-
Notifications
You must be signed in to change notification settings - Fork 0
/
16_adding_music.py
269 lines (200 loc) · 8.76 KB
/
16_adding_music.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
import pygame
from sys import exit
from random import randint, choice
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
player_walk_1 = pygame.image.load('graphics/player/player_walk_1.png').convert_alpha()
player_walk_2 = pygame.image.load('graphics/player/player_walk_2.png').convert_alpha()
self.player_walk = [player_walk_1, player_walk_2]
self.player_index = 0
self.player_jump = pygame.image.load('graphics/player/jump.png').convert_alpha()
self.image = self.player_walk[self.player_index]
self.rect = self.image.get_rect(midbottom = (80, 300))
self.gravity = 0
self.jump_sound = pygame.mixer.Sound('audio/jump.mp3')
self.jump_sound.set_volume(0.3)
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 300:
self.gravity = -20
self.jump_sound.play()
def apply_gravity(self):
self.gravity += 1
self.rect.y += self.gravity
if self.rect.bottom >= 300:
self.rect.bottom = 300
def animation_state(self):
if self.rect.bottom < 300:
self.image = self.player_jump
else:
self.player_index += 0.1
if self.player_index >= len(self.player_walk): self.player_index = 0
self.image = self.player_walk[int(self.player_index)]
def update(self):
self.player_input()
self.apply_gravity()
self.animation_state()
class Obstacle(pygame.sprite.Sprite):
def __init__(self, type):
super().__init__()
if type == 'fly':
fly_1 = pygame.image.load('graphics/fly/fly1.png').convert_alpha()
fly_2 = pygame.image.load('graphics/fly/fly2.png').convert_alpha()
self.frames = [fly_1, fly_2]
y_pos = 210
else:
snail_1 = pygame.image.load('graphics/snail/snail1.png').convert_alpha()
snail_2 = pygame.image.load('graphics/snail/snail2.png').convert_alpha()
self.frames = [snail_1, snail_2]
y_pos = 300
self.animation_index = 0
self.image = self.frames[self.animation_index]
self.rect = self.image.get_rect(midbottom = (randint(900, 1100), y_pos))
def animation_state(self):
self.animation_index += 0.1
if self.animation_index >= len(self.frames): self.animation_index = 0
self.image = self.frames[int(self.animation_index)]
def update(self):
self.animation_state()
self.rect.x -= 6
self.destroy()
def destroy(self):
if self.rect.x <= -100:
self.kill()
def display_score():
current_time = int(pygame.time.get_ticks() / 1000) - start_time
score_surf = test_font.render(f'Score: {current_time}', False, (64, 64, 64))
score_rect = score_surf.get_rect(center = (400, 50))
screen.blit(score_surf, score_rect)
return current_time
def obstacle_movement(obstacle_list):
if obstacle_list:
for obstacle_rect in obstacle_list:
obstacle_rect.x -= 5
if obstacle_rect.bottom == 300: screen.blit(snail_surf, obstacle_rect)
else: screen.blit(fly_surf, obstacle_rect)
obstacle_list = [obstacle for obstacle in obstacle_list if obstacle.x > -100]
return obstacle_list
else: return []
def collisions(player, obstacles):
if obstacles:
for obstacle_rect in obstacles:
if player.colliderect(obstacle_rect): return False
return True
def collision_sprite():
if pygame.sprite.spritecollide(player.sprite, obstacle_group, False):
obstacle_group.empty()
return False
else: return True
def player_animation():
global player_surf, player_index
if player_rect.bottom < 300:
player_surf = player_jump
else:
player_index += 0.1
if player_index >= len(player_walk): player_index = 0
player_surf = player_walk[int(player_index)]
# Variables
pygame.init()
screen = pygame.display.set_mode((800, 400))
pygame.display.set_caption('Runner')
clock = pygame.time.Clock()
test_font = pygame.font.Font('font/Pixeltype.ttf', 50)
game_active = False
start_time = 0
score = 0
bg_music = pygame.mixer.Sound('audio/music.wav')
bg_music.play(loops = -1) # Playing sound forever
# Groups
player = pygame.sprite.GroupSingle()
player.add(Player())
obstacle_group = pygame.sprite.Group()
sky_surface = pygame.image.load('graphics/Sky.png').convert()
ground_surface = pygame.image.load('graphics/ground.png').convert()
# Snail
snail_frame_1 = pygame.image.load('graphics/snail/snail1.png').convert_alpha()
snail_frame_2 = pygame.image.load('graphics/snail/snail2.png').convert_alpha()
snail_frames = [snail_frame_1, snail_frame_2]
snail_frame_index = 0
snail_surf = snail_frames[snail_frame_index]
# Fly
fly_frame_1 = pygame.image.load('graphics/fly/fly1.png').convert_alpha()
fly_frame_2 = pygame.image.load('graphics/fly/fly2.png').convert_alpha()
fly_frames = [fly_frame_1, fly_frame_2]
fly_frame_index = 0
fly_surf = fly_frames[fly_frame_index]
obstacle_rect_list = []
player_walk_1 = pygame.image.load('graphics/player/player_walk_1.png').convert_alpha()
player_walk_2 = pygame.image.load('graphics/player/player_walk_2.png').convert_alpha()
player_walk = [player_walk_1, player_walk_2]
player_index = 0
player_jump = pygame.image.load('graphics/player/jump.png').convert_alpha()
player_surf = player_walk[player_index]
player_rect = player_surf.get_rect(midbottom = (80, 300))
player_gravity = 0
# Intro screen
player_stand = pygame.image.load('graphics/player/player_stand.png').convert_alpha()
player_stand = pygame.transform.scale2x(player_stand) # Agrandar el player
player_stand_rect = player_stand.get_rect(center = (400, 200))
game_name = test_font.render('Pixel Runner', False, '#74D1B9')
game_name_rect = game_name.get_rect(center = (400, 80))
game_message = test_font.render('Press space to run', False, '#74D1B9')
game_message_rect = game_message.get_rect(center = (400, 340))
# Timer
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer, 1500)
snail_animation_timer = pygame.USEREVENT + 2
pygame.time.set_timer(snail_animation_timer, 500)
fly_animation_timer = pygame.USEREVENT + 3
pygame.time.set_timer(fly_animation_timer, 200)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_active:
if event.type == pygame.MOUSEBUTTONDOWN:
if player_rect.collidepoint(event.pos) and player_rect.bottom >= 300:
player_gravity = -20
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and player_rect.bottom >= 300:
player_gravity = -20
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
if game_active:
if event.type == obstacle_timer:
obstacle_group.add(Obstacle(choice(['fly', 'snail', 'snail', 'snail'])))
if event.type == snail_animation_timer:
if snail_frame_index == 0: snail_frame_index = 1
else: snail_frame_index = 0
snail_surf = snail_frames[snail_frame_index]
if event.type == fly_animation_timer:
if fly_frame_index == 0: fly_frame_index = 1
else: fly_frame_index = 0
fly_surf = fly_frames[fly_frame_index]
if game_active:
screen.blit(sky_surface, (0, 0))
screen.blit(ground_surface, (0, 300))
score = display_score()
player.draw(screen)
player.update()
obstacle_group.draw(screen)
obstacle_group.update()
# Collision
game_active = collision_sprite()
else:
screen.fill('#333333')
screen.blit(player_stand, player_stand_rect)
obstacle_rect_list.clear()
player_rect.midbottom = (80, 300)
player_gravity = 0
score_message = test_font.render(f'Your score: {score}', False, '#74D1B9')
score_message_rect = score_message.get_rect(center = (400, 330))
screen.blit(game_name, game_name_rect)
if score == 0: screen.blit(game_message, game_message_rect)
else: screen.blit(score_message, score_message_rect)
pygame.display.update()
clock.tick(60)