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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()
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