main
chris 6 months ago
parent 3d62c3de37
commit 9f0f557064

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# Default ignored files
/shelf/
/workspace.xml

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<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Black">
<option name="sdkName" value="Python 3.11" />
</component>
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.11" project-jdk-type="Python SDK" />
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/SuperCat.iml" filepath="$PROJECT_DIR$/.idea/SuperCat.iml" />
</modules>
</component>
</project>

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import os
import sys
import pygame
import random
from pygame import *
pygame.init()
screen_size_display = (width_screen, height_screen) = (600, 150)
FPS = 60
gravity = 0.6
bg_color = (119, 198, 225)
highest_scores = 0
screen_layout_display = pygame.display.set_mode(screen_size_display)
time_clock = pygame.time.Clock()
pygame.display.set_caption("Super Cat ")
def load_image(
name,
sx=-1,
sy=-1,
colorkey=None,
):
fullname = os.path.join('resources', name)
img = pygame.image.load(fullname)
if colorkey is not None:
if colorkey == -1:
colorkey = img.get_at((0, 0))
img.set_colorkey(colorkey, RLEACCEL)
if sx != -1 or sy != -1:
img = pygame.transform.scale(img, (sx, sy))
return (img, img.get_rect())
def load_sprite_sheet(
s_name,
namex,
namey,
scx = -1,
scy = -1,
c_key = None,
):
fullname = os.path.join('resources', s_name)
sh = pygame.image.load(fullname)
sh = sh.convert()
sh_rect = sh.get_rect()
sprites = []
sx = sh_rect.width/ namex
sy = sh_rect.height/ namey
for i in range(0, namey):
for j in range(0, namex):
rect = pygame.Rect((j*sx,i*sy,sx,sy))
img = pygame.Surface(rect.size)
img = img.convert()
img.blit(sh,(0,0),rect)
if c_key is not None:
if c_key == -1:
c_key = img.get_at((0, 0))
img.set_colorkey(c_key, RLEACCEL)
if scx != -1 or scy != -1:
img = pygame.transform.scale(img, (scx, scy))
sprites.append(img)
sprite_rect = sprites[0].get_rect()
return sprites,sprite_rect
def gameover_display_message(rbtn_image, gmo_image):
rbtn_rect = rbtn_image.get_rect()
rbtn_rect.centerx = width_screen / 2
rbtn_rect.top = height_screen * 0.52
gmo_rect = gmo_image.get_rect()
gmo_rect.centerx = width_screen / 2
gmo_rect.centery = height_screen * 0.35
screen_layout_display.blit(rbtn_image, rbtn_rect)
screen_layout_display.blit(gmo_image, gmo_rect)
def extractDigits(num):
if num > -1:
d = []
i = 0
while(num / 10 != 0):
d.append(num % 10)
num = int(num / 10)
d.append(num % 10)
for i in range(len(d),5):
d.append(0)
d.reverse()
return d
class Cat():
def __init__(self, sx=-1, sy=-1):
self.imgs, self.rect = load_sprite_sheet('cat.png', 5, 1, sx, sy, -1)
self.imgs1, self.rect1 = load_sprite_sheet('cat_ducking.png', 2, 1, 59, sy, -1)
self.rect.bottom = int(0.98 * height_screen)
self.rect.left = width_screen / 15
self.image = self.imgs[0]
self.index = 0
self.counter = 0
self.score = 0
self.jumping = False
self.dead = False
self.ducking = False
self.blinking = False
self.movement = [0,0]
self.jumpSpeed = 11.5
self.stand_position_width = self.rect.width
self.duck_position_width = self.rect1.width
def draw(self):
screen_layout_display.blit(self.image, self.rect)
def checkbounds(self):
if self.rect.bottom > int(0.98 * height_screen):
self.rect.bottom = int(0.98 * height_screen)
self.jumping = False
def update(self):
if self.jumping:
self.movement[1] = self.movement[1] + gravity
if self.jumping:
self.index = 0
elif self.blinking:
if self.index == 0:
if self.counter % 400 == 399:
self.index = (self.index + 1)%2
else:
if self.counter % 20 == 19:
self.index = (self.index + 1)%2
elif self.ducking:
if self.counter % 5 == 0:
self.index = (self.index + 1)%2
else:
if self.counter % 5 == 0:
self.index = (self.index + 1)%2 + 2
if self.dead:
self.index = 4
if not self.ducking:
self.image = self.imgs[self.index]
self.rect.width = self.stand_position_width
else:
self.image = self.imgs1[(self.index) % 2]
self.rect.width = self.duck_position_width
self.rect = self.rect.move(self.movement)
self.checkbounds()
if not self.dead and self.counter % 7 == 6 and self.blinking == False:
self.score += 1
self.counter = (self.counter + 1)
class Cactus(pygame.sprite.Sprite):
def __init__(self, speed=5, sx=-1, sy=-1):
pygame.sprite.Sprite.__init__(self,self.containers)
self.imgs, self.rect = load_sprite_sheet('cactus-small.png', 3, 1, sx, sy, -1)
self.rect.bottom = int(0.98 * height_screen)
self.rect.left = width_screen + self.rect.width
self.image = self.imgs[random.randrange(0, 3)]
self.movement = [-1*speed,0]
def draw(self):
screen_layout_display.blit(self.image, self.rect)
def update(self):
self.rect = self.rect.move(self.movement)
if self.rect.right < 0:
self.kill()
class birds(pygame.sprite.Sprite):
def __init__(self, speed=5, sx=-1, sy=-1):
pygame.sprite.Sprite.__init__(self,self.containers)
self.imgs, self.rect = load_sprite_sheet('birds.png', 2, 1, sx, sy, -1)
self.birds_height = [height_screen * 0.82, height_screen * 0.65]
self.rect.centery = self.birds_height[random.randrange(0, 2)]
self.rect.left = width_screen + self.rect.width
self.image = self.imgs[0]
self.movement = [-1*speed,0]
self.index = 0
self.counter = 0
def draw(self):
screen_layout_display.blit(self.image, self.rect)
def update(self):
if self.counter % 10 == 0:
self.index = (self.index+1)%2
self.image = self.imgs[self.index]
self.rect = self.rect.move(self.movement)
self.counter = (self.counter + 1)
if self.rect.right < 0:
self.kill()
class Ground():
def __init__(self,speed=-5):
self.image,self.rect = load_image('ground.png',-1,-1,-1)
self.image1,self.rect1 = load_image('ground.png',-1,-1,-1)
self.rect.bottom = height_screen
self.rect1.bottom = height_screen
self.rect1.left = self.rect.right
self.speed = speed
def draw(self):
screen_layout_display.blit(self.image, self.rect)
screen_layout_display.blit(self.image1, self.rect1)
def update(self):
self.rect.left += self.speed
self.rect1.left += self.speed
if self.rect.right < 0:
self.rect.left = self.rect1.right
if self.rect1.right < 0:
self.rect1.left = self.rect.right
class Cloud(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self,self.containers)
self.image,self.rect = load_image('cloud.png',int(90*30/42),30,-1)
self.speed = 1
self.rect.left = x
self.rect.top = y
self.movement = [-1*self.speed,0]
def draw(self):
screen_layout_display.blit(self.image, self.rect)
def update(self):
self.rect = self.rect.move(self.movement)
if self.rect.right < 0:
self.kill()
class Scoreboard():
def __init__(self,x=-1,y=-1):
self.score = 0
self.scre_img, self.screrect = 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_screen * 0.89
else:
self.rect.left = x
if y == -1:
self.rect.top = height_screen * 0.1
else:
self.rect.top = y
def draw(self):
screen_layout_display.blit(self.image, self.rect)
def update(self,score):
score_digits = extractDigits(score)
self.image.fill(bg_color)
for s in score_digits:
self.image.blit(self.scre_img[s], self.screrect)
self.screrect.left += self.screrect.width
self.screrect.left = 0
def introduction_screen():
ado_cat = Cat(44,47)
ado_cat.blinking = True
starting_game = False
t_ground,t_ground_rect = load_sprite_sheet('ground.png',15,1,-1,-1,-1)
t_ground_rect.left = width_screen / 20
t_ground_rect.bottom = height_screen
logo,l_rect = load_image('logo.png',300,140,None)
l_rect.centerx = width_screen * 0.5
l_rect.centery = height_screen * 0.5
while not starting_game:
if pygame.display.get_surface() == None:
print("Couldn't load display surface")
return True
else:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
ado_cat.jumping = True
ado_cat.blinking = False
ado_cat.movement[1] = -1*ado_cat.jumpSpeed
ado_cat.update()
if pygame.display.get_surface() != None:
screen_layout_display.fill(bg_color)
screen_layout_display.blit(t_ground[0], t_ground_rect)
if ado_cat.blinking:
screen_layout_display.blit(logo, l_rect)
ado_cat.draw()
pygame.display.update()
time_clock.tick(FPS)
if ado_cat.jumping == False and ado_cat.blinking == False:
starting_game = True
def gameplay():
global highest_scores
gp = 4
s_Menu = False
g_Over = False
g_exit = False
gamer_Cat = Cat(44,47)
new_grnd = Ground(-1*gp)
score_boards = Scoreboard()
highScore = Scoreboard(width_screen * 0.78)
counter = 0
cactusan = pygame.sprite.Group()
smallBird = pygame.sprite.Group()
skyClouds = pygame.sprite.Group()
last_end_obs = pygame.sprite.Group()
Cactus.containers = cactusan
birds.containers = smallBird
Cloud.containers = skyClouds
rbtn_image,rbtn_rect = load_image('replay_button.png',180,60,-1)
gmo_image,gmo_rect = load_image('game_over.png',190,25,-1)
t_images,t_rect = load_sprite_sheet('numbers.png',12,1,11,int(11*6/5),-1)
ado_image = pygame.Surface((22,int(11*6/5)))
ado_rect = ado_image.get_rect()
ado_image.fill(bg_color)
ado_image.blit(t_images[10],t_rect)
t_rect.left += t_rect.width
ado_image.blit(t_images[11],t_rect)
ado_rect.top = height_screen * 0.1
ado_rect.left = width_screen * 0.73
while not g_exit:
while s_Menu:
pass
while not g_Over:
if pygame.display.get_surface() == None:
print("Couldn't load display surface")
g_exit = True
g_Over = True
else:
for event in pygame.event.get():
if event.type == pygame.QUIT:
g_exit = True
g_Over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
if gamer_Cat.rect.bottom == int(0.98 * height_screen):
gamer_Cat.jumping = True
gamer_Cat.movement[1] = -1*gamer_Cat.jumpSpeed
if event.key == pygame.K_DOWN:
if not (gamer_Cat.jumping and gamer_Cat.dead):
gamer_Cat.ducking = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN:
gamer_Cat.ducking = False
for c in cactusan:
c.movement[0] = -1*gp
if pygame.sprite.collide_mask(gamer_Cat,c):
gamer_Cat.dead = True
for p in smallBird:
p.movement[0] = -1*gp
if pygame.sprite.collide_mask(gamer_Cat,p):
gamer_Cat.dead = True
if len(cactusan) < 2:
if len(cactusan) == 0:
last_end_obs.empty()
last_end_obs.add(Cactus(gp,40,40))
else:
for l in last_end_obs:
if l.rect.right < width_screen*0.7 and random.randrange(0, 50) == 10:
last_end_obs.empty()
last_end_obs.add(Cactus(gp, 40, 40))
if len(smallBird) == 0 and random.randrange(0,200) == 10 and counter > 500:
for l in last_end_obs:
if l.rect.right < width_screen*0.8:
last_end_obs.empty()
last_end_obs.add(birds(gp, 46, 40))
if len(skyClouds) < 5 and random.randrange(0,300) == 10:
Cloud(width_screen, random.randrange(int(height_screen / 5), int(height_screen / 2)))
gamer_Cat.update()
cactusan.update()
smallBird.update()
skyClouds.update()
new_grnd.update()
score_boards.update(gamer_Cat.score)
highScore.update(highest_scores)
if pygame.display.get_surface() != None:
screen_layout_display.fill(bg_color)
new_grnd.draw()
skyClouds.draw(screen_layout_display)
score_boards.draw()
if highest_scores != 0:
highScore.draw()
screen_layout_display.blit(ado_image, ado_rect)
cactusan.draw(screen_layout_display)
smallBird.draw(screen_layout_display)
gamer_Cat.draw()
pygame.display.update()
time_clock.tick(FPS)
if gamer_Cat.dead:
g_Over = True
if gamer_Cat.score > highest_scores:
highest_scores = gamer_Cat.score
if counter%700 == 699:
new_grnd.speed -= 1
gp += 1
counter = (counter + 1)
if g_exit:
break
while g_Over:
if pygame.display.get_surface() == None:
print("Couldn't load display surface")
g_exit = True
else:
for event in pygame.event.get():
if event.type == pygame.QUIT:
g_exit = True
g_Over = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
g_exit = True
g_Over = False
if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE :
g_Over = False
gameplay()
highScore.update(highest_scores)
if pygame.display.get_surface() != None:
gameover_display_message(rbtn_image, gmo_image)
if highest_scores != 0:
highScore.draw()
screen_layout_display.blit(ado_image, ado_rect)
pygame.display.update()
time_clock.tick(FPS)
pygame.quit()
quit()
def main():
isGameQuit = introduction_screen()
if not isGameQuit:
gameplay()
main()
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