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theDargon.py
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#-*- coding:utf-8 -*-
import sys,time,random,math,pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self,target):
pygame.sprite.Sprite.__init__(self)
self.master_image=None
self.frame=0
self.old_frame=-1
self.frame_width=1
self.frame_height=1
self.first_frame=0
self.last_frame=0
self.columns=1
self.last_time=0
def _getX(self):
return self.rect.x
def _setX(self,value):
self.rect.x=value
X=property(_getX,_setX)
def _getY(self):
return self.rect.y
def _setY(self,value):
self.rect.y=value
Y=property(_getY,_setY)
def _getPos(self):
return self.rect.topleft
def _setPos(self,pos):
self.rect.topleft=pos
position=property(_getPos,_setPos)
def load(self,filename,width,height,columns):
self.master_image=pygame.image.load(filename).convert_alpha()
self.frame_width=width
self.frame_height=height
self.rect=Rect(0,0,width,height)
self.columns=columns
rect=self.master_image.get_rect()
self.last_frame=(rect.width//width)*(rect.height//height)-1
def update(self,current_time,rate=30):
if current_time>self.last_time+rate:
self.frame+=1
if self.frame>self.last_frame:
self.frame=self.first_frame
self.last_time=current_time
#build current frame only if it changed
if self.frame!=self.old_frame:
frameX=(self.frame%self.columns)*self.frame_width
frameY=(self.frame//self.columns)*self.frame_height
rect=Rect(frameX,frameY,self.frame_width,self.frame_height)
self.image=self.master_image.subsurface(rect)
self.old_frame=self.frame
def __str__(self):
return str(self.frame)+","+str(self.first_frame)+\
","+str(self.last_frame)+","+str(self.frame_width)+\
","+str(self.frame_height)+","+str(self.columns)+\
","+str(self.rect)
def print_text(font,x,y,text,color=(255,255,255)):
imgText=font.render(text,True,color)
screen.blit(imgText,(x,y))
def reset_arrow():
y=random.randint(250,350)
arrow.position=800,y
#main program begins
pygame.init()
screen=pygame.display.set_mode((800,600))
pygame.display.set_caption("Escape The Dragon Game")
font=pygame.font.Font(None,18)
framerate=pygame.time.Clock()
bg=pygame.image.load("background.png").convert_alpha()
#create a sprite group
group=pygame.sprite.Group()
#create the dragon sprite
dragon=MySprite(screen)
dragon.load("dragon.png",260,150,3)
dragon.position=100,220
group.add(dragon)
#create the player sprite
player=MySprite(screen)
player.load("caveman.png",50,64,8)
player.first_frame=1
player.last_frame=7
player.position=400,303
group.add(player)
#create the arrow sprite
arrow=MySprite(screen)
arrow.load("flame.png",40,16,1)
arrow.postition=800,320
group.add(arrow)
arrow_vel=8.0
game_over=False
you_win=False
player_jumping=False
jump_vel=0.0
player_start_y=player.Y
while True:
framerate.tick(30)
ticks=pygame.time.get_ticks()
for event in pygame.event.get():
if event.type==QUIT:
sys.exit()
keys=pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
elif keys[K_SPACE]:
if not player_jumping:
player_jumping=True
jump_vel=-10.0
#update the arrow
if not game_over:
arrow.X-=arrow_vel
if arrow.X<-40:
reset_arrow()
#did arrow hit player
if pygame.sprite.collide_rect(arrow,player):
reset_arrow()
player.X-=10
#did arrow hit dragon?
if pygame.sprite.collide_rect(arrow,dragon):
reset_arrow()
dragon.X-=10
#did dragon eat the player?
if pygame.sprite.collide_rect(player,dragon):
game_over=True
#did the dragon get defeated?
if dragon.X<-100:
you_win=True
game_over=True
#is the player jumping?
if player_jumping:
player.Y+=jump_vel
jump_vel+=0.5
if player.Y>player_start_y:
player_jumping=False
player.Y=player_start_y
jump_vel=0.0
#draw the background
screen.blit(bg,(0,0))
if not game_over:
group.update(ticks,1000)
#draw sprites
group.draw(screen)
print_text(font,350,560,"Press SPACE to jump!")
if game_over:
print_text(font,360,100,"G A M E O V E R")
if you_win:
print_text(font,330,130,"YOU BEAT THE DRAGON")
else:
print_text(font,330,130,"THE DRAGON GOT YOU!")
pygame.display.update()