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from random import randrange |
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import pygame |
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__release__ = "04/05/2020" |
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__version__ = 2.0 |
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class Game: |
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def __init__(self): |
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pygame.init() |
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pygame.mixer.init() |
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self.clock = pygame.time.Clock() |
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self.screen = pygame.display.set_mode((1280, 720)) |
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pygame.display.set_icon(load("assets/images/icon.png")) |
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self.font = { |
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size: pygame.font.Font("assets/fonts/setbackt.ttf", size) |
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for size in (48, 64, 96, 128) |
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} |
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self.show_fps = True |
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self.player = Player() |
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self.run = True |
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self.pause = False |
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self.over = False |
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self.textures = { |
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"bg": load("assets/images/bg.png"), |
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"platform": load("assets/images/platform.png"), |
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"bullet": load("assets/images/bullet-bill.png") |
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} |
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self.events = { |
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pygame.K_ESCAPE: self.pause_screen, |
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pygame.K_SPACE: self.player.jump, |
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pygame.K_d: self.player.accelerate, |
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pygame.K_a: self.player.decelerate, |
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pygame.K_f: self.toggle_fps |
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} |
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self.platforms = [] |
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self.bullets = [] |
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self.backgrounds = [] |
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self.limit = 4000 |
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self.score = 0 |
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def setup(self): |
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pygame.mixer.music.load("assets/musics/music.mp3") |
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pygame.mixer.music.set_volume(0.4) |
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pygame.mixer.music.play() |
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self.platforms = [ |
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Platform(x, y) for x, y in ((280, 620), (960, 640), (1620, 660)) |
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] |
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self.bullets = [Bullet() for _ in range(3)] |
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self.player.reset() |
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self.backgrounds = [ScrollingBackground(1280), ScrollingBackground(0)] |
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self.over = False |
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self.limit = 4000 |
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self.score = 0 |
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def toggle_fps(self): |
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self.show_fps = not self.show_fps |
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def main(self): |
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self.setup() |
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while self.run: |
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self.screen.fill((121, 201, 249), ((0, 0), (1280, 360))) |
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self.screen.fill((127, 173, 113), ((0, 593), (1280, 720))) |
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for background in self.backgrounds: |
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background.update() |
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self.screen.blit( |
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self.textures["bg"], |
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(background.rect.x, 350), |
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(0, 0, 1280, 360) |
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) |
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for platform in self.platforms: |
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platform.check_hit_box() |
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platform.move() |
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self.screen.blit(self.textures["platform"], platform.rect) |
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self.player.move() |
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self.player.apply_gravity() |
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self.screen.blit(self.player.texture, self.player.rect) |
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for bullet in self.bullets: |
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bullet.move() |
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self.screen.blit(game.textures["bullet"], bullet.rect) |
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bullet.check_hit_box() |
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if len(self.bullets) < 3: |
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self.bullets.append(Bullet()) |
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pygame.draw.rect( |
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self.screen, (255, 255, 255), ((5, 5), (1270, 710)), 3 |
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) |
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for event in pygame.event.get(): |
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if event.type == pygame.KEYDOWN: |
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if event.key in self.events: |
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self.events[event.key]() |
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elif event.type == pygame.KEYUP: |
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if event.key == pygame.K_SPACE: |
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self.player.jump_available = True |
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elif event.key in [pygame.K_a, pygame.K_d]: |
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self.player.walk() |
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elif event.type == pygame.QUIT: |
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self.run = False |
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if self.over: |
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self.over_screen() |
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else: |
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pygame.display.set_caption( |
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f"Duck Jump 2 | score : {self.score}" |
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+ f"| {self.clock.get_fps()} " * self.show_fps |
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) |
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pygame.display.update() |
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self.score += int(self.player.ax) |
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self.clock.tick(100) |
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def pause_screen(self): |
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pygame.mixer.music.pause() |
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self.fade((0, 128, 255, 1), 64) |
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pygame.display.set_caption( |
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"Duck Jump 2 | score : %i | Paused" % self.score |
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) |
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self.screen.blit( |
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*get_text( |
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"Paused", |
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self.font[96], |
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(255, 255, 255), |
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(640, 300), |
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centered=True) |
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) |
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self.screen.blit( |
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*get_text( |
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"press escape to unpause", |
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self.font[48], |
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(255, 255, 255), |
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(640, 400), |
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centered=True |
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) |
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) |
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pygame.display.update() |
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self.pause = True |
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while self.pause: |
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event = pygame.event.wait() |
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if event.type == pygame.KEYDOWN: |
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if event.key == pygame.K_ESCAPE: |
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pygame.mixer.music.unpause() |
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pygame.event.clear() |
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self.pause = False |
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elif event.type == pygame.QUIT: |
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self.pause = False |
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self.run = False |
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def over_screen(self): |
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pygame.mixer.music.pause() |
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self.fade((255, 32, 32, 1), 128) |
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pygame.display.set_caption( |
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"Duck Jump 2 | score : %i | GameOver" % self.score |
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) |
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self.screen.blit( |
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*get_text( |
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"Game Over", |
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self.font[96], |
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(255, 255, 255), |
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(640, 300), |
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centered=True |
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) |
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) |
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self.screen.blit( |
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*get_text( |
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"press space to retry", |
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self.font[48], |
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(255, 255, 255), |
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(640, 400), |
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centered=True |
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) |
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) |
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pygame.display.update() |
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self.pause = True |
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while self.pause: |
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event = pygame.event.wait() |
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if event.type == pygame.KEYDOWN: |
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if event.key == pygame.K_SPACE: |
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game.setup() |
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self.pause = False |
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elif event.type == pygame.QUIT: |
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self.pause = False |
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self.run = False |
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def fade(self, c, iterations): |
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alpha_layer = pygame.Surface((1280, 720), pygame.SRCALPHA) |
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alpha_layer.fill(c) |
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for _ in range(iterations): |
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self.screen.blit(alpha_layer, (0, 0)) |
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pygame.draw.rect( |
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self.screen, (255, 255, 255), ((5, 5), (1270, 710)), 3 |
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) |
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for e in pygame.event.get(): |
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if e.type == pygame.QUIT: |
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break |
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pygame.display.update() |
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class Platform: |
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def __init__(self, x, y): |
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self.rect = game.textures["platform"].get_rect() |
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self.rect.x, self.rect.y = x, y |
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self.initial_y = self.rect.y |
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def move(self): |
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if self.rect.x < -500: |
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self.rect.x = max( |
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platform.rect.x for platform in game.platforms |
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) + randrange(600, 1000) |
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self.rect.y = randrange(400, 620) |
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self.initial_y = self.rect.y |
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else: |
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self.rect.x -= int(game.player.ax) |
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def check_hit_box(self): |
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if any( |
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[ |
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self.rect.collidepoint( |
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game.player.rect.x, game.player.rect.y + 68 |
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256
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), |
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self.rect.collidepoint( |
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game.player.rect.x + 50, game.player.rect.y + 68 |
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) |
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] |
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): |
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263
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game.player.rect.y = self.rect.y - 68 + 1 |
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game.player.jump_count = 1 |
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self.rect.x += randrange(0, 2) - 1 |
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self.rect.y += 2 |
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268
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elif self.rect.y > self.initial_y: |
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self.rect.y -= 1 |
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271
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if any( |
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[ |
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self.rect.collidepoint( |
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game.player.rect.x + 50, game.player.rect.y |
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), |
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276
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self.rect.collidepoint( |
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game.player.rect.x + 50, game.player.rect.y + 66 |
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278
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) |
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279
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] |
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280
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): |
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281
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game.player.rect.x = self.rect.x - 51 |
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if game.player.rect.x < 0: |
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game.over = True |
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285
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286
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class ScrollingBackground: |
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288
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def __init__(self, offset): |
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self.rect = game.textures["bg"].get_rect() |
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290
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self.rect.x = offset |
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292
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def update(self): |
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293
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self.rect.x = self.rect.x - 1 if self.rect.x > -1280 else 1280 |
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294
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295
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296
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class Bullet: |
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297
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298
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def __init__(self): |
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299
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self.rect = game.textures["bullet"].get_rect() |
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300
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self.rect.x, self.rect.y = randrange(1300, 3000), randrange(720) |
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302
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def move(self): |
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303
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if self.rect.x < -50: |
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304
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self.rect.x = randrange(1300, 3000) |
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305
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self.rect.y = randrange(100, 620) |
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306
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else: |
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307
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self.rect.x -= 2 * int(game.player.ax) |
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308
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309
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def check_hit_box(self): |
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310
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if self.rect.colliderect(game.player.rect): |
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311
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print(game.player.rect) |
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312
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game.over = True |
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313
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314
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315
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class Player: |
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316
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317
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def __init__(self): |
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318
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self.jump_sound = pygame.mixer.Sound("assets/sounds/jump.wav") |
|
319
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self.texture = load("assets/images/duck3.png") |
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320
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self.rect = self.texture.get_rect() |
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321
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self.rect.x, self.rect.y = 300, -100 |
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322
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323
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self.ax = 0 |
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324
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self.ay = 0 |
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325
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self.gravity = 0.1 |
|
326
|
|
|
self.max_speed_y = 8 |
|
327
|
|
|
self.max_speed_x = 10 |
|
328
|
|
|
self.jump_count = 2 |
|
329
|
|
|
self.currently_in_jump = False |
|
330
|
|
|
self.jump_available = True |
|
331
|
|
|
self.behavior = "walk" |
|
332
|
|
|
|
|
333
|
|
|
def reset(self): |
|
334
|
|
|
self.rect.x = 300 |
|
335
|
|
|
self.rect.y = -100 |
|
336
|
|
|
self.behavior = "walk" |
|
337
|
|
|
self.ax = 0 |
|
338
|
|
|
self.ay = 0 |
|
339
|
|
|
|
|
340
|
|
|
def move(self): |
|
341
|
|
|
if self.behavior == "walk": |
|
342
|
|
|
self.ax += 0.2 if self.ax < 4 else -0.2 |
|
343
|
|
|
|
|
344
|
|
|
elif self.behavior == "accelerate": |
|
345
|
|
|
self.ax = self.max_speed_x \ |
|
346
|
|
|
if self.ax > self.max_speed_x else self.ax + 0.6 |
|
347
|
|
|
|
|
348
|
|
|
else: |
|
349
|
|
|
self.ax = 1 if self.ax <= 1 else self.ax - 0.2 |
|
350
|
|
|
|
|
351
|
|
|
def jump(self): |
|
352
|
|
|
if self.jump_available and self.jump_count: |
|
353
|
|
|
self.jump_sound.play() |
|
354
|
|
|
self.ay = -self.max_speed_y |
|
355
|
|
|
self.jump_count -= 1 |
|
356
|
|
|
|
|
357
|
|
|
if not self.currently_in_jump: |
|
358
|
|
|
self.currently_in_jump = True |
|
359
|
|
|
|
|
360
|
|
|
self.jump_available = False |
|
361
|
|
|
|
|
362
|
|
|
def apply_gravity(self): |
|
363
|
|
|
|
|
364
|
|
|
self.ay += self.gravity |
|
365
|
|
|
if self.ay > self.max_speed_y: |
|
366
|
|
|
self.ay = self.max_speed_y |
|
367
|
|
|
|
|
368
|
|
|
elif self.ay < -self.max_speed_y: |
|
369
|
|
|
self.ay = -self.max_speed_y |
|
370
|
|
|
|
|
371
|
|
|
self.rect.y += int(self.ay) |
|
372
|
|
|
if self.rect.y < 0: |
|
373
|
|
|
self.rect.y = 0 |
|
374
|
|
|
|
|
375
|
|
|
elif self.rect.y > 720: |
|
376
|
|
|
game.over = True |
|
|
|
|
|
|
377
|
|
|
|
|
378
|
|
|
def accelerate(self): |
|
379
|
|
|
self.behavior = "accelerate" |
|
380
|
|
|
|
|
381
|
|
|
def decelerate(self): |
|
382
|
|
|
self.behavior = "decelerate" |
|
383
|
|
|
|
|
384
|
|
|
def walk(self): |
|
385
|
|
|
self.behavior = "walk" |
|
386
|
|
|
|
|
387
|
|
|
|
|
388
|
|
|
def load(path, alpha=True): |
|
389
|
|
|
return pygame.image.load(path).convert_alpha() \ |
|
390
|
|
|
if alpha else pygame.image.load(path).convert() |
|
391
|
|
|
|
|
392
|
|
|
|
|
393
|
|
|
def get_text(text, font, c, pos, centered=False): |
|
394
|
|
|
text = font.render(text, True, c, None) |
|
395
|
|
|
text_rect = text.get_rect() |
|
396
|
|
|
if centered: |
|
397
|
|
|
text_rect.center = pos |
|
398
|
|
|
else: |
|
399
|
|
|
text_rect.x, text_rect.y = pos |
|
400
|
|
|
return text, text_rect |
|
401
|
|
|
|
|
402
|
|
|
|
|
403
|
|
|
if __name__ == "__main__": |
|
404
|
|
|
game = Game() |
|
405
|
|
|
game.main() |
|
406
|
|
|
|