Files
Drakora/Drakora.pyw
T
2021-03-27 12:53:56 +03:00

328 lines
9.8 KiB
Python

"""
First test Pygame project
Written in Python 3.X using Pygame library
"""
import pygame
import random
class Floor(pygame.sprite.Sprite):
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, screenSize, gameSpeed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((random.randint(150, 350),
random.randint(50, 150)))
self.image.fill((random.randint(235, 255),
random.randint(235, 255),
random.randint(235, 255)))
self.rect = self.image.get_rect()
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*gameSpeed
def update(self):
self.rect.x -= self.speed
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((50, 75))
self.image.fill((153, 151, 0))
self.rect = self.image.get_rect()
self.rect.center = (100, 400)
self.speed = 0.0
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):
if not self.speed: self.rect.y += 1
self.speed += 0.35
self.rect.y += self.speed
class Enemy(pygame.sprite.Sprite):
def setNextEnemyType(self, score):
if score < 10:
self.type = 1
elif score < 25:
if random.randint(1, 100) < 95: self.type = 1
else: self.type = 2
elif score < 50:
if random.randint(1, 100) < 85: self.type = 1
else: self.type = 2
else:
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, screenSize, floorHeight, gameSpeed, score):
pygame.sprite.Sprite.__init__(self)
self.speed = gameSpeed
self.setNextEnemyType(score)
self.setNextEnemySubtype()
self.height = screenSize[1] - floorHeight
if self.type == 1:
if self.subtype == 1: self.image = pygame.Surface((25, 75))
elif self.subtype == 2: self.image = pygame.Surface((25, 25))
elif self.subtype == 3: self.image = pygame.Surface((75, 25))
elif self.subtype == 4: self.image = pygame.Surface((50, 25))
elif self.subtype == 5: self.image = pygame.Surface((50, 50))
else: self.image = pygame.Surface((25, 50))
self.image.fill((0, 153, 0))
self.rect = self.image.get_rect()
self.height -= self.rect.height/2
elif self.type == 2:
self.image = pygame.Surface((50, 25))
self.image.fill((51, 51, 0))
self.rect = self.image.get_rect()
self.height -= self.rect.height/2 + 10 + 25*self.subtype
self.rect.center = (screenSize[0] + self.rect.width, self.height)
def update(self):
self.rect.x -= self.speed
class Drakora():
def newGame(self):
for enemy in self.enemies:
enemy.kill()
if self.player: self.player.kill()
self.player = Player()
self.sprites.add(self.player)
self.score = 0
self.isGameOver = False
self.isPaused = False
self.gameSpeed = 3
self.enemyCD = 0
self.enemyChance = 100.0
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,)
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 = (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()
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(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return 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
elif event.type == pygame.KEYUP:
if event.key in self.buttonsCrouch:
self.isDownCrouch = False
if event.key in self.buttonsJump:
self.isDownJump = False
if not self.isGameOver and not self.isPaused:
self.sprites.update()
self.enemyCD -= self.gameSpeed
if random.randint(1, 100) == 1:
cloud = Cloud(self.screenSize, self.gameSpeed)
self.clouds.add(cloud)
self.sprites.add(cloud)
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
def play(self):
isRunning = True
while isRunning:
isRunning = self.logic()
self.render()
if __name__ == '__main__':
drakora = Drakora()
drakora.play()
del Drakora