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game.py
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game.py
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import pygame
import random
import time
#color wheel
colors = {'black': (0,0,0), 'white': (255,255,255), 'blue': (0,102,255), 'green': (0,204,0), 'red': (204,0,0), 'hotpink': (255,96,96), 'lightgreen': (96,255,96)}
paused = False
class Settings():
def __init__(self):
self.dispW = 800
self.dispH = 500
self.bgc = colors['white']
class Ninja():
def __init__(self):
self.Width = 26
self.Height = 26
self.idle = pygame.image.load('./idle1.png')
class Rain():
def __init__(self):
self.X = random.randrange(30, sts.dispW)
self.Y = -(random.randint(200,600))
self.Width = 3
self.Height = 5
self.Speed = random.randint(2,7)
self.color = colors['blue']
def intro(d,w):
font = pygame.font.SysFont('candara.ttf', 50)
text = font.render('Welcome to 64-bit Ninja',True, colors['black'])
textRect = text.get_rect(center=(sts.dispW/2, sts.dispH/2-100))
exitIntro = False
while exitIntro is False:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
gameLoop(d, w)
#elif event.key == pygame.k_
# gameLoop(d)
fillscr(disp)
dead(d)
won(w)
disp.blit(text, textRect)
instruction()
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if 200 < mouse[0] < 300 and 250 < mouse[1] < 300:
pygame.draw.rect(disp, colors['lightgreen'], (sts.dispW/2-200, sts.dispH/2, 100, 50))
if click[0] == 1:
gameLoop(d,w)
else:
pygame.draw.rect(disp, colors['green'], (sts.dispW/2-200, sts.dispH/2, 100, 50))
if 500 < mouse[0] < 600 and 250 < mouse[1] < 300:
pygame.draw.rect(disp, colors['hotpink'], (sts.dispW/2+100, sts.dispH/2, 100, 50))
if click[0] == 1:
pygame.quit()
quit()
else:
pygame.draw.rect(disp, colors['red'], (sts.dispW/2+100, sts.dispH/2, 100, 50))
buttonText('Play', 'Quit')
pygame.display.update()
def pause(d,w):
fillscr(disp)
global paused
font = pygame.font.SysFont('candara.ttf', 50)
text = font.render('Paused',True, colors['black'])
textRect = text.get_rect(center=(sts.dispW/2, sts.dispH/2-100))
while paused is True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
paused = False
disp.blit(text, textRect)
dead(d)
won(w)
instruction()
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if 200 < mouse[0] < 300 and 250 < mouse[1] < 300:
pygame.draw.rect(disp, colors['lightgreen'], (sts.dispW/2-200, sts.dispH/2, 100, 50))
if click[0] == 1:
paused = False
else:
pygame.draw.rect(disp, colors['green'], (sts.dispW/2-200, sts.dispH/2, 100, 50))
if 500 < mouse[0] < 600 and 250 < mouse[1] < 300:
pygame.draw.rect(disp, colors['hotpink'], (sts.dispW/2+100, sts.dispH/2, 100, 50))
if click[0] == 1:
pygame.quit()
quit()
else:
pygame.draw.rect(disp, colors['red'], (sts.dispW/2+100, sts.dispH/2, 100, 50))
buttonText('Continue', 'Quit')
pygame.display.update()
def buttonText(text1, text2):
font = pygame.font.SysFont('candara.ttf', 25)
text1 = font.render(text1, True, colors['white'])
text2 = font.render(text2, True, colors['white'])
textRect1 = text1.get_rect(center=(sts.dispW/2-150, sts.dispH/2+25))
textRect2 = text2.get_rect(center=(sts.dispW/2+150, sts.dispH/2+25))
disp.blit(text1, textRect1)
disp.blit(text2, textRect2)
def instruction():
font = pygame.font.SysFont('candara.ttf', 25)
text1 = font.render('Move: Arrow Keys', True, colors['black'])
text2 = font.render('Pause: Space Bar', True, colors['black'])
text3 = font.render('Goal: Reach Right Side Of Screen', True, colors['black'])
textRect1 = text1.get_rect(center=(sts.dispW/2-150, sts.dispH/2+100))
textRect2 = text2.get_rect(center=(sts.dispW/2+150, sts.dispH/2+100))
textRect3 = text3.get_rect(center=(sts.dispW/2, sts.dispH/2+150))
disp.blit(text1, textRect1)
disp.blit(text2, textRect2)
disp.blit(text3, textRect3)
def njdisplay(tp):
disp.blit(ninja1.idle, (tp))
def fillscr(disp):
disp.fill(sts.bgc)
pygame.draw.rect(disp, colors['green'], (0,475,sts.dispW,200))
def dispMessage(text):
font = pygame.font.SysFont('candara.ttf', 50)
text = font.render(text, True, colors['black'])
textRect = text.get_rect(center=(sts.dispW/2, sts.dispH/2-100))
disp.blit(text, textRect)
pygame.display.update()
time.sleep(2)
def dead(num):
font = pygame.font.SysFont('candara.ttf', 25)
text = font.render('Deaths:' + str(num), True, colors['black'])
disp.blit(text, (sts.dispW-100,0))
def won(num):
font = pygame.font.SysFont('candara.ttf', 25)
text = font.render('Wins:' + str(num), True, colors['black'])
disp.blit(text, (sts.dispW-180,0))
def startRain(rainX, rainY, rainW, rainH, color):
pygame.draw.rect(disp, color, [rainX, rainY, rainW, rainH])
def dodged(count):
font = pygame.font.SysFont('candara.ttf', 25)
text = font.render('Dodged: ' + str(count), True, colors['black'])
disp.blit(text, (0,0))
def collision(ax, ay, aw, ah, bx, by, bw, bh):
return (ax < bx+bw and ay < by+bh and bx < ax+aw and by < ay+ah)
def crash(theRain, died, w):
dispMessage('You Lost')
for rain in theRain:
rain.Y = -(random.randint(300,600))
intro(died, w)
#game loop
def gameLoop(d,w):
global paused
exitLoop = False
ninjaX = (sts.dispW * 0.01)
ninjaY = (sts.dispH * 0.9)
move = 0
rainDodged = 0
while exitLoop is False:
fillscr(disp)
#keys logic
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
move = 4
elif event.key == pygame.K_LEFT:
move = -4
elif event.key == pygame.K_SPACE:
paused = True
pause(d, w)
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
move = 0
#move / if sprite hits right edge of screen -> win & exit / update rain pos
ninjaX += move
for rain in rains:
rain.Y += rain.Speed
#display
for rain in rains:
startRain(rain.X, rain.Y, rain.Width, rain.Height, rain.color)
njdisplay((ninjaX, ninjaY))
dodged(rainDodged)
dead(d)
won(w)
#logic
if ninjaX > (sts.dispW):
dispMessage('You Win')
won(w+1)
for rain in rains:
rain.Y = -(random.randint(300,600))
intro(d, w+1)
for rain in rains:
if rain.Y >= (sts.dispH-25):
rain.Y = -(random.randint(200,600))
rain.X = random.randrange(30, sts.dispW)
rainDodged += 1
if len(rains)<100 and rainDodged>=100:
rains.append(Rain())
for rain in rains:
if collision(ninjaX, ninjaY, ninja1.Width, ninja1.Height, rain.X, rain.Y, rain.Width, rain.Height):
dead(d+1)
crash(rains, (d+1), w)
#update screen
pygame.display.update()
clock.tick(60)
#init
pygame.init()
sts = Settings()
ninja1 = Ninja()
rains = [Rain() for i in range(80)]
pygame.display.set_caption('64-bit Ninja')
gameIcon = pygame.image.load('./icon.png')
pygame.display.set_icon(gameIcon)
disp = pygame.display.set_mode((sts.dispW, sts.dispH))
clock = pygame.time.Clock()
#run / quit
intro(0,0)
pygame.quit()
quit()