Added class for game logic

This commit is contained in:
2021-03-27 12:53:56 +03:00
parent 76290b779f
commit 05197680c8
+190 -185
View File
@@ -4,46 +4,22 @@ First test Pygame project
Written in Python 3.X using Pygame library
"""
import pygame
import random
buttonsPause = (pygame.K_p,)
buttonsQuit = (pygame.K_F10,)
buttonsNewGame = (pygame.K_RETURN,)
buttonsJump = (pygame.K_UP, pygame.K_SPACE,)
buttonsCrouch = (pygame.K_DOWN,)
screenSize = (800, 600)
targetFps = 60
floorHeight = 50
gameSpeed = 0.0
score = 0
isGameOver = False
isPaused = False
isDownJump = False
isDownCrouch = False
enemyCD = 0
enemyChance = 0.0
floors = pygame.sprite.Group()
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
player = None
class Floor(pygame.sprite.Sprite):
def __init__(self):
def __init__(self, screenSize, floorHeight):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((screenSize[0], floorHeight))
self.image.fill((255, 204, 102))
self.rect = self.image.get_rect()
self.rect.center = (screenSize[0]/2, screenSize[1]-floorHeight/2)
class Cloud(pygame.sprite.Sprite):
def __init__(self):
def __init__(self, screenSize, gameSpeed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((random.randint(150, 350),
random.randint(50, 150)))
@@ -54,12 +30,12 @@ class Cloud(pygame.sprite.Sprite):
self.rect.center = (screenSize[0] + self.rect.width,
screenSize[1]/2 -
random.randint(100, screenSize[1]/2-100))
self.speed = random.randint(150, 300)/100
self.speed = random.randint(150, 300)/100*gameSpeed
def update(self):
self.rect.x -= gameSpeed*self.speed
if (self.rect.x < -self.rect.width):
self.kill()
self.rect.x -= self.speed
class Player(pygame.sprite.Sprite):
def __init__(self):
@@ -72,66 +48,30 @@ class Player(pygame.sprite.Sprite):
self.isJumping = False
self.isCrouching = False
self.hoverCount = 0
self.isOnFloor = False
def crouch(self):
if not self.isCrouching:
self.isCrouching = True
self.rect = self.rect.inflate(0, -25)
def standup(self):
if self.isCrouching:
self.isCrouching = False
self.rect = self.rect.inflate(0, 25)
def update(self):
global isGameOver
if pygame.sprite.spritecollideany(player, enemies):
isGameOver = True
pass
if not self.speed: self.rect.y += 1
self.speed += 0.35
self.rect.y += self.speed
isOnFloor = False
while pygame.sprite.spritecollideany(player, floors):
isOnFloor = True
self.rect.y -= 1
if not isDownJump:
self.hoverCount = 0
if isOnFloor:
self.speed = 0
if isDownJump:
self.isJumping = True
if self.isCrouching:
self.standup()
elif isDownCrouch:
if not self.isCrouching:
self.crouch()
elif self.isCrouching:
self.standup()
if self.isJumping:
if isDownJump and self.hoverCount < 10:
self.speed -= 1 - self.speed/(15+self.hoverCount*3)
self.hoverCount += 1
else:
self.isJumping = False
class Enemy(pygame.sprite.Sprite):
def setNextEnemyType(self):
def setNextEnemyType(self, score):
if score < 10:
self.type = 1
@@ -147,16 +87,20 @@ class Enemy(pygame.sprite.Sprite):
if random.randint(1, 100) < 75: self.type = 1
else: self.type = 2
def setNextEnemySubtype(self):
if self.type == 1:
self.subtype = random.randint(1, 5)
elif self.type == 2:
self.subtype = random.randint(1, 3)
def __init__(self):
def __init__(self, screenSize, floorHeight, gameSpeed, score):
pygame.sprite.Sprite.__init__(self)
self.setNextEnemyType()
self.speed = gameSpeed
self.setNextEnemyType(score)
self.setNextEnemySubtype()
self.height = screenSize[1] - floorHeight
@@ -181,142 +125,203 @@ class Enemy(pygame.sprite.Sprite):
self.rect.center = (screenSize[0] + self.rect.width, self.height)
def update(self):
global score, gameSpeed
self.rect.x -= gameSpeed
if (self.rect.x < -self.rect.width):
self.kill()
score += 1
gameSpeed += 0.025
def newGame():
global player, floor, enemies, sprites, score
global gameSpeed, isGameOver, enemyCD, enemyChance
for enemy in enemies:
enemy.kill()
if player: player.kill()
player = Player()
sprites.add(player)
gameSpeed = 3.0
score = 0
isGameOver = False
isPaused = False
enemyCD = 0
enemyChance = 100.0
self.rect.x -= self.speed
def init():
global player, floor, enemies, sprites, score
class Drakora():
def newGame(self):
for enemy in self.enemies:
enemy.kill()
random.seed()
pygame.init()
screen = pygame.display.set_mode(screenSize)
pygame.display.set_caption('Drakora')
clock = pygame.time.Clock()
if self.player: self.player.kill()
sprites = pygame.sprite.Group()
floors.add(Floor())
sprites.add(floors)
self.player = Player()
self.sprites.add(self.player)
newGame()
self.score = 0
self.isGameOver = False
self.isPaused = False
return screen, clock, sprites
self.gameSpeed = 3
def deinit():
pygame.quit()
self.enemyCD = 0
self.enemyChance = 100.0
def render(screen, sprites):
screen.fill((102, 153, 255))
sprites.draw(screen)
font = pygame.font.Font(pygame.font.match_font('liberation mono'), 32)
text = font.render('%d'%(score), True, (255, 255, 255))
rect = text.get_rect()
rect.midtop = (rect.width/2+10,10)
screen.blit(text, rect)
def __init__(self):
self.buttonsPause = (pygame.K_p,)
self.buttonsQuit = (pygame.K_F10,)
self.buttonsNewGame = (pygame.K_RETURN,)
self.buttonsJump = (pygame.K_UP, pygame.K_SPACE,)
self.buttonsCrouch = (pygame.K_DOWN,)
if isGameOver:
font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
text = font.render('GAME OVER', True, (255, 255, 255))
self.screenSize = (800, 600)
self.targetFps = 60
self.floorHeight = 50
self.isDownJump = False
self.isDownCrouch = False
self.floors = pygame.sprite.Group()
self.enemies = pygame.sprite.Group()
self.clouds = pygame.sprite.Group()
self.player = None
random.seed()
pygame.init()
self.screen = pygame.display.set_mode(self.screenSize)
pygame.display.set_caption('Drakora')
self.clock = pygame.time.Clock()
self.sprites = pygame.sprite.Group()
self.floors.add(Floor(self.screenSize, self.floorHeight))
self.sprites.add(self.floors)
self.newGame()
def __del__(self):
pygame.quit()
def render(self):
self.screen.fill((102, 153, 255))
self.sprites.draw(self.screen)
font = pygame.font.Font(pygame.font.match_font('liberation mono'), 32)
text = font.render('%d'%(self.score), True, (255, 255, 255))
rect = text.get_rect()
rect.midtop = tuple(i/2 for i in screenSize)
screen.blit(text, rect)
elif isPaused:
font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
text = font.render('PAUSED', True, (255, 255, 255))
rect = text.get_rect()
rect.midtop = tuple(i/2 for i in screenSize)
screen.blit(text, rect)
rect.midtop = (rect.width/2+10,10)
self.screen.blit(text, rect)
if self.isGameOver:
font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
text = font.render('GAME OVER', True, (255, 255, 255))
rect = text.get_rect()
rect.midtop = tuple(i/2 for i in self.screenSize)
self.screen.blit(text, rect)
elif self.isPaused:
font = pygame.font.Font(pygame.font.match_font('liberation mono'), 56)
text = font.render('PAUSED', True, (255, 255, 255))
rect = text.get_rect()
rect.midtop = tuple(i/2 for i in self.screenSize)
self.screen.blit(text, rect)
pygame.display.flip()
pygame.display.flip()
def collideCheck(self):
if pygame.sprite.spritecollideany(self.player, self.enemies):
self.isGameOver = True
for enemy in self.enemies:
if (enemy.rect.x < -enemy.rect.width):
enemy.kill()
self.score += 1
self.gameSpeed += 0.025
for enemy in self.enemies: enemy.speed = self.gameSpeed
for cloud in self.clouds:
if (cloud.rect.x < -cloud.rect.width):
cloud.kill()
self.player.isOnFloor = False
while pygame.sprite.spritecollideany(self.player, self.floors):
self.player.isOnFloor = True
self.player.rect.y -= 1
if not self.isDownJump:
self.player.hoverCount = 0
if self.player.isOnFloor:
self.player.speed = 0
if self.isDownJump:
self.player.isJumping = True
if self.player.isCrouching:
self.player.standup()
elif self.isDownCrouch:
if not self.player.isCrouching:
self.player.crouch()
elif self.player.isCrouching:
self.player.standup()
if self.player.isJumping:
if self.isDownJump and self.player.hoverCount < 10:
self.player.speed -= 1 - self.player.speed/(15+
self.player.hoverCount*3)
self.player.hoverCount += 1
else:
self.player.isJumping = False
def logic(clock, sprites):
global enemyCD, enemyChance, isDownJump, isDownCrouch, isPaused
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
elif event.type == pygame.KEYDOWN:
if event.key in buttonsQuit:
def logic(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.key in buttonsCrouch:
isDownCrouch = True
elif event.key in buttonsJump:
isDownJump = True
elif event.key in buttonsNewGame:
if isGameOver: newGame()
elif event.key in buttonsPause:
isPaused = not isPaused
elif event.type == pygame.KEYUP:
if event.key in buttonsCrouch:
isDownCrouch = False
if event.key in buttonsJump:
isDownJump = False
elif event.type == pygame.KEYDOWN:
if event.key in self.buttonsQuit:
return False
if event.key in self.buttonsCrouch:
self.isDownCrouch = True
elif event.key in self.buttonsJump:
self.isDownJump = True
elif event.key in self.buttonsNewGame:
if self.isGameOver: self.newGame()
elif event.key in self.buttonsPause:
self.isPaused = not self.isPaused
if not isGameOver and not isPaused:
sprites.update()
elif event.type == pygame.KEYUP:
if event.key in self.buttonsCrouch:
self.isDownCrouch = False
if event.key in self.buttonsJump:
self.isDownJump = False
enemyCD -= gameSpeed
if not self.isGameOver and not self.isPaused:
self.sprites.update()
if random.randint(1, 100) == 1:
cloud = Cloud()
clouds.add(cloud)
sprites.add(cloud)
self.enemyCD -= self.gameSpeed
if enemyCD <= 0:
enemyChance += (1/targetFps) * enemyChance/8
if random.randint(1, 100) == 1:
cloud = Cloud(self.screenSize, self.gameSpeed)
self.clouds.add(cloud)
self.sprites.add(cloud)
if random.randint(1, 100) < enemyChance:
enemyCD = 200
enemyChance = 1
enemy = Enemy()
enemies.add(enemy)
sprites.add(enemy)
if self.enemyCD <= 0:
self.enemyChance += (1/self.targetFps) * self.enemyChance/8
if random.randint(1, 100) < self.enemyChance:
self.enemyCD = 200
self.enemyChance = 1
enemy = Enemy(self.screenSize, self.floorHeight,
self.gameSpeed, self.score)
self.enemies.add(enemy)
self.sprites.add(enemy)
self.collideCheck()
self.clock.tick(self.targetFps)
return True
clock.tick(targetFps)
def play(self):
isRunning = True
return True
while isRunning:
isRunning = self.logic()
self.render()
def main_loop(screen, clock, sprites):
global isGameOver
isRunning = True
while isRunning:
isRunning = logic(clock, sprites)
render(screen, sprites)
if __name__ == '__main__':
screen, clock, sprites = init()
main_loop(screen, clock, sprites)
deinit()
drakora = Drakora()
drakora.play()
del Drakora