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15_using_the_sprite_class.py
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15_using_the_sprite_class.py
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import pygame
from sys import exit
from random import randint, choice
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
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 300:
self.gravity = -20
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, type):
super().__init__()
if 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 = (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
self.destroy()
def destroy(self):
if self.rect.x <= -100:
self.kill()
def display_score():
current_time = int(pygame.time.get_ticks() / 1000) - start_time
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 obstacle_movement(obstacle_list):
if obstacle_list:
for obstacle_rect in obstacle_list:
obstacle_rect.x -= 5
if obstacle_rect.bottom == 300: screen.blit(snail_surf, obstacle_rect)
else: screen.blit(fly_surf, obstacle_rect)
obstacle_list = [obstacle for obstacle in obstacle_list if obstacle.x > -100]
return obstacle_list
else: return []
def collisions(player, obstacles):
if obstacles:
for obstacle_rect in obstacles:
if player.colliderect(obstacle_rect): return False
return True
def collision_sprite():
if pygame.sprite.spritecollide(player.sprite, obstacle_group, False):
obstacle_group.empty()
return False
else: return True
def player_animation():
global player_surf, player_index
if player_rect.bottom < 300:
player_surf = player_jump
else:
player_index += 0.1
if player_index >= len(player_walk): player_index = 0
player_surf = player_walk[int(player_index)]
# Variables
pygame.init()
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
# 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()
# score_surf = test_font.render('Hello World', False, (64, 64, 64))
# score_rect = score_surf.get_rect(center = (400, 50))
# Snail
snail_frame_1 = pygame.image.load('graphics/snail/snail1.png').convert_alpha()
snail_frame_2 = pygame.image.load('graphics/snail/snail2.png').convert_alpha()
snail_frames = [snail_frame_1, snail_frame_2]
snail_frame_index = 0
snail_surf = snail_frames[snail_frame_index]
# Fly
fly_frame_1 = pygame.image.load('graphics/fly/fly1.png').convert_alpha()
fly_frame_2 = pygame.image.load('graphics/fly/fly2.png').convert_alpha()
fly_frames = [fly_frame_1, fly_frame_2]
fly_frame_index = 0
fly_surf = fly_frames[fly_frame_index]
obstacle_rect_list = []
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()
player_walk = [player_walk_1, player_walk_2]
player_index = 0
player_jump = pygame.image.load('graphics/player/jump.png').convert_alpha()
player_surf = player_walk[player_index]
player_rect = player_surf.get_rect(midbottom = (80, 300))
player_gravity = 0
# Intro screen
player_stand = pygame.image.load('graphics/player/player_stand.png').convert_alpha()
player_stand = pygame.transform.scale2x(player_stand) # Agrandar el player
player_stand_rect = player_stand.get_rect(center = (400, 200))
game_name = test_font.render('Pixel Runner', False, '#74D1B9')
game_name_rect = game_name.get_rect(center = (400, 80))
game_message = test_font.render('Press space to run', False, '#74D1B9')
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 game_active:
if event.type == pygame.MOUSEBUTTONDOWN:
if player_rect.collidepoint(event.pos) and player_rect.bottom >= 300:
player_gravity = -20
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and player_rect.bottom >= 300:
player_gravity = -20
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
if game_active:
if event.type == obstacle_timer:
obstacle_group.add(Obstacle(choice(['fly', 'snail', 'snail', 'snail'])))
# if randint(0, 2):
# obstacle_rect_list.append(snail_surf.get_rect(bottomright = (randint(900, 1100), 300)))
# else:
# obstacle_rect_list.append(fly_surf.get_rect(bottomright = (randint(900, 1100), 210)))
if event.type == snail_animation_timer:
if snail_frame_index == 0: snail_frame_index = 1
else: snail_frame_index = 0
snail_surf = snail_frames[snail_frame_index]
if event.type == fly_animation_timer:
if fly_frame_index == 0: fly_frame_index = 1
else: fly_frame_index = 0
fly_surf = fly_frames[fly_frame_index]
if game_active:
screen.blit(sky_surface, (0, 0))
screen.blit(ground_surface, (0, 300))
# pygame.draw.rect(screen, '#c0e8ec', score_rect)
# screen.blit(score_surf, score_rect)
score = display_score()
# snail_rect.x -= 5
# if snail_rect.right <= 0: snail_rect.left = 800
# screen.blit(snail_surf, snail_rect)
# Player
# player_gravity += 1
# player_rect.y += player_gravity
# if player_rect.bottom >= 300: player_rect.bottom = 300
# player_animation()
# screen.blit(player_surf, player_rect)
player.draw(screen)
player.update()
obstacle_group.draw(screen)
obstacle_group.update()
# Obstacle movement
# obstacle_rect_list = obstacle_movement(obstacle_rect_list)
# Collision
game_active = collision_sprite()
# game_active = collisions(player_rect, obstacle_rect_list)
else:
screen.fill('#333333')
screen.blit(player_stand, player_stand_rect)
obstacle_rect_list.clear()
player_rect.midbottom = (80, 300)
player_gravity = 0
score_message = test_font.render(f'Your score: {score}', False, '#74D1B9')
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)
pygame.display.update()
clock.tick(60)