import pygame from pygame.locals import * import sys import random import time pygame.init() vec = pygame.math.Vector2 HEIGHT = 450 WIDTH = 400 ACC = 0.5 FRIC = -0.12 FPS = 60 FramePerSec = pygame.time.Clock() displaysurface = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Game") class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((30, 30)) self.surf.fill((128,255,40)) self.rect = self.surf.get_rect() self.pos = vec((10, 360)) self.vel = vec(0,0) self.acc = vec(0,0) self.jumping = False self.score = 0 ## def move(self): self.acc = vec(0,0.5) pressed_keys = pygame.key.get_pressed() if pressed_keys[K_LEFT]: self.acc.x = -ACC if pressed_keys[K_RIGHT]: self.acc.x = ACC self.acc.x += self.vel.x * FRIC self.vel += self.acc self.pos += self.vel + 0.5 * self.acc if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos def jump(self): hits = pygame.sprite.spritecollide(self, platforms, False) if hits and not self.jumping: self.jumping = True self.vel.y = -15 def cancel_jump(self): if self.jumping: if self.vel.y < -3: self.vel.y = -3 def update(self): hits = pygame.sprite.spritecollide(P1 , platforms, False) if P1.vel.y > 0: if hits: if self.pos.y < hits[0].rect.bottom: if hits[0].point == True: ## hits[0].point = False ## self.score += 1 ## self.pos.y = hits[0].rect.top + 1 self.vel.y = 0 self.jumping = False class platform(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((random.randint(50,100), 12)) self.surf.fill((0,255,0)) self.rect = self.surf.get_rect(center = (random.randint(0,WIDTH-10), random.randint(0, HEIGHT-30))) self.point = True ## self.speed = random.randint(-1, 1) self.moving = True def move(self): hits = self.rect.colliderect(P1.rect) # Check for collision between the current object's rectangle and another object's rectangle if self.moving == True: # Check if the object is currently moving self.rect.move_ip(self.speed,0) # Move the object horizontally by its speed # If there's a collision with another object (presumably named P1), adjust the position of P1 if hits: P1.pos += (self.speed, 0) # Wrap around the screen if the object moves beyond the screen boundaries if self.speed > 0 and self.rect.left > WIDTH: self.rect.right = 0 if self.speed < 0 and self.rect.right < 0: self.rect.left = WIDTH def check(platform, groupies): if pygame.sprite.spritecollideany(platform,groupies): return True else: for entity in groupies: if entity == platform: continue if (abs(platform.rect.top - entity.rect.bottom) < 50) and (abs(platform.rect.bottom - entity.rect.top) < 50): return True C = False def plat_gen(): while len(platforms) < 6 : width = random.randrange(50,100) p = platform() C = True while C: p = platform() p.rect.center = (random.randrange(0, WIDTH - width), random.randrange(-50, 0)) C = check(p, platforms) platforms.add(p) all_sprites.add(p) PT1 = platform() P1 = Player() PT1.surf = pygame.Surface((WIDTH, 20)) PT1.surf.fill((255,0,0)) PT1.rect = PT1.surf.get_rect(center = (WIDTH/2, HEIGHT - 10)) PT1.point = False ## PT1.moving = False ## all_sprites = pygame.sprite.Group() all_sprites.add(PT1) all_sprites.add(P1) platforms = pygame.sprite.Group() platforms.add(PT1) for x in range(random.randint(4,5)): C = True pl = platform() while C: pl = platform() C = check(pl, platforms) platforms.add(pl) all_sprites.add(pl) while True: P1.update() for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: P1.jump() if event.type == pygame.KEYUP: if event.key == pygame.K_SPACE: P1.cancel_jump() if P1.rect.top > HEIGHT: for entity in all_sprites: entity.kill() time.sleep(1) displaysurface.fill((255,0,0)) pygame.display.update() time.sleep(1) pygame.quit() sys.exit() if P1.rect.top <= HEIGHT / 3: P1.pos.y += abs(P1.vel.y) for plat in platforms: plat.rect.y += abs(P1.vel.y) if plat.rect.top >= HEIGHT: plat.kill() plat_gen() displaysurface.fill((0,0,0)) f = pygame.font.SysFont("Verdana", 20) ## g = f.render(str(P1.score), True, (123,255,0)) ## displaysurface.blit(g, (WIDTH/2, 10)) ## for entity in all_sprites: displaysurface.blit(entity.surf, entity.rect) entity.move() pygame.display.update() FramePerSec.tick(FPS)