commit f345aa52263f5aab3c7690058e7c1e324115424a Author: Aman Tahiliani <65684756+AmanTahiliani@users.noreply.github.com> Date: Fri Dec 11 22:56:36 2020 +0530 Final Dump diff --git a/Assets/EndGraphi1.png b/Assets/EndGraphi1.png new file mode 100644 index 0000000..cb547ba Binary files /dev/null and b/Assets/EndGraphi1.png differ diff --git a/Assets/EndGraphic.png b/Assets/EndGraphic.png new file mode 100644 index 0000000..2211125 Binary files /dev/null and b/Assets/EndGraphic.png differ diff --git a/Assets/Hyades.jpg b/Assets/Hyades.jpg new file mode 100644 index 0000000..c7d5b07 Binary files /dev/null and b/Assets/Hyades.jpg differ diff --git a/Assets/Obstacles/1.jpg b/Assets/Obstacles/1.jpg new file mode 100644 index 0000000..5b09edb Binary files /dev/null and b/Assets/Obstacles/1.jpg differ diff --git a/Assets/Obstacles/obs.png b/Assets/Obstacles/obs.png new file mode 100644 index 0000000..5ee6301 Binary files /dev/null and b/Assets/Obstacles/obs.png differ diff --git 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b/Assets/fonts/BigShouldersStencilText-SemiBold.ttf new file mode 100644 index 0000000..209f27d Binary files /dev/null and b/Assets/fonts/BigShouldersStencilText-SemiBold.ttf differ diff --git a/Assets/fonts/BigShouldersStencilText-Thin.ttf b/Assets/fonts/BigShouldersStencilText-Thin.ttf new file mode 100644 index 0000000..403c763 Binary files /dev/null and b/Assets/fonts/BigShouldersStencilText-Thin.ttf differ diff --git a/Assets/fonts/OFL.txt b/Assets/fonts/OFL.txt new file mode 100644 index 0000000..b5a4e0d --- /dev/null +++ b/Assets/fonts/OFL.txt @@ -0,0 +1,93 @@ +Copyright 2019 The Big Shoulders Project Authors (https://github.com/xotypeco/big_shoulders) + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/Assets/game_background_1.png b/Assets/game_background_1.png new file mode 100644 index 0000000..eebbc04 Binary files /dev/null and b/Assets/game_background_1.png differ diff --git a/Assets/game_background_2.png b/Assets/game_background_2.png new file mode 100644 index 0000000..86de179 Binary files /dev/null and b/Assets/game_background_2.png differ diff --git a/Assets/game_background_3.1.png b/Assets/game_background_3.1.png new file mode 100644 index 0000000..488750f Binary files /dev/null and b/Assets/game_background_3.1.png differ diff --git a/Assets/game_background_4.png b/Assets/game_background_4.png new file mode 100644 index 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diff --git a/Assets/sounds/sound_effects/Hit.ogg b/Assets/sounds/sound_effects/Hit.ogg new file mode 100644 index 0000000..72d821a Binary files /dev/null and b/Assets/sounds/sound_effects/Hit.ogg differ diff --git a/Assets/sounds/sound_effects/Point.ogg b/Assets/sounds/sound_effects/Point.ogg new file mode 100644 index 0000000..efb2d99 Binary files /dev/null and b/Assets/sounds/sound_effects/Point.ogg differ diff --git a/GraphicTrial.py b/GraphicTrial.py new file mode 100644 index 0000000..209f01a --- /dev/null +++ b/GraphicTrial.py @@ -0,0 +1,331 @@ +import pygame +import sys +import random + + +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)) + +# Obstacles + + +def create_pipe(): + temp = int(random.random()*8) + temp2 = int(random.random()*90) + obstacle_list.append(temp) + pipe_temp = pipe_surface_list[temp] + new_pipe = pipe_temp.get_rect(midtop=(1020, 360 + temp2)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for i, pipe in enumerate(pipes): + screen.blit(pipe_surface_list[obstacle_list[i]], pipe) + + +# Detecting a Collision between Obstacle and Player +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +# For Moving and rendering the surface + +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)) + + +# To update high score to local file if needed + +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 + + +# To render the scores both in game and once it has ended + +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=(600, 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=(620, 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=(488, 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=(458, 400)) + screen.blit(high_score_Text, high_score_Text_rect) + +# To check if the new score is better than the high score + + +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) + + +# Loading the Assets + +# 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() # 452 +pipe_surface1 = pygame.image.load( + 'Assets/Obstacles/obss.png').convert() # 370 +pipe_surface1 = pygame.transform.scale(pipe_surface1, (52, 320)) +pipe_surface1.set_colorkey(BLACK) +pipe_surface2 = pygame.image.load('assets/Obstacles/obss2.png').convert() +pipe_surface2 = pygame.transform.scale(pipe_surface2, (52, 320)) +pipe_surface2.set_colorkey(BLACK) +pipe_surface4 = pygame.image.load('assets/Obstacles/obss3.png').convert() +pipe_surface4 = pygame.transform.scale(pipe_surface4, (52, 320)) +pipe_surface4.set_colorkey(BLACK) +pipe_surface3 = pygame.image.load('Assets/Obstacles/obss4.png').convert() +pipe_surface3 = pygame.transform.scale(pipe_surface3, (52, 320)) +pipe_surface3.set_colorkey(BLACK) +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_suface1 = pygame.transform.scale2x(pipe_surface1) +pipe_suface2 = pygame.transform.scale2x(pipe_surface2) +pipe_suface3 = pygame.transform.scale2x(pipe_surface3) +pipe_suface4 = pygame.transform.scale2x(pipe_surface4) + +pipe_surface_list = [pipe_suface, pipe_suface1, + pipe_suface, pipe_suface3, pipe_suface2, pipe_suface3, pipe_suface, pipe_suface1] +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 2000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +# sound effects +hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') +point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') +point_sound_count = 100 + +bullet_list = [] +obstacle_list = [] +MainGame = False +BeginGame = True + + +while BeginGame: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE: + point_sound.play() + hertz = 99.8 + BeginGame = False + MainGame = True + + screen.blit(game_begin_surface, game_begin_surface_rect) + + pygame.display.update() + clock.tick(hertz) + hertz += 0.02 + + +while MainGame: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + point_sound.play() + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + elif (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER) and game_active == False: + hertz = 99.6 + game_active = True + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_active = check_collision(pipe_list) + score_display('main_game') + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + score = int(hertz//0.1-999) + largeFont = pygame.font.SysFont('comicsans', 30) + text = largeFont.render('Score: ' + str(score), 1, (255, 255, 255)) + largeFont = pygame.font.SysFont('comicsans', 80) + bestscore = updateFile() + else: + pipe_list.clear() + screen.blit(game_over_surface, game_over_surface_rect) + score_display('game_over') + + pygame.display.update() + clock.tick(hertz) + hertz += 0.02 diff --git a/Hello.py b/Hello.py new file mode 100644 index 0000000..9d6c594 --- /dev/null +++ b/Hello.py @@ -0,0 +1,212 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +class bullets(object): + # Bullet class + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +# class obstacles(object): +# # Obstacle class +# def __init__(self, obstacle, x, y, height, width): +# self.image = obstacle +# self.x = x +# self.y = y +# self.height = height +# self.width = width +# self.box = (x, y, width, height) +# self.velocity = 1 + +# def drawobstacle(self, screen): +# self.box = (self.x, self.y, self.width-10, self.height) +# screen.blit(pygame.transform.scale( +# self.image, (64, 64)), (self.x, self.y)) +# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + # if pno==1: + # screen.blit(player1,(200,237)) + # elif pno==2: + # screen.blit(player2,(200,237)) + # elif pno==3: + # screen.blit(player3,(200,237)) + # elif pno==4: + # screen.blit(player4,(200,237)) + # elif pno==5: + # screen.blit(player5,(200,237)) + # elif pno==6: + # screen.blit(player6,(200,237)) + # elif pno==7: + # screen.blit(player7,(200,237)) + # elif pno==8: + # screen.blit(player8,(200,237)) + # elif pno==9: + # screen.blit(player9,(200,237)) + # elif pno==10: + # screen.blit(player10,(200,237)) + + +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +clock = pygame.time.Clock() + +player_movement = 0 +gravity = 0.25 +game_active = True + +bkgimg = pygame.image.load('Assets\game_background_1.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +landimg = pygame.image.load('Assets/moon.jpeg').convert() +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player10 = pygame.image.load('Assets/Player/player10.png').convert() +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() +# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() + + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 3000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +bullet_list = [] +obstacle_list = [] +# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + +while True: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + # for obs in obstacle_list: + # obs.drawobstacle(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + # for ob in obstacle_list: + # if ob.x > 0: + # obstacle_list.append( + # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) + # obstacle_list.pop(obstacle_list.index(ob)) + # else: + # obstacle_list.pop(obstacle_list.index(ob)) + + pygame.display.update() + clock.tick(120) diff --git a/Hello1.py b/Hello1.py new file mode 100644 index 0000000..99f725b --- /dev/null +++ b/Hello1.py @@ -0,0 +1,221 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +class bullets(object): + # Bullet class + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +# class obstacles(object): +# # Obstacle class +# def __init__(self, obstacle, x, y, height, width): +# self.image = obstacle +# self.x = x +# self.y = y +# self.height = height +# self.width = width +# self.box = (x, y, width, height) +# self.velocity = 1 + +# def drawobstacle(self, screen): +# self.box = (self.x, self.y, self.width-10, self.height) +# screen.blit(pygame.transform.scale( +# self.image, (64, 64)), (self.x, self.y)) +# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + + +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + # if pno==1: + # screen.blit(player1,(200,237)) + # elif pno==2: + # screen.blit(player2,(200,237)) + # elif pno==3: + # screen.blit(player3,(200,237)) + # elif pno==4: + # screen.blit(player4,(200,237)) + # elif pno==5: + # screen.blit(player5,(200,237)) + # elif pno==6: + # screen.blit(player6,(200,237)) + # elif pno==7: + # screen.blit(player7,(200,237)) + # elif pno==8: + # screen.blit(player8,(200,237)) + # elif pno==9: + # screen.blit(player9,(200,237)) + # elif pno==10: + # screen.blit(player10,(200,237)) + + +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +clock = pygame.time.Clock() + +player_movement = 0 +gravity = 0.25 +game_active = True + +bkgimg = pygame.image.load('Assets\game_background_1.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +landimg = pygame.image.load('Assets/moon.jpeg').convert() +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player10 = pygame.image.load('Assets/Player/player10.png').convert() +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() +# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() + + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 2500) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +bullet_list = [] +obstacle_list = [] +# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + +while True: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + # for obs in obstacle_list: + # obs.drawobstacle(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_active = check_collision(pipe_list) + + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + # for ob in obstacle_list: + # if ob.x > 0: + # obstacle_list.append( + # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) + # obstacle_list.pop(obstacle_list.index(ob)) + # else: + # obstacle_list.pop(obstacle_list.index(ob)) + + pygame.display.update() + clock.tick(120) diff --git a/Hello2.py b/Hello2.py new file mode 100644 index 0000000..fe416e1 --- /dev/null +++ b/Hello2.py @@ -0,0 +1,225 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +class bullets(object): + # Bullet class + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +# class obstacles(object): +# # Obstacle class +# def __init__(self, obstacle, x, y, height, width): +# self.image = obstacle +# self.x = x +# self.y = y +# self.height = height +# self.width = width +# self.box = (x, y, width, height) +# self.velocity = 1 + +# def drawobstacle(self, screen): +# self.box = (self.x, self.y, self.width-10, self.height) +# screen.blit(pygame.transform.scale( +# self.image, (64, 64)), (self.x, self.y)) +# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + # if pno==1: + # screen.blit(player1,(200,237)) + # elif pno==2: + # screen.blit(player2,(200,237)) + # elif pno==3: + # screen.blit(player3,(200,237)) + # elif pno==4: + # screen.blit(player4,(200,237)) + # elif pno==5: + # screen.blit(player5,(200,237)) + # elif pno==6: + # screen.blit(player6,(200,237)) + # elif pno==7: + # screen.blit(player7,(200,237)) + # elif pno==8: + # screen.blit(player8,(200,237)) + # elif pno==9: + # screen.blit(player9,(200,237)) + # elif pno==10: + # screen.blit(player10,(200,237)) + + +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +clock = pygame.time.Clock() + +player_movement = 0 +gravity = 0.25 +game_active = True + +bkgimg = pygame.image.load('Assets\game_background_1.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +landimg = pygame.image.load('Assets/moon.jpeg').convert() +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player10 = pygame.image.load('Assets/Player/player10.png').convert() +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() +# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() + + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 3000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +#sound effects +hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') +point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') +point_sound_count = 100 + +bullet_list = [] +obstacle_list = [] +# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + +while True: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + # for obs in obstacle_list: + # obs.drawobstacle(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_active = check_collision(pipe_list) + + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + # for ob in obstacle_list: + # if ob.x > 0: + # obstacle_list.append( + # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) + # obstacle_list.pop(obstacle_list.index(ob)) + # else: + # obstacle_list.pop(obstacle_list.index(ob)) + + pygame.display.update() + clock.tick(120) diff --git a/Hello3.py b/Hello3.py new file mode 100644 index 0000000..fbc28bf --- /dev/null +++ b/Hello3.py @@ -0,0 +1,243 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +class bullets(object): + # Bullet class + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +# class obstacles(object): +# # Obstacle class +# def __init__(self, obstacle, x, y, height, width): +# self.image = obstacle +# self.x = x +# self.y = y +# self.height = height +# self.width = width +# self.box = (x, y, width, height) +# self.velocity = 1 + +# def drawobstacle(self, screen): +# self.box = (self.x, self.y, self.width-10, self.height) +# screen.blit(pygame.transform.scale( +# self.image, (64, 64)), (self.x, self.y)) +# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + + +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + # if pno==1: + # screen.blit(player1,(200,237)) + # elif pno==2: + # screen.blit(player2,(200,237)) + # elif pno==3: + # screen.blit(player3,(200,237)) + # elif pno==4: + # screen.blit(player4,(200,237)) + # elif pno==5: + # screen.blit(player5,(200,237)) + # elif pno==6: + # screen.blit(player6,(200,237)) + # elif pno==7: + # screen.blit(player7,(200,237)) + # elif pno==8: + # screen.blit(player8,(200,237)) + # elif pno==9: + # screen.blit(player9,(200,237)) + # elif pno==10: + # screen.blit(player10,(200,237)) + + +pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +clock = pygame.time.Clock() + +player_movement = 0 +gravity = 0.25 +game_active = True + +BLACK = (0, 0, 0) + +bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() +# bkgimg = pygame.image.load('Assets/sky.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +# landimg = pygame.image.load('Assets/moon.jpeg').convert() +landimg = pygame.image.load('Assets/landing2.png').convert() +landimg = pygame.transform.scale(landimg, (1024, 768)) +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player1.set_colorkey(BLACK) +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player2.set_colorkey(BLACK) +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player3.set_colorkey(BLACK) +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player4.set_colorkey(BLACK) +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player5.set_colorkey(BLACK) +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player6.set_colorkey(BLACK) +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player7.set_colorkey(BLACK) +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player8.set_colorkey(BLACK) +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player9.set_colorkey(BLACK) +player10 = pygame.image.load('Assets/Player/player10.png').convert() +player10.set_colorkey(BLACK) +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() +# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() + + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 2000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +# sound effects +hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') +point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') +point_sound_count = 100 + +bullet_list = [] +obstacle_list = [] +# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + +while True: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + point_sound.play() + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + # for obs in obstacle_list: + # obs.drawobstacle(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_active = check_collision(pipe_list) + + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + # for ob in obstacle_list: + # if ob.x > 0: + # obstacle_list.append( + # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) + # obstacle_list.pop(obstacle_list.index(ob)) + # else: + # obstacle_list.pop(obstacle_list.index(ob)) + + pygame.display.update() + clock.tick(120) diff --git a/Hello4.py b/Hello4.py new file mode 100644 index 0000000..5897165 --- /dev/null +++ b/Hello4.py @@ -0,0 +1,229 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +class bullets(object): + # Bullet class + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +# class obstacles(object): +# # Obstacle class +# def __init__(self, obstacle, x, y, height, width): +# self.image = obstacle +# self.x = x +# self.y = y +# self.height = height +# self.width = width +# self.box = (x, y, width, height) +# self.velocity = 1 + +# def drawobstacle(self, screen): +# self.box = (self.x, self.y, self.width-10, self.height) +# screen.blit(pygame.transform.scale( +# self.image, (64, 64)), (self.x, self.y)) +# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + + +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + # if pno==1: + # screen.blit(player1,(200,237)) + # elif pno==2: + # screen.blit(player2,(200,237)) + # elif pno==3: + # screen.blit(player3,(200,237)) + # elif pno==4: + # screen.blit(player4,(200,237)) + # elif pno==5: + # screen.blit(player5,(200,237)) + # elif pno==6: + # screen.blit(player6,(200,237)) + # elif pno==7: + # screen.blit(player7,(200,237)) + # elif pno==8: + # screen.blit(player8,(200,237)) + # elif pno==9: + # screen.blit(player9,(200,237)) + # elif pno==10: + # screen.blit(player10,(200,237)) + + +pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +clock = pygame.time.Clock() + +player_movement = 0 +gravity = 0.25 +game_active = True +game_on = True + +bkgimg = pygame.image.load('Assets\game_background_1.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +landimg = pygame.image.load('Assets/moon.jpeg').convert() +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player10 = pygame.image.load('Assets/Player/player10.png').convert() +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() +# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() + + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 3000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +# sound effects +hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') +point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') +point_sound_count = 100 + +bullet_list = [] +obstacle_list = [] +# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + +while game_on: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + point_sound.play() + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + # for obs in obstacle_list: + # obs.drawobstacle(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_on = check_collision(pipe_list) + + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + # for ob in obstacle_list: + # if ob.x > 0: + # obstacle_list.append( + # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) + # obstacle_list.pop(obstacle_list.index(ob)) + # else: + # obstacle_list.pop(obstacle_list.index(ob)) + + pygame.display.update() + clock.tick(120) diff --git a/Hello5.py b/Hello5.py new file mode 100644 index 0000000..08323ec --- /dev/null +++ b/Hello5.py @@ -0,0 +1,267 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +class bullets(object): + # Bullet class + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +# class obstacles(object): +# # Obstacle class +# def __init__(self, obstacle, x, y, height, width): +# self.image = obstacle +# self.x = x +# self.y = y +# self.height = height +# self.width = width +# self.box = (x, y, width, height) +# self.velocity = 1 + +# def drawobstacle(self, screen): +# self.box = (self.x, self.y, self.width-10, self.height) +# screen.blit(pygame.transform.scale( +# self.image, (64, 64)), (self.x, self.y)) +# pygame.draw.rect(screen, (255, 0, 0), self.box, 2) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + + +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + # if pno==1: + # screen.blit(player1,(200,237)) + # elif pno==2: + # screen.blit(player2,(200,237)) + # elif pno==3: + # screen.blit(player3,(200,237)) + # elif pno==4: + # screen.blit(player4,(200,237)) + # elif pno==5: + # screen.blit(player5,(200,237)) + # elif pno==6: + # screen.blit(player6,(200,237)) + # elif pno==7: + # screen.blit(player7,(200,237)) + # elif pno==8: + # screen.blit(player8,(200,237)) + # elif pno==9: + # screen.blit(player9,(200,237)) + # elif pno==10: + # screen.blit(player10,(200,237)) + +def updateFile(): + f = open('scores.txt','r') + file = f.readlines() + last = int(file[0]) + + if last < int(score): + f.close() + file = open('scores.txt', 'w') + file.write(str(score)) + file.close() + + return score + + return last + + +pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +clock = pygame.time.Clock() + +player_movement = 0 +gravity = 0.25 +hertz=100 +game_active = True + +BLACK = (0, 0, 0) + +# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() +bkgimg = pygame.image.load('Assets/sky.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +# landimg = pygame.image.load('Assets/moon.jpeg').convert() +landimg = pygame.image.load('Assets/landing5.png').convert() +landimg = pygame.transform.scale(landimg, (1024, 768)) +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player1.set_colorkey(BLACK) +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player2.set_colorkey(BLACK) +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player3.set_colorkey(BLACK) +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player4.set_colorkey(BLACK) +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player5.set_colorkey(BLACK) +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player6.set_colorkey(BLACK) +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player7.set_colorkey(BLACK) +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player8.set_colorkey(BLACK) +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player9.set_colorkey(BLACK) +player10 = pygame.image.load('Assets/Player/player10.png').convert() +player10.set_colorkey(BLACK) +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() +# obstacle = pygame.image.load('Assets/Obstacles/1.jpg').convert() + + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 2000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +# sound effects +hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') +point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') +point_sound_count = 100 + +bullet_list = [] +obstacle_list = [] +# obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + +while True: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + point_sound.play() + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + # obstacle_list.append(obstacles(obstacle, 1000, 200, 64, 64)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + # for obs in obstacle_list: + # obs.drawobstacle(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_active = check_collision(pipe_list) + + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + # for ob in obstacle_list: + # if ob.x > 0: + # obstacle_list.append( + # obstacles(obstacle, ob.x-ob.velocity, 200, 64, 64)) + # obstacle_list.pop(obstacle_list.index(ob)) + # else: + # obstacle_list.pop(obstacle_list.index(ob)) + score = int(hertz//0.1-999) + largeFont = pygame.font.SysFont('comicsans', 30) + text = largeFont.render('Score: ' + str(score), 1, (255,255,255)) + #largeFont = pygame.font.SysFont('comicsans', 80) + #Best = largeFont.render('Best Score: ' + str(updateFile()),1,(255,255,255)) + screen.blit(text, (800, 10)) + #screen.blit(Best, (600,10)) + + pygame.display.update() + clock.tick(hertz) + hertz+=0.02 diff --git a/Hello5final.py b/Hello5final.py new file mode 100644 index 0000000..8d8ae2e --- /dev/null +++ b/Hello5final.py @@ -0,0 +1,291 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +# Bullet class +class bullets(object): + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + + +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + +def updateFile(): + f = open('scores.txt', 'r') + file = f.readlines() + last = int(file[0]) + + if last < int(score): + f.close() + file = open('scores.txt', 'w') + file.write(str(score)) + file.close() + + return score + + return last + + +def score_display(game_state): + if game_state == 'main_game': + score_surface = game_font.render( + str(int(score)), True, (255, 255, 255)) + score_rect = score_surface.get_rect(center=(512, 100)) + screen.blit(score_surface, score_rect) + if game_state == 'game_over': + score_surface = game_font.render(str(score), True, (255, 255, 255)) + score_rect = score_surface.get_rect(center=(580, 300)) + screen.blit(score_surface, score_rect) + + high_score_surface = game_font.render( + str(bestscore), True, (255, 255, 255)) + high_score_rect = high_score_surface.get_rect(center=(600, 400)) + screen.blit(high_score_surface, high_score_rect) + + score_Text = game_font.render('Score: ', True, (255, 255, 255)) + score_Text_rect = score_Text.get_rect(center=(508, 300)) + screen.blit(score_Text, score_Text_rect) + + high_score_Text = game_font.render( + 'High Score: ', True, (255, 255, 255)) + high_score_Text_rect = high_score_Text.get_rect(center=(478, 400)) + screen.blit(high_score_Text, high_score_Text_rect) + + +def update_score(score, high_score): + if score > high_score: + high_score = score + return high_score + + +pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +# screen = pygame.display.set_mode((1024, 768), pygame.FULLSCREEN) +clock = pygame.time.Clock() + + +player_movement = 0 +gravity = 0.25 +hertz = 100 +game_active = True +score = 0 + + +BLACK = (0, 0, 0) + +# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() # Alternate Background +bkgimg = pygame.image.load('Assets/sky.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +# landimg = pygame.image.load('Assets/moon.jpeg').convert() #Alternate Surface +landimg = pygame.image.load('Assets/landing5.png').convert() +# landimg = pygame.image.load('Assets/landing2.png').convert() +landimg = pygame.transform.scale(landimg, (1024, 768)) +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player1.set_colorkey(BLACK) +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player2.set_colorkey(BLACK) +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player3.set_colorkey(BLACK) +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player4.set_colorkey(BLACK) +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player5.set_colorkey(BLACK) +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player6.set_colorkey(BLACK) +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player7.set_colorkey(BLACK) +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player8.set_colorkey(BLACK) +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player9.set_colorkey(BLACK) +player10 = pygame.image.load('Assets/Player/player10.png').convert() +player10.set_colorkey(BLACK) +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() + + +game_begin_surface = pygame.image.load('Assets/Retro1.png') +game_begin_surface = pygame.transform.scale(game_begin_surface, (1024, 768)) +game_begin_surface_rect = game_begin_surface.get_rect(center=(512, 384)) + +game_over_surface = pygame.image.load('Assets/EndGraphi1.png') +game_over_surface = pygame.transform.scale(game_over_surface, (1024, 768)) +game_over_surface_rect = game_over_surface.get_rect(center=(512, 384)) +game_font = pygame.font.Font( + 'assets/fonts/BigShouldersStencilText-Medium.ttf', 55) + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 2000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +# sound effects +hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') +point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') +point_sound_count = 100 + +bullet_list = [] +obstacle_list = [] +MainGame = False +BeginGame = True + + +while BeginGame: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE: + point_sound.play() + hertz = 99.8 + BeginGame = False + MainGame = True + + screen.blit(game_begin_surface, game_begin_surface_rect) + + pygame.display.update() + clock.tick(hertz) + hertz += 0.02 + + +while MainGame: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + point_sound.play() + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + elif (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER) and game_active == False: + hertz = 99.6 + game_active = True + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_active = check_collision(pipe_list) + score_display('main_game') + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + score = int(hertz//0.1-999) + largeFont = pygame.font.SysFont('comicsans', 30) + text = largeFont.render('Score: ' + str(score), 1, (255, 255, 255)) + largeFont = pygame.font.SysFont('comicsans', 80) + bestscore = updateFile() + else: + pipe_list.clear() + screen.blit(game_over_surface, game_over_surface_rect) + score_display('game_over') + + pygame.display.update() + clock.tick(hertz) + hertz += 0.02 diff --git a/RETRO.png b/RETRO.png new file mode 100644 index 0000000..76682b4 Binary files /dev/null and b/RETRO.png differ diff --git a/RETRO1.png b/RETRO1.png new file mode 100644 index 0000000..ad281df Binary files /dev/null and b/RETRO1.png differ diff --git a/VideoTrial.py b/VideoTrial.py new file mode 100644 index 0000000..5d0ac42 --- /dev/null +++ b/VideoTrial.py @@ -0,0 +1,277 @@ +import pygame +import sys + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(250, player_rect.centery)) + return new_player, new_player_rect + + +# Bullet class +class bullets(object): + def __init__(self, x, y, length, breadth, color): + self.x = x + self.y = y + self.length = length + self.breadth = breadth + self.color = color + self.velocity = 10 + + def drawbullet(self, screen): + pygame.draw.rect(screen, self.color, pygame.Rect( + self.x, self.y, self.length, self.breadth)) + + +def create_pipe(): + new_pipe = pipe_suface.get_rect(midtop=(1020, 452)) + return new_pipe + + +def move_pipes(pipes): + for pipe in pipes: + pipe.centerx -= 15 + return pipes + + +def draw_pipes(pipes): + for pipe in pipes: + screen.blit(pipe_suface, pipe) + + +def check_collision(pipes): + for pipe in pipes: + if player_rect.colliderect(pipe): + hit_sound.play() + return False + return True + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 550)) + screen.blit(landimg, (floor_x_pos+500, 550)) + screen.blit(landimg, (floor_x_pos+1000, 550)) + screen.blit(landimg, (floor_x_pos+1500, 550)) + screen.blit(landimg, (floor_x_pos+2000, 550)) + screen.blit(landimg, (floor_x_pos+2500, 550)) + + +def updateFile(): + f = open('scores.txt', 'r') + file = f.readlines() + last = int(file[0]) + + if last < int(score): + f.close() + file = open('scores.txt', 'w') + file.write(str(score)) + file.close() + + return score + + return last + + +def score_display(game_state): + if game_state == 'main_game': + score_surface = game_font.render( + str(int(score)), True, (255, 255, 255)) + score_rect = score_surface.get_rect(center=(512, 100)) + screen.blit(score_surface, score_rect) + if game_state == 'game_over': + score_surface = game_font.render(str(score), True, (255, 255, 255)) + score_rect = score_surface.get_rect(center=(512, 100)) + screen.blit(score_surface, score_rect) + + high_score_surface = game_font.render( + str(bestscore), True, (255, 255, 255)) + high_score_rect = high_score_surface.get_rect(center=(512, 500)) + screen.blit(high_score_surface, high_score_rect) + + +def update_score(score, high_score): + if score > high_score: + high_score = score + return high_score + + +pygame.mixer.pre_init(frequency=44100, size=16, channels=1, buffer=512) +pygame.init() +screen = pygame.display.set_mode((1024, 768)) +clock = pygame.time.Clock() + + +player_movement = 0 +gravity = 0.25 +hertz = 100 +game_active = True +score = 0 + + +BLACK = (0, 0, 0) + +# bkgimg = pygame.image.load('Assets/bkimg23.jpg').convert() # Alternate Background +bkgimg = pygame.image.load('Assets/sky.png').convert() +bkgimg = pygame.transform.scale(bkgimg, (1024, 600)) +# landimg = pygame.image.load('Assets/moon.jpeg').convert() #Alternate Surface +landimg = pygame.image.load('Assets/landing5.png').convert() +# landimg = pygame.image.load('Assets/landing2.png').convert() +landimg = pygame.transform.scale(landimg, (1024, 768)) +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player1.set_colorkey(BLACK) +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player2.set_colorkey(BLACK) +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player3.set_colorkey(BLACK) +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player4.set_colorkey(BLACK) +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player5.set_colorkey(BLACK) +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player6.set_colorkey(BLACK) +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player7.set_colorkey(BLACK) +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player8.set_colorkey(BLACK) +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player9.set_colorkey(BLACK) +player10 = pygame.image.load('Assets/Player/player10.png').convert() +player10.set_colorkey(BLACK) +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() + + +game_begin_surface = pygame.image.load('Retro.png') +game_begin_surface = pygame.transform.scale(game_begin_surface, (1024, 768)) +game_begin_surface_rect = game_begin_surface.get_rect(center=(512, 384)) + +game_over_surface = pygame.image.load('Assets/gameover.jpg') +game_over_surface = pygame.transform.scale(game_over_surface, (1024, 768)) +game_over_surface_rect = game_over_surface.get_rect(center=(512, 384)) +game_font = pygame.font.Font( + 'assets/fonts/BigShouldersStencilText-Medium.ttf', 40) + +# Pipes image. +pipe_surface = pygame.image.load('assets/Obstacles/pipe-green.png').convert() +pipe_suface = pygame.transform.scale2x(pipe_surface) +pipe_list = [] +SPAWNPIPE = pygame.USEREVENT +pygame.time.set_timer(SPAWNPIPE, 2000) + + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(250, 492)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +# sound effects +hit_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Hit.ogg') +point_sound = pygame.mixer.Sound('assets/sounds/sound_effects/Point.ogg') +point_sound_count = 100 + +bullet_list = [] +obstacle_list = [] +MainGame = False +BeginGame = True + + +while BeginGame: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE: + point_sound.play() + BeginGame = False + MainGame = True + + screen.blit(game_begin_surface, game_begin_surface_rect) + + pygame.display.update() + clock.tick(hertz) + hertz += 0.02 + + +while MainGame: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + point_sound.play() + if player_rect.centery == 492: + player_movement = 0 + gravity = 0.25 + while player_movement != -12: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + if event.type == SPAWNPIPE: + pipe_list.append(create_pipe()) + + for bullet in bullet_list: + if bullet.x < 1024 and bullet.x > 0: + bullet.x += bullet.velocity + else: + bullet_list.pop(bullet_list.index(bullet)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 492: + gravity = 0 + elif player_rect.centery < 492: + gravity = 0.25 + + else: + gravity = 0 + player_rect.centery = 492 + player_movement = 0 + keys = pygame.key.get_pressed() + if keys[pygame.K_END]: + if(len(bullet_list) < 1): + bullet_list.append( + bullets(250, player_rect.centery, 15, 3, (255, 255, 153))) + for bullet in bullet_list: + bullet.drawbullet(screen) + + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + game_active = check_collision(pipe_list) + score_display('main_game') + floor_x_pos -= 5 + + pipe_list = move_pipes(pipe_list) + draw_pipes(pipe_list) + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + score = int(hertz//0.1-999) + largeFont = pygame.font.SysFont('comicsans', 30) + text = largeFont.render('Score: ' + str(score), 1, (255, 255, 255)) + largeFont = pygame.font.SysFont('comicsans', 80) + bestscore = updateFile() + else: + pipe_list.clear() + screen.blit(game_over_surface, game_over_surface_rect) + score_display('game_over') + + pygame.display.update() + clock.tick(hertz) + hertz += 0.02 diff --git a/mygame.py b/mygame.py new file mode 100644 index 0000000..9c18d12 --- /dev/null +++ b/mygame.py @@ -0,0 +1,120 @@ +import sys +import pygame + + +def player_animation(): + new_player = player_frames[player_index] + new_player_rect = new_player.get_rect(center=(375, player_rect.centery)) + return new_player, new_player_rect + + +def drawfloor(): + + screen.blit(landimg, (floor_x_pos, 475)) + screen.blit(landimg, (floor_x_pos + 500, 475)) + screen.blit(landimg, (floor_x_pos + 1000, 475)) + screen.blit(landimg, (floor_x_pos + 1500, 475)) + screen.blit(landimg, (floor_x_pos + 2000, 475)) + screen.blit(landimg, (floor_x_pos + 2500, 475)) + + # if pno==1: + # screen.blit(player1,(200,237)) + # elif pno==2: + # screen.blit(player2,(200,237)) + # elif pno==3: + # screen.blit(player3,(200,237)) + # elif pno==4: + # screen.blit(player4,(200,237)) + # elif pno==5: + # screen.blit(player5,(200,237)) + # elif pno==6: + # screen.blit(player6,(200,237)) + # elif pno==7: + # screen.blit(player7,(200,237)) + # elif pno==8: + # screen.blit(player8,(200,237)) + # elif pno==9: + # screen.blit(player9,(200,237)) + # elif pno==10: + # screen.blit(player10,(200,237)) + + +pygame.init() +screen = pygame.display.set_mode((1366, 768)) +clock = pygame.time.Clock() + +player_movement = 0 +gravity = 0.25 +game_active = True + +bkgimg = pygame.image.load('Assets/Hyades.jpg').convert() +bkgimg = pygame.transform.scale2x(bkgimg) +landimg = pygame.image.load('Assets/moon.jpeg').convert() +player1 = pygame.image.load('Assets/Player/player1.png').convert() +player2 = pygame.image.load('Assets/Player/player2.png').convert() +player3 = pygame.image.load('Assets/Player/player3.png').convert() +player4 = pygame.image.load('Assets/Player/player4.png').convert() +player5 = pygame.image.load('Assets/Player/player5.png').convert() +player6 = pygame.image.load('Assets/Player/player6.png').convert() +player7 = pygame.image.load('Assets/Player/player7.png').convert() +player8 = pygame.image.load('Assets/Player/player8.png').convert() +player9 = pygame.image.load('Assets/Player/player9.png').convert() +player10 = pygame.image.load('Assets/Player/player10.png').convert() +deathstar = pygame.image.load('Assets/deathstar1.jpg').convert() + +player_frames = [player1, player2, player3, player4, + player5, player6, player7, player8, player9, player10] +player_index = 0 +player_surface = player_frames[player_index] +player_rect = player_surface.get_rect(center=(375, 417)) + +PLAYERRUN = pygame.USEREVENT + 1 +pygame.time.set_timer(PLAYERRUN, 100) + +floor_x_pos = 0 +pno = 1 + +while True: + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + sys.exit() + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_SPACE and game_active: + if player_rect.centery == 417: + player_movement = 0 + gravity = 0.25 + while player_movement != -10: + player_movement -= gravity + + if event.type == PLAYERRUN: + if player_index < 9: + player_index += 1 + else: + player_index = 0 + player_surface, player_rect = player_animation() + + screen.blit(bkgimg, (0, 0)) + + screen.blit(bkgimg, (0, 0)) + + if game_active == True: + if player_rect.centery == 417: + gravity = 0 + elif player_rect.centery < 417: + gravity = 0.25 + else: + gravity = 0 + player_rect.centery = 417 + player_movement = 0 + player_movement += gravity + player_rect.centery += player_movement + screen.blit(player_surface, player_rect) + + floor_x_pos -= 1 + + drawfloor() + if floor_x_pos <= -2000: + floor_x_pos = 0 + pygame.display.update() + clock.tick(500) diff --git a/mygame1.py b/mygame1.py new file mode 100644 index 0000000..75eaa51 --- /dev/null +++ b/mygame1.py @@ -0,0 +1,215 @@ +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) diff --git a/scores.txt b/scores.txt new file mode 100644 index 0000000..aa67e81 --- /dev/null +++ b/scores.txt @@ -0,0 +1 @@ +2450 \ No newline at end of file