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runner_class.py
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runner_class.py
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import pygame
from sys import exit
from random import randint, choice
highscore=0
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
player_walk_1 = pygame.image.load('graphics/player/player_walk_1.png').convert_alpha()
player_walk_2 = pygame.image.load('graphics/player/player_walk_2.png').convert_alpha()
self.player_walk = [player_walk_1,player_walk_2]
self.player_index = 0
self.player_jump = pygame.image.load('graphics/player/jump.png').convert_alpha()
self.image = self.player_walk[self.player_index]
self.rect = self.image.get_rect(midbottom = (80,300))
self.gravity = 0
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 300:
self.gravity = -20
def apply_gravity(self):
self.gravity += 1
self.rect.y += self.gravity
if self.rect.bottom >= 300:
self.rect.bottom = 300
def animation_state(self):
if self.rect.bottom < 300:
self.image = self.player_jump
else:
self.player_index += 0.1
if self.player_index >= len(self.player_walk):self.player_index = 0
self.image = self.player_walk[int(self.player_index)]
def update(self):
self.player_input()
self.apply_gravity()
self.animation_state()
class Obstacle(pygame.sprite.Sprite):
def __init__(self,type):
super().__init__()
if type == 'fly':
fly_1 = pygame.image.load('graphics/fly/fly1.png').convert_alpha()
fly_2 = pygame.image.load('graphics/fly/fly2.png').convert_alpha()
self.frames = [fly_1,fly_2]
y_pos = 210
elif type == 'blob':
blob_1 = pygame.image.load('graphics/Blob/blob.png').convert_alpha()
blob_2 = pygame.image.load('graphics/Blob/blob1.png').convert_alpha()
self.frames = [blob_1,blob_2]
y_pos = 300
elif type == 'ghost':
ghost_1 = pygame.image.load('graphics/Ghost/ghost.png').convert_alpha()
ghost_2 = pygame.image.load('graphics/Ghost/ghost1.png').convert_alpha()
self.frames = [ghost_1,ghost_2]
y_pos = 210
else:
snail_1 = pygame.image.load('graphics/snail/snail1.png').convert_alpha()
snail_2 = pygame.image.load('graphics/snail/snail2.png').convert_alpha()
self.frames = [snail_1,snail_2]
y_pos = 300
self.animation_index = 0
self.image = self.frames[self.animation_index]
self.rect = self.image.get_rect(midbottom = (randint(900,1100),y_pos))
def animation_state(self):
self.animation_index += 0.1
if self.animation_index >= len(self.frames): self.animation_index = 0
self.image = self.frames[int(self.animation_index)]
def update(self):
self.animation_state()
self.rect.x -= 6
self.destroy()
def destroy(self):
if self.rect.x <= -100:
self.kill()
def display_score():
current_time = int(pygame.time.get_ticks() / 1000) - start_time
score_surf = test_font.render(f'Score: {current_time}',False,(64,64,64))
score_rect = score_surf.get_rect(center = (400,50))
screen.blit(score_surf,score_rect)
return current_time
def collision_sprite():
if pygame.sprite.spritecollide(player.sprite,obstacle_group,False):
obstacle_group.empty()
return False
else: return True
pygame.init()
screen = pygame.display.set_mode((800,400))
pygame.display.set_caption('Runner')
clock = pygame.time.Clock()
test_font = pygame.font.Font('font/Pixeltype.ttf', 50)
game_active = False
start_time = 0
score = 0
player = pygame.sprite.GroupSingle()
player.add(Player())
obstacle_group = pygame.sprite.Group()
sky_surface = pygame.image.load('graphics/Sky.png').convert()
ground_surface = pygame.image.load('graphics/ground.png').convert()
player_stand = pygame.image.load('graphics/player/player_stand.png').convert_alpha()
player_stand = pygame.transform.rotozoom(player_stand,0,2)
player_stand_rect = player_stand.get_rect(center = (400,200))
game_name = test_font.render('Snail Hurdle Hop',False,(111,196,169))
game_name_rect = game_name.get_rect(center = (400,80))
game_message = test_font.render('Press space to run',False,(111,196,169))
game_message_rect = game_message.get_rect(center = (400,330))
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer,1500)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_active:
if event.type == obstacle_timer:
obstacle_group.add(Obstacle(choice(['fly','blob','snail','ghost','ghost','blob'])))
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
if game_active:
screen.blit(sky_surface,(0,0))
screen.blit(ground_surface,(0,300))
score = display_score()
if score>highscore:
highscore=score
player.draw(screen)
player.update()
obstacle_group.draw(screen)
obstacle_group.update()
game_active = collision_sprite()
else:
screen.fill((94,129,162))
screen.blit(player_stand,player_stand_rect)
highscore_message = test_font.render(f'Your high score: {highscore}',False,(111,196,169))
highscore_message_rect = highscore_message.get_rect(center = (400,330))
screen.blit(game_name,game_name_rect)
score_message = test_font.render(f'Your score: {score}',False,(111,196,169))
score_message_rect = score_message.get_rect(center = (400,370))
screen.blit(game_name,game_name_rect)
if score == 0: screen.blit(game_message,game_message_rect)
else:
screen.blit(highscore_message,highscore_message_rect)
screen.blit(score_message,score_message_rect)
pygame.display.update()
clock.tick(60)