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Pygame RoadRace game
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import math | |
import pygame | |
import numpy as np | |
class Car(pygame.sprite.Sprite): | |
def __init__(self, surface): | |
self.bounded_rect = surface.get_rect() | |
super(Car, self).__init__() | |
self._original_image = pygame.image.load('smallcar.png') | |
self.image = self._original_image | |
self.rect = self.image.get_rect() | |
# Set the car right in the center of the screen | |
self.rect.centery = self.bounded_rect.height / 2 | |
self.rect.centerx = self.bounded_rect.width - (self.rect.width / 2) | |
def set_car_straight(self): | |
# Set the car straight by just pointing to the original image | |
self.image = self._original_image | |
def move(self, x, y): | |
if y < 0: | |
# If we move down, rotate the image a bit so it looks like it's actually steering down | |
self.image = pygame.transform.rotate(self._original_image, -5) | |
elif y > 0: | |
# If we move up, rotate the image a bit so it looks like it's actually steering up | |
self.image = pygame.transform.rotate(self._original_image, 5) | |
else: | |
# If we don't move up or down, we set the car straight again | |
self.set_car_straight() | |
# Move the car by changing the sprite positions | |
self.rect.centerx = self.rect.centerx + x | |
self.rect.centery = self.rect.centery + y | |
# But make sure that the sprite stays within the game screen | |
self.rect.clamp_ip(self.bounded_rect) | |
class CarGame(object): | |
# How "fast" will the game go. | |
SPEED = 8 | |
# Length of the line | |
MIDDLE_LINE_LENGTH = 40 | |
# The length of the gap between the lines | |
MIDDLE_LINE_GAP = 80 | |
def __init__(self, width=640, height=400): | |
# Initialize the game | |
pygame.init() | |
pygame.display.set_caption("Python4PHP Road Game") | |
# Create the screen and background for the game | |
self.width = width | |
self.height = height | |
self.screen = pygame.display.set_mode((self.width, self.height), pygame.DOUBLEBUF) | |
self.background = pygame.Surface(self.screen.get_size()).convert() | |
self.font = pygame.font.Font(None, 24) | |
# Create car and add it to a "spritegroup" | |
self.car = Car(self.screen) | |
self.sprites = pygame.sprite.RenderPlain((self.car)) | |
# Initialize middle line | |
self.paint_middle_line = 0 - self.MIDDLE_LINE_GAP | |
# Create arrays for center and size on the whole width | |
self.road_center = np.repeat(height / 2, width) | |
self.road_size = np.repeat(200, width).astype(float) | |
self.points = 0 | |
# Paint initial road (it will be a straight road since we don't update the road) | |
for i in range(self.width): | |
self.paint_road() | |
# Create our angles for curving the road | |
self.angle1 = 0 | |
self.angle2 = 0 | |
self.angle3 = 0 | |
# Key variables | |
self.left = False | |
self.right = False | |
self.up = False | |
self.down = False | |
# Is the game running or not | |
self.running = False | |
def handle_events(self): | |
""" | |
Handles PyGame events | |
""" | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
self.running = False | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_ESCAPE: | |
self.running = False | |
elif event.key == pygame.K_LEFT: | |
self.left = True | |
elif event.key == pygame.K_RIGHT: | |
self.right = True | |
elif event.key == pygame.K_UP: | |
self.up = True | |
elif event.key == pygame.K_DOWN: | |
self.down = True | |
if event.type == pygame.KEYUP: | |
if event.key == pygame.K_LEFT: | |
self.left = False | |
elif event.key == pygame.K_RIGHT: | |
self.right = False | |
elif event.key == pygame.K_UP: | |
self.up = False | |
elif event.key == pygame.K_DOWN: | |
self.down = False | |
def check_collission(self): | |
for x in range(1, self.width): | |
top = self.road_center[x] - (self.road_size[x] / 2) - 20 | |
bottom = self.road_center[x] + (self.road_size[x] / 2) + 20 | |
if self.car.rect.collidepoint(x, top): | |
self.running = False | |
return | |
if self.car.rect.collidepoint(x, bottom): | |
self.running = False | |
return | |
pass | |
def run(self): | |
self.running = True | |
# Iterate while running | |
while self.running: | |
# Increase your points | |
self.points += 1 | |
# Handle events | |
self.handle_events() | |
# Check if we need to move the car | |
if self.left: | |
self.car.move(-3, 0) | |
elif self.right: | |
self.car.move(+3, 0) | |
elif self.up: | |
self.car.move(0, -3) | |
elif self.down: | |
self.car.move(0, +3) | |
else: | |
# We're not moving, so put our car straight again | |
self.car.set_car_straight() | |
# call update for all our sprites (if they need it) | |
self.sprites.update() | |
# Update and paint the road on our background | |
for i in range(self.SPEED): | |
self.update_road() | |
self.paint_road() | |
self.update_screen() | |
self.check_collission() | |
pygame.quit() | |
print("Game over. You've scored %s points" % self.points) | |
def update_screen(self): | |
# Paint background | |
self.screen.blit(self.background, (0, 0)) | |
# Plot texts | |
self.plot_text(10, 10, "Road size: {:3}".format(int(self.road_size[0]))) | |
self.plot_text(10, 25, "Points: {:3}".format(self.points)) | |
# Draw the sprites | |
self.sprites.draw(self.screen) | |
# Flip the buffer to the screen | |
pygame.display.flip() | |
def update_road(self): | |
# rotate center and sizes | |
self.road_center = np.roll(self.road_center, 1) | |
self.road_size = np.roll(self.road_size, 1) | |
# Set the new road size by decreasing a bit from the previous one | |
self.road_size[0] = self.road_size[1] - 0.01 | |
# Update our angles with different speeds | |
self.angle1 = self.angle1 + 0.1 | |
self.angle1 = self.angle1 % 360 | |
self.angle2 = self.angle2 + 0.041 | |
self.angle2 = self.angle2 % 360 | |
self.angle3 = self.angle3 - 0.152 | |
self.angle3 = self.angle3 % 360 | |
# Calculate the new road center, with the angles, this will nicely curve on the screen | |
self.road_center[0] = (self.height / 2) - \ | |
((self.height / 6) * math.sin(math.radians(self.angle1))) - \ | |
((self.height / 6) * math.sin(math.radians(self.angle2))) - \ | |
((self.height / 6) * math.sin(math.radians(self.angle3))) | |
# Increase middle line counter and wrap on the given length (it doesn't paint anything here) | |
self.paint_middle_line = self.paint_middle_line + 1 | |
if self.paint_middle_line == self.MIDDLE_LINE_LENGTH: | |
self.paint_middle_line = 0 - self.MIDDLE_LINE_GAP | |
def paint_road(self): | |
# Move whole background one pixel to the left | |
self.background.scroll(1, 0) | |
# Find the top and bottom of the road in pixels | |
top = int(self.road_center[0] - (self.road_size[0] / 2)) | |
bottom = int(self.road_center[0] + (self.road_size[0] / 2)) | |
# Iterate the whole height of the game screen | |
for i in range(self.height): | |
if i > bottom: | |
# Print a green pixel at the bottom | |
c = (0, 200, 0) | |
elif i == bottom: | |
# Print the road edge | |
c = (255, 255, 255) | |
elif i > top: | |
# Print the actual road | |
c = (40, 40, 40) | |
elif i == top: | |
# Print an edge again | |
c = (255, 255, 255) | |
else: | |
# Print the top green pixels | |
c = (0, 200, 0) | |
self.background.set_at((0, i), c) | |
# Check if the middle line is positive, if so we can just paint a middle line | |
if self.paint_middle_line > 0: | |
c = (255, 255, 0) | |
self.background.set_at((0, int(self.road_center[0]-1)), c) | |
self.background.set_at((0, int(self.road_center[0])), c) | |
self.background.set_at((0, int(self.road_center[0]+1)), c) | |
def plot_text(self, x, y, text): | |
surface = self.font.render(text, True, (0, 0, 0)) | |
self.screen.blit(surface, (x, y)) | |
if __name__ == '__main__': | |
CarGame(640, 480).run() |
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