Added class for game logic
This commit is contained in:
+190
-185
@@ -4,46 +4,22 @@ First test Pygame project
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Written in Python 3.X using Pygame library
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"""
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import pygame
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import random
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buttonsPause = (pygame.K_p,)
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buttonsQuit = (pygame.K_F10,)
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buttonsNewGame = (pygame.K_RETURN,)
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buttonsJump = (pygame.K_UP, pygame.K_SPACE,)
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buttonsCrouch = (pygame.K_DOWN,)
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screenSize = (800, 600)
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targetFps = 60
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floorHeight = 50
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gameSpeed = 0.0
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score = 0
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isGameOver = False
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isPaused = False
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isDownJump = False
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isDownCrouch = False
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enemyCD = 0
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enemyChance = 0.0
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floors = pygame.sprite.Group()
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enemies = pygame.sprite.Group()
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clouds = pygame.sprite.Group()
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player = None
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class Floor(pygame.sprite.Sprite):
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def __init__(self):
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def __init__(self, screenSize, floorHeight):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.Surface((screenSize[0], floorHeight))
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self.image.fill((255, 204, 102))
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self.rect = self.image.get_rect()
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self.rect.center = (screenSize[0]/2, screenSize[1]-floorHeight/2)
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class Cloud(pygame.sprite.Sprite):
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def __init__(self):
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def __init__(self, screenSize, gameSpeed):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.Surface((random.randint(150, 350),
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random.randint(50, 150)))
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@@ -54,12 +30,12 @@ class Cloud(pygame.sprite.Sprite):
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self.rect.center = (screenSize[0] + self.rect.width,
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screenSize[1]/2 -
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random.randint(100, screenSize[1]/2-100))
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self.speed = random.randint(150, 300)/100
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self.speed = random.randint(150, 300)/100*gameSpeed
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def update(self):
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self.rect.x -= gameSpeed*self.speed
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if (self.rect.x < -self.rect.width):
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self.kill()
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self.rect.x -= self.speed
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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@@ -72,66 +48,30 @@ class Player(pygame.sprite.Sprite):
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self.isJumping = False
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self.isCrouching = False
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self.hoverCount = 0
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self.isOnFloor = False
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def crouch(self):
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if not self.isCrouching:
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self.isCrouching = True
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self.rect = self.rect.inflate(0, -25)
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def standup(self):
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if self.isCrouching:
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self.isCrouching = False
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self.rect = self.rect.inflate(0, 25)
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def update(self):
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global isGameOver
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if pygame.sprite.spritecollideany(player, enemies):
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isGameOver = True
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pass
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if not self.speed: self.rect.y += 1
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self.speed += 0.35
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self.rect.y += self.speed
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isOnFloor = False
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while pygame.sprite.spritecollideany(player, floors):
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isOnFloor = True
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self.rect.y -= 1
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if not isDownJump:
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self.hoverCount = 0
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if isOnFloor:
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self.speed = 0
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if isDownJump:
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self.isJumping = True
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if self.isCrouching:
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self.standup()
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elif isDownCrouch:
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if not self.isCrouching:
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self.crouch()
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elif self.isCrouching:
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self.standup()
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if self.isJumping:
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if isDownJump and self.hoverCount < 10:
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self.speed -= 1 - self.speed/(15+self.hoverCount*3)
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self.hoverCount += 1
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else:
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self.isJumping = False
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class Enemy(pygame.sprite.Sprite):
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def setNextEnemyType(self):
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def setNextEnemyType(self, score):
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if score < 10:
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self.type = 1
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@@ -147,16 +87,20 @@ class Enemy(pygame.sprite.Sprite):
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if random.randint(1, 100) < 75: self.type = 1
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else: self.type = 2
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def setNextEnemySubtype(self):
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if self.type == 1:
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self.subtype = random.randint(1, 5)
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elif self.type == 2:
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self.subtype = random.randint(1, 3)
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def __init__(self):
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def __init__(self, screenSize, floorHeight, gameSpeed, score):
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pygame.sprite.Sprite.__init__(self)
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self.setNextEnemyType()
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self.speed = gameSpeed
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self.setNextEnemyType(score)
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self.setNextEnemySubtype()
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self.height = screenSize[1] - floorHeight
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@@ -181,142 +125,203 @@ class Enemy(pygame.sprite.Sprite):
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self.rect.center = (screenSize[0] + self.rect.width, self.height)
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def update(self):
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global score, gameSpeed
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self.rect.x -= gameSpeed
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if (self.rect.x < -self.rect.width):
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self.kill()
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score += 1
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gameSpeed += 0.025
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def newGame():
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global player, floor, enemies, sprites, score
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global gameSpeed, isGameOver, enemyCD, enemyChance
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for enemy in enemies:
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enemy.kill()
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if player: player.kill()
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player = Player()
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sprites.add(player)
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gameSpeed = 3.0
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score = 0
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isGameOver = False
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isPaused = False
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enemyCD = 0
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enemyChance = 100.0
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self.rect.x -= self.speed
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def init():
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global player, floor, enemies, sprites, score
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class Drakora():
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def newGame(self):
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for enemy in self.enemies:
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enemy.kill()
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random.seed()
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pygame.init()
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screen = pygame.display.set_mode(screenSize)
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pygame.display.set_caption('Drakora')
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clock = pygame.time.Clock()
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if self.player: self.player.kill()
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sprites = pygame.sprite.Group()
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floors.add(Floor())
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sprites.add(floors)
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self.player = Player()
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self.sprites.add(self.player)
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newGame()
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self.score = 0
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self.isGameOver = False
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self.isPaused = False
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return screen, clock, sprites
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self.gameSpeed = 3
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def deinit():
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pygame.quit()
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self.enemyCD = 0
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self.enemyChance = 100.0
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def render(screen, sprites):
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screen.fill((102, 153, 255))
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sprites.draw(screen)
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 32)
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text = font.render('%d'%(score), True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = (rect.width/2+10,10)
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screen.blit(text, rect)
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def __init__(self):
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self.buttonsPause = (pygame.K_p,)
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self.buttonsQuit = (pygame.K_F10,)
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self.buttonsNewGame = (pygame.K_RETURN,)
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self.buttonsJump = (pygame.K_UP, pygame.K_SPACE,)
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self.buttonsCrouch = (pygame.K_DOWN,)
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if isGameOver:
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
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text = font.render('GAME OVER', True, (255, 255, 255))
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self.screenSize = (800, 600)
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self.targetFps = 60
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self.floorHeight = 50
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self.isDownJump = False
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self.isDownCrouch = False
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self.floors = pygame.sprite.Group()
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self.enemies = pygame.sprite.Group()
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self.clouds = pygame.sprite.Group()
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self.player = None
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random.seed()
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pygame.init()
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self.screen = pygame.display.set_mode(self.screenSize)
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pygame.display.set_caption('Drakora')
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self.clock = pygame.time.Clock()
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self.sprites = pygame.sprite.Group()
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self.floors.add(Floor(self.screenSize, self.floorHeight))
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self.sprites.add(self.floors)
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self.newGame()
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def __del__(self):
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pygame.quit()
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def render(self):
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self.screen.fill((102, 153, 255))
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self.sprites.draw(self.screen)
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 32)
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text = font.render('%d'%(self.score), True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = tuple(i/2 for i in screenSize)
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screen.blit(text, rect)
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elif isPaused:
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
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text = font.render('PAUSED', True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = tuple(i/2 for i in screenSize)
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screen.blit(text, rect)
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rect.midtop = (rect.width/2+10,10)
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self.screen.blit(text, rect)
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if self.isGameOver:
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
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text = font.render('GAME OVER', True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = tuple(i/2 for i in self.screenSize)
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self.screen.blit(text, rect)
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elif self.isPaused:
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font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
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text = font.render('PAUSED', True, (255, 255, 255))
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rect = text.get_rect()
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rect.midtop = tuple(i/2 for i in self.screenSize)
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self.screen.blit(text, rect)
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pygame.display.flip()
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pygame.display.flip()
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def collideCheck(self):
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if pygame.sprite.spritecollideany(self.player, self.enemies):
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self.isGameOver = True
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for enemy in self.enemies:
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if (enemy.rect.x < -enemy.rect.width):
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enemy.kill()
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self.score += 1
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self.gameSpeed += 0.025
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for enemy in self.enemies: enemy.speed = self.gameSpeed
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for cloud in self.clouds:
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if (cloud.rect.x < -cloud.rect.width):
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cloud.kill()
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self.player.isOnFloor = False
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while pygame.sprite.spritecollideany(self.player, self.floors):
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self.player.isOnFloor = True
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self.player.rect.y -= 1
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if not self.isDownJump:
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self.player.hoverCount = 0
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if self.player.isOnFloor:
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self.player.speed = 0
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if self.isDownJump:
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self.player.isJumping = True
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if self.player.isCrouching:
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self.player.standup()
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elif self.isDownCrouch:
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if not self.player.isCrouching:
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self.player.crouch()
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elif self.player.isCrouching:
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self.player.standup()
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if self.player.isJumping:
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if self.isDownJump and self.player.hoverCount < 10:
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self.player.speed -= 1 - self.player.speed/(15+
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self.player.hoverCount*3)
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self.player.hoverCount += 1
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else:
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self.player.isJumping = False
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def logic(clock, sprites):
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global enemyCD, enemyChance, isDownJump, isDownCrouch, isPaused
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return False
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elif event.type == pygame.KEYDOWN:
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if event.key in buttonsQuit:
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def logic(self):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return False
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if event.key in buttonsCrouch:
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isDownCrouch = True
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elif event.key in buttonsJump:
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isDownJump = True
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elif event.key in buttonsNewGame:
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if isGameOver: newGame()
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elif event.key in buttonsPause:
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isPaused = not isPaused
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elif event.type == pygame.KEYUP:
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if event.key in buttonsCrouch:
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isDownCrouch = False
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if event.key in buttonsJump:
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isDownJump = False
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elif event.type == pygame.KEYDOWN:
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if event.key in self.buttonsQuit:
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return False
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if event.key in self.buttonsCrouch:
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self.isDownCrouch = True
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elif event.key in self.buttonsJump:
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self.isDownJump = True
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elif event.key in self.buttonsNewGame:
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if self.isGameOver: self.newGame()
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elif event.key in self.buttonsPause:
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self.isPaused = not self.isPaused
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if not isGameOver and not isPaused:
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sprites.update()
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elif event.type == pygame.KEYUP:
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if event.key in self.buttonsCrouch:
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self.isDownCrouch = False
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if event.key in self.buttonsJump:
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self.isDownJump = False
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enemyCD -= gameSpeed
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if not self.isGameOver and not self.isPaused:
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self.sprites.update()
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if random.randint(1, 100) == 1:
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cloud = Cloud()
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clouds.add(cloud)
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sprites.add(cloud)
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self.enemyCD -= self.gameSpeed
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if enemyCD <= 0:
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enemyChance += (1/targetFps) * enemyChance/8
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if random.randint(1, 100) == 1:
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cloud = Cloud(self.screenSize, self.gameSpeed)
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self.clouds.add(cloud)
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self.sprites.add(cloud)
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if random.randint(1, 100) < enemyChance:
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enemyCD = 200
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enemyChance = 1
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enemy = Enemy()
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enemies.add(enemy)
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sprites.add(enemy)
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if self.enemyCD <= 0:
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self.enemyChance += (1/self.targetFps) * self.enemyChance/8
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if random.randint(1, 100) < self.enemyChance:
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self.enemyCD = 200
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self.enemyChance = 1
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enemy = Enemy(self.screenSize, self.floorHeight,
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self.gameSpeed, self.score)
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self.enemies.add(enemy)
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self.sprites.add(enemy)
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self.collideCheck()
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self.clock.tick(self.targetFps)
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return True
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clock.tick(targetFps)
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def play(self):
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isRunning = True
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return True
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while isRunning:
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isRunning = self.logic()
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self.render()
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def main_loop(screen, clock, sprites):
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global isGameOver
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isRunning = True
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while isRunning:
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isRunning = logic(clock, sprites)
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render(screen, sprites)
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if __name__ == '__main__':
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screen, clock, sprites = init()
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main_loop(screen, clock, sprites)
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deinit()
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drakora = Drakora()
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drakora.play()
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del Drakora
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Reference in New Issue
Block a user