This commit is contained in:
Aman Tahiliani
2020-12-11 23:00:08 +05:30
parent f345aa5226
commit 27812b0894
12 changed files with 0 additions and 2300 deletions

212
Hello.py
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@@ -1,212 +0,0 @@
import pygame
import sys
def player_animation():
new_player = player_frames[player_index]
new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
return new_player, new_player_rect
class bullets(object):
# Bullet class
def __init__(self, x, y, length, breadth, color):
self.x = x
self.y = y
self.length = length
self.breadth = breadth
self.color = color
self.velocity = 10
def drawbullet(self, screen):
pygame.draw.rect(screen, self.color, pygame.Rect(
self.x, self.y, self.length, self.breadth))
# class obstacles(object):
# # Obstacle class
# def __init__(self, obstacle, x, y, height, width):
# self.image = obstacle
# self.x = x
# self.y = y
# self.height = height
# self.width = width
# self.box = (x, y, width, height)
# self.velocity = 1
# def drawobstacle(self, screen):
# self.box = (self.x, self.y, self.width-10, self.height)
# screen.blit(pygame.transform.scale(
# self.image, (64, 64)), (self.x, self.y))
# pygame.draw.rect(screen, (255, 0, 0), self.box, 2)
def create_pipe():
new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
return new_pipe
def move_pipes(pipes):
for pipe in pipes:
pipe.centerx -= 15
return pipes
def draw_pipes(pipes):
for pipe in pipes:
screen.blit(pipe_suface, pipe)
def drawfloor():
screen.blit(landimg, (floor_x_pos, 550))
screen.blit(landimg, (floor_x_pos+500, 550))
screen.blit(landimg, (floor_x_pos+1000, 550))
screen.blit(landimg, (floor_x_pos+1500, 550))
screen.blit(landimg, (floor_x_pos+2000, 550))
screen.blit(landimg, (floor_x_pos+2500, 550))
# if pno==1:
# screen.blit(player1,(200,237))
# elif pno==2:
# screen.blit(player2,(200,237))
# elif pno==3:
# screen.blit(player3,(200,237))
# elif pno==4:
# screen.blit(player4,(200,237))
# elif pno==5:
# screen.blit(player5,(200,237))
# elif pno==6:
# screen.blit(player6,(200,237))
# elif pno==7:
# screen.blit(player7,(200,237))
# elif pno==8:
# screen.blit(player8,(200,237))
# elif pno==9:
# screen.blit(player9,(200,237))
# elif pno==10:
# screen.blit(player10,(200,237))
pygame.init()
screen = pygame.display.set_mode((1024, 768))
clock = pygame.time.Clock()
player_movement = 0
gravity = 0.25
game_active = True
bkgimg = pygame.image.load('Assets\game_background_1.png').convert()
bkgimg = pygame.transform.scale(bkgimg, (1024, 600))
landimg = pygame.image.load('Assets/moon.jpeg').convert()
player1 = pygame.image.load('Assets/Player/player1.png').convert()
player2 = pygame.image.load('Assets/Player/player2.png').convert()
player3 = pygame.image.load('Assets/Player/player3.png').convert()
player4 = pygame.image.load('Assets/Player/player4.png').convert()
player5 = pygame.image.load('Assets/Player/player5.png').convert()
player6 = pygame.image.load('Assets/Player/player6.png').convert()
player7 = pygame.image.load('Assets/Player/player7.png').convert()
player8 = pygame.image.load('Assets/Player/player8.png').convert()
player9 = pygame.image.load('Assets/Player/player9.png').convert()
player10 = pygame.image.load('Assets/Player/player10.png').convert()
deathstar = pygame.image.load('Assets/deathstar1.jpg').convert()
# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert()
# Pipes image.
pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert()
pipe_suface = pygame.transform.scale2x(pipe_surface)
pipe_list = []
SPAWNPIPE = pygame.USEREVENT
pygame.time.set_timer(SPAWNPIPE, 3000)
player_frames = [player1, player2, player3, player4,
player5, player6, player7, player8, player9, player10]
player_index = 0
player_surface = player_frames[player_index]
player_rect = player_surface.get_rect(center=(250, 492))
PLAYERRUN = pygame.USEREVENT + 1
pygame.time.set_timer(PLAYERRUN, 100)
floor_x_pos = 0
pno = 1
bullet_list = []
obstacle_list = []
# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and game_active:
if player_rect.centery == 492:
player_movement = 0
gravity = 0.25
while player_movement != -12:
player_movement -= gravity
if event.type == PLAYERRUN:
if player_index < 9:
player_index += 1
else:
player_index = 0
player_surface, player_rect = player_animation()
if event.type == SPAWNPIPE:
pipe_list.append(create_pipe())
for bullet in bullet_list:
if bullet.x < 1024 and bullet.x > 0:
bullet.x += bullet.velocity
else:
bullet_list.pop(bullet_list.index(bullet))
# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
screen.blit(bkgimg, (0, 0))
if game_active == True:
if player_rect.centery == 492:
gravity = 0
elif player_rect.centery < 492:
gravity = 0.25
else:
gravity = 0
player_rect.centery = 492
player_movement = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_END]:
if(len(bullet_list) < 1):
bullet_list.append(
bullets(250, player_rect.centery, 15, 3, (255, 255, 153)))
for bullet in bullet_list:
bullet.drawbullet(screen)
# for obs in obstacle_list:
# obs.drawobstacle(screen)
player_movement += gravity
player_rect.centery += player_movement
screen.blit(player_surface, player_rect)
floor_x_pos -= 5
pipe_list = move_pipes(pipe_list)
draw_pipes(pipe_list)
drawfloor()
if floor_x_pos <= -2000:
floor_x_pos = 0
# for ob in obstacle_list:
# if ob.x > 0:
# obstacle_list.append(
# obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64))
# obstacle_list.pop(obstacle_list.index(ob))
# else:
# obstacle_list.pop(obstacle_list.index(ob))
pygame.display.update()
clock.tick(120)

221
Hello1.py
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@@ -1,221 +0,0 @@
import pygame
import sys
def player_animation():
new_player = player_frames[player_index]
new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
return new_player, new_player_rect
class bullets(object):
# Bullet class
def __init__(self, x, y, length, breadth, color):
self.x = x
self.y = y
self.length = length
self.breadth = breadth
self.color = color
self.velocity = 10
def drawbullet(self, screen):
pygame.draw.rect(screen, self.color, pygame.Rect(
self.x, self.y, self.length, self.breadth))
# class obstacles(object):
# # Obstacle class
# def __init__(self, obstacle, x, y, height, width):
# self.image = obstacle
# self.x = x
# self.y = y
# self.height = height
# self.width = width
# self.box = (x, y, width, height)
# self.velocity = 1
# def drawobstacle(self, screen):
# self.box = (self.x, self.y, self.width-10, self.height)
# screen.blit(pygame.transform.scale(
# self.image, (64, 64)), (self.x, self.y))
# pygame.draw.rect(screen, (255, 0, 0), self.box, 2)
def create_pipe():
new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
return new_pipe
def move_pipes(pipes):
for pipe in pipes:
pipe.centerx -= 15
return pipes
def draw_pipes(pipes):
for pipe in pipes:
screen.blit(pipe_suface, pipe)
def check_collision(pipes):
for pipe in pipes:
if player_rect.colliderect(pipe):
hit_sound.play()
return False
return True
def drawfloor():
screen.blit(landimg, (floor_x_pos, 550))
screen.blit(landimg, (floor_x_pos+500, 550))
screen.blit(landimg, (floor_x_pos+1000, 550))
screen.blit(landimg, (floor_x_pos+1500, 550))
screen.blit(landimg, (floor_x_pos+2000, 550))
screen.blit(landimg, (floor_x_pos+2500, 550))
# if pno==1:
# screen.blit(player1,(200,237))
# elif pno==2:
# screen.blit(player2,(200,237))
# elif pno==3:
# screen.blit(player3,(200,237))
# elif pno==4:
# screen.blit(player4,(200,237))
# elif pno==5:
# screen.blit(player5,(200,237))
# elif pno==6:
# screen.blit(player6,(200,237))
# elif pno==7:
# screen.blit(player7,(200,237))
# elif pno==8:
# screen.blit(player8,(200,237))
# elif pno==9:
# screen.blit(player9,(200,237))
# elif pno==10:
# screen.blit(player10,(200,237))
pygame.init()
screen = pygame.display.set_mode((1024, 768))
clock = pygame.time.Clock()
player_movement = 0
gravity = 0.25
game_active = True
bkgimg = pygame.image.load('Assets\game_background_1.png').convert()
bkgimg = pygame.transform.scale(bkgimg, (1024, 600))
landimg = pygame.image.load('Assets/moon.jpeg').convert()
player1 = pygame.image.load('Assets/Player/player1.png').convert()
player2 = pygame.image.load('Assets/Player/player2.png').convert()
player3 = pygame.image.load('Assets/Player/player3.png').convert()
player4 = pygame.image.load('Assets/Player/player4.png').convert()
player5 = pygame.image.load('Assets/Player/player5.png').convert()
player6 = pygame.image.load('Assets/Player/player6.png').convert()
player7 = pygame.image.load('Assets/Player/player7.png').convert()
player8 = pygame.image.load('Assets/Player/player8.png').convert()
player9 = pygame.image.load('Assets/Player/player9.png').convert()
player10 = pygame.image.load('Assets/Player/player10.png').convert()
deathstar = pygame.image.load('Assets/deathstar1.jpg').convert()
# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert()
# Pipes image.
pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert()
pipe_suface = pygame.transform.scale2x(pipe_surface)
pipe_list = []
SPAWNPIPE = pygame.USEREVENT
pygame.time.set_timer(SPAWNPIPE, 2500)
player_frames = [player1, player2, player3, player4,
player5, player6, player7, player8, player9, player10]
player_index = 0
player_surface = player_frames[player_index]
player_rect = player_surface.get_rect(center=(250, 492))
PLAYERRUN = pygame.USEREVENT + 1
pygame.time.set_timer(PLAYERRUN, 100)
floor_x_pos = 0
pno = 1
bullet_list = []
obstacle_list = []
# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and game_active:
if player_rect.centery == 492:
player_movement = 0
gravity = 0.25
while player_movement != -12:
player_movement -= gravity
if event.type == PLAYERRUN:
if player_index < 9:
player_index += 1
else:
player_index = 0
player_surface, player_rect = player_animation()
if event.type == SPAWNPIPE:
pipe_list.append(create_pipe())
for bullet in bullet_list:
if bullet.x < 1024 and bullet.x > 0:
bullet.x += bullet.velocity
else:
bullet_list.pop(bullet_list.index(bullet))
# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
screen.blit(bkgimg, (0, 0))
if game_active == True:
if player_rect.centery == 492:
gravity = 0
elif player_rect.centery < 492:
gravity = 0.25
else:
gravity = 0
player_rect.centery = 492
player_movement = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_END]:
if(len(bullet_list) < 1):
bullet_list.append(
bullets(250, player_rect.centery, 15, 3, (255, 255, 153)))
for bullet in bullet_list:
bullet.drawbullet(screen)
# for obs in obstacle_list:
# obs.drawobstacle(screen)
player_movement += gravity
player_rect.centery += player_movement
screen.blit(player_surface, player_rect)
game_active = check_collision(pipe_list)
floor_x_pos -= 5
pipe_list = move_pipes(pipe_list)
draw_pipes(pipe_list)
drawfloor()
if floor_x_pos <= -2000:
floor_x_pos = 0
# for ob in obstacle_list:
# if ob.x > 0:
# obstacle_list.append(
# obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64))
# obstacle_list.pop(obstacle_list.index(ob))
# else:
# obstacle_list.pop(obstacle_list.index(ob))
pygame.display.update()
clock.tick(120)

225
Hello2.py
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@@ -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
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@@ -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
View File

@@ -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
View File

@@ -1,267 +0,0 @@
import pygame
import sys
def player_animation():
new_player = player_frames[player_index]
new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
return new_player, new_player_rect
class bullets(object):
# Bullet class
def __init__(self, x, y, length, breadth, color):
self.x = x
self.y = y
self.length = length
self.breadth = breadth
self.color = color
self.velocity = 10
def drawbullet(self, screen):
pygame.draw.rect(screen, self.color, pygame.Rect(
self.x, self.y, self.length, self.breadth))
# class obstacles(object):
# # Obstacle class
# def __init__(self, obstacle, x, y, height, width):
# self.image = obstacle
# self.x = x
# self.y = y
# self.height = height
# self.width = width
# self.box = (x, y, width, height)
# self.velocity = 1
# def drawobstacle(self, screen):
# self.box = (self.x, self.y, self.width-10, self.height)
# screen.blit(pygame.transform.scale(
# self.image, (64, 64)), (self.x, self.y))
# pygame.draw.rect(screen, (255, 0, 0), self.box, 2)
def create_pipe():
new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
return new_pipe
def move_pipes(pipes):
for pipe in pipes:
pipe.centerx -= 15
return pipes
def draw_pipes(pipes):
for pipe in pipes:
screen.blit(pipe_suface, pipe)
def check_collision(pipes):
for pipe in pipes:
if player_rect.colliderect(pipe):
hit_sound.play()
return False
return True
def drawfloor():
screen.blit(landimg, (floor_x_pos, 550))
screen.blit(landimg, (floor_x_pos+500, 550))
screen.blit(landimg, (floor_x_pos+1000, 550))
screen.blit(landimg, (floor_x_pos+1500, 550))
screen.blit(landimg, (floor_x_pos+2000, 550))
screen.blit(landimg, (floor_x_pos+2500, 550))
# if pno==1:
# screen.blit(player1,(200,237))
# elif pno==2:
# screen.blit(player2,(200,237))
# elif pno==3:
# screen.blit(player3,(200,237))
# elif pno==4:
# screen.blit(player4,(200,237))
# elif pno==5:
# screen.blit(player5,(200,237))
# elif pno==6:
# screen.blit(player6,(200,237))
# elif pno==7:
# screen.blit(player7,(200,237))
# elif pno==8:
# screen.blit(player8,(200,237))
# elif pno==9:
# screen.blit(player9,(200,237))
# elif pno==10:
# screen.blit(player10,(200,237))
def updateFile():
f = open('scores.txt','r')
file = f.readlines()
last = int(file[0])
if last < int(score):
f.close()
file = open('scores.txt', 'w')
file.write(str(score))
file.close()
return score
return last
pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512)
pygame.init()
screen = pygame.display.set_mode((1024, 768))
clock = pygame.time.Clock()
player_movement = 0
gravity = 0.25
hertz=100
game_active = True
BLACK = (0, 0, 0)
# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert()
bkgimg = pygame.image.load('Assets/sky.png').convert()
bkgimg = pygame.transform.scale(bkgimg, (1024, 600))
# landimg = pygame.image.load('Assets/moon.jpeg').convert()
landimg = pygame.image.load('Assets/landing5.png').convert()
landimg = pygame.transform.scale(landimg, (1024, 768))
player1 = pygame.image.load('Assets/Player/player1.png').convert()
player1.set_colorkey(BLACK)
player2 = pygame.image.load('Assets/Player/player2.png').convert()
player2.set_colorkey(BLACK)
player3 = pygame.image.load('Assets/Player/player3.png').convert()
player3.set_colorkey(BLACK)
player4 = pygame.image.load('Assets/Player/player4.png').convert()
player4.set_colorkey(BLACK)
player5 = pygame.image.load('Assets/Player/player5.png').convert()
player5.set_colorkey(BLACK)
player6 = pygame.image.load('Assets/Player/player6.png').convert()
player6.set_colorkey(BLACK)
player7 = pygame.image.load('Assets/Player/player7.png').convert()
player7.set_colorkey(BLACK)
player8 = pygame.image.load('Assets/Player/player8.png').convert()
player8.set_colorkey(BLACK)
player9 = pygame.image.load('Assets/Player/player9.png').convert()
player9.set_colorkey(BLACK)
player10 = pygame.image.load('Assets/Player/player10.png').convert()
player10.set_colorkey(BLACK)
deathstar = pygame.image.load('Assets/deathstar1.jpg').convert()
# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert()
# Pipes image.
pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert()
pipe_suface = pygame.transform.scale2x(pipe_surface)
pipe_list = []
SPAWNPIPE = pygame.USEREVENT
pygame.time.set_timer(SPAWNPIPE, 2000)
player_frames = [player1, player2, player3, player4,
player5, player6, player7, player8, player9, player10]
player_index = 0
player_surface = player_frames[player_index]
player_rect = player_surface.get_rect(center=(250, 492))
PLAYERRUN = pygame.USEREVENT + 1
pygame.time.set_timer(PLAYERRUN, 100)
floor_x_pos = 0
pno = 1
# sound effects
hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg')
point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg')
point_sound_count = 100
bullet_list = []
obstacle_list = []
# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and game_active:
point_sound.play()
if player_rect.centery == 492:
player_movement = 0
gravity = 0.25
while player_movement != -12:
player_movement -= gravity
if event.type == PLAYERRUN:
if player_index < 9:
player_index += 1
else:
player_index = 0
player_surface, player_rect = player_animation()
if event.type == SPAWNPIPE:
pipe_list.append(create_pipe())
for bullet in bullet_list:
if bullet.x < 1024 and bullet.x > 0:
bullet.x += bullet.velocity
else:
bullet_list.pop(bullet_list.index(bullet))
# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64))
screen.blit(bkgimg, (0, 0))
if game_active == True:
if player_rect.centery == 492:
gravity = 0
elif player_rect.centery < 492:
gravity = 0.25
else:
gravity = 0
player_rect.centery = 492
player_movement = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_END]:
if(len(bullet_list) < 1):
bullet_list.append(
bullets(250, player_rect.centery, 15, 3, (255, 255, 153)))
for bullet in bullet_list:
bullet.drawbullet(screen)
# for obs in obstacle_list:
# obs.drawobstacle(screen)
player_movement += gravity
player_rect.centery += player_movement
screen.blit(player_surface, player_rect)
game_active = check_collision(pipe_list)
floor_x_pos -= 5
pipe_list = move_pipes(pipe_list)
draw_pipes(pipe_list)
drawfloor()
if floor_x_pos <= -2000:
floor_x_pos = 0
# for ob in obstacle_list:
# if ob.x > 0:
# obstacle_list.append(
# obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64))
# obstacle_list.pop(obstacle_list.index(ob))
# else:
# obstacle_list.pop(obstacle_list.index(ob))
score = int(hertz//0.1-999)
largeFont = pygame.font.SysFont('comicsans', 30)
text = largeFont.render('Score: ' + str(score), 1, (255,255,255))
#largeFont = pygame.font.SysFont('comicsans', 80)
#Best = largeFont.render('Best Score: ' + str(updateFile()),1,(255,255,255))
screen.blit(text, (800, 10))
#screen.blit(Best, (600,10))
pygame.display.update()
clock.tick(hertz)
hertz+=0.02

View File

@@ -1,291 +0,0 @@
import pygame
import sys
def player_animation():
new_player = player_frames[player_index]
new_player_rect = new_player.get_rect(center=(250, player_rect.centery))
return new_player, new_player_rect
# Bullet class
class bullets(object):
def __init__(self, x, y, length, breadth, color):
self.x = x
self.y = y
self.length = length
self.breadth = breadth
self.color = color
self.velocity = 10
def drawbullet(self, screen):
pygame.draw.rect(screen, self.color, pygame.Rect(
self.x, self.y, self.length, self.breadth))
def create_pipe():
new_pipe = pipe_suface.get_rect(midtop=(1020, 452))
return new_pipe
def move_pipes(pipes):
for pipe in pipes:
pipe.centerx -= 15
return pipes
def draw_pipes(pipes):
for pipe in pipes:
screen.blit(pipe_suface, pipe)
def check_collision(pipes):
for pipe in pipes:
if player_rect.colliderect(pipe):
hit_sound.play()
return False
return True
def drawfloor():
screen.blit(landimg, (floor_x_pos, 550))
screen.blit(landimg, (floor_x_pos+500, 550))
screen.blit(landimg, (floor_x_pos+1000, 550))
screen.blit(landimg, (floor_x_pos+1500, 550))
screen.blit(landimg, (floor_x_pos+2000, 550))
screen.blit(landimg, (floor_x_pos+2500, 550))
def updateFile():
f = open('scores.txt', 'r')
file = f.readlines()
last = int(file[0])
if last < int(score):
f.close()
file = open('scores.txt', 'w')
file.write(str(score))
file.close()
return score
return last
def score_display(game_state):
if game_state == 'main_game':
score_surface = game_font.render(
str(int(score)), True, (255, 255, 255))
score_rect = score_surface.get_rect(center=(512, 100))
screen.blit(score_surface, score_rect)
if game_state == 'game_over':
score_surface = game_font.render(str(score), True, (255, 255, 255))
score_rect = score_surface.get_rect(center=(580, 300))
screen.blit(score_surface, score_rect)
high_score_surface = game_font.render(
str(bestscore), True, (255, 255, 255))
high_score_rect = high_score_surface.get_rect(center=(600, 400))
screen.blit(high_score_surface, high_score_rect)
score_Text = game_font.render('Score: ', True, (255, 255, 255))
score_Text_rect = score_Text.get_rect(center=(508, 300))
screen.blit(score_Text, score_Text_rect)
high_score_Text = game_font.render(
'High Score: ', True, (255, 255, 255))
high_score_Text_rect = high_score_Text.get_rect(center=(478, 400))
screen.blit(high_score_Text, high_score_Text_rect)
def update_score(score, high_score):
if score > high_score:
high_score = score
return high_score
pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512)
pygame.init()
screen = pygame.display.set_mode((1024, 768))
# screen = pygame.display.set_mode((1024, 768), pygame.FULLSCREEN)
clock = pygame.time.Clock()
player_movement = 0
gravity = 0.25
hertz = 100
game_active = True
score = 0
BLACK = (0, 0, 0)
# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() # Alternate Background
bkgimg = pygame.image.load('Assets/sky.png').convert()
bkgimg = pygame.transform.scale(bkgimg, (1024, 600))
# landimg = pygame.image.load('Assets/moon.jpeg').convert() #Alternate Surface
landimg = pygame.image.load('Assets/landing5.png').convert()
# landimg = pygame.image.load('Assets/landing2.png').convert()
landimg = pygame.transform.scale(landimg, (1024, 768))
player1 = pygame.image.load('Assets/Player/player1.png').convert()
player1.set_colorkey(BLACK)
player2 = pygame.image.load('Assets/Player/player2.png').convert()
player2.set_colorkey(BLACK)
player3 = pygame.image.load('Assets/Player/player3.png').convert()
player3.set_colorkey(BLACK)
player4 = pygame.image.load('Assets/Player/player4.png').convert()
player4.set_colorkey(BLACK)
player5 = pygame.image.load('Assets/Player/player5.png').convert()
player5.set_colorkey(BLACK)
player6 = pygame.image.load('Assets/Player/player6.png').convert()
player6.set_colorkey(BLACK)
player7 = pygame.image.load('Assets/Player/player7.png').convert()
player7.set_colorkey(BLACK)
player8 = pygame.image.load('Assets/Player/player8.png').convert()
player8.set_colorkey(BLACK)
player9 = pygame.image.load('Assets/Player/player9.png').convert()
player9.set_colorkey(BLACK)
player10 = pygame.image.load('Assets/Player/player10.png').convert()
player10.set_colorkey(BLACK)
deathstar = pygame.image.load('Assets/deathstar1.jpg').convert()
game_begin_surface = pygame.image.load('Assets/Retro1.png')
game_begin_surface = pygame.transform.scale(game_begin_surface, (1024, 768))
game_begin_surface_rect = game_begin_surface.get_rect(center=(512, 384))
game_over_surface = pygame.image.load('Assets/EndGraphi1.png')
game_over_surface = pygame.transform.scale(game_over_surface, (1024, 768))
game_over_surface_rect = game_over_surface.get_rect(center=(512, 384))
game_font = pygame.font.Font(
'assets/fonts/BigShouldersStencilText-Medium.ttf', 55)
# Pipes image.
pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert()
pipe_suface = pygame.transform.scale2x(pipe_surface)
pipe_list = []
SPAWNPIPE = pygame.USEREVENT
pygame.time.set_timer(SPAWNPIPE, 2000)
player_frames = [player1, player2, player3, player4,
player5, player6, player7, player8, player9, player10]
player_index = 0
player_surface = player_frames[player_index]
player_rect = player_surface.get_rect(center=(250, 492))
PLAYERRUN = pygame.USEREVENT + 1
pygame.time.set_timer(PLAYERRUN, 100)
floor_x_pos = 0
pno = 1
# sound effects
hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg')
point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg')
point_sound_count = 100
bullet_list = []
obstacle_list = []
MainGame = False
BeginGame = True
while BeginGame:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
point_sound.play()
hertz = 99.8
BeginGame = False
MainGame = True
screen.blit(game_begin_surface, game_begin_surface_rect)
pygame.display.update()
clock.tick(hertz)
hertz += 0.02
while MainGame:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and game_active:
point_sound.play()
if player_rect.centery == 492:
player_movement = 0
gravity = 0.25
while player_movement != -12:
player_movement -= gravity
elif (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER) and game_active == False:
hertz = 99.6
game_active = True
if event.type == PLAYERRUN:
if player_index < 9:
player_index += 1
else:
player_index = 0
player_surface, player_rect = player_animation()
if event.type == SPAWNPIPE:
pipe_list.append(create_pipe())
for bullet in bullet_list:
if bullet.x < 1024 and bullet.x > 0:
bullet.x += bullet.velocity
else:
bullet_list.pop(bullet_list.index(bullet))
screen.blit(bkgimg, (0, 0))
if game_active == True:
if player_rect.centery == 492:
gravity = 0
elif player_rect.centery < 492:
gravity = 0.25
else:
gravity = 0
player_rect.centery = 492
player_movement = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_END]:
if(len(bullet_list) < 1):
bullet_list.append(
bullets(250, player_rect.centery, 15, 3, (255, 255, 153)))
for bullet in bullet_list:
bullet.drawbullet(screen)
player_movement += gravity
player_rect.centery += player_movement
screen.blit(player_surface, player_rect)
game_active = check_collision(pipe_list)
score_display('main_game')
floor_x_pos -= 5
pipe_list = move_pipes(pipe_list)
draw_pipes(pipe_list)
drawfloor()
if floor_x_pos <= -2000:
floor_x_pos = 0
score = int(hertz//0.1-999)
largeFont = pygame.font.SysFont('comicsans', 30)
text = largeFont.render('Score: ' + str(score), 1, (255, 255, 255))
largeFont = pygame.font.SysFont('comicsans', 80)
bestscore = updateFile()
else:
pipe_list.clear()
screen.blit(game_over_surface, game_over_surface_rect)
score_display('game_over')
pygame.display.update()
clock.tick(hertz)
hertz += 0.02

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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
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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)

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@@ -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)