|
| 1 | +import pygame |
| 2 | +import os |
| 3 | +import random |
| 4 | + |
| 5 | +# Init and Create Window (win) |
| 6 | +pygame.init() |
| 7 | +win_height = 400 |
| 8 | +win_width = 800 |
| 9 | +win = pygame.display.set_mode((win_width, win_height)) |
| 10 | + |
| 11 | +# Load and Size Images |
| 12 | +# Hero (Player) |
| 13 | +left = [pygame.image.load(os.path.join("Hero", "L1.png")), |
| 14 | + pygame.image.load(os.path.join("Hero", "L2.png")), |
| 15 | + pygame.image.load(os.path.join("Hero", "L3.png")), |
| 16 | + pygame.image.load(os.path.join("Hero", "L4.png")), |
| 17 | + pygame.image.load(os.path.join("Hero", "L5.png")), |
| 18 | + pygame.image.load(os.path.join("Hero", "L6.png")), |
| 19 | + pygame.image.load(os.path.join("Hero", "L7.png")), |
| 20 | + pygame.image.load(os.path.join("Hero", "L8.png")), |
| 21 | + pygame.image.load(os.path.join("Hero", "L9.png")) |
| 22 | + ] |
| 23 | +right =[pygame.image.load(os.path.join("Hero", "R1.png")), |
| 24 | + pygame.image.load(os.path.join("Hero", "R2.png")), |
| 25 | + pygame.image.load(os.path.join("Hero", "R3.png")), |
| 26 | + pygame.image.load(os.path.join("Hero", "R4.png")), |
| 27 | + pygame.image.load(os.path.join("Hero", "R5.png")), |
| 28 | + pygame.image.load(os.path.join("Hero", "R6.png")), |
| 29 | + pygame.image.load(os.path.join("Hero", "R7.png")), |
| 30 | + pygame.image.load(os.path.join("Hero", "R8.png")), |
| 31 | + pygame.image.load(os.path.join("Hero", "R9.png")) |
| 32 | + ] |
| 33 | +# Enemy |
| 34 | +left_enemy = [pygame.image.load(os.path.join("Enemy", "L1E.png")), |
| 35 | + pygame.image.load(os.path.join("Enemy", "L2E.png")), |
| 36 | + pygame.image.load(os.path.join("Enemy", "L3E.png")), |
| 37 | + pygame.image.load(os.path.join("Enemy", "L4E.png")), |
| 38 | + pygame.image.load(os.path.join("Enemy", "L5E.png")), |
| 39 | + pygame.image.load(os.path.join("Enemy", "L6E.png")), |
| 40 | + pygame.image.load(os.path.join("Enemy", "L7E.png")), |
| 41 | + pygame.image.load(os.path.join("Enemy", "L8E.png")), |
| 42 | + pygame.image.load(os.path.join("Enemy", "L9P.png")), |
| 43 | + pygame.image.load(os.path.join("Enemy", "L10P.png")), |
| 44 | + pygame.image.load(os.path.join("Enemy", "L11P.png")) |
| 45 | + ] |
| 46 | +right_enemy = [pygame.image.load(os.path.join("Enemy", "R1E.png")), |
| 47 | + pygame.image.load(os.path.join("Enemy", "R2E.png")), |
| 48 | + pygame.image.load(os.path.join("Enemy", "R3E.png")), |
| 49 | + pygame.image.load(os.path.join("Enemy", "R4E.png")), |
| 50 | + pygame.image.load(os.path.join("Enemy", "R5E.png")), |
| 51 | + pygame.image.load(os.path.join("Enemy", "R6E.png")), |
| 52 | + pygame.image.load(os.path.join("Enemy", "R7E.png")), |
| 53 | + pygame.image.load(os.path.join("Enemy", "R8E.png")), |
| 54 | + pygame.image.load(os.path.join("Enemy", "R9P.png")), |
| 55 | + pygame.image.load(os.path.join("Enemy", "R10P.png")), |
| 56 | + pygame.image.load(os.path.join("Enemy", "R11P.png")) |
| 57 | + ] |
| 58 | +# Bullet |
| 59 | +bullet_img = pygame.transform.scale(pygame.image.load(os.path.join("Bullets", "bullet.png")), (10, 10)) |
| 60 | +# Background |
| 61 | +background = pygame.transform.scale(pygame.image.load('desert_BG.png'), (win_width, win_height)) |
| 62 | + |
| 63 | + |
| 64 | +class Hero: |
| 65 | + def __init__(self, x, y): |
| 66 | + # Walk |
| 67 | + self.x = x |
| 68 | + self.y = y |
| 69 | + self.velx = 10 |
| 70 | + self.vely = 10 |
| 71 | + self.face_right = True |
| 72 | + self.face_left = False |
| 73 | + self.stepIndex = 0 |
| 74 | + # Jump |
| 75 | + self.jump = False |
| 76 | + # Bullet |
| 77 | + self.bullets = [] |
| 78 | + self.cool_down_count = 0 |
| 79 | + # Health |
| 80 | + self.hitbox = (self.x, self.y, 64, 64) |
| 81 | + |
| 82 | + def move_hero(self, userInput): |
| 83 | + if userInput[pygame.K_RIGHT] and self.x <= win_width - 62: |
| 84 | + self.x += self.velx |
| 85 | + self.face_right = True |
| 86 | + self.face_left = False |
| 87 | + elif userInput[pygame.K_LEFT] and self.x >= 0: |
| 88 | + self.x -= self.velx |
| 89 | + self.face_right = False |
| 90 | + self.face_left = True |
| 91 | + else: |
| 92 | + self.stepIndex = 0 |
| 93 | + |
| 94 | + def draw(self, win): |
| 95 | + self.hitbox = (self.x + 15, self.y + 15, 30, 40) |
| 96 | + pygame.draw.rect(win, (0,0,0), self.hitbox, 1) |
| 97 | + if self.stepIndex >= 9: |
| 98 | + self.stepIndex = 0 |
| 99 | + if self.face_left: |
| 100 | + win.blit(left[self.stepIndex], (self.x, self.y)) |
| 101 | + self.stepIndex += 1 |
| 102 | + if self.face_right: |
| 103 | + win.blit(right[self.stepIndex], (self.x, self.y)) |
| 104 | + self.stepIndex += 1 |
| 105 | + |
| 106 | + def jump_motion(self, userInput): |
| 107 | + if userInput[pygame.K_SPACE] and self.jump is False: |
| 108 | + self.jump = True |
| 109 | + if self.jump: |
| 110 | + self.y -= self.vely*4 |
| 111 | + self.vely -= 1 |
| 112 | + if self.vely < -10: |
| 113 | + self.jump = False |
| 114 | + self.vely = 10 |
| 115 | + |
| 116 | + def direction(self): |
| 117 | + if self.face_right: |
| 118 | + return 1 |
| 119 | + if self.face_left: |
| 120 | + return -1 |
| 121 | + |
| 122 | + def cooldown(self): |
| 123 | + if self.cool_down_count >= 20: |
| 124 | + self.cool_down_count = 0 |
| 125 | + elif self.cool_down_count > 0: |
| 126 | + self.cool_down_count += 1 |
| 127 | + |
| 128 | + def shoot(self): |
| 129 | + self.cooldown() |
| 130 | + if (userInput[pygame.K_f] and self.cool_down_count == 0): |
| 131 | + bullet = Bullet(self.x, self.y, self.direction()) |
| 132 | + self.bullets.append(bullet) |
| 133 | + self.cool_down_count = 1 |
| 134 | + for bullet in self.bullets: |
| 135 | + bullet.move() |
| 136 | + if bullet.off_screen(): |
| 137 | + self.bullets.remove(bullet) |
| 138 | + |
| 139 | + |
| 140 | +class Bullet: |
| 141 | + def __init__(self, x, y, direction): |
| 142 | + self.x = x + 15 |
| 143 | + self.y = y + 25 |
| 144 | + self.direction = direction |
| 145 | + |
| 146 | + def draw_bullet(self): |
| 147 | + win.blit(bullet_img, (self.x, self.y)) |
| 148 | + |
| 149 | + def move(self): |
| 150 | + if self.direction == 1: |
| 151 | + self.x += 15 |
| 152 | + if self.direction == -1: |
| 153 | + self.x -= 15 |
| 154 | + |
| 155 | + def off_screen(self): |
| 156 | + return not(self.x >= 0 and self.x <= win_width) |
| 157 | + |
| 158 | + |
| 159 | +class Enemy: |
| 160 | + def __init__(self, x, y, direction): |
| 161 | + self.x = x |
| 162 | + self.y = y |
| 163 | + self.direction = direction |
| 164 | + self.stepIndex = 0 |
| 165 | + # Health |
| 166 | + self.hitbox = (self.x, self.y, 64, 64) |
| 167 | + |
| 168 | + def step(self): |
| 169 | + if self.stepIndex >= 33: |
| 170 | + self.stepIndex = 0 |
| 171 | + |
| 172 | + def draw(self, win): |
| 173 | + self.hitbox = (self.x + 15, self.y + 15, 30, 40) |
| 174 | + pygame.draw.rect(win, (0, 0, 0), self.hitbox, 1) |
| 175 | + self.step() |
| 176 | + if self.direction == left: |
| 177 | + win.blit(left_enemy[self.stepIndex//3], (self.x, self.y)) |
| 178 | + if self.direction == right: |
| 179 | + win.blit(right_enemy[self.stepIndex // 3], (self.x, self.y)) |
| 180 | + self.stepIndex += 1 |
| 181 | + |
| 182 | + def move(self): |
| 183 | + if self.direction == left: |
| 184 | + self.x -= 3 |
| 185 | + if self.direction == right: |
| 186 | + self.x += 3 |
| 187 | + |
| 188 | + def off_screen(self): |
| 189 | + return not(self.x >= -50 and self.x <= win_width + 50) |
| 190 | + |
| 191 | + |
| 192 | +# Draw Game |
| 193 | +def draw_game(): |
| 194 | + win.fill((0, 0, 0)) |
| 195 | + win.blit(background, (0,0)) |
| 196 | + player.draw(win) |
| 197 | + for bullet in player.bullets: |
| 198 | + bullet.draw_bullet() |
| 199 | + for enemy in enemies: |
| 200 | + enemy.draw(win) |
| 201 | + pygame.time.delay(30) |
| 202 | + pygame.display.update() |
| 203 | + |
| 204 | +# Instance of Hero-Class |
| 205 | +player = Hero(250, 290) |
| 206 | + |
| 207 | +# Instance of Enemy-Class |
| 208 | +enemies = [] |
| 209 | + |
| 210 | +# Mainloop |
| 211 | +run = True |
| 212 | +while run: |
| 213 | + |
| 214 | + # Quit Game |
| 215 | + for event in pygame.event.get(): |
| 216 | + if event.type == pygame.QUIT: |
| 217 | + run = False |
| 218 | + |
| 219 | + # Input |
| 220 | + userInput = pygame.key.get_pressed() |
| 221 | + |
| 222 | + # Shoot |
| 223 | + player.shoot() |
| 224 | + |
| 225 | + # Movement |
| 226 | + player.move_hero(userInput) |
| 227 | + player.jump_motion(userInput) |
| 228 | + |
| 229 | + # Enemy |
| 230 | + if len(enemies) == 0: |
| 231 | + rand_nr = random.randint(0,1) |
| 232 | + if rand_nr == 1: |
| 233 | + enemy = Enemy(750, 300, left) |
| 234 | + enemies.append(enemy) |
| 235 | + if rand_nr == 0: |
| 236 | + enemy = Enemy(50, 300, right) |
| 237 | + enemies.append(enemy) |
| 238 | + for enemy in enemies: |
| 239 | + enemy.move() |
| 240 | + if enemy.off_screen(): |
| 241 | + enemies.remove(enemy) |
| 242 | + |
| 243 | + # Draw Game in Window |
| 244 | + draw_game() |
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