mirror of
https://github.com/AmanTahiliani/GalacticRunner.git
synced 2026-08-08 04:06:15 -04:00
Changed
This commit is contained in:
212
Hello.py
212
Hello.py
@@ -1,212 +0,0 @@
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import pygame
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import sys
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def player_animation():
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new_player = player_frames[player_index]
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new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
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return new_player, new_player_rect
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class bullets(object):
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# Bullet class
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def __init__(self, x, y, length, breadth, color):
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self.x = x
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self.y = y
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self.length = length
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self.breadth = breadth
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self.color = color
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self.velocity = 10
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def drawbullet(self, screen):
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pygame.draw.rect(screen, self.color, pygame.Rect(
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self.x, self.y, self.length, self.breadth))
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# class obstacles(object):
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# # Obstacle class
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# def __init__(self, obstacle, x, y, height, width):
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# self.image = obstacle
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# self.x = x
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# self.y = y
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# self.height = height
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# self.width = width
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# self.box = (x, y, width, height)
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# self.velocity = 1
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# def drawobstacle(self, screen):
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# self.box = (self.x, self.y, self.width-10, self.height)
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# screen.blit(pygame.transform.scale(
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# self.image, (64, 64)), (self.x, self.y))
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# pygame.draw.rect(screen, (255, 0, 0), self.box, 2)
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def create_pipe():
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new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
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return new_pipe
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def move_pipes(pipes):
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for pipe in pipes:
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pipe.centerx -= 15
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return pipes
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def draw_pipes(pipes):
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for pipe in pipes:
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screen.blit(pipe_suface, pipe)
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def drawfloor():
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screen.blit(landimg, (floor_x_pos, 550))
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screen.blit(landimg, (floor_x_pos+500, 550))
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screen.blit(landimg, (floor_x_pos+1000, 550))
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screen.blit(landimg, (floor_x_pos+1500, 550))
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screen.blit(landimg, (floor_x_pos+2000, 550))
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screen.blit(landimg, (floor_x_pos+2500, 550))
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# if pno==1:
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# screen.blit(player1,(200,237))
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# elif pno==2:
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# screen.blit(player2,(200,237))
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# elif pno==3:
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# screen.blit(player3,(200,237))
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# elif pno==4:
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# screen.blit(player4,(200,237))
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# elif pno==5:
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# screen.blit(player5,(200,237))
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# elif pno==6:
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# screen.blit(player6,(200,237))
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# elif pno==7:
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# screen.blit(player7,(200,237))
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# elif pno==8:
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# screen.blit(player8,(200,237))
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# elif pno==9:
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# screen.blit(player9,(200,237))
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# elif pno==10:
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# screen.blit(player10,(200,237))
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pygame.init()
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screen = pygame.display.set_mode((1024, 768))
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clock = pygame.time.Clock()
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player_movement = 0
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gravity = 0.25
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game_active = True
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bkgimg = pygame.image.load('Assets\game_background_1.png').convert()
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bkgimg = pygame.transform.scale(bkgimg, (1024, 600))
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landimg = pygame.image.load('Assets/moon.jpeg').convert()
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player1 = pygame.image.load('Assets/Player/player1.png').convert()
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player2 = pygame.image.load('Assets/Player/player2.png').convert()
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player3 = pygame.image.load('Assets/Player/player3.png').convert()
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player4 = pygame.image.load('Assets/Player/player4.png').convert()
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player5 = pygame.image.load('Assets/Player/player5.png').convert()
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player6 = pygame.image.load('Assets/Player/player6.png').convert()
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player7 = pygame.image.load('Assets/Player/player7.png').convert()
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player8 = pygame.image.load('Assets/Player/player8.png').convert()
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player9 = pygame.image.load('Assets/Player/player9.png').convert()
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player10 = pygame.image.load('Assets/Player/player10.png').convert()
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deathstar = pygame.image.load('Assets/deathstar1.jpg').convert()
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# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert()
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# Pipes image.
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pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert()
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pipe_suface = pygame.transform.scale2x(pipe_surface)
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pipe_list = []
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SPAWNPIPE = pygame.USEREVENT
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pygame.time.set_timer(SPAWNPIPE, 3000)
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player_frames = [player1, player2, player3, player4,
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player5, player6, player7, player8, player9, player10]
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player_index = 0
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player_surface = player_frames[player_index]
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player_rect = player_surface.get_rect(center=(250, 492))
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PLAYERRUN = pygame.USEREVENT + 1
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pygame.time.set_timer(PLAYERRUN, 100)
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floor_x_pos = 0
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pno = 1
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bullet_list = []
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obstacle_list = []
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# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE and game_active:
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if player_rect.centery == 492:
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player_movement = 0
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gravity = 0.25
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while player_movement != -12:
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player_movement -= gravity
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if event.type == PLAYERRUN:
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if player_index < 9:
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player_index += 1
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else:
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player_index = 0
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player_surface, player_rect = player_animation()
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if event.type == SPAWNPIPE:
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pipe_list.append(create_pipe())
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for bullet in bullet_list:
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if bullet.x < 1024 and bullet.x > 0:
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bullet.x += bullet.velocity
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else:
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bullet_list.pop(bullet_list.index(bullet))
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# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
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screen.blit(bkgimg, (0, 0))
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if game_active == True:
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if player_rect.centery == 492:
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gravity = 0
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elif player_rect.centery < 492:
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gravity = 0.25
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else:
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gravity = 0
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player_rect.centery = 492
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player_movement = 0
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keys = pygame.key.get_pressed()
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if keys[pygame.K_END]:
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if(len(bullet_list) < 1):
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bullet_list.append(
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bullets(250, player_rect.centery, 15, 3, (255, 255, 153)))
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for bullet in bullet_list:
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bullet.drawbullet(screen)
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# for obs in obstacle_list:
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# obs.drawobstacle(screen)
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player_movement += gravity
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player_rect.centery += player_movement
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screen.blit(player_surface, player_rect)
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floor_x_pos -= 5
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pipe_list = move_pipes(pipe_list)
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draw_pipes(pipe_list)
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drawfloor()
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if floor_x_pos <= -2000:
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floor_x_pos = 0
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# for ob in obstacle_list:
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# if ob.x > 0:
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# obstacle_list.append(
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# obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64))
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# obstacle_list.pop(obstacle_list.index(ob))
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# else:
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# obstacle_list.pop(obstacle_list.index(ob))
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pygame.display.update()
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clock.tick(120)
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221
Hello1.py
221
Hello1.py
@@ -1,221 +0,0 @@
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import pygame
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import sys
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def player_animation():
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new_player = player_frames[player_index]
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new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
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return new_player, new_player_rect
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class bullets(object):
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# Bullet class
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def __init__(self, x, y, length, breadth, color):
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self.x = x
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self.y = y
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self.length = length
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self.breadth = breadth
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self.color = color
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self.velocity = 10
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def drawbullet(self, screen):
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pygame.draw.rect(screen, self.color, pygame.Rect(
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self.x, self.y, self.length, self.breadth))
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# class obstacles(object):
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# # Obstacle class
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# def __init__(self, obstacle, x, y, height, width):
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# self.image = obstacle
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# self.x = x
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# self.y = y
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# self.height = height
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# self.width = width
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# self.box = (x, y, width, height)
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# self.velocity = 1
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# def drawobstacle(self, screen):
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# self.box = (self.x, self.y, self.width-10, self.height)
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# screen.blit(pygame.transform.scale(
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# self.image, (64, 64)), (self.x, self.y))
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# pygame.draw.rect(screen, (255, 0, 0), self.box, 2)
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def create_pipe():
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new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
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return new_pipe
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def move_pipes(pipes):
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for pipe in pipes:
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pipe.centerx -= 15
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return pipes
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def draw_pipes(pipes):
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for pipe in pipes:
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screen.blit(pipe_suface, pipe)
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def check_collision(pipes):
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for pipe in pipes:
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if player_rect.colliderect(pipe):
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hit_sound.play()
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return False
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return True
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def drawfloor():
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screen.blit(landimg, (floor_x_pos, 550))
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screen.blit(landimg, (floor_x_pos+500, 550))
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screen.blit(landimg, (floor_x_pos+1000, 550))
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screen.blit(landimg, (floor_x_pos+1500, 550))
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screen.blit(landimg, (floor_x_pos+2000, 550))
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screen.blit(landimg, (floor_x_pos+2500, 550))
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# if pno==1:
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# screen.blit(player1,(200,237))
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# elif pno==2:
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# screen.blit(player2,(200,237))
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# elif pno==3:
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# screen.blit(player3,(200,237))
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# elif pno==4:
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# screen.blit(player4,(200,237))
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# elif pno==5:
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# screen.blit(player5,(200,237))
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# elif pno==6:
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# screen.blit(player6,(200,237))
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# elif pno==7:
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# screen.blit(player7,(200,237))
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# elif pno==8:
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# screen.blit(player8,(200,237))
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# elif pno==9:
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# screen.blit(player9,(200,237))
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# elif pno==10:
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# screen.blit(player10,(200,237))
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pygame.init()
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screen = pygame.display.set_mode((1024, 768))
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clock = pygame.time.Clock()
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player_movement = 0
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gravity = 0.25
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game_active = True
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bkgimg = pygame.image.load('Assets\game_background_1.png').convert()
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bkgimg = pygame.transform.scale(bkgimg, (1024, 600))
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landimg = pygame.image.load('Assets/moon.jpeg').convert()
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player1 = pygame.image.load('Assets/Player/player1.png').convert()
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player2 = pygame.image.load('Assets/Player/player2.png').convert()
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player3 = pygame.image.load('Assets/Player/player3.png').convert()
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player4 = pygame.image.load('Assets/Player/player4.png').convert()
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player5 = pygame.image.load('Assets/Player/player5.png').convert()
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player6 = pygame.image.load('Assets/Player/player6.png').convert()
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player7 = pygame.image.load('Assets/Player/player7.png').convert()
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player8 = pygame.image.load('Assets/Player/player8.png').convert()
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player9 = pygame.image.load('Assets/Player/player9.png').convert()
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player10 = pygame.image.load('Assets/Player/player10.png').convert()
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deathstar = pygame.image.load('Assets/deathstar1.jpg').convert()
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# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert()
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# Pipes image.
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pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert()
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pipe_suface = pygame.transform.scale2x(pipe_surface)
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pipe_list = []
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SPAWNPIPE = pygame.USEREVENT
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pygame.time.set_timer(SPAWNPIPE, 2500)
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player_frames = [player1, player2, player3, player4,
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player5, player6, player7, player8, player9, player10]
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player_index = 0
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player_surface = player_frames[player_index]
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player_rect = player_surface.get_rect(center=(250, 492))
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PLAYERRUN = pygame.USEREVENT + 1
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pygame.time.set_timer(PLAYERRUN, 100)
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floor_x_pos = 0
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pno = 1
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bullet_list = []
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obstacle_list = []
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# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
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||||||
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||||||
while True:
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||||||
for event in pygame.event.get():
|
|
||||||
if event.type == pygame.QUIT:
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||||||
pygame.quit()
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||||||
sys.exit()
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||||||
if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE and game_active:
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if player_rect.centery == 492:
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player_movement = 0
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|
||||||
gravity = 0.25
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|
||||||
while player_movement != -12:
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|
||||||
player_movement -= gravity
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|
||||||
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|
||||||
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)
|
|
||||||
225
Hello2.py
225
Hello2.py
@@ -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)
|
|
||||||
243
Hello3.py
243
Hello3.py
@@ -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)
|
|
||||||
229
Hello4.py
229
Hello4.py
@@ -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)
|
|
||||||
267
Hello5.py
267
Hello5.py
@@ -1,267 +0,0 @@
|
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import pygame
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import sys
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def player_animation():
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new_player = player_frames[player_index]
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new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
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return new_player, new_player_rect
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class bullets(object):
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# Bullet class
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def __init__(self, x, y, length, breadth, color):
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self.x = x
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self.y = y
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self.length = length
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self.breadth = breadth
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self.color = color
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self.velocity = 10
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def drawbullet(self, screen):
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pygame.draw.rect(screen, self.color, pygame.Rect(
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self.x, self.y, self.length, self.breadth))
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# class obstacles(object):
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# # Obstacle class
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# def __init__(self, obstacle, x, y, height, width):
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# self.image = obstacle
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# self.x = x
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# self.y = y
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# self.height = height
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# self.width = width
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# self.box = (x, y, width, height)
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# self.velocity = 1
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# def drawobstacle(self, screen):
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# self.box = (self.x, self.y, self.width-10, self.height)
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# screen.blit(pygame.transform.scale(
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# self.image, (64, 64)), (self.x, self.y))
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# pygame.draw.rect(screen, (255, 0, 0), self.box, 2)
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def create_pipe():
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new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
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return new_pipe
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def move_pipes(pipes):
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for pipe in pipes:
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pipe.centerx -= 15
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return pipes
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def draw_pipes(pipes):
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for pipe in pipes:
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screen.blit(pipe_suface, pipe)
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def check_collision(pipes):
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for pipe in pipes:
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if player_rect.colliderect(pipe):
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hit_sound.play()
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return False
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return True
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def drawfloor():
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screen.blit(landimg, (floor_x_pos, 550))
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screen.blit(landimg, (floor_x_pos+500, 550))
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screen.blit(landimg, (floor_x_pos+1000, 550))
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screen.blit(landimg, (floor_x_pos+1500, 550))
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screen.blit(landimg, (floor_x_pos+2000, 550))
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screen.blit(landimg, (floor_x_pos+2500, 550))
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# if pno==1:
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# screen.blit(player1,(200,237))
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# elif pno==2:
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# screen.blit(player2,(200,237))
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# elif pno==3:
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# screen.blit(player3,(200,237))
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# elif pno==4:
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# screen.blit(player4,(200,237))
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# elif pno==5:
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# screen.blit(player5,(200,237))
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# elif pno==6:
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# screen.blit(player6,(200,237))
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# elif pno==7:
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# screen.blit(player7,(200,237))
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# elif pno==8:
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# screen.blit(player8,(200,237))
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# elif pno==9:
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# screen.blit(player9,(200,237))
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# elif pno==10:
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# screen.blit(player10,(200,237))
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def updateFile():
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f = open('scores.txt','r')
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file = f.readlines()
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last = int(file[0])
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if last < int(score):
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f.close()
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file = open('scores.txt', 'w')
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file.write(str(score))
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file.close()
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return score
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return last
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pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512)
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pygame.init()
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screen = pygame.display.set_mode((1024, 768))
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clock = pygame.time.Clock()
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player_movement = 0
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gravity = 0.25
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hertz=100
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game_active = True
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BLACK = (0, 0, 0)
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# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert()
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bkgimg = pygame.image.load('Assets/sky.png').convert()
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bkgimg = pygame.transform.scale(bkgimg, (1024, 600))
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# landimg = pygame.image.load('Assets/moon.jpeg').convert()
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landimg = pygame.image.load('Assets/landing5.png').convert()
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landimg = pygame.transform.scale(landimg, (1024, 768))
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player1 = pygame.image.load('Assets/Player/player1.png').convert()
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player1.set_colorkey(BLACK)
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player2 = pygame.image.load('Assets/Player/player2.png').convert()
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player2.set_colorkey(BLACK)
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player3 = pygame.image.load('Assets/Player/player3.png').convert()
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player3.set_colorkey(BLACK)
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player4 = pygame.image.load('Assets/Player/player4.png').convert()
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player4.set_colorkey(BLACK)
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player5 = pygame.image.load('Assets/Player/player5.png').convert()
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player5.set_colorkey(BLACK)
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player6 = pygame.image.load('Assets/Player/player6.png').convert()
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player6.set_colorkey(BLACK)
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player7 = pygame.image.load('Assets/Player/player7.png').convert()
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player7.set_colorkey(BLACK)
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player8 = pygame.image.load('Assets/Player/player8.png').convert()
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player8.set_colorkey(BLACK)
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player9 = pygame.image.load('Assets/Player/player9.png').convert()
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player9.set_colorkey(BLACK)
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player10 = pygame.image.load('Assets/Player/player10.png').convert()
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player10.set_colorkey(BLACK)
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deathstar = pygame.image.load('Assets/deathstar1.jpg').convert()
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# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert()
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# Pipes image.
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pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert()
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pipe_suface = pygame.transform.scale2x(pipe_surface)
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pipe_list = []
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SPAWNPIPE = pygame.USEREVENT
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pygame.time.set_timer(SPAWNPIPE, 2000)
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player_frames = [player1, player2, player3, player4,
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player5, player6, player7, player8, player9, player10]
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player_index = 0
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player_surface = player_frames[player_index]
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player_rect = player_surface.get_rect(center=(250, 492))
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PLAYERRUN = pygame.USEREVENT + 1
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pygame.time.set_timer(PLAYERRUN, 100)
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floor_x_pos = 0
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pno = 1
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# sound effects
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hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg')
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point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg')
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point_sound_count = 100
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bullet_list = []
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obstacle_list = []
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# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE and game_active:
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point_sound.play()
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if player_rect.centery == 492:
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player_movement = 0
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gravity = 0.25
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while player_movement != -12:
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player_movement -= gravity
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if event.type == PLAYERRUN:
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if player_index < 9:
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player_index += 1
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else:
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player_index = 0
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player_surface, player_rect = player_animation()
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if event.type == SPAWNPIPE:
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pipe_list.append(create_pipe())
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for bullet in bullet_list:
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if bullet.x < 1024 and bullet.x > 0:
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bullet.x += bullet.velocity
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else:
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bullet_list.pop(bullet_list.index(bullet))
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# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
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screen.blit(bkgimg, (0, 0))
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if game_active == True:
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if player_rect.centery == 492:
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gravity = 0
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elif player_rect.centery < 492:
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gravity = 0.25
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else:
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gravity = 0
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player_rect.centery = 492
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player_movement = 0
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keys = pygame.key.get_pressed()
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if keys[pygame.K_END]:
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if(len(bullet_list) < 1):
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bullet_list.append(
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bullets(250, player_rect.centery, 15, 3, (255, 255, 153)))
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for bullet in bullet_list:
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bullet.drawbullet(screen)
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# for obs in obstacle_list:
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# obs.drawobstacle(screen)
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player_movement += gravity
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player_rect.centery += player_movement
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screen.blit(player_surface, player_rect)
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game_active = check_collision(pipe_list)
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floor_x_pos -= 5
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pipe_list = move_pipes(pipe_list)
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draw_pipes(pipe_list)
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drawfloor()
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if floor_x_pos <= -2000:
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floor_x_pos = 0
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# for ob in obstacle_list:
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# if ob.x > 0:
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# obstacle_list.append(
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# obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64))
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# obstacle_list.pop(obstacle_list.index(ob))
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# else:
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# obstacle_list.pop(obstacle_list.index(ob))
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score = int(hertz//0.1-999)
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largeFont = pygame.font.SysFont('comicsans', 30)
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text = largeFont.render('Score: ' + str(score), 1, (255,255,255))
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#largeFont = pygame.font.SysFont('comicsans', 80)
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#Best = largeFont.render('Best Score: ' + str(updateFile()),1,(255,255,255))
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screen.blit(text, (800, 10))
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#screen.blit(Best, (600,10))
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pygame.display.update()
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clock.tick(hertz)
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hertz+=0.02
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291
Hello5final.py
291
Hello5final.py
@@ -1,291 +0,0 @@
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import pygame
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import sys
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def player_animation():
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new_player = player_frames[player_index]
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new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
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return new_player, new_player_rect
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# Bullet class
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class bullets(object):
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def __init__(self, x, y, length, breadth, color):
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self.x = x
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self.y = y
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self.length = length
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self.breadth = breadth
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self.color = color
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self.velocity = 10
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def drawbullet(self, screen):
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pygame.draw.rect(screen, self.color, pygame.Rect(
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self.x, self.y, self.length, self.breadth))
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def create_pipe():
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new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
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return new_pipe
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def move_pipes(pipes):
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for pipe in pipes:
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pipe.centerx -= 15
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return pipes
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def draw_pipes(pipes):
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for pipe in pipes:
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screen.blit(pipe_suface, pipe)
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def check_collision(pipes):
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for pipe in pipes:
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if player_rect.colliderect(pipe):
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hit_sound.play()
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return False
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return True
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def drawfloor():
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screen.blit(landimg, (floor_x_pos, 550))
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screen.blit(landimg, (floor_x_pos+500, 550))
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screen.blit(landimg, (floor_x_pos+1000, 550))
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screen.blit(landimg, (floor_x_pos+1500, 550))
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screen.blit(landimg, (floor_x_pos+2000, 550))
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screen.blit(landimg, (floor_x_pos+2500, 550))
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def updateFile():
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f = open('scores.txt', 'r')
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file = f.readlines()
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last = int(file[0])
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if last < int(score):
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f.close()
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file = open('scores.txt', 'w')
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file.write(str(score))
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file.close()
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return score
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return last
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def score_display(game_state):
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if game_state == 'main_game':
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score_surface = game_font.render(
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str(int(score)), True, (255, 255, 255))
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score_rect = score_surface.get_rect(center=(512, 100))
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screen.blit(score_surface, score_rect)
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if game_state == 'game_over':
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score_surface = game_font.render(str(score), True, (255, 255, 255))
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score_rect = score_surface.get_rect(center=(580, 300))
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screen.blit(score_surface, score_rect)
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high_score_surface = game_font.render(
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str(bestscore), True, (255, 255, 255))
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high_score_rect = high_score_surface.get_rect(center=(600, 400))
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screen.blit(high_score_surface, high_score_rect)
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score_Text = game_font.render('Score: ', True, (255, 255, 255))
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||||||
score_Text_rect = score_Text.get_rect(center=(508, 300))
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screen.blit(score_Text, score_Text_rect)
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high_score_Text = game_font.render(
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||||||
'High Score: ', True, (255, 255, 255))
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high_score_Text_rect = high_score_Text.get_rect(center=(478, 400))
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screen.blit(high_score_Text, high_score_Text_rect)
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def update_score(score, high_score):
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||||||
if score > high_score:
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|
||||||
high_score = score
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||||||
return high_score
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|
||||||
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|
||||||
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|
||||||
pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512)
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|
||||||
pygame.init()
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|
||||||
screen = pygame.display.set_mode((1024, 768))
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|
||||||
# screen = pygame.display.set_mode((1024, 768), pygame.FULLSCREEN)
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|
||||||
clock = pygame.time.Clock()
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|
||||||
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|
||||||
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|
||||||
player_movement = 0
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|
||||||
gravity = 0.25
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|
||||||
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
|
|
||||||
BIN
RETRO1.png
BIN
RETRO1.png
Binary file not shown.
|
Before Width: | Height: | Size: 85 KiB |
277
VideoTrial.py
277
VideoTrial.py
@@ -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
|
|
||||||
120
mygame.py
120
mygame.py
@@ -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)
|
|
||||||
215
mygame1.py
215
mygame1.py
@@ -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)
|
|
||||||
Reference in New Issue
Block a user