Untitled
unknown
plain_text
4 months ago
6.3 kB
27
Indexable
import pygame
from sys import exit
from random import randint, choice
#randint - random integer
#choice - random selection from a list
pygame.init()
screen = pygame.display.set_mode((800,400))
#set_mode - creates the window
pygame.display.set_caption("Runner")
clock = pygame.time.Clock()
test_font = pygame.font.Font('font/Pixeltype.ttf', 50)
bg_music = pygame.mixer.Sound('audio/music.wav')
bg_music.play( loops = -1)
#loops = 0 (original)
#loops = 1 ( 2 times )
#loops = -1 (forever)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
#walk
player_walk_1 = pygame.image.load('graphics/player/player_walk_1.png').convert_alpha()
#convert_alpha() - allows images to be transparent
player_walk_2 = pygame.image.load('graphics/player/player_walk_2.png').convert_alpha()
self.player_walk = [player_walk_1, player_walk_2 ]
# list [ ]
self.player_index = 0
self.image = self.player_walk[self.player_index]
#jump
self.player_jump = pygame.image.load('graphics/player/jump.png').convert_alpha()
self.rect = self.image.get_rect(midbottom = (80, 300))
self.gravity = 0 #gravity affect vertical movement
self.jump_sound = pygame.mixer.Sound('audio/jump.wav')
self.jump_sound.set_volume(0.5)
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 300:
self.gravity = -20
self.jump_sound.play()
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 #slower movement through the list
if self.player_index >= len(self.player_walk):
self.player_index = 0
self.image = self.player_walk[int(self.player_index)]
#int() - integer
def update(self):
self.player_input()
self.apply_gravity()
self.animation_state()
#len() - finds the length of the list
#() - put the list name
#list_name[]
class Obstacle(pygame.sprite.Sprite):
def __init__(self, type):
super().__init__()
#super() - lets child class inherit information from the parennt class
# >= ,<= , ==
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] #class variable
y_pos = 210
else: #snail
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] #list
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))
# to access an item in a list - listname[index]
def player_animation():
global player_surf, player_index
#global variable acess it anywhere throughout your code
if player_rect.bottom < 300:
player_surf = player_jump
else:
player_index += 0.1
if player_index >= len(player_walk):
player_index = 0
player_surf = player_walk[int(player_index)]
#logicl operator - and or
def collisions(player, obstacles):
#obstacles - list
if obstacles:
for obstacle in obstacles:
if player.colliderect(obstacle):
return False
return True
#for i in range(1, 11)
# 1,2,3,4,5,6,
#for i in range(5)
#0,1,2,3,4
def collision_sprite():
if pygame.sprite.spritecollide(player.sprite, obstacle_group, False):
obstacle_group.empty() #clears all the sprites from the screen
return False
else: #no collisions
return True # no collisions so game continues
def obstacle_movement(obstacle_list):
#obstacle_list - stores positions the obstacles can be in
if obstacle_list: #if len(obstacle_list) >0: is the list empty ?
for obstacle_rect in obstacle_list:
obstacle_rect.x -= 5 # move forward
if obstacle_rect.bottom == 300:
screen.blit(snail_surf, obstacle_rect)
else:
screen.blit(fly_surf, obstacle_rect)
# List comprehension
# [result for......... if...] - to update it a list
obstacle_list = [obstacle for obstacle in obstacle_list if obstacle_rect.x > -100]
return obstacle_list
else:
return []
#new_obstacle_list = []
#for obstacle in obstacle_list:
#if obstacle_rect.x > -100:
#new_obstacle_list.append()
#obstacle_list = new_obstacle_list
#append lets you add to the list
player = pygame.sprite.GroupSingle()
#GroupSingle - container that holds one sprite
player.add(Player())
game_active = True
sky_surface = pygame.image.load('graphics/Sky.png').convert()
ground_surface = pygame.image.load('graphics/ground.png').convert()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_active: #True #nested if loop - more than one if loop inside of another
if event.type == pygame.KEYDOWN: #KEYDOWN checks for any that has been pressed
#K_DOWN is the downwards arrow key
if event.key == pygame.K_SPACE and player_rect.bottom >= 300:
player_gravity = -20
else: #game_active = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
if game_active:
screen.blit(sky_surface, (0,0))
#blit() brings the image to the screen at a specific position
screen.blit(ground_surface, (0, 300))
player.draw(screen)
player.update()
#screen.fill((94, 129,162)) #blue
pygame.display.update()
clock.tick(60)Editor is loading...
Leave a Comment