/
Juego.py
159 lines (136 loc) · 8.3 KB
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Juego.py
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import pygame
import sys
from pygame.locals import *
from Board import Board
from Button import Button
from pygame import mixer
class Game:
def __init__(self):
self.height = 520
self.width = 1200
self.FPS = 30
self.clock = pygame.time.Clock()
self.displayScreen = pygame.display.set_mode((self.width, self.height))
self.myFont = pygame.font.SysFont("comicsansms", 30)
self.newGame = Board(self.width, self.height)
self.fireballTimer = 0
self.playerGroup = self.newGame.playerGroup
self.wallGroup = self.newGame.wallGroup
self.ladderGroup = self.newGame.ladderGroup
def runGame(self):
while 1:
self.clock.tick(self.FPS)
self.scoreLabel = self.myFont.render(str(self.newGame.score), 1,(0, 0, 0))
segundos = pygame.time.get_ticks() / 1000
self.timeLabel= self.myFont.render(str(segundos),1,(0,0,0))
if self.newGame.gameState != 1:
self.newGame.checkButton()
self.newGame.redrawScreen(self.displayScreen, self.scoreLabel,self.timeLabel, self.width,
self.height)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
self.newGame.processButton()
self.playerGroup = self.newGame.playerGroup
self.wallGroup = self.newGame.wallGroup
self.ladderGroup = self.newGame.ladderGroup
if self.newGame.gameState == 1:
self.fireballGroup = self.newGame.fireballGroup
self.coinGroup = self.newGame.coinGroup
if self.fireballTimer == 0:
self.newGame.CreateFireball(self.newGame.Enemies[0].getPosition(), 0)
elif len(self.newGame.Enemies) >= 2 and self.fireballTimer == 23:
self.newGame.CreateFireball(self.newGame.Enemies[1].getPosition(), 1)
elif len(self.newGame.Enemies) >= 3 and self.fireballTimer == 46:
self.newGame.CreateFireball(self.newGame.Enemies[2].getPosition(), 2)
self.fireballTimer = (self.fireballTimer + 1) % 70
#Animacion del coin
for coin in self.coinGroup:
coin.animateCoin()
self.newGame.Players[0].updateY(2)
self.laddersCollidedBelow = self.newGame.Players[0].checkCollision(self.ladderGroup)
self.wallsCollidedBelow = self.newGame.Players[0].checkCollision(self.wallGroup)
self.newGame.Players[0].updateY(-2)
self.newGame.Players[0].updateY(-2)
self.wallsCollidedAbove = self.newGame.Players[0].checkCollision(self.wallGroup)
self.newGame.Players[0].updateY(2)
self.newGame.ladderCheck(self.laddersCollidedBelow, self.wallsCollidedBelow, self.wallsCollidedAbove)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
self.laddersCollidedExact = self.newGame.Players[0].checkCollision(self.ladderGroup)
if event.key == K_q:
self.newGame.gameState = 2
self.newGame.ActiveButtons[0] = 0
self.newGame.ActiveButtons[1] = 1
self.newGame.ActiveButtons[2] = 1
self.Button = Button(pygame.load.image("Assets/score.png"), (900,400),"Score")
if (event.key == K_SPACE and self.newGame.Players[0].onLadder == 0) or (
event.key == K_w and self.laddersCollidedExact):
self.direction = 2
if self.newGame.Players[0].isJumping == 0 and self.wallsCollidedBelow:
self.newGame.Players[0].isJumping = 1
self.newGame.Players[0].currentJumpSpeed = 7
if event.key == K_SPACE:
mixer.music.load('Assets/jump.wav')
mixer.music.set_volume(2)
pygame.mixer.music.play()
self.newGame.Players[0].continuousUpdate(self.wallGroup, self.ladderGroup)
keyState = pygame.key.get_pressed()
if keyState[pygame.K_d]:
if self.newGame.direction != 4:
self.newGame.direction = 4
self.newGame.cycles = -1
self.newGame.cycles = (self.newGame.cycles + 1) % 10
if self.newGame.cycles < 5:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/right.png'), "H",
self.newGame.Players[0].getSpeed(), 15, 15)
else:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/right2.png'), "H",
self.newGame.Players[0].getSpeed(), 15, 15)
wallsCollidedExact = self.newGame.Players[0].checkCollision(self.wallGroup)
if wallsCollidedExact:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/right.png'), "H",
-self.newGame.Players[0].getSpeed(), 15, 15)
if keyState[pygame.K_a]:
if self.newGame.direction != 3:
self.newGame.direction = 3
self.newGame.cycles = -1
self.newGame.cycles = (self.newGame.cycles + 1) % 10
if self.newGame.cycles < 5:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/left.png'), "H",
-self.newGame.Players[0].getSpeed(), 15, 15)
else:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/left2.png'), "H",
-self.newGame.Players[0].getSpeed(), 15, 15)
wallsCollidedExact = self.newGame.Players[0].checkCollision(self.wallGroup)
if wallsCollidedExact:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/left.png'), "H",
self.newGame.Players[0].getSpeed(), 15, 15)
if keyState[pygame.K_w] and self.newGame.Players[0].onLadder:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/still.png'), "V",
-self.newGame.Players[0].getSpeed() / 2, 15, 15)
if len(self.newGame.Players[0].checkCollision(self.ladderGroup)) == 0 or len(
self.newGame.Players[0].checkCollision(self.wallGroup)) != 0:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/still.png'), "V",
self.newGame.Players[0].getSpeed() / 2, 15,15 )
if keyState[pygame.K_s] and self.newGame.Players[0].onLadder:
self.newGame.Players[0].updateWH(pygame.image.load('Assets/still.png'), "V",
self.newGame.Players[0].getSpeed() / 2, 15, 15)
self.newGame.redrawScreen(self.displayScreen, self.scoreLabel,self.timeLabel, self.width, self.height)
self.newGame.fireballCheck()
coinsCollected = pygame.sprite.spritecollide(self.newGame.Players[0], self.coinGroup, True)
self.newGame.coinCheck(coinsCollected)
self.newGame.checkVictory(self.clock)
for enemy in self.newGame.Enemies:
enemy.continuousUpdate(self.wallGroup, self.ladderGroup)
pygame.display.update()
if __name__ == "__main__":
pygame.init()
mixer.init()
createdGame = Game()
createdGame.runGame()