From f6910f2528083b79b6f2ebf3daa67893ebe7178b Mon Sep 17 00:00:00 2001 From: CronyAkatsuki Date: Wed, 14 Jul 2021 17:42:00 +0200 Subject: [PATCH] Cleaned up the code --- main.py | 210 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 105 insertions(+), 105 deletions(-) diff --git a/main.py b/main.py index 78180fd..f67dbae 100644 --- a/main.py +++ b/main.py @@ -1,30 +1,109 @@ import pygame, random, sys, time # global variables -windowWidth = 800 -windowHeight = 800 -fps = 60 -textColor = (255,255,255) +WIDTH = 800 +HEIGHT = 800 +FPS = 60 +TEXT_COLOR = (255,255,255) # initialize pygame and create a window pygame.init() clock = pygame.time.Clock() -window = pygame.display.set_mode((windowWidth, windowHeight)) +window = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Pygame Dodger") pygame.mouse.set_visible(False) +class Game: + def __init__(self): + self.timer = 0 + self.run = True + self.lost = False + + def play(self, keys, baddies, baddies_spawn_rate, player): + if self.timer % baddies_spawn_rate == 0: + baddies.append(enemy()) + + for baddie in baddies: + baddie.move() + + if player.hitbox.colliderect(baddie.hitbox): + self.lost = True + + if baddie.y + baddie.height + 10 > HEIGHT: + baddies.pop(baddies.index(baddie)) + + player.move(keys) + + self.timer += 1 + + self.draw(baddies, player) + + def draw(self, baddies, player): + window.fill((0,0,0)) + for baddie in baddies: + baddie.draw(window) + player.draw(window) + pygame.display.update() + +# player class +class Player: + def __init__(self, x, y, width, height): + self.x = x + self.y = y + self.width = width + self.height = height + self.is_alive = True + self.move_speed = 5 + self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) + + def draw(self, window): + pygame.draw.rect(window, (0,255,0), (self.x, self.y, self.width, self.height)) + + def move(self, keys): + self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) + if keys[pygame.K_RIGHT] and self.x < WIDTH - self.width - 50: + self.x += self.move_speed + if keys[pygame.K_LEFT] and self.x > 0 + 50: + self.x -= self.move_speed + if keys[pygame.K_UP] and self.y > 0 + WIDTH / 2: + self.y -= self.move_speed + if keys[pygame.K_DOWN] and self.y < HEIGHT - self.height - 50: + self.y += self.move_speed + +# enemy class +class enemy: + def __init__(self): + self.start_line = 100 + self.end_line = 700 + self.min_size = 10 + self.max_size = 40 + self.min_speed = 1 + self.max_speed = 8 + self.y = 10 + self.x = random.randint(self.start_line, self.end_line) + self.width = self.height = random.randint(self.min_size, self.max_size) + self.vel = random.randint(self.min_speed, self.max_speed) + self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) + + def draw(self, window): + pygame.draw.rect(window, (255,0,0), (self.x, self.y, self.width, self.height)) + + def move(self): + self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) + self.y += self.vel + # create a quit function def terminate(): pygame.quit() sys.exit() -def drawText(text, font, window, x,y): - textObj = font.render(text, 1, textColor) +def draw_text(text, font, window, x,y): + textObj = font.render(text, 1, TEXT_COLOR) textRect = textObj.get_rect() - textRect.topleft = (x - textObj.get_width() // 2,y - textObj.get_height() // 2) + textRect.topleft = (x - textObj.get_width() // 2, y - textObj.get_height() // 2) window.blit(textObj, textRect) -def waitForKeyPress(): +def wait_for_key_press(): while True: for event in pygame.event.get(): if event.type == pygame.QUIT: @@ -35,128 +114,49 @@ def waitForKeyPress(): dodger.retry = True return -def resetGame(player, baddies, gameLogic): +def reset_game(player, baddies, game_logic): player.x = 100 player.y = 700 baddies.clear() - gameLogic.timer = 0 + game_logic.timer = 0 -def askForRetry(keys, gameLogic): +def ask_for_retry(keys, game_logic): window.fill((0,0,0)) - drawText("Wanna try again? y/n", font, window, windowHeight / 2, windowWidth / 2) + draw_text("Wanna try again? y/n", font, window, HEIGHT / 2, WIDTH / 2) pygame.display.update() if keys[pygame.K_y]: - gameLogic.lost = False + game_logic.lost = False if keys[pygame.K_n]: - gameLogic.run = False + game_logic.run = False -class game(object): - def __init__(self): - self.timer = 0 - self.run = True - self.lost = False - pass - - def play(self, keys, baddies, baddiesSpawnRate, player): - if self.timer % baddiesSpawnRate == 0: - baddies.append(enemy()) - - for baddie in baddies: - baddie.move() - - if player.hitbox.colliderect(baddie.hitbox): - self.lost = True - - if baddie.y + baddie.height + 10 > windowHeight: - baddies.pop(baddies.index(baddie)) - - player.move(keys) - - self.timer += 1 - - self.draw(baddies, player) - def draw(self, baddies, player): - window.fill((0,0,0)) - for baddie in baddies: - baddie.draw(window) - player.draw(window) - pygame.display.update() - -# enemy class -class enemy(object): - def __init__(self): - self.startLine = 100 - self.endLine = 700 - self.minSize = 10 - self.maxSize = 40 - self.minSpeed = 1 - self.maxSpeed = 8 - self.y = 10 - self.x = random.randint(self.startLine, self.endLine) - self.width = self.height = random.randint(self.minSize, self.maxSize) - self.vel = random.randint(self.minSpeed, self.maxSpeed) - self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) - - def draw(self, window): - pygame.draw.rect(window, (255,0,0), (self.x, self.y, self.width, self.height)) - - def move(self): - self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) - self.y += self.vel - -# player class -class player(object): - def __init__(self, x, y, width, height): - self.x = x - self.y = y - self.width = width - self.height = height - self.isAlive = True - self.moveSpeed = 5 - self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) - - def draw(self, window): - pygame.draw.rect(window, (0,255,0), (self.x, self.y, self.width, self.height)) - - def move(self, keys): - self.hitbox = pygame.Rect(self.x, self.y, self.width, self.height) - if keys[pygame.K_RIGHT] and self.x < windowWidth - self.width - 50: - self.x += self.moveSpeed - if keys[pygame.K_LEFT] and self.x > 0 + 50: - self.x -= self.moveSpeed - if keys[pygame.K_UP] and self.y > 0 + windowWidth / 2: - self.y -= self.moveSpeed - if keys[pygame.K_DOWN] and self.y < windowHeight - self.height - 50: - self.y += self.moveSpeed - -man = player(100, 700, 30, 30) +man = Player(100, 700, 30, 30) baddies = [] -baddieSpawnRate = 40 +BADDIE_SPAWN_RATE = 40 font = pygame.font.SysFont(None, 48) -dodger = game() +dodger = Game() -drawText('Dodger', font, window, (windowWidth / 2), (windowHeight / 2 - 30)) -drawText('Press a key to start.', font, window, (windowWidth / 2), (windowHeight / 2 + 30)) +draw_text('Dodger', font, window, (WIDTH / 2), (HEIGHT / 2 - 30)) +draw_text('Press a key to start.', font, window, (WIDTH / 2), (HEIGHT / 2 + 30)) pygame.display.update() -waitForKeyPress() +wait_for_key_press() # main loop while dodger.run: - clock.tick(fps) + clock.tick(FPS) keys = pygame.key.get_pressed() if dodger.lost: if dodger.timer > 0: - resetGame(man, baddies, dodger) - askForRetry(keys, dodger) + reset_game(man, baddies, dodger) + ask_for_retry(keys, dodger) else : - dodger.play(keys, baddies, baddieSpawnRate, man) + dodger.play(keys, baddies, BADDIE_SPAWN_RATE, man) for event in pygame.event.get(): if event.type == pygame.QUIT: terminate() @@ -165,7 +165,7 @@ while dodger.run: dodger.run = False window.fill((0,0,0)) -drawText('Goodbye', font, window, (windowWidth / 2 ), (windowHeight / 2)) +draw_text('Goodbye', font, window, (WIDTH / 2 ), (HEIGHT / 2)) pygame.display.update() time.sleep(1) terminate() \ No newline at end of file