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- # HERE YOU GO HUGO; I KNOW YOU CARE ALOT!
- import pygame
- from pygame.locals import *
- black = (0, 0, 0)
- white = (255, 255, 255)
- blue = (0, 0, 255)
- red = (255, 0, 0)
- green = (0, 255, 0)
- backgroundImg = pygame.image.load("background.png")
- screen_width = 1000
- screen_height = 800
- class interActiveBlock(pygame.sprite.Sprite)
- class Player(pygame.sprite.Sprite):
- change_x = 0
- change_y = 0
- level = None
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- width = 40
- height = 52
- self.image = pygame.Surface((width, height))
- #self.image = pygame.image.load("tacos.png")
- self.image.fill(red)
- self.rect = self.image.get_rect()
- def update(self):
- self.calc_grav()
- self.rect.x += self.change_x
- block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
- for block in block_hit_list:
- if self.change_x > 0:
- self.rect.right = block.rect.left
- elif self.change_x < 0:
- self.rect.left = block.rect.right
- self.rect.y += self.change_y
- block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
- for block in block_hit_list:
- if self.change_y > 0:
- self.rect.bottom = block.rect.top
- elif self.change_y < 0:
- self.rect.top = block.rect.bottom
- self.change_y
- def calc_grav(self):
- if self.change_y == 0:
- self.change_y = 1
- else:
- self.change_y += .36 #original 35
- if self.rect.y >= screen_height-self.rect.height and self.change_y >= 0:
- self.change_y = 0
- self.rect.y = screen_height-self.rect.height
- def jump(self):
- self.rect.y += 2
- platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
- self.rect.y -= 2
- if len(platform_hit_list) > 0 or self.rect.bottom >= screen_height:
- self.change_y = -7
- def go_left(self):
- self.change_x = -7
- def go_right(self):
- self.change_x = 7
- def stop(self):
- self.change_x = 0
- class Platform(pygame.sprite.Sprite):
- def __init__(self, width, height):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.Surface((width, height))
- self.image.fill((255, 255, 255))
- self.rect = self.image.get_rect()
- class Level(object):
- platform_list = None
- enemy_list = None
- background = None
- def __init__(self, player):
- self.platform_list = pygame.sprite.Group()
- self.enemy_list = pygame.sprite.Group()
- self.player = player
- def update(self):
- self.platform_list.update()
- self.enemy_list.update()
- def draw(self, screen):
- screen.fill(black)
- #screen.blit(backgroundImg, (0, 0))
- self.platform_list.draw(screen)
- self.enemy_list.draw(screen)
- class Level_01(Level):
- def __init__(self, player):
- Level.__init__(self, player)
- level = [[250, 30, 0, 300],
- [200, 30, 800, 750],
- [50, 30, 687, 678],
- [50, 30, screen_width-100, 608],
- [50, 30, 687, 535],
- [50, 30, screen_width-100, 462],
- [50, 30, 687, 389],
- [50, 30, 400, 345],
- ]
- for platform in level:
- block = Platform(platform[0], platform[1])
- block.rect.x = platform[2]
- block.rect.y = platform[3]
- block.player = self.player
- self.platform_list.add(block)
- def main():
- pygame.init()
- size = [screen_width, screen_height]
- screen = pygame.display.set_mode(size)
- player = Player()
- #player2 = Player()
- level_list = []
- level_list.append( Level_01(player) )
- #level_list.append( Level_01(player2) )
- current_level_no = 0
- current_level = level_list[current_level_no]
- active_sprite_list = pygame.sprite.Group()
- player.level = current_level
- player.rect.x = 400
- player.rect.y = screen_height-player.rect.height
- #player2.rect.x = 400
- #player2.rect.y = screen_height-player.rect.height
- active_sprite_list.add(player)
- #active_sprite_list.add(player2)
- done = False
- clock = pygame.time.Clock()
- while not done:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- quit()
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_LEFT:
- player.go_left()
- if event.key == pygame.K_RIGHT:
- player.go_right()
- if event.key == pygame.K_SPACE:
- player.jump()
- if event.type == pygame.KEYUP:
- if event.key == pygame.K_LEFT and player.change_x < 0:
- player.stop()
- if event.key == pygame.K_RIGHT and player.change_x > 0:
- player.stop()
- active_sprite_list.update()
- current_level.update()
- if player.rect.right > screen_width:
- player.rect.right = screen_width
- if player.rect.left < 0:
- player.rect.left = 0
- current_level.draw(screen)
- active_sprite_list.draw(screen)
- clock.tick(60)
- pygame.display.update()
- main()
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