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Copy pathmain.py
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183 lines (165 loc) · 7.23 KB
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import pygame
import player
from ball import Ball
from lifebar import Lifebar
from square import Square
import random
class Main:
width, height = (750, 480)
running = False
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
ball = pygame.Rect(0, 0, 0, 0)
p = pygame.Rect(0, 0, 0, 0)
bar = pygame.Rect(0, 0, 0, 0)
sq = pygame.Rect(0, 0, 0, 0)
squares = pygame.Rect(0, 0, 0, 0)
score = 4
LevelIsGenerated = False
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((self.width, self.height))
pygame.display.set_caption("Py Game 1.0")
self.clock = pygame.time.Clock()
self.bar = Lifebar(self.width)
self.squares = self.creatLevel()
self.score = 4
def check_score(self):
if self.score <= 1:
self.pause_game("Game Over")
else:
self.score -= 1
self.bar.updateScore(self.score)
self.ball = Ball(self.screen, self.RED, random.randint(20, self.width-10), random.randint(20, self.height // 2), 15, (3, 3),self.check_score)
def pause_game(self,message):
# Pause the game
paused = True
# Font for the message
font = pygame.font.SysFont(None, 40)
text = font.render(message, True, self.BLACK)
text_rect = text.get_rect(center=(self.width//2, self.height//2 - 100))
# Create restart button
restart_button = pygame.Rect(self.width//2 - 78, self.height//2 + 50, 160, 50)
# Create quite button
quit_button = pygame.Rect(self.width//2 - 78, self.height//2 + 120, 160, 50)
while paused:
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if restart_button.collidepoint(mouse_pos):
paused = False
self.ball = Ball(self.screen, self.RED, random.randint(20, self.width-10), random.randint(20, self.height // 2), 15, (3, 3),self.check_score)
self.score = 4
self.squares = self.g
self.bar.updateScore(self.score)
if quit_button.collidepoint(mouse_pos):
pygame.display.quit()
pygame.quit()
if event.type == pygame.QUIT:
pygame.display.quit()
pygame.quit()
# Clear the screen
self.screen.fill(self.WHITE)
# Draw message and button
pygame.draw.rect(self.screen, self.BLACK, restart_button)
self.screen.blit(text, text_rect)
restart_text = font.render("RESTART", True, self.WHITE)
self.screen.blit(restart_text, (self.width//2 - 60, self.height//2 + 65))
pygame.draw.rect(self.screen, self.BLACK, quit_button)
quit_text = font.render("QUITER", True, self.WHITE)
self.screen.blit(quit_text, (self.width//2 - 50, self.height//2 + 135))
# Update the display
pygame.display.flip()
# Cap the frame rate
pygame.time.Clock().tick(60)
def setRuning(self,runing):
self.running = runing
def beforStart(self):
# Load images
image1 = pygame.image.load("assets/b_start_3.png")
image2 = pygame.image.load("assets/b_start_2.png")
image3 = pygame.image.load("assets/b_start_1.png")
pygame.mixer.music.load("assets/starting.mp3")
# Calculate positions to center images
center_x = self.width // 2
center_y = self.height // 2
image1_rect = image1.get_rect(center=(center_x, center_y))
self.screen.fill("grey")
# Display images
self.screen.blit(image1, image1_rect)
pygame.display.flip()
pygame.mixer.music.play()
pygame.time.wait(1000)
self.screen.blit(image2, image1_rect)
pygame.display.flip()
pygame.mixer.music.play()
pygame.time.wait(1000)
self.screen.blit(image3, image1_rect)
pygame.display.flip()
pygame.mixer.music.play()
pygame.time.wait(1000)
self.start()
def generateLevel(self):
for square in self.squares:
square.draw(self.screen)
#pygame.display.flip()
def creatLevel(self):
carwat_1 = [Square(60,20,30,30),Square(60,20,100,30),Square(60,20,170,30),Square(60,20,240,30),Square(60,20,310,30),Square(60,20,380,30),Square(60,20,450,30),Square(60,20,520,30),Square(60,20,590,30),Square(60,20,660,30)]
carwat_2 = [Square(60,20,10,10),Square(60,20,80,10),Square(60,20,150,10),Square(60,20,220,10)]
return carwat_1
def start(self):
self.__init__()
self.p = player.player(self.screen,60,20)
self.ball = Ball(self.screen, self.RED,random.randint(20, self.width-10), random.randint(20, self.height // 2), 15, (3, 3),self.check_score)
while self.running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
# Check for key presses
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.p.update(0,"left")
if keys[pygame.K_RIGHT]:
self.p.update(0,"right")
for square in self.squares[:]: # Use a copy of the list for safe removal
if square.check_collision(self.ball) & self.p.touched:
print("Collision detected!")
self.squares.remove(square) # Remove the square
if (len(self.squares) <= 0):
print("You Win The Level !")
self.uWin()
break # Break to avoid modifying the list during iteration
self.screen.fill("grey")
self.ball.move()
self.ball.check_collision_with_edges(self.width, self.height,self.p,self.p.setTouched)
# fill the screen with a color to wipe away anything from last frame
self.p.draw(self.screen)
self.ball.draw()
self.generateLevel()
#self.sq.check_collision(self.ball)
self.screen.blit(self.bar.image, self.bar.rect)
# flip() the display to put your work on screen
pygame.display.flip()
self.clock.tick(60) # limits FPS to 60
pygame.display.quit()
pygame.quit()
def uWin(self):
# Load images
Winingimage = pygame.image.load("assets/win.gif")
pygame.mixer.music.load("assets/Win.wav")
# Calculate positions to center images
center_x = self.width // 2
center_y = self.height // 2
Winingimage_rect = Winingimage.get_rect(center=(center_x, center_y))
self.screen.fill("grey")
# Display images
self.screen.blit(Winingimage, Winingimage_rect)
pygame.display.flip()
pygame.mixer.music.play()
pygame.time.wait(4000)
self.start()