I am creating a game similar to the "Internet T-rex Game", Right now my game creates enemy blocks according to how many I manually create. I want it to be created by itself. My game is not fully completed yet, so please ignore the empty functions.
Heres my main.py
import pygame as pg
import random
from settings import *
from sprites import *
from os import path
class Game(object):
"""docstring for Game"""
def __init__(self):
# initialise game
global points , game_speed
pg.init()
self.screen = pg.display.set_mode((s_HEIGHT , s_WIDTH))
pg.display.set_caption(TITLE)
self.icon = pg.image.load("C:/Users/DELL/Documents/Jump Cube/Img/cube.png")
pg.display.set_icon(self.icon)
self.clock = pg.time.Clock()
self.running = True
self.game_speed = 14
points = 0
font = pygame.font.Font('freesansbold.ttf', 20)
self.load_data()
def load_data(self):
self.dir = path.dirname(__file__)
img_dir = path.join(self.dir, "Img")
#load spritesheet image
self.spritesheet = Spritesheet(path.join(img_dir, SPRITESHEET))
def new(self):
# Stars a new game
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.ene = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
pl = Platform(0, s_HEIGHT - 230, 800, 40)
en1 = Enemy(700, 517, 50, 50)
en2 = Enemy(600, 517, 50, 50)
en3 = Enemy(500, 517, 50, 50)
self.all_sprites.add(pl)
self.platforms.add(pl)
self.all_sprites.add([en1, en2, en3])
self.ene.add([en1, en2, en3])
self.Run()
def Run(self):
# Game Loop
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.Events()
self.Update()
self.Draw()
self.score()
def Update(self):
# Game Loop - Update
self.all_sprites.update()
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
pass
def score(self):
global points , game_speed
points += 1
if points % 100 == 0:
game_speed += 1
text = font.render("Points : " + str(points), True, WHITE)
textrec = text.get_rect()
textrec.center = (700, 50)
self.screen.blit(text, textrec)
def Events(self):
# Game Loop - Events
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
if event.type == pg.KEYDOWN:
if event.key == pg.K_RIGHT:
self.player.mover()
elif event.key == pg.K_LEFT:
self.player.movel()
def Draw(self):
# Game Loop - Draw
self.screen.fill(BLACK)
self.score()
self.all_sprites.draw(self.screen)
pg.display.update()
pass
def start_screen(self):
# shows the start screen
pass
def end_screen(self):
# shows the end screen
pass
g = Game()
g.start_screen()
while g.running:
g.new()
g.end_screen()
pg.quit()
sprites.py
import pygame as pg
from settings import *
vec = pg.math.Vector2
class Spritesheet():
# utility class for laoding and parsing spritesheets
def __init__(self, filename):
self.spritesheet = pg.image.load(filename).convert()
def get_image(self, x, y, width, height):
# grabs images from large spritesheets
image = pg.Surface((width, height))
image.blit(self.spritesheet, (0,0), (x, y, width, height))
image = pg.transform.scale(image , (50, 85))
return image
class Player(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = self.game.spritesheet.get_image(614, 1063, 120, 191)
self.image.set_colorkey(BLACK1)
self.rect = self.image.get_rect()
self.rect.center = (s_WIDTH / 2, s_HEIGHT / 2)
self.pos = vec(100, 600)
self.vel = (0, 0)
self.acc = (0, 0)
def jump(self):
#jump only if standing on plat
self.rect.y += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.y -= 1
if hits:
self.vel.y = -8
def mover(self):
#move right
self.vel.x = 5
def movel(self):
#move right
self.vel.x = -5
def update(self):
self.acc = vec(0, PLAYER_GRAV)
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w, h))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
class Enemy(pg.sprite.Sprite):
def __init__(self, x, y, w1, h1):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w1, h1))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
self.rect.x -= game_speed
settings.py
import pygame
pygame.init()
#game options
TITLE = "Ninja Jump"
s_WIDTH = 600
s_HEIGHT = 800
FPS = 60
game_speed = 14
points = 0
font = pygame.font.Font('freesansbold.ttf', 20)
SPRITESHEET = "spritesheet_jumper.png"
#player properties
PLAYER_ACC = 0.5
PLAYER_GRAV = 0.3
#colors
WHITE = (199, 198, 196)
BLACK = (23, 23, 23)
GRAY = (121, 121, 120)
GREEN = (72, 161, 77)
BLACK1 = (0,0,0)
GRAY1 = (162, 162, 162)
Thanks for any help and let me know if the problem needs more clarification.
Spawn the enemies by a time interval. In pygame the system time can be obtained by calling pygame.time.get_ticks()
, which returns the number of milliseconds since pygame.init()
was called. Define a time interval to spawn enemies. Continuously compare the current time with the time when the next enemy must appear. When the time comes, spawn an enemy and set the time the next enemy must spawn:
class Game(object):
# [...]
def Run(self):
self.next_enemy_time = 0
self.enemy_time_interval = 1000 # 1000 milliseconds == 1 second
# Game Loop
self.playing = True
while self.playing:
current_time = pygame.time.get_ticks()
if current_time > self.next_enemy_time:
self.next_enemy_time += self.enemy_time_interval
new_enemy = Enemy(700, 517, 50, 50)
self.all_sprites.add(new_enemy)
self.ene.add(new_enemy)
self.clock.tick(FPS)
self.Events()
self.Update()
self.Draw()
self.score()