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@amyghotra
Last active August 8, 2016 19:11
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note* this code does not include the score/lives
import pygame
import random
from city_scroller import Scroller
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREY = (129, 129, 129)
PINK = (255, 192, 203)
LAVENDER = (0, 128, 128)
colors = [BLACK, WHITE, GREEN, RED, BLUE, GREY, PINK]
# def random_color():
# return random.choice(colors)
pygame.init()
pygame.display.set_caption("CityScroller")
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
class RunnerSprite(pygame.sprite.Sprite):
def __init__(self, colors, width, height):
pygame.sprite.Sprite.__init__(self)
self.colors = colors
self.width = width
self.height = height
self.image = pygame.Surface([width, height])
self.rect = self.image.get_rect()
self.image.fill(colors)
def update(self):
self.rect.x -= 1
if self.rect.x <= 0:
self.rect.x = (SCREEN_WIDTH + 10)
self.rect.y = random.randint(1, 550)
# def draw(self):
# pygame.draw.circle(screen, WHITE, self.position, self.size)
all_sprites_list = pygame.sprite.Group()
PLAYER_1_SPRITE = RunnerSprite(WHITE, 30, 10)
all_sprites_list.add(PLAYER_1_SPRITE)
good_sprite_list = pygame.sprite.Group()
bad_sprite_list = pygame.sprite.Group()
for i in range (10):
GOOD_1_SPRITE = RunnerSprite(GREY, 15, 15)
GOOD_1_SPRITE.rect.x = random.randint(0,800)
GOOD_1_SPRITE.rect.y = random.randint(0, 550)
good_sprite_list.add(GOOD_1_SPRITE)
all_sprites_list.add(GOOD_1_SPRITE)
for i in range (100):
BAD_SPRITE = RunnerSprite(LAVENDER, 15, 15)
BAD_SPRITE.rect.x = random.randint(0,800)
BAD_SPRITE.rect.y = random.randint(0, 550)
bad_sprite_list.add(BAD_SPRITE)
all_sprites_list.add(BAD_SPRITE)
# collide_rect, collide_PLAYER_1_SPRITE_ratio, collide_BAD_SPRITE,
# collide_BAD_SPRITE_ratio, collide_mask
# blocks_hit_list = pygame.sprite.spritecollide(PLAYER_1_SPRITE, good_sprite_list, True)
# score = 0
# for GOOD_1_SPRITE in blocks_hit_list:
# score +=1
def message_display(text):
largeText = pygame.font.Font('freesansbold.ttf',115)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf, TextRect)
pygame.display.update()
FRONT_SCROLLER_COLOR = (PINK)
MIDDLE_SCROLLER_COLOR = (30,30,100)
BACK_SCROLLER_COLOR = (50,50,150)
BACKGROUND_COLOR = (167, 219, 216)
front_scroller = Scroller(SCREEN_WIDTH, 400, SCREEN_HEIGHT, FRONT_SCROLLER_COLOR, 3)
middle_scroller = Scroller(SCREEN_WIDTH, 200, (SCREEN_HEIGHT - 50), MIDDLE_SCROLLER_COLOR, 2)
back_scroller = Scroller(SCREEN_WIDTH, 20, (SCREEN_HEIGHT - 100), BACK_SCROLLER_COLOR, 1)
done=False
# -------- Main Program Loop -----------
while not done:
# --- Main event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(BACKGROUND_COLOR)
# --- Drawing code should go here
back_scroller.draw_buildings(screen)
back_scroller.move_buildings()
middle_scroller.draw_buildings(screen)
middle_scroller.move_buildings()
front_scroller.draw_buildings(screen)
front_scroller.move_buildings()
# for location in sprite_pos:
xpos = pygame.mouse.get_pos()
PLAYER_1_SPRITE.rect.x = xpos[0]
PLAYER_1_SPRITE.rect.y = xpos[1]
good_sprite_list.update()
bad_sprite_list.update()
all_sprites_list.draw(screen)
blocks_hit_list = pygame.sprite.spritecollide(PLAYER_1_SPRITE, good_sprite_list, True)
score = 0
for GOOD_1_SPRITE in blocks_hit_list:
score +=1
blocks_hit_list = pygame.sprite.spritecollide(PLAYER_1_SPRITE, bad_sprite_list, True)
score = 0
for BAD_SPRITE in blocks_hit_list:
score -=1
pygame.display.flip()
clock.tick(60)
pygame.quit()
exit()
@amyghotra
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runnergame

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