Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- # -*- coding: utf-8 -*-
- """
- Created on Wed Mar 21 05:42:06 2018
- @author: Hammer
- """
- TITLE = "Hammer's Game"
- WIDTH = 480
- HEIGHT = 500
- FPS = 60
- FONT_NAME = 'arial'
- HS_FILE = "highscore.txt"
- SPRITESHEET = "spritesheet_jumper.png"
- # Player properties
- PLAYER_ACC = 0.5
- PLAYER_FRICTION = -0.12
- PLAYER_GRAV = 0.8
- PLAYER_JUMP = 20
- # Game properties
- BOOST_POWER = 60
- POW_SPAWN_PCT = 7
- # Starting platforms
- PLATFORM_LIST = [(0, HEIGHT - 60),
- (WIDTH / 2 - 50, HEIGHT * 3 / 4 - 50),
- (125, HEIGHT - 350),
- (350, 200),
- (175, 100)]
- # define colors
- WHITE = (255, 255, 255)
- BLACK = (0, 0, 0)
- RED = (255, 0, 0)
- GREEN = (0, 255, 0)
- BLUE = (0, 0, 255)
- YELLOW = (255, 255, 0)
- LIGHTBLUE = (0, 155, 155)
- BGCOLOR = LIGHTBLUE
- # Hammer's - Game
- import pygame as pg
- import random
- from settings import *
- from Sprites import *
- from os import path
- class Game:
- def __init__(self):
- # initialize game window, etc
- pg.init()
- pg.mixer.init()
- self.screen = pg.display.set_mode((WIDTH, HEIGHT))
- pg.display.set_caption(TITLE)
- self.clock = pg.time.Clock()
- self.running = True
- self.font_name = pg.font.match_font(FONT_NAME)
- self.load_data()
- def load_data(self):
- # load high score
- self.dir = path.dirname(__file__)
- with open(path.join(self.dir, HS_FILE), 'r') as f:
- try:
- self.highscore = int(f.read())
- except:
- self.highscore = 0
- # load spritesheet image
- img_dir = path.join(self.dir, 'img')
- self.spritesheet = Spritesheet(path.join(img_dir, SPRITESHEET))
- # load sounds
- self.snd_dir = path.join(self.dir, 'snd')
- self.jump_sound = pg.mixer.Sound(path.join(self.snd_dir, 'Jump33.wav'))
- self.boost_sound = pg.mixer.Sound(path.join(self.snd_dir, 'Boost16.wav'))
- def new(self):
- # start a new game
- self.score = 0
- self.all_sprites = pg.sprite.Group()
- self.platforms = pg.sprite.Group()
- self.powerups = pg.sprite.Group()
- self.player = Player(self)
- for plat in PLATFORM_LIST:
- Platform(self, *plat)
- pg.mixer.music.load(path.join(self.snd_dir, 'King-Ham-Lit.ogg'))
- self.run()
- def run(self):
- # Game Loop
- pg.mixer.music.play(loops=-1)
- self.playing = True
- while self.playing:
- self.clock.tick(FPS)
- self.events()
- self.update()
- self.draw()
- pg.mixer.music.fadeout(500)
- def update(self):
- # Game Loop - Update
- self.all_sprites.update()
- # check if player hits a platform - only if falling
- if self.player.vel.y > 0:
- hits = pg.sprite.spritecollide(self.player, self.platforms, False)
- if hits:
- lowest = hits[0]
- for hit in hits:
- if hit.rect.bottom > lowest.rect.bottom:
- lowest = hit
- if self.player.pos.x < lowest.rect.right + 10 and \
- self.player.pos.x > lowest.rect.left - 10:
- if self.player.pos.y < lowest.rect.centery:
- self.player.pos.y = lowest.rect.top
- self.player.vel.y = 0
- self.player.jumping = False
- # if player reaches top 1/4 of screen
- if self.player.rect.top <= HEIGHT / 4:
- self.player.pos.y += max(abs(self.player.vel.y), 2)
- for plat in self.platforms:
- plat.rect.y += max(abs(self.player.vel.y), 2)
- if plat.rect.top >= HEIGHT:
- plat.kill()
- self.score += 10
- # if player hits powerup
- pow_hits = pg.sprite.spritecollide(self.player, self.powerups, True)
- for pow in pow_hits:
- if pow.type == 'boost':
- self.boost_sound.play()
- self.player.vel.y = -BOOST_POWER
- self.player.jumping = False
- # Die!
- if self.player.rect.bottom > HEIGHT:
- for sprite in self.all_sprites:
- sprite.rect.y -= max(self.player.vel.y, 10)
- if sprite.rect.bottom < 0:
- sprite.kill()
- if len(self.platforms) == 0:
- self.playing = False
- # spawn new platforms to keep same average number
- while len(self.platforms) < 6:
- width = random.randrange(50, 100)
- Platform(self, random.randrange(0, WIDTH - width),
- random.randrange(-75, -30))
- def events(self):
- # Game Loop - events
- for event in pg.event.get():
- # check for closing window
- if event.type == pg.QUIT:
- if self.playing:
- self.playing = False
- self.running = False
- if event.type == pg.KEYDOWN:
- if event.key == pg.K_SPACE:
- self.player.jump()
- if event.type == pg.KEYUP:
- if event.key == pg.K_SPACE:
- self.player.jump_cut()
- def draw(self):
- # Game Loop - draw
- self.screen.fill(BGCOLOR)
- self.all_sprites.draw(self.screen)
- self.screen.blit(self.player.image, self.player.rect)
- self.draw_text(str(self.score), 22, WHITE, WIDTH / 2, 15)
- # *after* drawing everything, flip the display
- pg.display.flip()
- def show_start_screen(self):
- # game splash/start screen
- pg.mixer.music.load(path.join(self.snd_dir, 'Yippee.ogg'))
- pg.mixer.music.play(loops=-1)
- self.screen.fill(BGCOLOR)
- self.draw_text(TITLE, 48, WHITE, WIDTH / 2, HEIGHT / 4)
- self.draw_text("Arrows to move, Space to jump", 22, WHITE, WIDTH / 2, HEIGHT / 2)
- self.draw_text("Press a key to play", 22, WHITE, WIDTH / 2, HEIGHT * 3 / 4)
- self.draw_text("High Score: " + str(self.highscore), 22, WHITE, WIDTH / 2, 15)
- pg.display.flip()
- self.wait_for_key()
- pg.mixer.music.fadeout(500)
- def show_go_screen(self):
- # game over/continue
- if not self.running:
- return
- pg.mixer.music.load(path.join(self.snd_dir, 'Yippee.ogg'))
- pg.mixer.music.play(loops=-1)
- self.screen.fill(BGCOLOR)
- self.draw_text("GAME OVER", 48, WHITE, WIDTH / 2, HEIGHT / 4)
- self.draw_text("Score: " + str(self.score), 22, WHITE, WIDTH / 2, HEIGHT / 2)
- self.draw_text("Press a key to play again", 22, WHITE, WIDTH / 2, HEIGHT * 3 / 4)
- if self.score > self.highscore:
- self.highscore = self.score
- self.draw_text("NEW HIGH SCORE!", 22, WHITE, WIDTH / 2, HEIGHT / 2 + 40)
- with open(path.join(self.dir, HS_FILE), 'w') as f:
- f.write(str(self.score))
- else:
- self.draw_text("High Score: " + str(self.highscore), 22, WHITE, WIDTH / 2, HEIGHT / 2 + 40)
- pg.display.flip()
- self.wait_for_key()
- pg.mixer.music.fadeout(500)
- def wait_for_key(self):
- waiting = True
- while waiting:
- self.clock.tick(FPS)
- for event in pg.event.get():
- if event.type == pg.QUIT:
- waiting = False
- self.running = False
- if event.type == pg.KEYUP:
- waiting = False
- def draw_text(self, text, size, color, x, y):
- font = pg.font.Font(self.font_name, size)
- text_surface = font.render(text, True, color)
- text_rect = text_surface.get_rect()
- text_rect.midtop = (x, y)
- self.screen.blit(text_surface, text_rect)
- from random import choice, randrange
- vec = pg.math.Vector2
- class Spritesheet:
- # utility class for loading and parsing spritesheets
- def __init__(self, filename):
- self.spritesheet = pg.image.load(filename).convert()
- def get_image(self, x, y, width, height):
- # grab an image out of a larger spritesheet
- image = pg.Surface((width, height))
- image.blit(self.spritesheet, (0, 0), (x, y, width, height))
- image = pg.transform.scale(image, (width // 2, height // 2))
- return image
- class Player(pg.sprite.Sprite):
- def __init__(self, game):
- self.groups = game.all_sprites
- pg.sprite.Sprite.__init__(self, self.groups)
- self.game = game
- self.walking = False
- self.jumping = False
- self.current_frame = 0
- self.last_update = 0
- self.load_images()
- self.image = self.standing_frames[0]
- self.rect = self.image.get_rect()
- self.rect.center = (40, HEIGHT - 100)
- self.pos = vec(40, HEIGHT - 100)
- self.vel = vec(0, 0)
- self.acc = vec(0, 0)
- def load_images(self):
- self.standing_frames = [self.game.spritesheet.get_image(614, 1063, 120, 191),
- self.game.spritesheet.get_image(690, 406, 120, 201)]
- for frame in self.standing_frames:
- frame.set_colorkey(BLACK)
- self.walk_frames_r = [self.game.spritesheet.get_image(678, 860, 120, 201),
- self.game.spritesheet.get_image(692, 1458, 120, 207)]
- self.walk_frames_l = []
- for frame in self.walk_frames_r:
- frame.set_colorkey(BLACK)
- self.walk_frames_l.append(pg.transform.flip(frame, True, False))
- self.jump_frame = self.game.spritesheet.get_image(382, 763, 150, 181)
- self.jump_frame.set_colorkey(BLACK)
- def jump_cut(self):
- if self.jumping:
- if self.vel.y < -3:
- self.vel.y = -3
- def jump(self):
- # jump only if standing on a platform
- self.rect.y += 2
- hits = pg.sprite.spritecollide(self, self.game.platforms, False)
- self.rect.y -= 2
- if hits and not self.jumping:
- self.game.jump_sound.play()
- self.jumping = True
- self.vel.y = -PLAYER_JUMP
- def update(self):
- self.animate()
- self.acc = vec(0, PLAYER_GRAV)
- keys = pg.key.get_pressed()
- if keys[pg.K_LEFT]:
- self.acc.x = -PLAYER_ACC
- if keys[pg.K_RIGHT]:
- self.acc.x = PLAYER_ACC
- # apply friction
- self.acc.x += self.vel.x * PLAYER_FRICTION
- # equations of motion
- self.vel += self.acc
- if abs(self.vel.x) < 0.1:
- self.vel.x = 0
- self.pos += self.vel + 0.5 * self.acc
- # wrap around the sides of the screen
- if self.pos.x > WIDTH + self.rect.width / 2:
- self.pos.x = 0 - self.rect.width / 2
- if self.pos.x < 0 - self.rect.width / 2:
- self.pos.x = WIDTH + self.rect.width / 2
- self.rect.midbottom = self.pos
- def animate(self):
- now = pg.time.get_ticks()
- if self.vel.x != 0:
- self.walking = True
- else:
- self.walking = False
- # show walk animation
- if self.walking:
- if now - self.last_update > 180:
- self.last_update = now
- self.current_frame = (self.current_frame + 1) % len(self.walk_frames_l)
- bottom = self.rect.bottom
- if self.vel.x > 0:
- self.image = self.walk_frames_r[self.current_frame]
- else:
- self.image = self.walk_frames_l[self.current_frame]
- self.rect = self.image.get_rect()
- self.rect.bottom = bottom
- # show idle animation
- if not self.jumping and not self.walking:
- if now - self.last_update > 350:
- self.last_update = now
- self.current_frame = (self.current_frame + 1) % len(self.standing_frames)
- bottom = self.rect.bottom
- self.image = self.standing_frames[self.current_frame]
- self.rect = self.image.get_rect()
- self.rect.bottom = bottom
- class Platform(pg.sprite.Sprite):
- def __init__(self, game, x, y):
- self.groups = game.all_sprites, game.platforms
- pg.sprite.Sprite.__init__(self, self.groups)
- self.game = game
- images = [self.game.spritesheet.get_image(0, 288, 380, 94),
- self.game.spritesheet.get_image(213, 1662, 201, 100)]
- self.image = choice(images)
- self.image.set_colorkey(BLACK)
- self.rect = self.image.get_rect()
- self.rect.x = x
- self.rect.y = y
- if randrange(100) < POW_SPAWN_PCT:
- Pow(self.game, self)
- class Pow(pg.sprite.Sprite):
- def __init__(self, game, plat):
- self.groups = game.all_sprites, game.powerups
- pg.sprite.Sprite.__init__(self, self.groups)
- self.game = game
- self.plat = plat
- self.type = choice(['boost'])
- self.image = self.game.spritesheet.get_image(820, 1805, 71, 70)
- self.image.set_colorkey(BLACK)
- self.rect = self.image.get_rect()
- self.rect.centerx = self.plat.rect.centerx
- self.rect.bottom = self.plat.rect.top - 5
- def update(self):
- self.rect.bottom = self.plat.rect.top - 5
- if not self.game.platforms.has(self.plat):
- self.kill()
- g = Game()
- g.show_start_screen()
- while g.running:
- g.new()
- g.show_go_screen()
- pg.quit()
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement