnemy()
      sched_append(self.handler, 2)
      self.changeInt = lambda x: changeEnemyInterval(self, self.handler, 1)
      Clock.schedule_once(self.changeInt, 3)
    
      # when ESC is pressed show 'about' page
      self.keyboard = Window.request_keyboard(self.close_keyboard, self)
      self.keyboard.bind(on_key_down=self.fire_keyboard)
      self.nowAbout = False
    
      self.rect = Rectangle(pos=(0, 0), size=(Window.width, Window.height),
        source='images/spacebg.png')
      self.about = Rectangle(source='images/about.png',
        size=(Window.width / 3, Window.height / 3),
        pos=(self.x + Window.width / 2, Window.height))
      self.toggle = True
      self.next = 0
    
      #sched_append(lambda x: print(GlobalContainer.anc.children), 1)
    
      # do not allow ESC press during Game Over screen
      self.isDuringGO = False
      GlobalContainer.anc = self
      sched_append(lambda x: self.add_widget(RandomDrop(self)), 7)
      Window.bind(on_touch_down = lambda x, p: clickAbout(p, self))
      Window.bind(on_resize = self.resizeBackground)
    
    # initialize spaceship, enemies etc.
    class MainLayout(Widget, GlobalContainer):
      def __init__(self, **kwargs):
        Widget.__init__(self, **kwargs)
    
        initGame(self)
    
      # implement a moving background with two images getting constantly above of each other
      def updateBg(self):
        b1 = self.spacebg
        b2 = self.spacebg2
        b1.pos = 0, b1.pos[1] - 2
        b2.pos = 0, b2.pos[1] - 2
        if self.twoBgs[self.next].pos[1] + Window.height < 2:
          self.twoBgs[self.next].pos = 0, Window.height
          self.next = (self.next + 1) % 2
    
      def close_keyboard(self):
        self.keyboard.unbind(on_key_down=self.fire_keyboard)
        self.keyboard = None
    
      # when ESC is pressed freeze everything and display 'about' page
      def fire_keyboard(self, keyboard, keycode, text, modifiers):
        if keycode[0] == 27 and not self.isDuringGO: startAgain(self)
    
      def moveAbout(self, y):
        self.about.pos = Window.width / 2 - 120, y - 1
        if self.about.pos[1] <= -210:
          Clock.unschedule(self.about_handler)
          self.showNewGame()
    
      # show 'Press to play' msg after 'about'
      def showNewGame(self):
        self.pressImg = Image(source='images/pressplay.png',
          pos=(Window.width / 2 - 120, Window.height / 2 - 120),
          size=(Window.width / 3, Window.height / 3))
        self.add_widget(self.pressImg)
        GlobalContainer.sprites.append(self.pressImg)
        self.pressHandler = lambda x: self.showHide(self.pressImg)
        sched_append(self.pressHandler, 1)
    
      def showHide(self, img):
        if img.width == 0:
          img.width = Window.width / 3
        else:
          img.width = 0
    
      def addEnemy(self):
        enemy = EnemyInit(self)
        self.add_widget(enemy)
        self.enemies.append(enemy)
    
      # update the size of the background while resizing the window
      def resizeBackground(self, instance, x, y):
        self.spacebg.size = self.spacebg2.size = (Window.width, Window.height)
    
    class SpaceApp(App):
      def build(self):
        self.title = 'Space Blasters'
        self.icon = 'logo.png'
        SpaceApp.bgMusic = playSound('sounds/bg_music.mp3', 0.35, True)
        return MainLayout()
    
    if __name__ == '__main__':
      app = SpaceApp()
      app.run()

    Final Words

    Python 3 Kivy 2D Space Shooter Experience Game GUI Work area Application Article has numerous implications. We will know this point plainly through this article. We want to believe that you like this article.

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    Ranveer Kumar
    • Website

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