|
| 1 | +import pygame |
| 2 | +from pygame.locals import * |
| 3 | +import os |
| 4 | +import sys |
| 5 | +import math |
| 6 | +import random |
| 7 | + |
| 8 | +pygame.init() |
| 9 | + |
| 10 | +W, H = 800, 447 |
| 11 | +win = pygame.display.set_mode((W, H)) |
| 12 | +pygame.display.set_caption('Side Scroller') |
| 13 | + |
| 14 | +# this is the scrolling background pics... |
| 15 | +bg = pygame.image.load(os.path.join('images', 'bg.png')).convert() |
| 16 | +bgX = 0 |
| 17 | +bgX2 = bg.get_width() |
| 18 | + |
| 19 | +clock = pygame.time.Clock() # provides the movement flow... |
| 20 | + |
| 21 | + |
| 22 | +""" |
| 23 | +----------------------------------------------------------------------------------------------------------------------- |
| 24 | + ** CLASSES BEGIN ** |
| 25 | +----------------------------------------------------------------------------------------------------------------------- |
| 26 | +""" |
| 27 | + |
| 28 | +# PLAYER CLASS |
| 29 | + |
| 30 | + |
| 31 | +class player(object): |
| 32 | + # corresponding images for such actions... |
| 33 | + run = [pygame.image.load(os.path.join('images', str(x) + '.png')) for x in range(8, 16)] |
| 34 | + jump = [pygame.image.load(os.path.join('images', str(x) + '.png')) for x in range(1, 8)] |
| 35 | + slide = [pygame.image.load(os.path.join('images', 'S1.png')), pygame.image.load(os.path.join('images', 'S2.png')), |
| 36 | + pygame.image.load(os.path.join('images', 'S2.png')), pygame.image.load(os.path.join('images', 'S2.png')), |
| 37 | + pygame.image.load(os.path.join('images', 'S2.png')), pygame.image.load(os.path.join('images', 'S2.png')), |
| 38 | + pygame.image.load(os.path.join('images', 'S2.png')), pygame.image.load(os.path.join('images', 'S2.png')), |
| 39 | + pygame.image.load(os.path.join('images', 'S3.png')), pygame.image.load(os.path.join('images', 'S4.png')), |
| 40 | + pygame.image.load(os.path.join('images', 'S5.png'))] |
| 41 | + # jumpList has to do with jumping up and down... |
| 42 | + jumpList = [1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, |
| 43 | + 4, 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, |
| 44 | + -1, -1, -1, -1, -2, -2, -2, -2, -2, -2, -2, -2, -2, -2, -2, -2, -3, -3, -3, -3, -3, -3, -3, -3, -3, -3, |
| 45 | + -3, -3, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4] |
| 46 | + |
| 47 | + def __init__(self, x, y, width, height): # constructor for the player... |
| 48 | + self.x = x |
| 49 | + self.y = y |
| 50 | + self.width = width |
| 51 | + self.height = height |
| 52 | + self.jumping = False |
| 53 | + self.sliding = False |
| 54 | + self.slideCount = 0 |
| 55 | + self.jumpCount = 0 |
| 56 | + self.runCount = 0 |
| 57 | + self.slideUp = False |
| 58 | + |
| 59 | + def draw(self, win): |
| 60 | + if self.jumping: |
| 61 | + self.y -= self.jumpList[self.jumpCount] * 1.2 # has to do with the 'jumping math' (jumping algorithm) |
| 62 | + win.blit(self.jump[self.jumpCount // 18], (self.x, self.y)) |
| 63 | + self.jumpCount += 1 |
| 64 | + if self.jumpCount > 108: |
| 65 | + self.jumpCount = 0 |
| 66 | + self.jumping = False |
| 67 | + self.runCount = 0 |
| 68 | + elif self.sliding or self.slideUp: |
| 69 | + if self.slideCount < 20: |
| 70 | + self.y += 1 |
| 71 | + elif self.slideCount == 80: |
| 72 | + self.y -= 19 |
| 73 | + self.sliding = False |
| 74 | + self.slideUp = True |
| 75 | + if self.slideCount >= 110: |
| 76 | + self.slideCount = 0 |
| 77 | + self.slideUp = False |
| 78 | + self.runCount = 0 |
| 79 | + win.blit(self.slide[self.slideCount // 10], (self.x, self.y)) |
| 80 | + self.slideCount += 1 |
| 81 | + |
| 82 | + else: |
| 83 | + if self.runCount > 42: |
| 84 | + self.runCount = 0 |
| 85 | + win.blit(self.run[self.runCount // 6], (self.x, self.y)) |
| 86 | + self.runCount += 1 |
| 87 | + |
| 88 | + |
| 89 | +# SAW CLASS |
| 90 | + |
| 91 | + |
| 92 | +class saw(object): |
| 93 | + img = [pygame.image.load(os.path.join('images', 'SAW0.png')),pygame.image.load(os.path.join('images', 'SAW1.png')),pygame.image.load(os.path.join('images', 'SAW2.png')),pygame.image.load(os.path.join('images', 'SAW3.png'))] |
| 94 | + |
| 95 | + def __init__(self, x, y, width, height): # constructor and/or initialization method for the saw object... |
| 96 | + self.x = x |
| 97 | + self.y = y |
| 98 | + self.width = width |
| 99 | + self.height = height |
| 100 | + self.hitbox = (x,y,width,height) # give the hitbox a rectangle format or shape... |
| 101 | + self.count = 0 |
| 102 | + |
| 103 | + def draw(self, win): # the math here moves the saw up and down |
| 104 | + self.hitbox = (self.x + 5, self.y + 5, self.width - 10, self.height) # THE BELOW MATH EXPLANATION: |
| 105 | + if self.count >= 8: # for every 2 frames, we'll draw 1 frame of the saw so that it doesn't spin too fast... |
| 106 | + self.count = 0 # used as the index number for the saw images... |
| 107 | + # scale down the image of the saw... |
| 108 | + win.blit(pygame.transform.scale(self.img[self.count//2], (64, 64)), (self.x, self.y)) # using integer division |
| 109 | + self.count += 1 |
| 110 | + pygame.draw.rect(win, (255,0,0), self.hitbox, 2) # draw a thick red hitbox... |
| 111 | + |
| 112 | + |
| 113 | +# SPIKE CLASS |
| 114 | + |
| 115 | + |
| 116 | +class spike(saw): # spike class inherits from saw class...so it will |
| 117 | + # have the same properties in the saw's constructor... |
| 118 | + |
| 119 | + img = pygame.image.load(os.path.join('images', 'spike.png')) |
| 120 | + |
| 121 | + def draw(self,win): |
| 122 | + self.hitbox = (self.x + 10, self.y, 28, 315) |
| 123 | + win.blit(self.img, (self.x, self.y)) |
| 124 | + pygame.draw.rect(win, (255,0,0),self.hitbox,2) |
| 125 | + |
| 126 | + |
| 127 | +""" |
| 128 | +----------------------------------------------------------------------------------------------------------------------- |
| 129 | + ** CLASSES END ** |
| 130 | +----------------------------------------------------------------------------------------------------------------------- |
| 131 | +""" |
| 132 | + |
| 133 | + |
| 134 | +""" |
| 135 | +----------------------------------------------------------------------------------------------------------------------- |
| 136 | + ** BEGIN MAIN LOOP ** |
| 137 | +----------------------------------------------------------------------------------------------------------------------- |
| 138 | +""" |
| 139 | + |
| 140 | +def redrawWindow(): |
| 141 | + win.blit(bg, (bgX,0)) # these draw the scrolling background |
| 142 | + win.blit(bg, (bgX2, 0)) |
| 143 | + runner.draw(win) # player object calling its draw function to draw himself... |
| 144 | + for x in objects: |
| 145 | + x.draw(win) |
| 146 | + # bigSpike.draw(win) # spike object calling its draw function to draw himself... |
| 147 | + # sawBlade.draw(win) # saw object calling its draw function to draw himself... |
| 148 | + pygame.display.update() |
| 149 | + |
| 150 | + |
| 151 | +# create a spike instance or object... |
| 152 | +# bigSpike = spike(300,0,48,320) |
| 153 | + |
| 154 | +# create a saw instance or object... |
| 155 | +# sawBlade = saw(300,300,64,64) |
| 156 | + |
| 157 | +# create a player instance or object... |
| 158 | +runner = player(200, 313, 64, 64) # x, y , and the sprite's dimensions: 64x64 |
| 159 | +pygame.time.set_timer(USEREVENT+1, 500) # every half second we're going to increase the speed by calling this event... |
| 160 | +pygame.time.set_timer(USEREVENT+2, random.randrange(3000, 5000)) # this event is for the obstacle objects timing |
| 161 | +speed = 30 # as to how frequently they appear... |
| 162 | +run = True |
| 163 | + |
| 164 | +objects = [] |
| 165 | + |
| 166 | +while run: |
| 167 | + redrawWindow() |
| 168 | + # code below gets rid of the obstacle objects once they're off the screen |
| 169 | + for objectt in objects: |
| 170 | + objectt.x -= 1.4 # decrementing the obstacle object's x |
| 171 | + if objectt.x < objectt.width * -1: # if obstacle's x is less than the obstacle's width, |
| 172 | + objects.pop(objects.index(objectt)) # this means the obstacle is off the screen so pop it off the list... |
| 173 | + # the obstacles will then be instantiated once again in the lower code segments within this while loop... |
| 174 | + bgX -= 1.4 |
| 175 | + bgX2 -= 1.4 |
| 176 | + # if bgX exceeds the negative x (negative width) value that means its off the screen (no longer visible |
| 177 | + if bgX < bg.get_width() * -1: |
| 178 | + bgX = bg.get_width() # so, then make bgX = the positive width() again... |
| 179 | + if bgX2 < bg.get_width() * -1: # bgX2 is directly behind bgX |
| 180 | + bgX2 = bg.get_width() |
| 181 | + |
| 182 | + for event in pygame.event.get(): |
| 183 | + if event.type == pygame.QUIT: |
| 184 | + run = False |
| 185 | + pygame.quit() |
| 186 | + quit() |
| 187 | + if event.type == USEREVENT+1: # what the timer actually does is, it triggers |
| 188 | + speed += 1 # the USEREVENT+1 to be true every 500 milli-seconds...(half a second) |
| 189 | + # so to check when this event is happening we have to do that within our event loop here... |
| 190 | + if event.type == USEREVENT+2: |
| 191 | + r = random.randrange(0,2) # the 2 is non-inclusive (randomly instantiate a saw or a spike) |
| 192 | + if r == 0: # code below draws the saw and the spike objects by calling their constructors... |
| 193 | + objects.append(saw(810,310,64,64)) # then it appends new obstacle into our list... |
| 194 | + else: # in this case r == 1 |
| 195 | + objects.append(spike(810,0,48,320)) # append new obstacle into our list... |
| 196 | + |
| 197 | + # access the computer keyboard keys... |
| 198 | + keys = pygame.key.get_pressed() |
| 199 | + |
| 200 | + if keys[pygame.K_SPACE] or keys[pygame.K_UP]: |
| 201 | + if not(runner.jumping): # boolean variable: jumping |
| 202 | + runner.jumping = True |
| 203 | + if keys[pygame.K_DOWN]: |
| 204 | + if not (runner.sliding): |
| 205 | + runner.sliding = True |
| 206 | + |
| 207 | + clock.tick(speed) # fps frames per second... |
| 208 | + |
| 209 | + """ |
| 210 | + ------------------------------------------------------------------------------- |
| 211 | + ** COMPLETED VIDEO #1 ** |
| 212 | + Pygame Side-Scroller Tutorial #1 - Scrolling Background/Character Movement |
| 213 | + https://www.youtube.com/watch?v=PjgLeP0G5Yw&t=139s |
| 214 | + |
| 215 | + ** COMPLETED VIDEO #2 ** |
| 216 | + Pygame Side-Scroller Tutorial #2 - Random Object Generation |
| 217 | + https://www.youtube.com/watch?v=fHlJNjRRXWY |
| 218 | + TIME STAMP: STOPPED VIDEO @ 16:52 / 19:20 - TIME: 10:52am 3/27/21 Saturday |
| 219 | + |
| 220 | + ** READY FOR VIDEO #3 ** |
| 221 | + Pygame Side-Scroller Tutorial #3 - Collision |
| 222 | + https://www.youtube.com/watch?v=qTw0lYqTQSU |
| 223 | + TIME STAMP: STOPPED VIDEO @ 00:00 / 00:00 - TIME: 00:00 / / |
| 224 | + ------------------------------------------------------------------------------- |
| 225 | + """ |
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