Files
GalacticRunner/Hello2.py
Aman Tahiliani f345aa5226 Final Dump
2020-12-11 22:56:36 +05:30

226 lines
6.7 KiB
Python

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)