347 lines
10 KiB
Python
347 lines
10 KiB
Python
"""
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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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import time
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timeDiff = 0
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class Floor(pygame.sprite.Sprite):
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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, 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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self.image.fill((random.randint(235, 255),
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random.randint(235, 255),
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random.randint(235, 255)))
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self.rect = self.image.get_rect()
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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*gameSpeed
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def update(self):
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self.rect.x -= self.speed*timeDiff
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.Surface((50, 75))
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self.image.fill((153, 151, 0))
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self.rect = self.image.get_rect()
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self.rect.center = (100, 400)
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self.speed = 0.0
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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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if not self.speed: self.rect.y += 1
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self.speed += 0.17
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self.rect.y += self.speed*timeDiff
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class Enemy(pygame.sprite.Sprite):
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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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elif score < 25:
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if random.randint(1, 100) < 95: self.type = 1
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else: self.type = 2
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elif score < 50:
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if random.randint(1, 100) < 85: self.type = 1
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else: self.type = 2
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else:
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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, 7)
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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.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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if self.type == 1:
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if self.subtype == 1: self.image = pygame.Surface((25, 75))
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elif self.subtype == 2: self.image = pygame.Surface((25, 25))
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elif self.subtype == 3: self.image = pygame.Surface((75, 25))
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elif self.subtype == 4: self.image = pygame.Surface((50, 25))
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elif self.subtype == 5: self.image = pygame.Surface((50, 50))
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else: self.image = pygame.Surface((25, 50))
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self.image.fill((0, 153, 0))
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self.rect = self.image.get_rect()
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self.height -= self.rect.height/2
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elif self.type == 2:
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self.image = pygame.Surface((50, 25))
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self.image.fill((51, 51, 0))
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self.rect = self.image.get_rect()
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self.height -= self.rect.height/2 + 10 + 10*self.subtype
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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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if self.type == 1:
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self.rect.x -= self.speed*timeDiff
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else:
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self.rect.x -= self.speed*2*timeDiff
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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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if self.player: self.player.kill()
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self.player = Player()
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self.sprites.add(self.player)
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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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self.gameSpeed = 2
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self.enemyCD = 0
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self.enemyChance = 100.0
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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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self.screenSize = (800, 600)
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self.targetFps = 120
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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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font = pygame.font.match_font('liberation mono')
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self.fontScore = pygame.font.Font(font, 32)
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self.fontMessage = pygame.font.Font(font, 56)
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self.timeOfLastFrameInNs = time.time_ns()
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self.newGame()
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def __del__(self):
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pygame.quit()
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def renderText(self, text, font, color, center):
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render = font.render(text, True, color)
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rect = render.get_rect()
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rect.center = center
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self.screen.blit(render, rect)
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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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self.renderText('%d'%(self.score),
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self.fontScore, (255, 255, 255),
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(self.screenSize[0]/2,20))
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if self.isGameOver:
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self.renderText('GAME OVER',
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self.fontMessage, (255, 255, 255),
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tuple(i/2 for i in self.screenSize))
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elif self.isPaused:
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self.renderText('PAUSED',
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self.fontMessage, (255, 255, 255),
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tuple(i/2 for i in self.screenSize))
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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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"""Quick fix of running cacti. Some good fix needed"""
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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 < 7:
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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(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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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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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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if not self.isGameOver and not self.isPaused:
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self.sprites.update()
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self.enemyCD -= self.gameSpeed
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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 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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return True
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def play(self):
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global timeDiff
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isRunning = True
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while isRunning:
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timeOfNewFrameInNs = time.time_ns()
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timeDiff = (timeOfNewFrameInNs-self.timeOfLastFrameInNs)/10000000
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self.timeOfLastFrameInNs = timeOfNewFrameInNs
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self.clock.tick(self.targetFps)
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self.render()
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isRunning = self.logic()
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if __name__ == '__main__':
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drakora = Drakora()
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drakora.play()
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del Drakora
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