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main.py
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main.py
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import pygame
import random
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
walk_1 = pygame.transform.scale(pygame.image.load(
'assets/art/emiyasprite.png').convert_alpha(), (30, 45))
walk_2 = pygame.transform.scale(pygame.image.load(
'assets/art/emiyasprite.png').convert_alpha(), (30, 45))
self.slide_l = pygame.transform.scale(pygame.image.load(
'assets/art/emiyasprite.png').convert_alpha(), (30, 45))
self.slide_r = pygame.transform.scale(pygame.image.load(
'assets/art/emiyasprite.png').convert_alpha(), (30, 45))
self.walk = [walk_1, walk_2]
self.index = 0
self.image = self.walk[self.index]
self.rect = self.image.get_rect(center=(width/2, height-100))
self.pull = 0
self.doublejump = False
self.blades = 0
self.currency = 0
self.score = 0
def reset(self):
self.rect = self.image.get_rect(center=(width/2, height-100))
self.pull = 0
self.doublejump = False
self.blades = 0
self.currency = 0
self.score = 0
def left(self):
if self.rect.centerx == width/2:
self.pull = -25
elif not self.doublejump:
jumpamount = -20-self.pull
if jumpamount > -5:
jumpamount = -5
elif jumpamount < -25:
if self.rect.centerx > width/2:
jumpamount -= self.pull
elif self.pull > 0 and self.pull/3 > -25:
jumpamount -= int(self.pull/3)
else:
jumpamount = -20
self.pull += jumpamount
self.doublejump = True
def right(self):
if self.rect.centerx == width/2:
self.pull = 25
elif not self.doublejump:
jumpamount = 20-self.pull
if jumpamount < 5:
jumpamount = 5
elif jumpamount > 25:
if self.rect.centerx < width/2:
jumpamount -= self.pull
elif self.pull < 0 and self.pull/3 < 25:
jumpamount -= int(self.pull/3)
else:
jumpamount = 20
self.pull += jumpamount
self.doublejump = True
def apply_move(self):
if self.rect.centerx > width/2 and self.pull > -30:
self.pull -= 1
elif self.rect.centerx < width/2 and self.pull < 30:
self.pull += 1
self.rect.centerx += self.pull
if self.rect.centerx <= (width/2+abs(self.pull)-1) and self.rect.centerx >= (width/2-abs(self.pull)+1):
self.pull = 0
self.rect.centerx = width/2
self.doublejump = False
def player_animation(self):
if self.pull > 0:
self.image = self.slide_r
elif self.pull < 0:
self.image = self.slide_l
else:
self.index += 0.1
if self.index >= len(self.walk):
self.index = 0
self.image = self.walk[int(self.index)]
def update(self):
self.apply_move()
self.player_animation()
class Obstacle(pygame.sprite.Sprite):
def __init__(self, type):
super().__init__()
if type == 'axe':
self.frames = [axe_1, axe_2]
self.animation_index = 0
self.image = self.frames[self.animation_index]
self.rect = self.image.get_rect(midtop=(random.randint(0, width), 0))
self.character = chr(random.choice(alphabet_keys)).upper()
self.character_img = lemonmilk_font.render(
self.character, False, (64, 64, 64))
self.character_rect = self.character_img.get_rect(
bottomright=(self.rect.x, self.rect.y))
def animation_state(self):
self.animation_index += 0.1
if self.animation_index >= len(self.frames):
self.animation_index = 0
self.image = self.frames[int(self.animation_index)]
def movement(self, player):
self.rect.y += 3 + int(level/2)
if self.rect.y < height-100:
if (player.sprite.rect.centerx-2-(level/2)) > self.rect.centerx:
self.rect.x += 2
self.rect.x += int(level/2)
elif (player.sprite.rect.centerx+2+(level/2)) < self.rect.centerx:
self.rect.x -= 2
self.rect.x -= int(level/2)
else:
self.rect.y += 2
if self.rect.y >= height:
self.kill()
self.character_img = lemonmilk_font.render(
self.character, False, (64, 64, 64))
self.character_rect = self.character_img.get_rect(
bottomright=(self.rect.x, self.rect.y))
def update(self):
self.animation_state()
self.movement(player)
pygame.draw.rect(screen, "#D37506", self.character_rect, border_radius=5)
pygame.draw.rect(screen, "#D37506", self.character_rect, 7, border_radius=5)
screen.blit(self.character_img, self.character_rect)
def kill(self):
pygame.sprite.Sprite.kill(self)
player.sprite.blades += 1
player.sprite.score += 1 + level
player.sprite.currency += 1 + level
def display_stats():
global level, counted, timed
timed = int(pygame.time.get_ticks()/1000) - start_time
if timed % 12 == 0 and timed != counted:
level += 1
counted = timed
time_surf = lemonmilk_font.render(
f"Time: {timed}", False, (64, 64, 64))
time_rect = time_surf.get_rect(bottomleft=(0, height))
score_surf = lemonmilk_font.render(
f"Score: {player.sprite.score}", False, (64, 64, 64))
score_rect = score_surf.get_rect(bottomleft=(0, height-50))
level_surf = lemonmilk_font.render(
f"Level: {level+1}", False, (64, 64, 64))
level_rect = level_surf.get_rect(bottomleft=(0, height-100))
pygame.draw.rect(screen, "#D37506", time_rect, border_radius=5)
pygame.draw.rect(screen, "#D37506", time_rect, 10, border_radius=5)
pygame.draw.rect(screen, "#D37506", score_rect, border_radius=5)
pygame.draw.rect(screen, "#D37506", score_rect, 10, border_radius=5)
pygame.draw.rect(screen, "#D37506", level_rect, border_radius=5)
pygame.draw.rect(screen, "#D37506", level_rect, 10, border_radius=5)
screen.blit(time_surf, time_rect)
screen.blit(score_surf, score_rect)
screen.blit(level_surf, level_rect)
def collision_sprite():
if pygame.sprite.spritecollide(player.sprite, obstacles, False):
obstacles.empty()
return False
return True
pygame.init()
screen = pygame.display.set_mode() # 100 px off all? toggle size?
width, height = pygame.display.get_surface().get_size()
pygame.display.set_caption("Fate/Stay Night: Unlimited Blade Works Game")
clock = pygame.time.Clock()
lemonmilk_font = pygame.font.Font('assets/LEMONMILK-Regular.otf', 30)
game_active = False
lastspawn = 0
level = 0
counted = 0
timed = 0
start_time = 0
start_ms = 0
delay_spawn = random.randint(800, 1000)
background = pygame.image.load(
'assets/art/ubw_background_sprite.jpg').convert()
background = pygame.transform.scale(background, (width, height))
game_name = lemonmilk_font.render('UBW RUN', False, (64, 64, 64))
game_rect = game_name.get_rect(center=(width/2, height/4))
game_message = lemonmilk_font.render(
'Press space to start!', False, (64, 64, 64))
game_message_rect = game_message.get_rect(center=(width/2, 3*height/4))
player_stand = pygame.image.load('assets/art/emiyasprite.png').convert_alpha()
player_stand_rect = player_stand.get_rect(center=(width/2, height/2))
axe_1 = pygame.transform.scale(pygame.image.load(
'assets/art/weapons/axe.png'), (50, 50)).convert_alpha()
axe_2 = pygame.transform.scale(pygame.image.load(
'assets/art/weapons/axe.png'), (50, 50)).convert_alpha()
alphabet_keys = [pygame.key.key_code(letter)
for letter in "abcdefghijklmnopqrstuvwxyz"]
player = pygame.sprite.GroupSingle()
player.add(Player())
obstacles = pygame.sprite.Group()
obstacle_chr_list = [pygame.key.key_code(
sprite.character) for sprite in obstacles]
soundcontrol = 0.25
bgm = pygame.mixer.Sound('assets/audio/ubw_bgm.wav')
bgm.set_volume(soundcontrol)
bgm.play(loops=-1)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
pygame.quit()
exit()
if game_active:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_LSHIFT:
player.sprite.left()
elif event.key == pygame.K_RIGHT or event.key == pygame.K_RSHIFT:
player.sprite.right()
elif event.key in obstacle_chr_list:
killindex = obstacle_chr_list.index(event.key)
obstacles.sprites()[killindex].kill()
obstacle_chr_list = [pygame.key.key_code(
sprite.character) for sprite in obstacles]
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and not game_active:
game_active = True
start_time = int(pygame.time.get_ticks() / 1000)
start_ms = pygame.time.get_ticks()
player.sprite.reset()
counted = 0
lastspawn = 0
level = 0
obstacle_chr_list.clear()
if game_active:
ms_timed = pygame.time.get_ticks() - start_ms
if ms_timed - delay_spawn + (level*50) >= lastspawn:
delay_spawn = random.randint(800, 1000)
obstacles.add(Obstacle('axe'))
lastspawn = ms_timed
delay_spawn = random.randint(800, 1000)
screen.blit(background, (0, 0))
display_stats()
obstacle_chr_list = [pygame.key.key_code(
sprite.character) for sprite in obstacles]
player.draw(screen)
player.update()
obstacles.draw(screen)
obstacles.update()
game_active = collision_sprite()
else:
# check if game is in menu or ended
screen.blit(background, (0, 0))
screen.blit(player_stand, player_stand_rect)
score_message = lemonmilk_font.render(
f"You survived for {timed} seconds, dodged {player.sprite.blades} blades, and had a final score of {player.sprite.score}!", False, (64, 64, 64))
score_message_rect = score_message.get_rect(
center=(width/2, 3*height/4))
screen.blit(game_name, game_rect)
if timed == 0:
screen.blit(game_message, game_message_rect)
else:
screen.blit(score_message, score_message_rect)
pygame.display.update()
clock.tick(60)