diff --git a/Hello.py b/Hello.py deleted file mode 100644 index 9d6c594..0000000 --- a/Hello.py +++ /dev/null @@ -1,212 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -class bullets(object): - # Bullet class - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -# class obstacles(object): -# # Obstacle class -# def __init__(self, obstacle, x, y, height, width): -# self.image = obstacle -# self.x = x -# self.y = y -# self.height = height -# self.width = width -# self.box = (x, y, width, height) -# self.velocity = 1 - -# def drawobstacle(self, screen): -# self.box = (self.x, self.y, self.width-10, self.height) -# screen.blit(pygame.transform.scale( -# self.image, (64, 64)), (self.x, self.y)) -# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - - -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -game_active = True - -bkgimg = pygame.image.load('Assets\game_background_1.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -landimg = pygame.image.load('Assets/moon.jpeg').convert() -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player10 = pygame.image.load('Assets/Player/player10.png').convert() -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() -# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() - - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 3000) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -bullet_list = [] -obstacle_list = [] -# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - # for obs in obstacle_list: - # obs.drawobstacle(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - # for ob in obstacle_list: - # if ob.x > 0: - # obstacle_list.append( - # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) - # obstacle_list.pop(obstacle_list.index(ob)) - # else: - # obstacle_list.pop(obstacle_list.index(ob)) - - pygame.display.update() - clock.tick(120) diff --git a/Hello1.py b/Hello1.py deleted file mode 100644 index 99f725b..0000000 --- a/Hello1.py +++ /dev/null @@ -1,221 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -class bullets(object): - # Bullet class - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -# class obstacles(object): -# # Obstacle class -# def __init__(self, obstacle, x, y, height, width): -# self.image = obstacle -# self.x = x -# self.y = y -# self.height = height -# self.width = width -# self.box = (x, y, width, height) -# self.velocity = 1 - -# def drawobstacle(self, screen): -# self.box = (self.x, self.y, self.width-10, self.height) -# screen.blit(pygame.transform.scale( -# self.image, (64, 64)), (self.x, self.y)) -# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - - -def check_collision(pipes): - for pipe in pipes: - if player_rect.colliderect(pipe): - hit_sound.play() - return False - return True - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - - -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -game_active = True - -bkgimg = pygame.image.load('Assets\game_background_1.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -landimg = pygame.image.load('Assets/moon.jpeg').convert() -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player10 = pygame.image.load('Assets/Player/player10.png').convert() -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() -# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() - - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 2500) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -bullet_list = [] -obstacle_list = [] -# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - # for obs in obstacle_list: - # obs.drawobstacle(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - game_active = check_collision(pipe_list) - - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - # for ob in obstacle_list: - # if ob.x > 0: - # obstacle_list.append( - # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) - # obstacle_list.pop(obstacle_list.index(ob)) - # else: - # obstacle_list.pop(obstacle_list.index(ob)) - - pygame.display.update() - clock.tick(120) diff --git a/Hello2.py b/Hello2.py deleted file mode 100644 index fe416e1..0000000 --- a/Hello2.py +++ /dev/null @@ -1,225 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -class bullets(object): - # Bullet class - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -# class obstacles(object): -# # Obstacle class -# def __init__(self, obstacle, x, y, height, width): -# self.image = obstacle -# self.x = x -# self.y = y -# self.height = height -# self.width = width -# self.box = (x, y, width, height) -# self.velocity = 1 - -# def drawobstacle(self, screen): -# self.box = (self.x, self.y, self.width-10, self.height) -# screen.blit(pygame.transform.scale( -# self.image, (64, 64)), (self.x, self.y)) -# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - -def check_collision(pipes): - for pipe in pipes: - if player_rect.colliderect(pipe): - hit_sound.play() - return False - return True - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - - -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -game_active = True - -bkgimg = pygame.image.load('Assets\game_background_1.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -landimg = pygame.image.load('Assets/moon.jpeg').convert() -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player10 = pygame.image.load('Assets/Player/player10.png').convert() -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() -# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() - - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 3000) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -#sound effects -hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') -point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') -point_sound_count = 100 - -bullet_list = [] -obstacle_list = [] -# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - # for obs in obstacle_list: - # obs.drawobstacle(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - game_active = check_collision(pipe_list) - - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - # for ob in obstacle_list: - # if ob.x > 0: - # obstacle_list.append( - # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) - # obstacle_list.pop(obstacle_list.index(ob)) - # else: - # obstacle_list.pop(obstacle_list.index(ob)) - - pygame.display.update() - clock.tick(120) diff --git a/Hello3.py b/Hello3.py deleted file mode 100644 index fbc28bf..0000000 --- a/Hello3.py +++ /dev/null @@ -1,243 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -class bullets(object): - # Bullet class - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -# class obstacles(object): -# # Obstacle class -# def __init__(self, obstacle, x, y, height, width): -# self.image = obstacle -# self.x = x -# self.y = y -# self.height = height -# self.width = width -# self.box = (x, y, width, height) -# self.velocity = 1 - -# def drawobstacle(self, screen): -# self.box = (self.x, self.y, self.width-10, self.height) -# screen.blit(pygame.transform.scale( -# self.image, (64, 64)), (self.x, self.y)) -# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - - -def check_collision(pipes): - for pipe in pipes: - if player_rect.colliderect(pipe): - hit_sound.play() - return False - return True - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - - -pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -game_active = True - -BLACK = (0, 0, 0) - -bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() -# bkgimg = pygame.image.load('Assets/sky.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -# landimg = pygame.image.load('Assets/moon.jpeg').convert() -landimg = pygame.image.load('Assets/landing2.png').convert() -landimg = pygame.transform.scale(landimg, (1024, 768)) -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player1.set_colorkey(BLACK) -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player2.set_colorkey(BLACK) -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player3.set_colorkey(BLACK) -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player4.set_colorkey(BLACK) -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player5.set_colorkey(BLACK) -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player6.set_colorkey(BLACK) -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player7.set_colorkey(BLACK) -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player8.set_colorkey(BLACK) -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player9.set_colorkey(BLACK) -player10 = pygame.image.load('Assets/Player/player10.png').convert() -player10.set_colorkey(BLACK) -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() -# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() - - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 2000) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -# sound effects -hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') -point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') -point_sound_count = 100 - -bullet_list = [] -obstacle_list = [] -# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - point_sound.play() - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - # for obs in obstacle_list: - # obs.drawobstacle(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - game_active = check_collision(pipe_list) - - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - # for ob in obstacle_list: - # if ob.x > 0: - # obstacle_list.append( - # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) - # obstacle_list.pop(obstacle_list.index(ob)) - # else: - # obstacle_list.pop(obstacle_list.index(ob)) - - pygame.display.update() - clock.tick(120) diff --git a/Hello4.py b/Hello4.py deleted file mode 100644 index 5897165..0000000 --- a/Hello4.py +++ /dev/null @@ -1,229 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -class bullets(object): - # Bullet class - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -# class obstacles(object): -# # Obstacle class -# def __init__(self, obstacle, x, y, height, width): -# self.image = obstacle -# self.x = x -# self.y = y -# self.height = height -# self.width = width -# self.box = (x, y, width, height) -# self.velocity = 1 - -# def drawobstacle(self, screen): -# self.box = (self.x, self.y, self.width-10, self.height) -# screen.blit(pygame.transform.scale( -# self.image, (64, 64)), (self.x, self.y)) -# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - - -def check_collision(pipes): - for pipe in pipes: - if player_rect.colliderect(pipe): - hit_sound.play() - return False - return True - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - - -pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -game_active = True -game_on = True - -bkgimg = pygame.image.load('Assets\game_background_1.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -landimg = pygame.image.load('Assets/moon.jpeg').convert() -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player10 = pygame.image.load('Assets/Player/player10.png').convert() -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() -# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() - - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 3000) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -# sound effects -hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') -point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') -point_sound_count = 100 - -bullet_list = [] -obstacle_list = [] -# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - -while game_on: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - point_sound.play() - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - # for obs in obstacle_list: - # obs.drawobstacle(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - game_on = check_collision(pipe_list) - - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - # for ob in obstacle_list: - # if ob.x > 0: - # obstacle_list.append( - # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) - # obstacle_list.pop(obstacle_list.index(ob)) - # else: - # obstacle_list.pop(obstacle_list.index(ob)) - - pygame.display.update() - clock.tick(120) diff --git a/Hello5.py b/Hello5.py deleted file mode 100644 index 08323ec..0000000 --- a/Hello5.py +++ /dev/null @@ -1,267 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -class bullets(object): - # Bullet class - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -# class obstacles(object): -# # Obstacle class -# def __init__(self, obstacle, x, y, height, width): -# self.image = obstacle -# self.x = x -# self.y = y -# self.height = height -# self.width = width -# self.box = (x, y, width, height) -# self.velocity = 1 - -# def drawobstacle(self, screen): -# self.box = (self.x, self.y, self.width-10, self.height) -# screen.blit(pygame.transform.scale( -# self.image, (64, 64)), (self.x, self.y)) -# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - - -def check_collision(pipes): - for pipe in pipes: - if player_rect.colliderect(pipe): - hit_sound.play() - return False - return True - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - -def updateFile(): - f = open('scores.txt','r') - file = f.readlines() - last = int(file[0]) - - if last < int(score): - f.close() - file = open('scores.txt', 'w') - file.write(str(score)) - file.close() - - return score - - return last - - -pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -hertz=100 -game_active = True - -BLACK = (0, 0, 0) - -# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() -bkgimg = pygame.image.load('Assets/sky.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -# landimg = pygame.image.load('Assets/moon.jpeg').convert() -landimg = pygame.image.load('Assets/landing5.png').convert() -landimg = pygame.transform.scale(landimg, (1024, 768)) -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player1.set_colorkey(BLACK) -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player2.set_colorkey(BLACK) -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player3.set_colorkey(BLACK) -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player4.set_colorkey(BLACK) -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player5.set_colorkey(BLACK) -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player6.set_colorkey(BLACK) -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player7.set_colorkey(BLACK) -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player8.set_colorkey(BLACK) -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player9.set_colorkey(BLACK) -player10 = pygame.image.load('Assets/Player/player10.png').convert() -player10.set_colorkey(BLACK) -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() -# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() - - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 2000) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -# sound effects -hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') -point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') -point_sound_count = 100 - -bullet_list = [] -obstacle_list = [] -# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - point_sound.play() - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - # for obs in obstacle_list: - # obs.drawobstacle(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - game_active = check_collision(pipe_list) - - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - # for ob in obstacle_list: - # if ob.x > 0: - # obstacle_list.append( - # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) - # obstacle_list.pop(obstacle_list.index(ob)) - # else: - # obstacle_list.pop(obstacle_list.index(ob)) - score = int(hertz//0.1-999) - largeFont = pygame.font.SysFont('comicsans', 30) - text = largeFont.render('Score: ' + str(score), 1, (255,255,255)) - #largeFont = pygame.font.SysFont('comicsans', 80) - #Best = largeFont.render('Best Score: ' + str(updateFile()),1,(255,255,255)) - screen.blit(text, (800, 10)) - #screen.blit(Best, (600,10)) - - pygame.display.update() - clock.tick(hertz) - hertz+=0.02 diff --git a/Hello5final.py b/Hello5final.py deleted file mode 100644 index 8d8ae2e..0000000 --- a/Hello5final.py +++ /dev/null @@ -1,291 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -# Bullet class -class bullets(object): - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - - -def check_collision(pipes): - for pipe in pipes: - if player_rect.colliderect(pipe): - hit_sound.play() - return False - return True - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - -def updateFile(): - f = open('scores.txt', 'r') - file = f.readlines() - last = int(file[0]) - - if last < int(score): - f.close() - file = open('scores.txt', 'w') - file.write(str(score)) - file.close() - - return score - - return last - - -def score_display(game_state): - if game_state == 'main_game': - score_surface = game_font.render( - str(int(score)), True, (255, 255, 255)) - score_rect = score_surface.get_rect(center=(512, 100)) - screen.blit(score_surface, score_rect) - if game_state == 'game_over': - score_surface = game_font.render(str(score), True, (255, 255, 255)) - score_rect = score_surface.get_rect(center=(580, 300)) - screen.blit(score_surface, score_rect) - - high_score_surface = game_font.render( - str(bestscore), True, (255, 255, 255)) - high_score_rect = high_score_surface.get_rect(center=(600, 400)) - screen.blit(high_score_surface, high_score_rect) - - score_Text = game_font.render('Score: ', True, (255, 255, 255)) - score_Text_rect = score_Text.get_rect(center=(508, 300)) - screen.blit(score_Text, score_Text_rect) - - high_score_Text = game_font.render( - 'High Score: ', True, (255, 255, 255)) - high_score_Text_rect = high_score_Text.get_rect(center=(478, 400)) - screen.blit(high_score_Text, high_score_Text_rect) - - -def update_score(score, high_score): - if score > high_score: - high_score = score - return high_score - - -pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -# screen = pygame.display.set_mode((1024, 768), pygame.FULLSCREEN) -clock = pygame.time.Clock() - - -player_movement = 0 -gravity = 0.25 -hertz = 100 -game_active = True -score = 0 - - -BLACK = (0, 0, 0) - -# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() # Alternate Background -bkgimg = pygame.image.load('Assets/sky.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -# landimg = pygame.image.load('Assets/moon.jpeg').convert() #Alternate Surface -landimg = pygame.image.load('Assets/landing5.png').convert() -# landimg = pygame.image.load('Assets/landing2.png').convert() -landimg = pygame.transform.scale(landimg, (1024, 768)) -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player1.set_colorkey(BLACK) -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player2.set_colorkey(BLACK) -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player3.set_colorkey(BLACK) -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player4.set_colorkey(BLACK) -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player5.set_colorkey(BLACK) -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player6.set_colorkey(BLACK) -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player7.set_colorkey(BLACK) -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player8.set_colorkey(BLACK) -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player9.set_colorkey(BLACK) -player10 = pygame.image.load('Assets/Player/player10.png').convert() -player10.set_colorkey(BLACK) -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() - - -game_begin_surface = pygame.image.load('Assets/Retro1.png') -game_begin_surface = pygame.transform.scale(game_begin_surface, (1024, 768)) -game_begin_surface_rect = game_begin_surface.get_rect(center=(512, 384)) - -game_over_surface = pygame.image.load('Assets/EndGraphi1.png') -game_over_surface = pygame.transform.scale(game_over_surface, (1024, 768)) -game_over_surface_rect = game_over_surface.get_rect(center=(512, 384)) -game_font = pygame.font.Font( - 'assets/fonts/BigShouldersStencilText-Medium.ttf', 55) - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 2000) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -# sound effects -hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') -point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') -point_sound_count = 100 - -bullet_list = [] -obstacle_list = [] -MainGame = False -BeginGame = True - - -while BeginGame: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE: - point_sound.play() - hertz = 99.8 - BeginGame = False - MainGame = True - - screen.blit(game_begin_surface, game_begin_surface_rect) - - pygame.display.update() - clock.tick(hertz) - hertz += 0.02 - - -while MainGame: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - point_sound.play() - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - elif (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER) and game_active == False: - hertz = 99.6 - game_active = True - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - game_active = check_collision(pipe_list) - score_display('main_game') - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - score = int(hertz//0.1-999) - largeFont = pygame.font.SysFont('comicsans', 30) - text = largeFont.render('Score: ' + str(score), 1, (255, 255, 255)) - largeFont = pygame.font.SysFont('comicsans', 80) - bestscore = updateFile() - else: - pipe_list.clear() - screen.blit(game_over_surface, game_over_surface_rect) - score_display('game_over') - - pygame.display.update() - clock.tick(hertz) - hertz += 0.02 diff --git a/RETRO.png b/RETRO.png deleted file mode 100644 index 76682b4..0000000 Binary files a/RETRO.png and /dev/null differ diff --git a/RETRO1.png b/RETRO1.png deleted file mode 100644 index ad281df..0000000 Binary files a/RETRO1.png and /dev/null differ diff --git a/VideoTrial.py b/VideoTrial.py deleted file mode 100644 index 5d0ac42..0000000 --- a/VideoTrial.py +++ /dev/null @@ -1,277 +0,0 @@ -import pygame -import sys - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) - return new_player, new_player_rect - - -# Bullet class -class bullets(object): - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 10 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -def create_pipe(): - new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 15 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - - -def check_collision(pipes): - for pipe in pipes: - if player_rect.colliderect(pipe): - hit_sound.play() - return False - return True - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 550)) - screen.blit(landimg, (floor_x_pos+500, 550)) - screen.blit(landimg, (floor_x_pos+1000, 550)) - screen.blit(landimg, (floor_x_pos+1500, 550)) - screen.blit(landimg, (floor_x_pos+2000, 550)) - screen.blit(landimg, (floor_x_pos+2500, 550)) - - -def updateFile(): - f = open('scores.txt', 'r') - file = f.readlines() - last = int(file[0]) - - if last < int(score): - f.close() - file = open('scores.txt', 'w') - file.write(str(score)) - file.close() - - return score - - return last - - -def score_display(game_state): - if game_state == 'main_game': - score_surface = game_font.render( - str(int(score)), True, (255, 255, 255)) - score_rect = score_surface.get_rect(center=(512, 100)) - screen.blit(score_surface, score_rect) - if game_state == 'game_over': - score_surface = game_font.render(str(score), True, (255, 255, 255)) - score_rect = score_surface.get_rect(center=(512, 100)) - screen.blit(score_surface, score_rect) - - high_score_surface = game_font.render( - str(bestscore), True, (255, 255, 255)) - high_score_rect = high_score_surface.get_rect(center=(512, 500)) - screen.blit(high_score_surface, high_score_rect) - - -def update_score(score, high_score): - if score > high_score: - high_score = score - return high_score - - -pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) -pygame.init() -screen = pygame.display.set_mode((1024, 768)) -clock = pygame.time.Clock() - - -player_movement = 0 -gravity = 0.25 -hertz = 100 -game_active = True -score = 0 - - -BLACK = (0, 0, 0) - -# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() # Alternate Background -bkgimg = pygame.image.load('Assets/sky.png').convert() -bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) -# landimg = pygame.image.load('Assets/moon.jpeg').convert() #Alternate Surface -landimg = pygame.image.load('Assets/landing5.png').convert() -# landimg = pygame.image.load('Assets/landing2.png').convert() -landimg = pygame.transform.scale(landimg, (1024, 768)) -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player1.set_colorkey(BLACK) -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player2.set_colorkey(BLACK) -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player3.set_colorkey(BLACK) -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player4.set_colorkey(BLACK) -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player5.set_colorkey(BLACK) -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player6.set_colorkey(BLACK) -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player7.set_colorkey(BLACK) -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player8.set_colorkey(BLACK) -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player9.set_colorkey(BLACK) -player10 = pygame.image.load('Assets/Player/player10.png').convert() -player10.set_colorkey(BLACK) -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() - - -game_begin_surface = pygame.image.load('Retro.png') -game_begin_surface = pygame.transform.scale(game_begin_surface, (1024, 768)) -game_begin_surface_rect = game_begin_surface.get_rect(center=(512, 384)) - -game_over_surface = pygame.image.load('Assets/gameover.jpg') -game_over_surface = pygame.transform.scale(game_over_surface, (1024, 768)) -game_over_surface_rect = game_over_surface.get_rect(center=(512, 384)) -game_font = pygame.font.Font( - 'assets/fonts/BigShouldersStencilText-Medium.ttf', 40) - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 2000) - - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(250, 492)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -# sound effects -hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') -point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') -point_sound_count = 100 - -bullet_list = [] -obstacle_list = [] -MainGame = False -BeginGame = True - - -while BeginGame: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE: - point_sound.play() - BeginGame = False - MainGame = True - - screen.blit(game_begin_surface, game_begin_surface_rect) - - pygame.display.update() - clock.tick(hertz) - hertz += 0.02 - - -while MainGame: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - point_sound.play() - if player_rect.centery == 492: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1024 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 492: - gravity = 0 - elif player_rect.centery < 492: - gravity = 0.25 - - else: - gravity = 0 - player_rect.centery = 492 - player_movement = 0 - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - game_active = check_collision(pipe_list) - score_display('main_game') - floor_x_pos -= 5 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - score = int(hertz//0.1-999) - largeFont = pygame.font.SysFont('comicsans', 30) - text = largeFont.render('Score: ' + str(score), 1, (255, 255, 255)) - largeFont = pygame.font.SysFont('comicsans', 80) - bestscore = updateFile() - else: - pipe_list.clear() - screen.blit(game_over_surface, game_over_surface_rect) - score_display('game_over') - - pygame.display.update() - clock.tick(hertz) - hertz += 0.02 diff --git a/mygame.py b/mygame.py deleted file mode 100644 index 9c18d12..0000000 --- a/mygame.py +++ /dev/null @@ -1,120 +0,0 @@ -import sys -import pygame - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(375, player_rect.centery)) - return new_player, new_player_rect - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 475)) - screen.blit(landimg, (floor_x_pos + 500, 475)) - screen.blit(landimg, (floor_x_pos + 1000, 475)) - screen.blit(landimg, (floor_x_pos + 1500, 475)) - screen.blit(landimg, (floor_x_pos + 2000, 475)) - screen.blit(landimg, (floor_x_pos + 2500, 475)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - - -pygame.init() -screen = pygame.display.set_mode((1366, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -game_active = True - -bkgimg = pygame.image.load('Assets/Hyades.jpg').convert() -bkgimg = pygame.transform.scale2x(bkgimg) -landimg = pygame.image.load('Assets/moon.jpeg').convert() -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player10 = pygame.image.load('Assets/Player/player10.png').convert() -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(375, 417)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - if player_rect.centery == 417: - player_movement = 0 - gravity = 0.25 - while player_movement != -10: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - - screen.blit(bkgimg, (0, 0)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 417: - gravity = 0 - elif player_rect.centery < 417: - gravity = 0.25 - else: - gravity = 0 - player_rect.centery = 417 - player_movement = 0 - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - - floor_x_pos -= 1 - - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - pygame.display.update() - clock.tick(500) diff --git a/mygame1.py b/mygame1.py deleted file mode 100644 index 75eaa51..0000000 --- a/mygame1.py +++ /dev/null @@ -1,215 +0,0 @@ -import sys -import pygame -import random - - -def player_animation(): - new_player = player_frames[player_index] - new_player_rect = new_player.get_rect(center=(375, player_rect.centery)) - return new_player, new_player_rect - - -def drawfloor(): - - screen.blit(landimg, (floor_x_pos, 475)) - screen.blit(landimg, (floor_x_pos + 500, 475)) - screen.blit(landimg, (floor_x_pos + 1000, 475)) - screen.blit(landimg, (floor_x_pos + 1500, 475)) - screen.blit(landimg, (floor_x_pos + 2000, 475)) - screen.blit(landimg, (floor_x_pos + 2500, 475)) - - # if pno==1: - # screen.blit(player1,(200,237)) - # elif pno==2: - # screen.blit(player2,(200,237)) - # elif pno==3: - # screen.blit(player3,(200,237)) - # elif pno==4: - # screen.blit(player4,(200,237)) - # elif pno==5: - # screen.blit(player5,(200,237)) - # elif pno==6: - # screen.blit(player6,(200,237)) - # elif pno==7: - # screen.blit(player7,(200,237)) - # elif pno==8: - # screen.blit(player8,(200,237)) - # elif pno==9: - # screen.blit(player9,(200,237)) - # elif pno==10: - # screen.blit(player10,(200,237)) - - -class bullets(object): - # Bullet class - def __init__(self, x, y, length, breadth, color): - self.x = x - self.y = y - self.length = length - self.breadth = breadth - self.color = color - self.velocity = 7 - - def drawbullet(self, screen): - pygame.draw.rect(screen, self.color, pygame.Rect( - self.x, self.y, self.length, self.breadth)) - - -# class obstacles(object): -# # Obstacle class -# def __init__(self, obstacle, x, y, height, width): -# self.image = obstacle -# self.x = x -# self.y = y -# self.height = height -# self.width = width -# self.box = (x, y, width, height) -# self.velocity = 1 - -# def drawobstacle(self, screen): -# self.box = (self.x, self.y, self.width-10, self.height) -# screen.blit(pygame.transform.scale( -# self.image, (64, 64)), (self.x, self.y)) -# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) - - -def create_pipe(): - random_pipe_pos = random.choice(pipe_height) - new_pipe = pipe_suface.get_rect(midtop=(1500, random_pipe_pos)) - return new_pipe - - -def move_pipes(pipes): - for pipe in pipes: - pipe.centerx -= 5 - return pipes - - -def draw_pipes(pipes): - for pipe in pipes: - screen.blit(pipe_suface, pipe) - -# def check_collision(pipes): - # for pipe in pipes: - # for bullet in bullet_list: - # if bullet.colliderect(pipe): - # point_sound.play() - - -pygame.init() -screen = pygame.display.set_mode((1366, 768)) -clock = pygame.time.Clock() - -player_movement = 0 -gravity = 0.25 -game_active = True - -bkgimg = pygame.image.load('Assets/Hyades.jpg').convert() -bkgimg = pygame.transform.scale2x(bkgimg) -landimg = pygame.image.load('Assets/moon.jpeg').convert() -player1 = pygame.image.load('Assets/Player/player1.png').convert() -player2 = pygame.image.load('Assets/Player/player2.png').convert() -player3 = pygame.image.load('Assets/Player/player3.png').convert() -player4 = pygame.image.load('Assets/Player/player4.png').convert() -player5 = pygame.image.load('Assets/Player/player5.png').convert() -player6 = pygame.image.load('Assets/Player/player6.png').convert() -player7 = pygame.image.load('Assets/Player/player7.png').convert() -player8 = pygame.image.load('Assets/Player/player8.png').convert() -player9 = pygame.image.load('Assets/Player/player9.png').convert() -player10 = pygame.image.load('Assets/Player/player10.png').convert() -deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() -# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() - -# Pipes image. -pipe_surface = pygame.image.load('assets/Obstacles/1.jpg').convert() -pipe_suface = pygame.transform.scale2x(pipe_surface) -pipe_list = [] -SPAWNPIPE = pygame.USEREVENT -pygame.time.set_timer(SPAWNPIPE, 1200) - -bullet_list = [] -obstacle_list = [] -# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) - -player_frames = [player1, player2, player3, player4, - player5, player6, player7, player8, player9, player10] -for i in range(len(player_frames)): - player_frames[i] = pygame.transform.scale(player_frames[i], (100, 113)) - -player_index = 0 -player_surface = player_frames[player_index] -player_rect = player_surface.get_rect(center=(375, 417)) - -PLAYERRUN = pygame.USEREVENT + 1 -pygame.time.set_timer(PLAYERRUN, 100) - -floor_x_pos = 0 -pno = 1 - -# point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') -# point_sound_count = 100 - -while True: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() - sys.exit() - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_SPACE and game_active: - if player_rect.centery == 417: - player_movement = 0 - gravity = 0.25 - while player_movement != -12: - player_movement -= gravity - - if event.type == PLAYERRUN: - if player_index < 9: - player_index += 1 - else: - player_index = 0 - player_surface, player_rect = player_animation() - if event.type == SPAWNPIPE: - pipe_list.append(create_pipe()) - - for bullet in bullet_list: - if bullet.x < 1366 and bullet.x > 0: - bullet.x += bullet.velocity - else: - bullet_list.pop(bullet_list.index(bullet)) - - screen.blit(bkgimg, (0, 0)) - - if game_active == True: - if player_rect.centery == 417: - gravity = 0 - elif player_rect.centery < 417: - gravity = 0.25 - else: - gravity = 0 - player_rect.centery = 417 - player_movement = 0 - pipe_list = move_pipes(pipe_list) - pipe_height = [300, 350, 400, 450, 500, 550] - draw_pipes(pipe_list) - - keys = pygame.key.get_pressed() - if keys[pygame.K_END]: - if(len(bullet_list) < 1): - bullet_list.append( - bullets(375, player_rect.centery, 15, 3, (255, 255, 153))) - for bullet in bullet_list: - bullet.drawbullet(screen) - player_movement += gravity - player_rect.centery += player_movement - screen.blit(player_surface, player_rect) - - floor_x_pos -= 1 - - drawfloor() - if floor_x_pos <= -2000: - floor_x_pos = 0 - - pipe_list = move_pipes(pipe_list) - draw_pipes(pipe_list) - pygame.display.update() - clock.tick(500)