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game.py
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import pygame, random, math, sys, time
from pygame.mixer import music
FPS_count = 0
make_it_harder = 200
WIDTH = 800
HEIGHT = 500
ORIGIN = (WIDTH//2,HEIGHT//5)
road_perc = 1
colour = 0
colours = 0
FPS = 60
WHITE = (255,255,255)
BLACK = (0,0,0)
RED = (255,0,0)
MIDGREEN = (0,143,17)
GRASSC = (36, 161, 14)
DARKGREEN = (0,59,0)
BLUE = (0,0,255)
YELLOW = (255,255,0)
GREY = (173,171,163)
last_collision = time.time()
PAUSED = False
Pause_delay = 0
pygame.init()
pygame.mixer.init()
pause_screen = pygame.image.load('pause-screen.png')
screen = pygame.display.set_mode((WIDTH,HEIGHT))
clock = pygame.time.Clock()
oil = pygame.image.load('oil_spill.png')
cone = pygame.image.load('traffic_cone_art.png')
car = pygame.image.load('car_game_thing.png')
car = pygame.transform.scale(car, (150, 105))
tree_1 = pygame.image.load('tree.png')
tree_2 = pygame.image.load('another_tree.png')
bg = pygame.image.load("background.png")
game_over_screen = pygame.image.load("game_over_screen.png")
pygame.transform.scale(tree_1, (50, 50))
pygame.transform.scale(tree_2, (50, 50))
pygame.mixer.music.load('racing_background_music.mp3')
pygame.mixer.music.play()
pygame.mixer.music.set_volume(0.2)
music_playing = True
lives = 5
tree_counter = 0
ded = False
start_playing_time = time.time()
score_printed = False
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((100,70))
self.image = car
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH//2
self.rect.centery = HEIGHT - 50
self.speedx = 0
self.speedy = 0
self.ticker = 0
def update(self):
speed = 10
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if (keystate[pygame.K_LEFT] or keystate[pygame.K_a]) and (self.rect.x > 95):
self.speedx = -speed
#if self.rect.x > (1 - road_perc) * WIDTH:
if keystate[pygame.K_d] and self.rect.x or keystate[pygame.K_RIGHT] and self.rect.x < WIDTH - 230:
self.speedx = speed
if keystate[pygame.K_q]:
pygame.display.quit()
pygame.quit()
sys.exit()
#if keystate[pygame.K_UP]:
#self.speedy = -speed
#self.ticker += 1 #NEW CODE
#if keystate[pygame.K_DOWN]:
#self.speedy = speed
#self.ticker += 1 #NEW CODE
self.rect.x += self.speedx
#HERE WE ARE GOING TO WRAP AROUND THE EDGES IF THE SPRITE
#GOES OFF THE SCREEN
#REMEMBER THAT X IS LEFT TO RIGHT AND Y IS UP AND DOWN
# if self.rect.x > WIDTH:
# self.rect.x = 0
# if self.rect.x < 0:
# self.rect.x = WIDTH
# self.rect.y += self.speedy
# if self.rect.y > HEIGHT:
# self.rect.y = 0
# if self.rect.y < 0:
# self.rect.y = HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10,10))
self.image = random.choice([oil,cone])
#self.image.fill(random.choice([MIDGREEN,DARKGREEN]))
self.rect = self.image.get_rect()
self.rect.centerx = ORIGIN[0]
self.rect.centery = ORIGIN[1]
self.speedx = 0
self.speedy = 0
self.heading = random.choice([60,75,90,105,120])####
def update(self):
speed = 10
self.speedx = speed*math.cos(math.radians(self.heading))
self.speedy = speed*math.sin(math.radians(self.heading))
self.rect.centery += self.speedy
self.rect.centerx += self.speedx
if self.rect.y > HEIGHT:
self.kill()
if self.rect.x > WIDTH:
self.kill()
class Road(pygame.sprite.Sprite):
def __init__(self):
self.width = 20 #50
self.height = 5
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((self.width,self.height))
#self.image = random.choice([oil,cone])
self.image.fill(GREY)
self.rect = self.image.get_rect()
self.rect.centerx = ORIGIN[0]
self.rect.centery = ORIGIN[1]
self.speedx = 0
self.speedy = 0
self.heading = 90
self.numrecs = (HEIGHT - ORIGIN[1])//self.height
self.upperright = (WIDTH + self.width)//2
self.targetright = (road_perc*WIDTH)
self.step = (self.targetright - self.upperright) // self.numrecs
self.increment = self.step * 2
#self.heading = random.choice([30,60,90,120,150])####
def update(self):
self.width += self.increment
self.image = pygame.Surface((self.width,30))
self.image.fill(GREY)
#self.speedx = WIDTH//2
self.rect.centerx -= self.step
self.speedy = self.height
self.rect.centery += self.speedy
#self.rect.centerx += self.speedx
if self.rect.y > HEIGHT:
self.kill()
if self.rect.x > WIDTH:
self.kill()
class Blue(pygame.sprite.Sprite):
def __init__(self):
global colour
self.width = 0
self.height = 5
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((self.width,self.height))
#self.image = random.choice([oil,cone])
self.rect = self.image.get_rect()
self.rect.centerx = ORIGIN[0]-25
self.rect.centery = ORIGIN[1]
self.speedx = 0
self.speedy = 0
self.heading = 90
self.numrecs = (HEIGHT - ORIGIN[1])//self.height
self.upperright = (WIDTH + self.width)//2
self.targetright = (road_perc*WIDTH)
self.step = (self.targetright - self.upperright) // self.numrecs
self.increment = self.step * 2.0
#self.heading = random.choice([30,60,90,120,150])####
self.spacing = 0
colour += 0.2
if int(colour)%2 == 0:
self.color = (BLUE)
else:
self.color = (WHITE)
def update(self):
self.width += self.increment
self.image = pygame.Surface((self.width+50,5+self.spacing))
self.image.fill(self.color)
#self.speedx = WIDTH//2
self.rect.centerx -= self.step
self.speedy = self.height
self.rect.centery += self.speedy
#self.rect.centerx += self.speedx
if self.rect.y > HEIGHT:
self.kill()
if self.rect.x > WIDTH:
self.kill()
class GAMEOVER(pygame.sprite.Sprite):
def __init__(self):
self.width = 800
self.height = 800
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(game_over_screen, (self.width, self.height))
self.rect = self.image.get_rect()
self.rect.centerx = ORIGIN[0]
self.rect.centery = ORIGIN[1]
self.speedx = 0
self.speedy = 0
self.heading = 90
def update(self):
pass
class TREE(pygame.sprite.Sprite):
def __init__(self):
self.width = 70
self.height = 70
pygame.sprite.Sprite.__init__(self)
self.type_of_tree = random.choice([tree_1,tree_2])
self.image = pygame.transform.scale(self.type_of_tree, (self.width, self.height))
self.rect = self.image.get_rect()
self.left_or_right = random.choice([-1,1])
if self.left_or_right == -1:
self.rect.centerx = 265
else:
self.rect.centerx = WIDTH - 300
self.rect.centery = ORIGIN[1]
self.speedx = 0
self.speedy = 0
self.heading = 90
def update(self):
self.rect.x += self.left_or_right * 3
self.rect.y += 3
self.width += 0.4
self.height += 0.4
self.image = pygame.transform.scale(self.type_of_tree, (self.width, self.height))
if self.rect.y > HEIGHT:
self.kill()
if self.rect.x > WIDTH:
self.kill()
all_sprites = pygame.sprite.Group()
last_time_volume_changed = time.time()
james = Player()
bob = Enemy()
game_over_ajkslagiskla = GAMEOVER()
all_sprites.add(james)
all_sprites.add(bob)
# all_sprites.add(game_over_ajkslagiskla)
road_sprites = pygame.sprite.Group()
running = True
def draw_score(LIVES):
steering_wheel = pygame.image.load('steering_wheel_thing.png')
steering_wheel = pygame.transform.scale(steering_wheel, (80, 80))
wheel = steering_wheel.get_rect()
OFFSET = 60
for i in range(LIVES):
wheel.centerx = WIDTH - OFFSET
wheel.centery = 40
screen.blit(steering_wheel, wheel)
OFFSET += 60
while running:
Pause_delay += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
clock.tick(FPS)
pygame.event.get()
blue = Blue()
roady = Road()
road_sprites.add(blue)
road_sprites.add(roady)
keystate = pygame.key.get_pressed()
if not ded:
tree_counter += 1
if keystate[pygame.K_p] and Pause_delay > 30 and not ded:
screen.blit(pause_screen, (0, 0))
PAUSED = not PAUSED
Pause_delay = 0
if pygame.sprite.collide_rect(james, bob) and time.time() - 1 > last_collision:
last_collision = time.time()
lives -= 1
# print("hi")
if lives <= 0:
ded = True
#make it harder part
FPS_count += 1
if FPS_count >= 3600:
FPS_count = 0
make_it_harder -= 5
if make_it_harder <= 15:
make_it_harder = 30
if random.randint(1, make_it_harder) == 15:
bob = Enemy()
all_sprites.add(bob)
all_sprites.remove(james)
all_sprites.add(james)
if tree_counter == 10:
tree_guy = TREE()
all_sprites.add(tree_guy)
tree_counter %= 10
if keystate[pygame.K_s]:
if music_playing:
pygame.mixer.music.pause()
music_playing = False
else:
pygame.mixer.music.unpause()
music_playing = True
if keystate[pygame.K_EQUALS] and time.time() - last_time_volume_changed > 0.2:
volume = pygame.mixer.music.get_volume() + 0.05
last_time_volume_changed = time.time()
if volume < 0:
volume = 0
if volume > 1:
volume = 1
pygame.mixer.music.set_volume(volume)
if keystate[pygame.K_MINUS] and time.time() - last_time_volume_changed > 0.2:
volume = pygame.mixer.music.get_volume() - 0.05
last_time_volume_changed = time.time()
if volume < 0:
volume = 0
if volume > 1:
volume = 1
pygame.mixer.music.set_volume(volume)
if not PAUSED:
road_sprites.update()
all_sprites.update()
screen.blit(bg,(0,0))
#screen.fill(GRASSC)
draw_score(lives)
road_sprites.draw(screen)
all_sprites.draw(screen)
pygame.display.flip()
if ded:
all_sprites.remove(game_over_ajkslagiskla)
all_sprites.add(game_over_ajkslagiskla)
all_sprites.remove(tree_guy)
end_playing = time.time()
if not score_printed:
print(end_playing - start_playing_time)
score_printed = True
if keystate[pygame.K_SPACE]:
ded = False
lives = 5
start_playing_time = time.time()
score_printed = False
pygame.mixer.music.rewind()
all_sprites.remove(game_over_ajkslagiskla)