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import pygame
import random

# 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 = 1000

pygame.init()
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
clock = pygame.time.Clock()
background = pygame.image.load("Ocean_Background.jpg")

class Diver (pygame.sprite.Sprite):
  def __init__(self):
    super().__init__()
    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
  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


      
class Trash (pygame.sprite.Sprite):
  def __init__(self):
    super().__init__()
    costumes=["bottle.png", "net.png", "bag.png", "can.png"]
    self.image = pygame.image.load(random.choice(costumes))
    self.rect = self.image.get_rect() 
    self.rect.center = (random.randint(100,600), 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():
  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)

all_sprites = pygame.sprite.Group()
trash_group = pygame.sprite.Group()
fish_group = pygame.sprite.Group()
diver_group = pygame.sprite.GroupSingle()
diver=Diver()
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)

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()
  pygame.display.update()
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