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DinoGame.py
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# Dinosaur Game
# - based off the Google Chrome Offline Game
# Created By
# - Josh Blayone
# 12/29/2019
import os
import sys
import pygame
import random
from pygame import *
#### Variables ####
screen_size = (width, height) = (600*2, 150*2)
FPS = 60
gravity = 0.6
gamespeed = 5
ground_height = 50
black = (0, 0, 0)
white = (255, 255, 255)
background_colour = (235, 235, 235)
high_score = 0
current_path = os.path.dirname(__file__)
resource_path = os.path.join(current_path, 'resources')
#### PyGame Setup ####
pygame.init()
screen = pygame.display.set_mode(screen_size)
clock = pygame.time.Clock()
pygame.display.set_caption("Dino Run")
#### Defintions ####
def load_image(
name,
sizex=-1,
sizey=-1,
colorkey=None,
):
fullname = os.path.join(resource_path, name)
image = pygame.image.load(fullname)
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey, RLEACCEL)
if sizex != -1 or sizey != -1:
image = pygame.transform.scale(image, (sizex, sizey))
return (image, image.get_rect())
def load_sprite_sheet(
sheetname,
nx,
ny,
scalex = -1,
scaley = -1,
colorkey = None,
):
fullname = os.path.join(resource_path, sheetname)
sheet = pygame.image.load(fullname)
sheet = sheet.convert()
sheet_rect = sheet.get_rect()
sprites = []
sizex = sheet_rect.width/nx
sizey = sheet_rect.height/ny
for i in range(0,ny):
for j in range(0,nx):
rect = pygame.Rect((j*sizex,i*sizey,sizex,sizey))
image = pygame.Surface(rect.size)
image = image.convert()
image.blit(sheet,(0,0),rect)
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey,RLEACCEL)
if scalex != -1 or scaley != -1:
image = pygame.transform.scale(image,(scalex,scaley))
sprites.append(image)
sprite_rect = sprites[0].get_rect()
return sprites,sprite_rect
def disp_gameOver_msg(retbutton_image,gameover_image):
retbutton_rect = retbutton_image.get_rect()
retbutton_rect.centerx = width / 2
retbutton_rect.top = height*0.52
gameover_rect = gameover_image.get_rect()
gameover_rect.centerx = width / 2
gameover_rect.centery = height*0.35
screen.blit(retbutton_image, retbutton_rect)
screen.blit(gameover_image, gameover_rect)
def extractDigits(number):
if number > -1:
digits = []
i = 0
while(number/10 != 0):
digits.append(number%10)
number = int(number/10)
digits.append(number%10)
for i in range(len(digits),5):
digits.append(0)
digits.reverse()
return digits
#### Classes ####
class Dino():
def __init__(self, sizex=-1, sizey=-1):
self.images, self.rect = load_sprite_sheet('dino.png', 5, 1, sizex, sizey, -1)
self.images1, self.rect1 = load_sprite_sheet('dino_ducking.png', 2, 1, 59, sizey, -1)
self.groundX = height - ground_height
self.rect.bottom = self.groundX
self.rect.left = width/15
self.image = self.images[0]
self.posY = 0
self.velY = 0
self.score = 0
self.gravity = gravity
self.speed = gamespeed
self.sizeWidth, self.sizeHeight = (20, 40)
self.isJumping = False
self.startJump = False
self.index = 2
self.isDead = False
self.isDucking = False
self.counter = 0
self.movement = [0,0]
self.jumpSpeed = 11.5
self.stand_pos_width = self.rect.width
self.duck_pos_width = self.rect.width
def draw(self):
#draw.rect(screen, black, (50, (height-ground_height-self.sizeHeight)-self.posY, self.sizeWidth, self.sizeHeight), 0)
screen.blit(self.image, self.rect)
def jump(self):
if not self.isJumping:
if self.isDucking:
self.duck()
self.movement[1] = -1*self.jumpSpeed
self.startJump = True
self.isJumping = True
self.index = 0
def duck(self):
if not self.isJumping:
if self.isDucking:
self.isDucking = False
if(self.index == 0):
self.image = self.images[3]
else:
self.image = self.images[2]
else:
self.isDucking = True
if(self.index == 2):
self.image = self.images1[1]
else:
self.image = self.images1[0]
def update(self):
if not self.isDead:
self.updates()
def updates(self):
self.counter += 1
if(self.counter == 15):
if(not self.isJumping):
if(not self.isDucking):
self.image = self.images[3]
self.index = 3
else:
self.image = self.images1[1]
self.index = 1
if(self.counter >= 30):
if(not self.isJumping):
if(not self.isDucking):
self.image = self.images[2]
self.index = 2
else:
self.image = self.images1[0]
self.index = 0
self.counter = 0
if not self.isDucking:
self.rect.width = self.stand_pos_width
else:
self.rect.width = self.duck_pos_width
if self.isJumping:
self.movement[1] = self.movement[1] + self.gravity
if(self.isDead):
self.image = self.images[4]
self.index = 4
if(not self.isDead):
self.score += 1
self.move()
self.draw()
#self.debug()
def checkbounds(self):
if(self.rect.bottom >= self.groundX-1):
self.rect.bottom = self.groundX
self.movement = [0,0]
self.isJumping = False
self.startJumping = False
self.index = 3
def move(self):
if(self.isJumping == True and self.startJump == False):
self.checkbounds()
else:
self.startJump = False
self.rect = self.rect.move(self.movement)
def debug(self):
os.system('clear')
print("isJumping: " + str(self.isJumping))
print("GroundX: " + str(self.groundX))
print("rect.bottom: " + str(self.rect.bottom))
print("movement: " + str(self.movement))
class Cactus(pygame.sprite.Sprite):
def __init__(self, speed=5, sizex = -1, sizey = -1, type = 0):
pygame.sprite.Sprite.__init__(self,self.containers)
self.images, self.rects = load_sprite_sheet('cacti-small.png',3,1,sizex,sizey,-1)
self.images1, self.rects1 = load_sprite_sheet('cacti-big.png',3,1,sizex,sizey,-1)
self.groundX = height - ground_height
self.rects.bottom = self.groundX
self.rects1.bottom = self.groundX
self.speed = speed
self.rects.left = width + self.rects.width + self.speed
self.rects1.left = width + self.rects1.width + self.speed
self.rect = self.rects
self.posX = 0
self.type = type
if(type == 0):
if(random.randrange(0,1) == 1):
self.image = self.images1[random.randrange(0,3)]
self.rect = self.rects1
else:
self.image = self.images[random.randrange(0,3)]
self.rect = self.rects
# elif(type == 1):
# self.image = self.images[random.randrange(0,3)]
# self.rect = self.rects1
# else:
# self.image = self.images[random.randrange(0,3)]
# self.rect = self.rects
self.movement = [-1*self.speed,0]
def draw(self):
screen.blit(self.image,self.rect)
def update(self):
self.rect = self.rect.move(self.movement)
if self.rect.right < 0:
self.kill()
self.draw()
class Bird(pygame.sprite.Sprite):
def __init__(self, speed=5, sizex=-1,sizey=-1):
pygame.sprite.Sprite.__init__(self,self.containers)
self.images,self.rect = load_sprite_sheet('bird.png',2,1,sizex,sizey,-1)
self.bird_height = [height*0.82,height*0.75,height*0.65]
self.rect.centery = self.bird_height[random.randrange(0,3)]
self.rect.left = width + self.rect.width
self.image = self.images[0]
self.movement = [-1*speed,0]
self.index = 0
self.counter = 0
def draw(self):
screen.blit(self.image,self.rect)
def update(self):
if self.counter % 10 == 0:
self.index = (self.index+1)%2
self.image = self.images[self.index]
self.rect = self.rect.move(self.movement)
self.counter = (self.counter + 1)
if self.rect.right < 0:
self.kill()
self.draw()
class Scoreboard():
def __init__(self,x=-1,y=-1):
self.score = 0
self.tempimages,self.temprect = load_sprite_sheet('numbers.png',12,1,11,int(11*6/5),-1)
self.image = pygame.Surface((55,int(11*6/5)))
self.rect = self.image.get_rect()
if x == -1:
self.rect.left = width*0.89
else:
self.rect.left = x
if y == -1:
self.rect.top = height*0.1
else:
self.rect.top = y
def draw(self):
screen.blit(self.image,self.rect)
def update(self,score):
score_digits = extractDigits(score)
self.image.fill(background_colour)
for s in score_digits:
self.image.blit(self.tempimages[s],self.temprect)
self.temprect.left += self.temprect.width
self.temprect.left = 0
self.draw()
def main():
global high_score
gameOver = False
gameQuit = False
demo = False
counter = 0
dino = Dino(44, 47)
scb = Scoreboard()
cacti = pygame.sprite.Group()
birds = pygame.sprite.Group()
last_obstacle = pygame.sprite.Group()
Cactus.containers = cacti
Bird.containers = birds
retbutton_image, retbutton_rect = load_image('replay_button.png',35,31,-1)
gameover_image, gameover_rect = load_image('game_over.png',190,11,-1)
while not gameQuit:
while not gameOver:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameQuit = True
gameOver = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_w or event.key == pygame.K_UP:
dino.jump()
if event.key == pygame.K_s or event.key == pygame.K_DOWN:
dino.duck()
if event.key == pygame.K_ESCAPE:
gameQuit = True
gameOver = True
screen.fill(background_colour)
draw.lines(screen, black, False, [(0, height-ground_height), (width, height-ground_height)])
if not demo:
for c in cacti:
c.movement[0] = -1*gamespeed
if pygame.sprite.collide_mask(dino, c):
dino.isDead = True
for b in birds:
b.movement[0] = -1*gamespeed
if pygame.sprite.collide_mask(dino, b):
dino.isDead = True
if(len(cacti) < 2):
if(len(cacti) == 0):
last_obstacle.empty()
last_obstacle.add(Cactus(gamespeed, 40,40))
else:
for l in last_obstacle:
if(l.rect.right < width*0.7 and random.randrange(0,50) == 10):
last_obstacle.empty()
last_obstacle.add(Cactus(gamespeed, 40, 40))
if len(birds) == 0 and random.randrange(0, 20) == 10 and counter > 500:
for l in last_obstacle:
if l.rect.right < width*0.8:
last_obstacle.empty()
last_obstacle.add(Bird(gamespeed, 46, 40))
dino.update()
birds.update()
cacti.update()
scb.update(dino.score)
display.update()
clock.tick(FPS)
if dino.isDead:
gameOver = True
if(dino.score > high_score):
high_score = dino.score
counter = (counter + 1)
if gameQuit:
break
while gameOver:
for event in pygame.event.get():
if(event.type == pygame.QUIT):
gameQuit = True
gameOver = False
if(event.type == pygame.KEYDOWN):
if(event.key == pygame.K_ESCAPE):
gameQuit = True
gameOver = False
if(event.key == pygame.K_RETURN or event.key == pygame.K_SPACE):
gameOver = False
main()
disp_gameOver_msg(retbutton_image,gameover_image)
display.update()
clock.tick(FPS)
pygame.quit()
main()