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import pygame, sys
from pygame.locals import *
import random
pygame.init()
SCREEN_WIDTH = 400
FPS = 60
FramePerSec = pygame.time.Clock()
BLUE = (0, 0, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
DISPLAYSURF = pygame.display.set_mode((600,600))
DISPLAYSURF.fill(WHITE)
pygame.display.set_caption("Game")
class Pumpkin(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("pumpkin.png")
self.rect = self.image.get_rect()
self.rect.center=(x,y)
self.liv = 1
self.exploding = 0
self.explosion_frames_nr = 0
self.nuclear_button = 0
def move(self, player):
self.rect.move_ip(0,10)
if (self.rect.bottom > 600):
self.rect.top = 0
self.rect.center = (random.randint(30, 370), 0)
if self.rect.colliderect(player.rect):
print("HIT")
def draw(self, surface):
surface.blit(self.image, self.rect)
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("ghost.png")
self.rect = self.image.get_rect()
self.rect.center = (x, y)
def update(self):
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0,5)
if self.rect.left > 0:
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if self.rect.right < SCREEN_WIDTH:
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
def draw(self, surface):
surface.blit(self.image, self.rect)
def get_pos(self):
return self.rect.pos
P1 = Player(185, 290)
list_pumpkins = [Pumpkin(185, 290), Pumpkin(430, 290), Pumpkin(310, 260), Pumpkin(310, 190), Pumpkin(185, 370), Pumpkin(450, 370)]
clicks = 0
mus_nede = 0
pygame.font.init()
my_font = pygame.font.SysFont('Comic Sans MS', 30)
text_surface = my_font.render('Clicks: ' + str(clicks), False, (255, 255, 255))
bg = pygame.image.load("bg.png")
nuclear_button = pygame.image.load("nuclear-bomb.png")
nuclear_seconds = 0
countdown = 10
explosion_frames = []
for i in range(64):
explosion_frames.append(pygame.image.load("explosion/exp_frame_"+str(i)+".png"))
explosion_frames_nr = 0
explosion_on = 0
ticks_seconds = 0
while True:
if random.randint(1, 50) == 25:
for pumpkin in list_pumpkins:
pumpkin.liv = 1
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
P1.update()
#E1.move(P1)
#DISPLAYSURF.fill(WHITE)
DISPLAYSURF.blit(bg, (0, 0))
if nuclear_seconds > 0:
DISPLAYSURF.blit(nuclear_button, (16, 32))
#P1.draw(DISPLAYSURF)
for pumpkin in list_pumpkins:
if pumpkin.liv == 1:
pumpkin.draw(DISPLAYSURF)
if pumpkin.exploding == 1:
DISPLAYSURF.blit(explosion_frames[pumpkin.explosion_frames_nr], (pumpkin.rect.x-96,pumpkin.rect.y-96))
pumpkin.explosion_frames_nr = (pumpkin.explosion_frames_nr +1)
if pumpkin.explosion_frames_nr == 64:
pumpkin.exploding = 0
pumpkin.explosion_frames_nr = 0
DISPLAYSURF.blit(text_surface, (0,0))
if event.type == MOUSEBUTTONDOWN:
mouse_pos = event.pos # Now it will have the coordinates of click point.
print('Click')
for pumpkin in list_pumpkins:
if pumpkin.rect.collidepoint(mouse_pos):
if pumpkin.liv == 1:
pumpkin.liv = 0
if pumpkin.nuclear_button == 1:
nuclear_seconds = 5
pumpkin.nuclear_button = 0
list_pumpkins[random_pumpkin-1].image = pygame.image.load("pumpkin.png")
if mus_nede == 0:
mus_nede = 1
print('Touched')
clicks = clicks + 1
countdown = countdown - 1
if countdown == 0:
random_pumpkin = random.randint(1, len(list_pumpkins))
list_pumpkins[random_pumpkin-1].nuclear_button = 1
list_pumpkins[random_pumpkin-1].image = pygame.image.load("nuclear-bomb.png")
if nuclear_seconds > 0:
pumpkin.exploding = 1
clicks = clicks + 79
text_surface = my_font.render('Clicks: ' + str(clicks), False, (255, 255, 255))
elif event.type == MOUSEBUTTONUP:
mus_nede = 0
ticks_seconds = ticks_seconds + 1
if (ticks_seconds % 60) == 0:
if nuclear_seconds > 0:
nuclear_seconds = nuclear_seconds - 1
countdown = 10
pygame.display.update()
FramePerSec.tick(FPS)