import pygame
pygame.init()
win = pygame.display.set_mode((500, 480))
pygame.display.set_caption('Legend of Zorro')
walkRight = [pygame.image.load('Game/R1.png'), pygame.image.load('Game/R2.png'), pygame.image.load('Game/R3.png'),
pygame.image.load(
'Game/R4.png'), pygame.image.load('Game/R5.png'), pygame.image.load('Game/R6.png'),
pygame.image.load('Game/R7.png'), pygame.image.load(
'Game/R8.png'), pygame.image.load('Game/R9.png')]
walkLeft = [pygame.image.load('Game/L1.png'), pygame.image.load('Game/L2.png'), pygame.image.load('Game/L3.png'),
pygame.image.load(
'Game/L4.png'), pygame.image.load('Game/L5.png'), pygame.image.load('Game/L6.png'),
pygame.image.load('Game/L7.png'), pygame.image.load(
'Game/L8.png'), pygame.image.load('Game/L9.png')]
bg = pygame.image.load('Game/bg.jpg')
char = pygame.image.load('Game/standing.png')
clock = pygame.time.Clock()
bulletSound = pygame.mixer.Sound('Game/bullet.mp3')
hitSound = pygame.mixer.Sound('Game/hit.mp3')
score = 0
framerate = 45
This is the player class. The man is created using this class.
class Player(object):
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 10
self.isJump = False
self.jumpCount = 10
self.left = True
self.right = False
self.walkCount = 0
self.standing = True
self.hitbox = (self.x + 19, self.y + 10, 28, 56)
self.health = 10
self.visible = True
def draw(self, win):
if self.visible:
if self.walkCount + 1 >= 27:
self.walkCount = 0
if not self.standing:
if self.left:
win.blit(walkLeft[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
if self.right:
win.blit(walkRight[0], (self.x, self.y))
else:
win.blit(walkLeft[0], (self.x, self.y))
pygame.draw.rect(win, (255, 0, 0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
pygame.draw.rect(win, (0, 128, 0),
(self.hitbox[0], self.hitbox[1] - 20, 50 - ((5) * (10 - self.health)), 10))
self.hitbox = (self.x + 19, self.y + 10, 28, 56)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
It seems that whenever the man is "hitting" the goblin, he should be spawning as per the coordinates indicated below - and he does provided that the collision takes place on the left/right/under the goblin. For some reason, when the man collides with the TOP of the goblin, he spawns further down below. y > 410
def hit(self):
self.x = 0
self.y = 410
self.walkCount = 0
font1 = pygame.font.SysFont('comicsans', 100)
if self.health > 1:
text = font1.render('-1', True, (255, 0, 0))
win.blit(text, (250 - (text.get_width() / 2), 200))
pygame.display.update()
else:
self.visible = False
i = 0
while i < 100:
pygame.time.delay(10)
i += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
i = 301
pygame.quit()
class projectile(object):
def __init__(self, x, y, radius, colour, facing):
self.x = x
self.y = y
self.radius = radius
self.colour = colour
self.facing = facing
self.vel = 10 * facing
def draw(self, win):
pygame.draw.circle(win, self.colour, (self.x, self.y), self.radius)
class enemy(object):
walkRight = [pygame.image.load('Game/R1E.png'), pygame.image.load('Game/R2E.png'),
pygame.image.load('Game/R3E.png'),
pygame.image.load('Game/R4E.png'), pygame.image.load('Game/R5E.png'),
pygame.image.load('Game/R6E.png'),
pygame.image.load('Game/R7E.png'), pygame.image.load('Game/R8E.png'),
pygame.image.load('Game/R9E.png'),
pygame.image.load('Game/R10E.png'), pygame.image.load('Game/R11E.png')]
walkLeft = [pygame.image.load('Game/L8E.png'), pygame.image.load('Game/L9E.png'),
pygame.image.load('Game/L10E.png'),
pygame.image.load('Game/L11E.png'), pygame.image.load('Game/L7E.png'),
pygame.image.load('Game/L6E.png'),
pygame.image.load('Game/L5E.png'), pygame.image.load('Game/L4E.png'), pygame.image.load('Game/L3E.png'),
pygame.image.load('Game/L2E.png'), pygame.image.load('Game/L1E.png')]
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.end = end
self.path = [self.x, self.end]
self.walkCount = 0
self.vel = 3
self.hitbox = (self.x + 5, self.y, 57, 61)
self.health = 10
self.visible = True
def draw(self, win):
self.move()
if self.visible:
if self.walkCount + 1 >= 33:
self.walkCount = 0
if self.vel > 0:
win.blit(self.walkRight[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
win.blit(self.walkLeft[self.walkCount // 3], (self.x - 10, self.y))
self.walkCount += 1
pygame.draw.rect(win, (255, 0, 0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
pygame.draw.rect(win, (0, 128, 0),
(self.hitbox[0], self.hitbox[1] - 20, 50 - ((5) * (10 - self.health)), 10))
self.hitbox = (self.x + 5, self.y, 57, 61)
pygame.draw.rect(win, (255, 0, 0), self.hitbox, 2)
def move(self):
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.walkCount = 0
def hit(self):
if self.health > 1:
self.health -= 1
else:
self.visible = False
pass
def redrawGameWindow():
win.blit(bg, (0, 0))
text = font.render("Score: " + str(score), True, (0, 0, 0))
win.blit(text, (350, 10))
text = font.render("Health: " + str(man.health), True, (0, 0, 0))
win.blit(text, (0, 10))
man.draw(win)
goblin.draw(win)
for bullet in bullets:
bullet.draw(win)
pygame.display.update()
font = pygame.font.SysFont('comicsans', 30, True)
man = Player(300, 405, 64, 64)
goblin = enemy(0, 410, 64, 64, 437)
shootLoop = 0
bullets = []
run = True
while run:
clock.tick(framerate)
keys = pygame.key.get_pressed()
if man.health > 0:
if goblin.visible:
if man.hitbox[1] < (goblin.hitbox[1] + goblin.hitbox[3]) and (man.hitbox[1] + man.hitbox[3]) > \
goblin.hitbox[1]:
if (man.hitbox[0] + man.hitbox[2]) > goblin.hitbox[0] and man.hitbox[0] < (
goblin.hitbox[0] + goblin.hitbox[2]):
man.hit()
man.health -= 1
for bullet in bullets:
if score < 10:
if (bullet.y - bullet.radius) < (goblin.hitbox[1] + goblin.hitbox[3]) and (bullet.y + bullet.radius) > \
goblin.hitbox[1]:
if (bullet.x + bullet.radius) > goblin.hitbox[0] and (bullet.x - bullet.radius) < (
goblin.hitbox[0] + goblin.hitbox[2]):
hitSound.play()
goblin.hit()
score += 1
bullets.remove(bullet)
if 500 > bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.remove(bullet)
if shootLoop > 0:
shootLoop += 1
if shootLoop > 3:
shootLoop = 0
if keys[pygame.K_SPACE] and shootLoop == 0:
bulletSound.play()
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 5:
bullets.append(
projectile(round(man.x + man.width // 2), round(man.y + man.height // 2), 6, (0, 0, 128), facing))
shootLoop = 1
if keys[pygame.K_LEFT] and man.x > man.vel:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.walkCount = 0
if not man.isJump:
if keys[pygame.K_UP]:
man.isJump = True
man.walkCount = 0
else:
if man.jumpCount >= -10:
neg = 1
if man.jumpCount < 0:
neg = -1
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 10
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
redrawGameWindow()
pygame.quit()