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)