-
Notifications
You must be signed in to change notification settings - Fork 1
/
MainGame.py
797 lines (631 loc) · 29.1 KB
/
MainGame.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
import pygame, os, random
from Frog import *
from pygame.locals import *
from GameObject import *
from Turtle import *
from Timer import *
from Croc import *
if not pygame.mixer.get_init():
pygame.mixer.init() # setup mixer to avoid sound lag
pygame.font.init()
random.seed()
BARWIDTH = 225
FROG_LIFE = 45
FROG_HORIZ_JUMP = 40
NUM_FROGS = 9
LANE_HEIGHT = 40
MARGIN_FROM_HUD = 60
turtle_group_margin = 200
LOG_MARGIN = 225
MAX_LEVELS = 3
class MainGame(object):
# Creates and initializes all member
# variables
def initVars(self):
self.width = 0
self.height = 0
# Objects for Cars, Logs, Frogs, and Turtles
self.cars = []
self.logs = []
self.frogs = []
self.winning_frogs = []
self.dead_frogs = []
self.turtles = []
self.fly = GameObject(os.path.join('images', "fly_big.png"))
self.fly.image.set_colorkey((0, 0, 0))
self.fly_appear_time = 12
self.fly_appear_timer = Timer(self.fly_appear_time)
self.fly_timer = Timer(self.fly_appear_time / 2)
self.croc = Croc(os.path.join('images', "croc_sprites_big.png"))
# Background
self.background = pygame.image.load(os.path.join('images', "background.png"))
self.background_music = pygame.mixer.Sound(os.path.join('sounds','bgmusic.ogg'))
self.frog_win_sound = pygame.mixer.Sound(os.path.join('sounds', 'frogwin.ogg'))
self.frog_win_sound.set_volume(1000)
# Vars for UI element data
self.score = 0
self.timeSinceNew = 0
self.level = 1
self.message = ""
# Surfaces for UI elements
self.scoreSurface = None
self.levelSurface = None
self.timeRemainingSurface = None
self.liveSurface = pygame.image.load(os.path.join("images", "safe_frog_big.png")).subsurface(Rect(0, 0, 40, 35))
self.messageSurface = None
# Rects
self.timeRemainingRect = Rect(0, 10, BARWIDTH, 22)
self.goalRects = []
# More pygame stuff. Timer and font
self.clock = pygame.time.Clock()
self.font = pygame.font.Font(os.path.join('fonts', "FreeMonoBold.ttf"), 22)
self.carSpeed = 1
self.num_logs = 3
self.lives = 5
self.frog_died = False
self.frog_won = False
self.game_over = False
self.level_complete = False
self.fly_shown = False
self.level_complete_time = 0
self.paused = False
self.croc_in_level = False
self.back_to_menu = False
self.timer = Timer(FROG_LIFE)
self.game_over_time = 0
self.powerup_time = 3
self.powerup_timer = Timer(self.powerup_time)
# Returns whether or not the game is
# ready to return to the menu
def is_over(self):
return self.back_to_menu
# Returns whether or not the game is paused
def is_paused(self):
return self.paused
# Starts the timer and plays the background
# music
def startGame(self):
self.background_music.play(-1)
self.timer.start()
# stops the background music
def endGame(self):
self.background_music.stop()
def __init__(self, w, h):
self.initVars()
self.width = w
self.height = h
self.timeRemainingRect.left = self.width / 2 - self.timeRemainingRect.width / 2 - 20
self.initializeElements()
# Used to kill the current frog
# Plays a death animation depending on
# the method of death
def killFrog(self):
self.frogs[0].is_alive = False
if not self.frogs[0].died_by_water:
self.frogs[0].dead_sound.play()
else:
self.frogs[0].splash_sound.play()
self.frogs[0].dead_time = pygame.time.get_ticks()
self.frog_died = True
self.frog_won = False
# Creates the game objects (cars, turtles, etc)
# based on the level
def initializeElements(self):
self.cars = []
self.logs = []
self.frogs = []
self.winning_frogs = []
self.dead_frogs = []
self.turtles = []
self.frog_died = False
self.frog_won = False
# Create the frogs
self.initFrogs()
if self.level == 1:
# Create the cars
self.initCarRow(2, 40, 0, 0, 10)
self.initCarRow(3, 40, 60, 0, -5)
self.initCarRow(4, 70, 126, 1, -20)
self.initCarRow(5, 40, 220, 1, 45)
self.initCarRow(6, 40, 280, 0, 20)
self.initTurlesInRow(8, 3)
self.initTurlesInRow(12, 3)
self.initLogsInRow(9)
self.initLogsInRow(10, True)
self.initLogsInRow(11)
elif self.level == 2:
# Create the cars
self.initCarRow(2, 40, 0, 0, 10)
self.initCarRow(3, 40, 60, 0, -5)
self.initCarRow(4, 70, 126, 1, -20)
self.initCarRow(5, 40, 220, 1, 45)
self.initCarRow(6, 40, 280, 0, 20)
self.initTurlesInRow(8, 3)
self.initTurlesInRow(11, 3)
self.initLogsInRow(9)
self.initLogsInRow(10, True)
self.initLogsInRow(12, False, True)
elif self.level == 3:
# Create the cars
self.initCarRow(2, 40, 0, 0, 10)
self.initCarRow(3, 40, 60, 0, -5, 2)
self.initCarRow(4, 70, 126, 1, -20)
self.initCarRow(5, 40, 220, 1, 45)
self.initCarRow(6, 40, 280, 0, 20, 2)
self.initTurlesInRow(8, 3)
self.initTurlesInRow(11, 3)
self.initLogsInRow(9, False, True, 3)
self.initLogsInRow(10, True)
self.initLogsInRow(12, False, True, 3)
self.initGoalRects()
# Creates the rectangles for the goals
def initGoalRects(self):
r = Rect(24, 80, 33, 34)
self.goalRects.append(r)
r = Rect(144, 80, 33, 34)
self.goalRects.append(r)
r = Rect(264, 80, 33, 34)
self.goalRects.append(r)
r = Rect(384, 80, 33, 34)
self.goalRects.append(r)
r = Rect(504, 80, 33, 34)
self.goalRects.append(r)
# Creates 10 frogs
def initFrogs(self):
for i in range(NUM_FROGS):
frog = Frog(os.path.join('images', "frog_sprites_big.png"))
frog.image.set_colorkey((0, 0, 0))
# standing
frog.clips.append(Rect(120, 0, 35, 26))
# mid-jump
frog.clips.append(Rect(62, 0, 26, 35))
# full jump
frog.clips.append(Rect(0, 0, 30, 33))
frog.explosion_clips.append(Rect(114, 0, 41, 40))
frog.explosion_clips.append(Rect(56 , 0, 41, 40))
frog.explosion_clips.append(Rect(0 , 0, 41, 40))
frog.setPos(self.width / 2 - 30, self.height - 95)
self.frogs.append(frog)
# Creates turtles positioned in a certain row
def initTurlesInRow(self, row, perGroup, groups = 3):
rand_group = random.randrange(groups)
# create turtles in eighth row
for i in range(groups):
x = ((groups + 5) * 40) + (turtle_group_margin * i)
y = self.getYforRow(row)
for j in range(perGroup):
turtle = Turtle("images/turtle_sprites_big.png")
turtle.image.set_colorkey((0, 0, 0))
if i == rand_group:
turtle.goes_under_water = True
# main
turtle.clips.append(Rect(0, 0, 32, 35))
# swimming half
turtle.clips.append(Rect(56, 0, 40, 35))
# swimming full
turtle.clips.append(Rect(116, 0, 40, 35))
# underwater half
turtle.clips.append(Rect(204, 0, 35, 35))
# underwater full
turtle.clips.append(Rect(260, 0, 35, 35))
turtle.speed = -1
turtle.setPos(x + turtle.clips[1].width * j + 5, y)
self.turtles.append(turtle)
# Creates logs (big or small) positioned in a certain row
# A crocodile could also be added to the row if "croc" is true
def initLogsInRow(self, row, bigLogs = False, croc = False, logSpeed = 2):
startLogs = self.num_logs
if croc:
# startLogs -= 1
self.croc.speed = logSpeed
if not bigLogs:
crocX = 0
crocY = 0
for i in range(startLogs):
log = GameObject("images/log_big.png")
log.image.set_colorkey((0, 0, 0))
x = self.width / 2 - i * LOG_MARGIN - row * 10
y = self.getYforRow(row)
log.setPos(x, y)
log.speed = logSpeed
self.logs.append(log)
if i == startLogs - 1:
crocX = self.width / 2 - startLogs * LOG_MARGIN - row * 10
crocY = y
self.croc.body_rect.left = crocX
self.croc.body_rect.top = crocY
self.croc.head_rect.left = crocX + 80
self.croc.head_rect.top = crocY
self.croc_in_level = True
else:
for i in range(self.num_logs - 1):
log = GameObject("images/log_bigger.png")
c = log.image.get_at((0, 0))
log.image.set_colorkey(c)
x = self.width / 2 - i * (LOG_MARGIN + log.rect.width) - i * LOG_MARGIN
y = self.getYforRow(row)
log.setPos(x, y)
log.speed = logSpeed - 1
self.logs.append(log)
# Creates a car in a certain row
# The specific car is determined by using the startx and width
# variables with an offset
def initCarRow(self, row, width, startX, direction = 0, offset = 0, speed = 0):
for i in range(4):
car = GameObject("images/car_sprites_big.png")
car.clips = []
car.image.set_colorkey((0, 0, 0))
# main clip
car.clips.append(Rect(startX, 0, width, 35))
car.setPos(i * 150 + offset, self.getYforRow(row))
if direction == 0:
car.speed = self.carSpeed
else:
car.speed = -self.carSpeed
if speed != 0:
car.speed = speed
self.cars.append(car)
# Moves all game objects
def moveObjects(self):
# Move the cars
for car in self.cars:
if car.speed == 0:
car.speed = -self.carSpeed
car.move(car.speed, 0)
# Checks if a leftbound car goes out of the screen
if car.rect.right <= -1 and car.speed < 0:
car.rect.left = self.width + 150
# Checks if a rightbound car goes out of the screen
elif car.rect.left >= self.width and car.speed > 0:
car.rect.left = -150
if len(self.frogs) >= 1:
# Check if a car hit the frog
if self.frogs[0].rect.colliderect(car.rect) and self.frogs[0].is_alive:
# The frog is dead. -1 life
self.killFrog()
carHitFrog = True
# Move the logs
frogOnObject = False
frogSpeed = 0
for log in self.logs:
log.move(log.speed, 0)
# Checks if a log has gone out of the screen
if log.rect.left > self.width:
log.rect.left = -LOG_MARGIN - log.rect.width
# Checks if the frog is on a log
if len(self.frogs) >= 1:
if self.frogs[0].rect.colliderect(log.rect):
frogOnObject = True
self.frogs[0].horiz_speed = log.speed
# Move the turtles
frogFellInWater = False
for turtle in self.turtles:
turtle.move(turtle.speed, 0)
# Animates the turtles
turtle.update(pygame.time.get_ticks())
# Checks if a turtle went off the screen
if turtle.rect.right < 0:
turtle.rect.left = self.width + 10
if len(self.frogs) >= 1:
# Check if the frog is on a turtle
if self.frogs[0].rect.colliderect(turtle.rect):
if not turtle.is_under_water:
frogOnObject = True
self.frogs[0].horiz_speed = turtle.speed
elif not frogFellInWater:
self.frogs[0].died_by_water = True
self.killFrog()
frogFellInWater = True
if self.croc_in_level:
# Animates the crocodile
self.croc.update(pygame.time.get_ticks())
self.croc.move(self.croc.speed, 0)
# Checks if the crocodile goes off the screen
if self.croc.body_rect.left > self.width:
self.croc.body_rect.left = self.logs[-1].rect.left - LOG_MARGIN
self.croc.head_rect.left = self.logs[-1].rect.left - LOG_MARGIN + 80
# Checks if the frog is on the crocodile
if self.croc.body_rect.colliderect(self.frogs[0].rect) and \
not self.croc.head_rect.colliderect(self.frogs[0].rect):
self.frogs[0].horiz_speed = self.croc.speed
frogOnObject = True
frogOnCroc = True
# Checks if the frog is on the crocodile's
# head. If so, the frog dies
elif self.croc.head_rect.colliderect(self.frogs[0].rect) \
and self.croc.biting:
self.killFrog()
# If a frog is on a log or turtle, move the frog with it
if frogOnObject and self.frogs[0].is_alive:
self.frogs[0].move(self.frogs[0].horiz_speed, 0)
# Check if the frog has gone out of bounds.
# If so, the frog dies
if self.frogs[0].rect.right < 0 or self.frogs[0].rect.left > self.width:
self.killFrog()
def placePowerups(self):
# Place the fly in a goal every 12 seconds
if self.fly_appear_timer.get_seconds() == 0 and not self.fly_shown:
self.fly_timer.start()
# place the fly in a random goal rectangle
r = self.goalRects[random.randrange(len(self.goalRects))]
# check if the rectangle picked is already taken up
unoccupied = True
for i in self.winning_frogs:
if i.rect.colliderect(r):
unoccupied = False
# Place the fly in a goal that is not
# taken up by a frog
while not unoccupied:
unoccupied = True
r = self.goalRects[random.randrange(len(self.goalRects))]
for i in self.winning_frogs:
if i.rect.colliderect(r):
unoccupied = False
# Place the fly and tell draw() to draw it
self.fly.rect.left = r.left + 2
self.fly.rect.top = r.top + 2
self.fly_shown = True
# Hide the fly 6 seconds after being shown
elif self.fly_timer.get_seconds() == 0 and self.fly_shown:
self.fly_shown = False
self.fly_appear_timer.reset()
# Checks if the game is over,
# Changes the timer,
# Toggles the fly
# Handles other logic
def play(self):
if not self.fly_appear_timer.is_started():
self.fly_appear_timer.start()
# End the game if the player is out of lives
if self.lives == 0:
self.message = "Game over. You need more practice."
self.messageSurface = self.font.render(self.message, True, (255, 255, 255))
self.game_over = True
if self.game_over_time == 0:
self.game_over_time = pygame.time.get_ticks()
self.timer.toggle_pause()
# End the game if the level limit has been reached
if self.level >= MAX_LEVELS:
self.game_over = True
self.message = "For more levels, send $10 to rfrapp@gmail.com"
self.messageSurface = self.font.render(self.message, True, (255, 255, 255))
if self.game_over_time == 0:
self.game_over_time = pygame.time.get_ticks()
self.timeSinceNew = self.timer.get_seconds()
# Check if the timer ran out
if self.timeSinceNew == 0:
# frog will die, new one spawn
self.killFrog()
self.timer.reset()
pass
if len(self.frogs) > 0:
# Play the frog's animation if it's jumping
if self.frogs[0].jumping or self.frogs[0].died_by_water:
self.frogs[0].update(pygame.time.get_ticks())
if self.frogs[0].current_clip == self.frogs[0].max_frames - 1:
# self.frogs[0].reset_jump_flags()
self.frogs[0].jumping = False
self.moveObjects()
self.placePowerups()
# Helper function.
# Calculates the starting y value for a row
def getYforRow(self, row):
return self.height - MARGIN_FROM_HUD - row * LANE_HEIGHT
# Draw the objects for this game mode
def draw(self):
pygame.display.get_surface().blit(self.background, (0, 60))
# create UI surfaces
self.levelSurface = self.font.render("Level " + str(self.level), True, (155, 255, 155))
self.timeRemainingSurface = self.font.render(str(self.timeSinceNew), True, (155, 255, 155))
self.scoreSurface = self.font.render("Score: " + str(self.score), True, (155, 255, 155))
# adjust bar rect width
self.timeRemainingRect.w = (BARWIDTH / FROG_LIFE) * self.timeSinceNew
# draw UI surfaces
pygame.display.get_surface().blit(self.levelSurface, (self.width / 2 + 170, 10))
pygame.display.get_surface().blit(self.timeRemainingSurface, (self.width / 2 - BARWIDTH + 50, 10))
pygame.display.get_surface().blit(self.scoreSurface, (10, self.height - 42))
pygame.draw.rect(pygame.display.get_surface(), (155, 255, 155), self.timeRemainingRect)
for turtle in self.turtles:
turtle.draw()
for log in self.logs:
log.draw()
if self.fly_shown:
self.fly.draw()
if self.croc_in_level:
self.croc.draw()
if len(self.frogs) >= 1 and self.lives > 0:
if self.frogs[0].is_alive:
self.frogs[0].draw()
else:
self.frogs[0].drawDead()
# Wait 1 second to spawn a new frog
if pygame.time.get_ticks() - self.frogs[0].dead_time >= 1000:
self.dead_frogs.append(self.frogs[0])
self.frogs = self.frogs[1:]
self.frog_death_time = 0
self.lives -= 1
self.timer.reset()
for car in self.cars:
car.draw()
for i in range(self.lives):
x = self.width - 50 - (i * 40) - (10 * i)
y = self.height - 50
pygame.display.get_surface().blit(self.liveSurface, (x, y))
for frog in self.winning_frogs:
frog.draw()
if self.level_complete or self.game_over or self.paused:
pygame.display.get_surface().blit(self.messageSurface,
(self.width / 2 - self.messageSurface.get_rect().width / 2,
self.height / 2 - self.messageSurface.get_rect().height / 2))
if self.level_complete and pygame.time.get_ticks() - self.level_complete_time >= 3000:
self.level_complete = False
self.game_over = False
self.level_complete_time += 3000
self.level += 1
self.initializeElements()
self.timer.reset()
if self.game_over and pygame.time.get_ticks() - self.game_over_time >= 3000:
self.back_to_menu = True
# Checks whether or not the frog is in the
# water
def frogInWater(self):
on_float = False
for turtle in self.turtles:
if self.frogs[0].rect.colliderect(turtle.rect):
on_float = True
for log in self.logs:
if self.frogs[0].rect.colliderect(log.rect):
on_float = True
if self.croc_in_level:
if self.frogs[0].rect.colliderect(self.croc.body_rect) \
or self.frogs[0].rect.colliderect(self.croc.head_rect):
on_float = True
return not on_float
# Handle input for this game mode
def handleInput(self, event):
moved = False
alive = False
# The y value of the first row of water
y = self.getYforRow(7)
goal_y = self.getYforRow(12)
if event.type == KEYDOWN:
if event.key == K_UP and self.frogs[0].is_alive:
# Keep the frog in-bounds
if self.frogs[0].rect.top - LANE_HEIGHT > 60:
self.frogs[0].jump_time = pygame.time.get_ticks()
self.frogs[0].rect.top -= LANE_HEIGHT
self.frogs[0].jumping_right = False
self.frogs[0].jumping_left = False
self.frogs[0].jumping_down = False
self.frogs[0].jumping_up = True
# Check if the frog is between the water and the goal
# rows
if self.frogs[0].rect.top <= y and self.frogs[0].rect.top > goal_y:
alive = not self.frogInWater()
else:
alive = True
moved = True
if self.frogs[0].rect.top <= goal_y:
frogInRect = False
# Loop through goal rects
for r in self.goalRects:
# Get center of rect
r_center = [(r.left + r.right) / 2.0, (r.top + r.bottom) / 2.0]
# Get center of frog rect
# print "frogs:", len(self.frogs)
f_center = [(self.frogs[0].rect.left + self.frogs[0].rect.right) / 2.0,
(self.frogs[0].rect.top + self.frogs[0].rect.bottom) / 2.0]
# Get the distance between the two centers
distance = ((f_center[0] - r_center[0]) ** 2 + (f_center[1] - r_center[1]) ** 2) ** 0.5
if distance < self.frogs[0].rect.width / 2:
spaceTaken = False
# Check winning frog rects to see if they collide with goal rects
for f in self.winning_frogs:
if r.colliderect(f.rect):
spaceTaken = True
if not spaceTaken:
self.frog_win_sound.play()
frogInRect = True
# The frog made it to the jump
frog = Frog()
frog.setImage(pygame.image.load("images/safe_frog_big.png").subsurface(Rect(0, 0, 40, 35)))
frog.image.set_colorkey((0, 0, 0))
frog.setPos(r.left - 4, r.top)
frog.winning_time = pygame.time.get_ticks()
self.winning_frogs.append(frog)
if self.fly.rect.colliderect(frog.rect) and self.fly_shown:
self.score += 100
self.frog_won = True
self.frog_died = False
if len(self.frogs) > 1:
self.frogs = self.frogs[1:]
self.score += 200
# Level complete
if len(self.winning_frogs) == 5:
if self.level + 1 <= MAX_LEVELS:
self.level_complete = True
self.level_complete_time = pygame.time.get_ticks()
self.message = "Level complete"
self.messageSurface = self.font.render(self.message, True, (255, 255, 255))
else:
self.timer.reset()
# If a frog was already in the goal space
if not frogInRect:
self.killFrog()
if alive:
self.score += 10
moved = True
else:
self.frogs[0].died_by_water = True
self.killFrog()
if event.key == K_DOWN and self.frogs[0].is_alive:
# Keep the frog in-bounds
if self.frogs[0].rect.top + LANE_HEIGHT < self.height - 60:
self.frogs[0].jump_time = pygame.time.get_ticks()
self.frogs[0].rect.top += LANE_HEIGHT
self.frogs[0].jumping_right = False
self.frogs[0].jumping_left = False
self.frogs[0].jumping_down = True
self.frogs[0].jumping_up = False
if self.frogs[0].rect.top <= y:
alive = not self.frogInWater()
else:
alive = True
moved = True
if alive:
self.score += 10
moved = True
else:
self.frogs[0].died_by_water = True
self.killFrog()
if event.key == K_LEFT and self.frogs[0].is_alive:
w = FROG_HORIZ_JUMP
# Keep the frog in-bounds
if self.frogs[0].rect.left - w > 0:
self.frogs[0].jump_time = pygame.time.get_ticks()
self.frogs[0].rect.left -= w
self.frogs[0].jumping_right = False
self.frogs[0].jumping_left = True
self.frogs[0].jumping_down = False
self.frogs[0].jumping_up = False
if self.frogs[0].rect.top <= y:
alive = not self.frogInWater()
else:
alive = True
if alive:
moved = True
else:
self.frogs[0].died_by_water = True
self.killFrog()
if event.key == K_RIGHT and self.frogs[0].is_alive:
w = FROG_HORIZ_JUMP
# Keep the frogs in-bounds
if self.frogs[0].rect.right + w < self.width:
self.frogs[0].jump_time = pygame.time.get_ticks()
self.frogs[0].rect.left += w
self.frogs[0].jumping_right = True
self.frogs[0].jumping_left = False
self.frogs[0].jumping_down = False
self.frogs[0].jumping_up = False
y = self.height - MARGIN_FROM_HUD - 7 * LANE_HEIGHT
alive = False
if self.frogs[0].rect.top <= y:
alive = not self.frogInWater()
else:
alive = True
if alive:
moved = True
else:
self.frogs[0].died_by_water = True
self.killFrog()
if event.key == K_p:
self.timer.toggle_pause()
if not self.paused:
self.paused = True
self.message = "Paused"
self.messageSurface = self.font.render(self.message, True, (255, 255, 255))
else:
self.paused = False
if moved:
self.frogs[0].jump_sound.play()
self.frogs[0].jumping = True