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import pygame
import random
# Initialize pygame and set up the window
pygame.init()
width, height = 640, 480
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Applin Sprite Game")
clock = pygame.time.Clock()
# Define the Player sprite that follows the mouse cursor
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# self.image = pygame.Surface((40, 40))
# self.image.fill((0, 255, 0)) # Green square
self.image = pygame.image.load("Applin40.png").convert_alpha()
self.rect = self.image.get_rect()
def update(self):
# Update the player's position to follow the mouse
self.rect.center = pygame.mouse.get_pos()
# Define the Collectible sprite that will disappear when collected
class Collectible(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
# self.image = pygame.Surface((20, 20))
# self.image.fill((255, 0, 0)) # Red square
self.image = pygame.image.load("Fluffruit20.png").convert_alpha()
self.rect = self.image.get_rect(center=pos)
# Define the Enemy sprite that will lower the player's score when touched
class Enemy(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
# self.image = pygame.Surface((20, 20))
# self.image.fill((255, 0, 0)) # Red square
self.image = pygame.image.load("Koffing20.png").convert_alpha()
self.rect = self.image.get_rect(center=pos)
# Create sprite groups for easy management
all_sprites: pygame.sprite.Group = pygame.sprite.Group()
collectibles: pygame.sprite.Group = pygame.sprite.Group()
enemies: pygame.sprite.Group = pygame.sprite.Group()
# Create the player and add it to the group
player = Player()
all_sprites.add(player)
# Create several collectibles at random positions
for _ in range(10):
pos = (random.randint(20, width - 20), random.randint(20, height - 20))
collectible = Collectible(pos)
all_sprites.add(collectible)
collectibles.add(collectible)
# Create several enemies at random positions
for _ in range(5):
pos = (random.randint(20, width - 20), random.randint(20, height - 20))
enemy = Enemy(pos)
all_sprites.add(enemy)
enemies.add(enemy)
score = 0
font = pygame.font.SysFont(None, 36)
# Set a timer event to add a new collectible every 0.5 seconds (500 milliseconds)
NEW_COLLECTIBLE_EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(NEW_COLLECTIBLE_EVENT, 500)
# Set a timer event to add a new enemy every 4 seconds (4000 milliseconds)
NEW_ENEMY_EVENT = pygame.USEREVENT + 2
pygame.time.set_timer(NEW_ENEMY_EVENT, 4000)
pygame.mouse.set_visible(False)
# Main game loop
running = True
while running:
clock.tick(60) # Limit the frame rate to 60 FPS
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == NEW_COLLECTIBLE_EVENT:
# When the timer event fires, add a new collectible at a random position
pos = (random.randint(20, width - 20), random.randint(20, height - 20))
collectible = Collectible(pos)
all_sprites.add(collectible)
collectibles.add(collectible)
elif event.type == NEW_ENEMY_EVENT:
# When the timer event fires, add a new enemy at a random position
pos = (random.randint(20, width - 20), random.randint(20, height - 20))
enemy = Enemy(pos)
all_sprites.add(enemy)
enemies.add(enemy)
# Update all sprites (player follows the mouse)
all_sprites.update()
# Check for collisions between the player and collectibles
hits = pygame.sprite.spritecollide(player, collectibles, True)
if hits:
score += len(hits) # Increase score for each collectible hit
# Check for collisions between the player and enemies
enemy_hits = pygame.sprite.spritecollide(player, enemies, True)
if enemy_hits:
score -= 5 * len(enemy_hits) # Decrease score for each enemy hit
# Draw everything on the screen
screen.fill((30, 30, 30)) # Background color
all_sprites.draw(screen)
if score > 30:
score_text = font.render("YOU WIN", True, (255, 255, 255))
screen.blit(score_text, (10, 10))
elif score < 0:
score_text = font.render("YOU LOSE", True, (255, 255, 255))
screen.blit(score_text, (10, 10))
else:
score_text = font.render(f"Score: {score}", True, (255, 255, 255))
screen.blit(score_text, (10, 10))
pygame.display.flip()
pygame.quit()
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