Aim: Distance enemies from each other to provide player a chance to dodge.
Problem: Enemies spawn in clumps. Example of problem:
Limitations:
- Enemies move in one direction
- background is an imported image so screen.blit() can't be used
Attempts (futile):
- increasing the range of randint
- using delay = random.random()
- tried increasing the value of milliseconds for obstacle_timer ==> unchanged.
import pygame
from sys import exit
from random import randint, choice
import random
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
walk1 = pygame.image.load('').convert_alpha()
walk2 = pygame.image.load('').convert_alpha()
self.player_walk = [walk1, walk2]
self.player_index = 0
jump = pygame.image.load('').convert_alpha()
fall1 = pygame.image.load('').convert_alpha()
fall2 = pygame.image.load('').convert_alpha()
fall3 = pygame.image.load('').convert_alpha()
self.player_jump = [jump, fall1, fall2, fall3]
self.image = self.player_walk[self.player_index]
self.rect = self.image.get_rect(midbottom = (80, 300))
self.gravity = 0
self.jump_sound = pygame.mixer.Sound('')
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 300:
self.gravity = -20
self.jump_sound.play()
def apply_gravity(self):
self.gravity += 1
self.rect.y += self.gravity
if self.rect.bottom >= 300: self.rect.bottom = 300
def animation_state(self):
if self.rect.bottom < 300:
self.player_index += 0.07
if self.player_index >= len(self.player_jump): self.player_index = 0
self.image = self.player_jump[int(self.player_index)]
else:
self.player_index += 0.1
if self.player_index >= len(self.player_walk): self.player_index = 0
self.image = self.player_walk[int(self.player_index)]
def update(self):
self.player_input()
self.apply_gravity()
self.animation_state()
class Obstacle(pygame.sprite.Sprite):
def __init__(self, type):
super().__init__()
if type == 'Obstacle1':
obstacle1 = pygame.image.load('').convert_alpha()
obstacle1a = pygame.image.load('').convert_alpha()
obstacle1b = pygame.image.load('').convert_alpha()
self.anim = [obstacle1, obstacle1a, obstacle1b]
y_pos = 150
else:
obstacle2 = pygame.image.load('').convert_alpha()
obstacle2a = pygame.image.load('').convert_alpha()
obstacle2b = pygame.image.load('').convert_alpha()
self.anim = [obstacle2, obstacle2a, obstacle2b]
y_pos = 300
self.animation_index = 0
self.image = self.anim[self.animation_index]
self.rect = self.image.get_rect(midbottom = (randint(900, 4000), y_pos))
def animation_state(self):
self.animation_index += 0.1
if self.animation_index >= len(self.anim): self.animation_index = 0
self.image = self.anim[int(self.animation_index)]
def destroy(self):
if self.rect.x <= -100: self.kill()
def update(self):
self.animation_state()
self.rect.x -= 6
self.destroy()
def display_score():
current_time = int(pygame.time.get_ticks()/1000) - start_time
score_surf = font.render(f'Score: {current_time}', False, "white")
score_rect = score_surf.get_rect(center = (400, 50))
screen.blit(score_surf, score_rect)
return current_time
def collision():
if pygame.sprite.spritecollide(player.sprite,obstacle_group,False):
obstacle_group.empty()
bg_rect.x = 0
return False
else:
return True
pygame.init()
screen = pygame.display.set_mode((800, 350)) #display keeps it up.
pygame.display.set_caption('Game by @xxRookiexx')
clock = pygame.time.Clock()
game_active = False
score = 0
start_time = 0
during = pygame.mixer.Sound('')
during.play(loops = -1)
#Groups
player = pygame.sprite.GroupSingle()
player.add(Player())
obstacle_group = pygame.sprite.Group()
#variables
font = pygame.font.Font('', 20) #fonttype,fontsize
#backgrounds
bg = pygame.image.load('').convert_alpha() #convert to animation
bg_rect = bg.get_rect(topleft = (0,0))
land = pygame.image.load('').convert_alpha()
shadow = pygame.image.load('').convert_alpha()
#Home screen
player_stand = pygame.image.load('')
player_stand_rect = player_stand.get_rect(center = (400, 225))
intro = pygame.image.load('')
intro_rect = intro.get_rect(topleft = (0,0))
#Timer
obstacle_timer = pygame.USEREVENT + 1
pygame.time.set_timer(obstacle_timer,1500)
while True:
#all elements
for event in pygame.event.get(): #for loop. #region
if event.type == pygame.QUIT: #'x'button clicked to quit the game.
pygame.quit() #opposite of pygame.display.set_mode()
exit() #true loop is gone
if game_active: #True
if event.type == obstacle_timer:
obstacle_group.add(Obstacle(choice(['Obstacle1', 'Obstacle2', 'Obstacle2'])))#more same object in an array increase possibility of getting chosen.
else: #False
if event.type == pygame.MOUSEBUTTONDOWN and player_stand_rect.collidepoint(pygame.mouse.get_pos()):
start_game = pygame.mixer.Sound('')
start_game.play()
game_active = True
start_time = int(pygame.time.get_ticks()/1000)
if game_active:
bg_rect.x -= 0.5
if bg_rect.x == -1000: bg_rect.x = 0
screen.blit(bg,bg_rect)
screen.blit(land, (0,300))
score = display_score()
player.draw(screen)
player.update()
delay = random.random()
obstacle_group.draw(screen)
obstacle_group.update()
game_active = collision()
else:
screen.blit(intro, intro_rect)
screen.blit(player_stand,player_stand_rect)
score_message = font.render(f'Your score: {score}',False,"white")
score_message_rect = score_message.get_rect(center = (400,330))
screen.blit(score_message,score_message_rect)
game_active = False
pygame.display.update()
clock.tick(60)