-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.py
192 lines (150 loc) · 5.88 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
# importing pygame
import random
from random import choice
from sys import exit
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
player_walk_1 = pygame.image.load('graphics/player/player_walk_1.png').convert_alpha()
player_walk_2 = pygame.image.load('graphics/player/player_walk_2.png').convert_alpha()
self.player_walk = [player_walk_1, player_walk_2]
self.player_index = 0
self.player_jump = pygame.image.load('graphics/player/jump.png').convert_alpha()
self.image = self.player_walk[self.player_index]
self.rect = self.image.get_rect(midbottom=(80, 300))
self.gravity = 0
self.jump_sound = pygame.mixer.Sound('audio/audio_jump.wav')
self.jump_sound.set_volume(0.5)
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 300:
self.gravity = -20
self.jump_sound.play()
def apply_gravity(self):
self.gravity += 1
self.rect.y += self.gravity
if self.rect.bottom >= 300:
self.rect.bottom = 300
def animation_state(self):
if self.rect.bottom < 300:
self.image = self.player_jump
else:
self.player_index += 0.1
if self.player_index > len(self.player_walk):
self.player_index = 0
self.image = self.player_walk[int(self.player_index)]
def update(self):
self.player_input()
self.apply_gravity()
self.animation_state()
class Obstacle(pygame.sprite.Sprite):
def __init__(self, obstacle_type):
super().__init__()
if obstacle_type == 'fly':
fly_1 = pygame.image.load('graphics/fly/Fly1.png').convert_alpha()
fly_2 = pygame.image.load('graphics/fly/Fly2.png').convert_alpha()
self.frames = [fly_1, fly_2]
y_pos = 210
else:
snail_1 = pygame.image.load('graphics/snail/snail1.png').convert_alpha()
snail_2 = pygame.image.load('graphics/snail/snail2.png').convert_alpha()
self.frames = [snail_1, snail_2]
y_pos = 300
self.animation_index = 0
self.image = self.frames[self.animation_index]
self.rect = self.image.get_rect(midbottom=(random.randint(900, 1100), y_pos))
def animation_state(self):
self.animation_index += 0.1
if self.animation_index >= len(self.frames):
self.animation_index = 0
self.image = self.frames[int(self.animation_index)]
def update(self):
self.animation_state()
self.rect.x -= 6
def destroy(self):
if self.rect.x <= -100:
self.kill()
def display_score():
current_time = (pygame.time.get_ticks() - start_time) // 1000
score_surf = test_font.render(f'Score: {current_time}', False, (64, 64, 64))
score_rect = score_surf.get_rect(center=(400, 50))
screen.blit(score_surf, score_rect)
return current_time
def collision_sprite():
if pygame.sprite.spritecollide(player.sprite, obstacle_group, False):
obstacle_group.empty()
return False
else:
return True
# initializing pygame
pygame.init()
# creating a display surface
screen = pygame.display.set_mode((800, 400))
pygame.display.set_caption('Runner')
clock = pygame.time.Clock()
test_font = pygame.font.Font('font/Pixeltype.ttf', 50)
game_active = False
start_time = 0
score = 0
bg_music = pygame.mixer.Sound('audio/music.wav')
bg_music.set_volume(0.3)
bg_music.play(loops=-1)
# Groups
player = pygame.sprite.GroupSingle()
player.add(Player())
obstacle_group = pygame.sprite.Group()
sky_surface = pygame.image.load('graphics/sky.png').convert()
ground_surface = pygame.image.load('graphics/ground.png').convert()
# Intro screen
player_stand = pygame.image.load('graphics/player/player_stand.png').convert_alpha()
player_stand = pygame.transform.rotozoom(player_stand, 0, 2)
player_stand_rect = player_stand.get_rect(center=(400, 200))
game_name = test_font.render('Pixel Runner', False, (111, 196, 169))
game_name_rect = game_name.get_rect(center=(400, 80))
game_message = test_font.render('Press space to run', False, (111, 196, 169))
game_message_rect = game_message.get_rect(center=(400, 340))
# Timer
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer, 1500)
snail_animation_timer = pygame.USEREVENT + 2
pygame.time.set_timer(snail_animation_timer, 500)
fly_animation_timer = pygame.USEREVENT + 3
pygame.time.set_timer(fly_animation_timer, 200)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if not game_active:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = pygame.time.get_ticks()
if game_active:
if event.type == obstacle_timer:
obstacle_group.add(Obstacle(choice(['fly', 'snail', 'snail', 'snail'])))
if game_active:
screen.blit(sky_surface, (0, 0))
screen.blit(ground_surface, (0, 300))
score = display_score()
player.draw(screen)
player.update()
obstacle_group.draw(screen)
obstacle_group.update()
# Collisions
game_active = collision_sprite()
else:
screen.fill((94, 129, 162))
screen.blit(player_stand, player_stand_rect)
player_gravity = 0
score_message = test_font.render(f'Your score: {score}', False, (111, 196, 169))
score_message_rect = score_message.get_rect(center=(400, 330))
screen.blit(game_name, game_name_rect)
if score == 0:
screen.blit(game_message, game_message_rect)
else:
screen.blit(score_message, score_message_rect)
# draw all our elements
# update everything
pygame.display.update()
clock.tick(60)