Untitled
unknown
plain_text
2 years ago
5.4 kB
5
Indexable
import pygame
import random
import sys
import time
# Constants
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
DIVER_SPEED = 1
FISH_SPEED = 1
TRASH_SPEED = 1
SPAWN_CHANCE = 0.01
SPAWN_INTERVAL = 2000
pygame.init()
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
clock = pygame.time.Clock()
background = pygame.image.load("Ocean_Background.jpg")
score_font = pygame.font.SysFont('times new roman', 40) #Set the font and size for the text
trash_score = score_font.render('Trash : 0', True, BLACK)
window.blit(trash_score, (400, 200)) #Redisplay the text
class Diver (pygame.sprite.Sprite):
def __init__(self, window):
super().__init__()
self.window = window
self.image = pygame.image.load("Diver.png")
self.rect = self.image.get_rect()
self.rect.center = (WINDOW_WIDTH // 2, WINDOW_HEIGHT//2) # set the initial position of the knight
self.velocity = 0 # used to determine fall speed
self.total =0
def move(self):
keys = pygame.key.get_pressed() # Get the list of pressed keys
if keys[pygame.K_RIGHT] and self.rect.x <= WINDOW_WIDTH: # If the player presses the right key and Alice is not out of bounds
self.rect.x += DIVER_SPEED
if keys[pygame.K_LEFT] and self.rect.x >= 0:
self.rect.x -= DIVER_SPEED
if keys[pygame.K_UP] and self.rect.y >= 0:
self.rect.y -= DIVER_SPEED
if keys[pygame.K_DOWN] and self.rect.y <= WINDOW_HEIGHT:
self.rect.y += DIVER_SPEED
if self.rect.y>1280:
self.rect.y=0
def death_handler(self):
self.window.fill(BLACK)
over_font = pygame.font.SysFont('times new roman', 50)
game_over_surface = over_font.render('Your Score is : ' + str(self.total), True, RED)
self.window.blit(game_over_surface, (300, 300)) #Display the text for final score
pygame.display.update()
time.sleep(2) #Wait for 2 seconds
pygame.quit() #Quit Pygame
sys.exit() #Exit the program
print("I died")
def increase_score(self, trash):
self.total += trash.score
class Trash (pygame.sprite.Sprite):
def __init__(self):
super().__init__()
costumes=["bottle.png", "net.png", "bag.png", "can.png"]
self.costume = random.choice(costumes)
self.score = 0
if self.costume == 'bottle.png':
self.score = 5
elif self.costume == 'net.png':
self.score = 10
elif self.costume == 'bag.png':
self.score = 15
elif self.costume == 'can.png':
self.score = 20
self.image = pygame.image.load(self.costume)
self.rect = self.image.get_rect()
self.rect.center = (random.randint(100,1100), 0) # set the initial position of the knight
self.velocity = 0 # used to determine fall speed
def update(self):
self.rect.y+=1
class Fish (pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Fish.png")
self.rect = self.image.get_rect()
self.rect.center = (0, random.randint(100,600)) # set the initial position of the knight
self.velocity = 0 # used to determine fall speed
def update(self):
self.rect.x += FISH_SPEED
def spawn_fish():
global last_spawn_time
if random.random() < SPAWN_CHANCE: # spawn chance is a percent chance to spawn
current_spawn_time = pygame.time.get_ticks() # get current time in ms
if current_spawn_time - last_spawn_time > SPAWN_INTERVAL: # check if enough time has elapsed
# create new skeleton
fish = Fish()
fish_group.add(fish)
all_sprites.add(fish)
last_spawn_time = current_spawn_time
all_sprites = pygame.sprite.Group()
trash_group = pygame.sprite.Group()
fish_group = pygame.sprite.Group()
diver_group = pygame.sprite.GroupSingle()
diver=Diver(window)
diver_group.add(diver)
all_sprites.add(diver_group, trash_group, fish_group)
last_spawn_time = pygame.time.get_ticks()
def spawn_trash():
if random.random() < SPAWN_CHANCE: # spawn chance is a percent chance to spawn
current_spawn_time = pygame.time.get_ticks() # get current time in ms
if current_spawn_time - last_spawn_time > SPAWN_INTERVAL: # check if enough time has elapsed
# create new skeleton
trash = Trash()
trash_group.add(trash)
all_sprites.add(trash)
def detect_collisions():
for fish in fish_group.sprites():
if pygame.sprite.collide_rect(diver, fish):
diver.death_handler()
for trash in trash_group.sprites():
if pygame.sprite.collide_rect(diver,trash):
trash_group.remove(trash)
diver.increase_score(trash)
count = 0
while True:
window.blit(background, background.get_rect())
#window.blit(diver.image, diver.rect) # Draw the first sprite
#window.blit(fish.image, fish.rect) # Draw the second sprite
#window.blit(trash.image, trash.rect) # Draw the second sprite
# Display the text
all_sprites.update()
all_sprites.draw(window)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit() # Quit Pygame
sys.exit() # Exit the program
# Event handler for movement
diver.move()
spawn_trash()
spawn_fish()
# detect collision
detect_collisions()
trash_score = score_font.render(f'Score : {diver.total}', True, RED)
window.blit(trash_score, (400, 200)) #Redisplay the text
pygame.display.update()
Editor is loading...
Leave a Comment