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| import pygame
import random
pygame.init()
displey_wight = 800
displey_height = 600
displey = pygame.display.set_mode((displey_wight, displey_height))
pygame.display.set_caption('dinorun')
class objeckt:
global stone, cloud
def __init__(self, x, y, wight, image, speed):
self.x = x
self.y = y
self.wight = wight
self.image = image
self.speed = speed
def move(self):
if self.x >= -self.wight:
displey.blit(self.image, (self.x, self.y))
self.x -= self.speed
return True
else:
return False
def return_self(self, radius, y, wight, image):
self.x = radius
self.y = y
self.wight = wight
self.image = image
displey.blit(self.image, (self.x, self.y))
class Button:
def __init__(self, wight, height,):
self.wight = wight
self.height = height
self.inactive_color = (23, 204, 58)
self.active_color = (13, 162, 58)
self.draw_effectes = False
self.rect_h = 10
self.rect_w = wight
self.clear_effects = False
def draw(self, x, y, message, action=None, font_size=30):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x < mouse[0] < x + self.wight and y < mouse[1] < y + self.height:
if click[0] == 1:
pygame.time.delay(300)
if action is not None:
if action == quit:
pygame.quit()
quit()
else:
action()
self.draw_rect(mouse[0], mouse[1], x, y)
print_text(message=message, x=x+10, y=y+10, font_size=font_size)
def draw_rect(self, ms_x, ms_y, x, y):
if x <= ms_x <= x + self.wight and y <= ms_y <= y + self.height:
self.draw_effectes = True
if self.draw_effectes:
if self.rect_h < self.height:
self.rect_h = self.height
else:
if ms_x < x or ms_x > x + self.wight or ms_y < y or ms_y> y + self.height:
self.clear_effects = True
self.draw_effectes = False
if self.clear_effects:
if self.rect_h > 10:
self.rect_h = 10
else:
self.clear_effects = False
draw_y = y + self.height - self.rect_h
pygame.draw.rect(displey, self.active_color, (x, draw_y, self.rect_w, self.rect_h))
user_wight = 60
user_height = 100
user_x = displey_wight//3
user_y = displey_height-user_height-100
cactus_wight = 20
cactus_height = 70
cactus_x = displey_wight-50
cactus_y = displey_height-cactus_height-100
clock = pygame.time.Clock()
make_jump = False
jump_counter = 30
def show_menu():
menu_backgr = pygame.image.load('menu.jpg')
show = True
start_button = Button(266, 70)
quit_button = Button(114, 70)
while show:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
displey.blit(menu_backgr, (0, 0))
start_button.draw(20, 200, 'start Game', start_game, font_size=50)
quit_button.draw(20, 300, 'quit', quit, font_size=50)
pygame.display.update()
clock.tick(60)
def start_game():
global scores, make_jump, jump_counter, user_y, time_stead
while game_cycle():
scores = 0
make_jump = False
jump_counter = 30
user_y = displey_height - user_height - 100
time_stead = 80
def game_cycle():
global make_jump
game = True
cactus_arr = []
create_cactus_arr(cactus_arr)
land = pygame.image.load('fon.jpg')
stone, cloud = open_random_objects()
button = Button(70, 50)
while game:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
make_jump = True
if keys[pygame.K_ESCAPE]:
pause()
if make_jump:
jump()
count_scores(cactus_arr)
displey.blit(land, (0, 0))
print_text('skores:' + str(scores), 600, 10)
print_text('spead:' + str(time_stead), 600, 30)
draw_array(cactus_arr)
move_objects(stone, cloud)
draw_dino()
spead()
pygame.display.update()
clock.tick(time_stead)
if check_collision(cactus_arr):
game = False
return game_over()
def jump():
global user_y, make_jump, jump_counter
if jump_counter >= -30:
"if jump_counter == 30:"
user_y -= jump_counter / 2.5
jump_counter -= 1
else:
jump_counter = 30
make_jump = False
def create_cactus_arr(array):
choice = random.randrange(0, 3)
img = cactus_img[choice]
wight = cactus_options[choice * 2]
height = cactus_options[choice * 2 + 1]
array.append(objeckt(displey_wight + 20, height, wight, img, 4))
choice = random.randrange(0, 3)
img = cactus_img[choice]
wight = cactus_options[choice * 2]
height = cactus_options[choice * 2 + 1]
array.append(objeckt(displey_wight + 20, height, wight, img, 4))
choice = random.randrange(0, 3)
img = cactus_img[choice]
wight = cactus_options[choice * 2]
height = cactus_options[choice * 2 + 1]
array.append(objeckt(displey_wight + 20, height, wight, img, 4))
def find_radius(array):
maximum = max(array[0].x, array[1].x, array[2].x)
if maximum < displey_wight:
radius = displey_wight
if radius - maximum < 50:
radius += 250
else:
radius = maximum
choice = random.randrange(0, 5)
if choice == 0:
radius += random.randrange(15, 20)
else:
radius += random.randrange(300, 350)
return radius
def draw_array(array):
for cactus in array:
check = cactus.move()
if not check:
radius = find_radius(array)
choice = random.randrange(0, 3)
img = cactus_img[choice]
wight = cactus_options[choice * 2]
height = cactus_options[choice * 2 + 1]
cactus.return_self(radius, height, wight, img)
def open_random_objects():
choice = random.randrange(0, 2)
img_of_stone = stone_img[choice]
choice = random.randrange(0, 2)
img_of_cloud = cloud_img[choice]
stone = objeckt(displey_wight, displey_height - 80, 10, img_of_stone, 4)
cloud = objeckt(displey_wight, 80, 70, img_of_cloud, 2)
return stone, cloud
def move_objects(stone, cloud):
check = stone.move()
if not check:
choice = random.randrange(0, 2)
img_of_stone = stone_img[choice]
stone.return_self(displey_wight, 500 + random.randrange(10, 80), stone.wight, img_of_stone)
check = cloud.move()
if not check:
choice = random.randrange(0, 2)
img_of_cloud = cloud_img[choice]
cloud.return_self(displey_wight, random.randrange(10, 200), cloud.wight, img_of_cloud)
def draw_dino():
global img_counter
if img_counter == 20:
img_counter = 0
displey.blit(dino_img[img_counter // 5], (user_x, user_y))
img_counter += 1
def print_text(message, x, y, front_color=(0, 0, 0), front_type='Samson.ttf', font_size=30):
front_type = pygame.font.Font(front_type, font_size)
text = front_type.render(message, True, front_color)
displey.blit(text, (x, y))
def pause():
paused = True
while paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
print_text('paused press enter to continue', 160, 300)
keys = pygame.key.get_pressed()
if keys[pygame.K_RETURN]:
paused = False
pygame.display.update()
clock.tick(15)
def check_collision(barriers):
for barrier in barriers:
if barrier.y == 450:
if not make_jump:
if barrier.x <= user_x + user_wight - 18 <= barrier.x + barrier.wight:
return True
elif jump_counter >= 0:
if user_y + user_height - 5 >= barrier.y:
if barrier.x <= user_x + user_wight - 18 <= barrier.x + barrier.wight:
return True
else:
if user_y + user_height - 30 >= barrier.y:
if barrier.x <= user_x <= barrier.x + barrier.wight:
return True
else:
if not make_jump:
if barrier.x <= user_x + user_wight - 5 <= barrier.x + barrier.wight:
return True
elif jump_counter == 10:
if user_y + user_height - 5 >= barrier.y:
if barrier.x <= user_x + user_wight - 8 <= barrier.x + barrier.wight:
return True
elif jump_counter == -1:
if user_y + user_height - 5 >= barrier.y:
if barrier.x <= user_x + user_wight - 18 <= barrier.x + barrier.wight:
return True
else:
if user_y + user_height - 25 >= barrier.y:
if barrier.x <= user_x + 5 <= barrier.x + barrier.wight:
return True
return False
def count_scores(barriers):
global scores, max_above
above_cactus = 0
if -20 <= jump_counter <= 25:
for barrier in barriers:
if user_y + user_height - 5 <= barrier.y:
if barrier.x <= user_x <= barrier.x + barrier.wight:
above_cactus += 1
elif barrier.x <= user_x + user_wight / 2 <= barrier.x + barrier.wight:
above_cactus += 1
max_above = max(max_above, above_cactus)
else:
if jump_counter == -30:
scores += max_above
max_above = 0
def game_over():
global max_scores, scores
if scores > max_scores:
max_scores = scores
stopped = True
while stopped:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
print_text('game over. Press Enter to play again, Esc to Exit', 40, 300)
print_text('max scores:' + str(max_scores), 300, 350)
keys = pygame.key.get_pressed()
if keys[pygame.K_RETURN]:
return True
if keys[pygame.K_ESCAPE]:
return False
pygame.display.update()
clock.tick(15)
def spead():
global vremia, time_stead
if scores == vremia:
vremia += 5
time_stead += 2
show_menu()
pygame.quit()
quit() |