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game.py
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import pygame
import sys
from data.scripts.util import load_image, load_images
from data.scripts.motorcycle import Motorcycle
from data.scripts.background import Background
from data.scripts.obstacles import Obstacles
from data.scripts.score import Score
from data.scripts.info_board import InfoBoard
from datetime import datetime, timedelta
class Game:
RESOLUTION = (1920, 1080)
SCALE = (RESOLUTION[0] // 2, RESOLUTION[1] // 2)
def __init__(self):
pygame.init()
pygame.display.set_caption("Paciak Racer")
self.screen = pygame.display.set_mode(self.RESOLUTION)
self.display = pygame.Surface(self.SCALE, pygame.SRCALPHA)
self.clock = pygame.time.Clock()
self.assets = {
"control_board": load_image("boards/control_board.png", alpha_convert=True),
"background": load_image("background/mirror-lake.png"),
"ground": load_image("tiles/ground/0.png"),
"road": load_image("tiles/ground/road.png"),
"biker": load_image("motorcycles/biker.png", alpha_convert=True),
"speedometer": load_image("speedometer/speedometer.png", alpha_convert=True),
"needle": load_image("speedometer/needle.png", alpha_convert=True),
"trees": load_images("background/trees", alpha_convert=True),
"obstacles": load_images("background/obstacles", alpha_convert=True),
"lantern": load_image("background/lantern.png", alpha_convert=True)
}
self.collision = False
self.wheelie = False
self.throttle_open = False
self.jumping = False
self.background = Background(self)
self.board = InfoBoard(self)
self.score = Score(self)
self.motorcycle = Motorcycle(self, self.assets['biker'], (22, 77))
self.motorcycle_mask_offset_y = self.motorcycle.motorcycle_pos[1] + 74
self.obstacles = Obstacles(self, self.background.road_y)
self.obstacle_mask_offset_y = 0
self.last_key = None
self.last_key_v = {"up": False, "down": False}
self.show_board = True
self.time_over = False
self.current_time = None
self.timer = 60 * 1000
def restart_game(self):
self.show_board = False
self.current_time = self.timer
self.time_over = False
self.score.total_score = 0
self.motorcycle.speed = 0
self.motorcycle.current_gear = "N"
self.motorcycle.position = [150, 442]
self.obstacles.obstacle_x = 0
self.last_key = None
def run(self):
while True:
self.background.render_static_background(self.display)
self.background.render_road(self.display)
self.background.render(self.display, self.motorcycle.speed)
if self.show_board:
self.board.render_controls_board(self.display)
elif self.time_over:
self.board.render_end_game(self.display, self.score.total_score)
else:
self.score.render_timer(self.display, self.current_time)
self.score.render_score(self.display)
self.motorcycle.update()
if (self.motorcycle_mask_offset_y) > self.obstacle_mask_offset_y:
obstacle_rect = self.obstacles.render_obstacles(self.display, self.motorcycle.speed)
self.motorcycle.render(self.display)
else:
self.motorcycle.render(self.display)
obstacle_rect = self.obstacles.render_obstacles(self.display, self.motorcycle.speed)
self.background.render_lanterns(self.display, self.motorcycle.speed)
self.motorcycle_mask_offset_y = self.motorcycle.motorcycle_pos[1] + 88
self.obstacle_mask_offset_y = (self.background.road_y + self.obstacles.obstacle_offset +
(self.obstacles.obstacle_size[1] - self.obstacles.obstacle_mask.get_size()[1]))
if self.motorcycle.motorcycle_mask.overlap(self.obstacles.obstacle_mask,
(obstacle_rect.x - self.motorcycle.motorcycle_pos[0],
self.obstacle_mask_offset_y - self.motorcycle_mask_offset_y)):
if self.motorcycle.speed != 0 and not self.collision:
self.score.substrate_points(100)
self.motorcycle.speed = 0
self.collision = True
else:
self.collision = False
if obstacle_rect.x in range(30, 100) and not self.collision:
self.score.add_points(0.02*self.motorcycle.speed // 1)
for event in pygame.event.get():
if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if not self.show_board and not self.time_over:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
self.motorcycle.change_gear("up")
if event.key == pygame.K_s:
self.motorcycle.change_gear("down")
if event.key == pygame.K_a:
self.throttle_open = True
if event.key == pygame.K_UP:
self.last_key = "up"
self.last_key_v["up"] = True
if event.key == pygame.K_DOWN:
self.last_key = "down"
self.last_key_v["down"] = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
self.last_key_v["up"] = False
if event.key == pygame.K_DOWN:
self.last_key_v["down"] = False
if event.key == pygame.K_a:
self.throttle_open = False
elif self.show_board or self.time_over:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.restart_game()
if self.current_time and self.current_time >= 0:
self.current_time -= self.clock.get_rawtime()
elif self.current_time and self.current_time <= 0:
self.time_over = True
self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), (0, 0))
pygame.display.update()
self.clock.tick(60)
if __name__ == "__main__":
Game().run()