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level3.py
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#initialize the screen
import pygame, math, sys, time, end
from pygame.locals import *
def level3():
pygame.init()
screen = pygame.display.set_mode((1024, 768))
#GAME CLOCK
clock = pygame.time.Clock()
font = pygame.font.Font(None, 75)
win_condition = None
pygame.mixer.music.load('My_Life_Be_Like.mp3')
win_font = pygame.font.Font(None, 50)
win_condition = None
win_text = font.render('', True, (0, 255, 0))
loss_text = font.render('', True, (255, 0, 0))
t0 = time.time()
class CarSprite(pygame.sprite.Sprite):
MAX_FORWARD_SPEED = 10
MAX_REVERSE_SPEED = 10
ACCELERATION = 2
TURN_SPEED = 10
def __init__(self, image, position):
pygame.sprite.Sprite.__init__(self)
self.src_image = pygame.image.load(image)
self.position = position
self.speed = self.direction = 0
self.k_left = self.k_right = self.k_down = self.k_up = 0
def update(self, deltat):
#SIMULATION
self.speed += (self.k_up + self.k_down)
if self.speed > self.MAX_FORWARD_SPEED:
self.speed = self.MAX_FORWARD_SPEED
if self.speed < -self.MAX_REVERSE_SPEED:
self.speed = -self.MAX_REVERSE_SPEED
self.direction += (self.k_right + self.k_left)
x, y = (self.position)
rad = self.direction * math.pi / 180
x += -self.speed*math.sin(rad)
y += -self.speed*math.cos(rad)
self.position = (x, y)
self.image = pygame.transform.rotate(self.src_image, self.direction)
self.rect = self.image.get_rect()
self.rect.center = self.position
class PadSprite(pygame.sprite.Sprite):
normal = pygame.image.load('images/vertical_pads.png')
def __init__(self, position):
super(PadSprite, self).__init__()
self.rect = pygame.Rect(self.normal.get_rect())
self.rect.center = position
self.image = self.normal
class HorizontalPad(pygame.sprite.Sprite):
normal = pygame.image.load('images/race_pads.png')
def __init__(self, position):
super(HorizontalPad, self).__init__()
self.rect = pygame.Rect(self.normal.get_rect())
self.rect.center = position
self.image = self.normal
class SmallHorizontalPad(pygame.sprite.Sprite):
normal = pygame.image.load('images/small_horizontal.png')
def __init__(self, position):
super(SmallHorizontalPad, self).__init__()
self.rect = pygame.Rect(self.normal.get_rect())
self.rect.center = position
self.image = self.normal
class SmallVerticalPad(pygame.sprite.Sprite):
normal = pygame.image.load('images/small_vertical.png')
def __init__(self, position):
super(SmallVerticalPad, self).__init__()
self.rect = pygame.Rect(self.normal.get_rect())
self.rect.center = position
self.image = self.normal
#level design
pads = [
SmallVerticalPad((0, 550)),
SmallVerticalPad((0, 390)),
SmallVerticalPad((0, 190)),
SmallVerticalPad((0, 90)),
SmallVerticalPad((100, -100)),
SmallVerticalPad((100, 290)),
SmallVerticalPad((100, 390)),
SmallVerticalPad((100, 490)),
SmallVerticalPad((200, 590)),
SmallVerticalPad((200, 290)),
SmallVerticalPad((200, 690)),
SmallVerticalPad((300, 590)),
SmallVerticalPad((300, 290)),
SmallVerticalPad((400, 535)),
SmallVerticalPad((400, 225)),
SmallVerticalPad((470, 490)),
SmallVerticalPad((600, 690)),
SmallVerticalPad((600, 290)),
SmallVerticalPad((600, 190)),
SmallVerticalPad((700, 690)),
SmallVerticalPad((700, 290)),
SmallVerticalPad((800, 690)),
SmallVerticalPad((800, 290)),
SmallVerticalPad((900, -50)),
SmallVerticalPad((1000, 690)),
SmallVerticalPad((1000, 290)),
HorizontalPad((338,170)),
HorizontalPad((600,170))
]
pad_group = pygame.sprite.RenderPlain(*pads)
class Trophy(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/trophy.png')
self.rect = self.image.get_rect()
self.rect.x, self.rect.y = position
def draw(self, screen):
screen.blit(self.image, self.rect)
trophies = [Trophy((450,320))]
trophy_group = pygame.sprite.RenderPlain(*trophies)
# CREATE A CAR AND RUN
rect = screen.get_rect()
car = CarSprite('images/car.png', (30, 730))
car_group = pygame.sprite.RenderPlain(car)
#THE GAME LOOP
while 1:
t1 = time.time()
dt = t1-t0
#USER INPUT
deltat = clock.tick(30)
for event in pygame.event.get():
if not hasattr(event, 'key'): continue
down = event.type == KEYDOWN
if win_condition == None:
if event.key == K_RIGHT: car.k_right = down * -5
elif event.key == K_LEFT: car.k_left = down * 5
elif event.key == K_UP: car.k_up = down * 2
elif event.key == K_DOWN: car.k_down = down * -2
elif event.key == K_ESCAPE: sys.exit(0) # quit the game
elif win_condition == True and event.key == K_SPACE: end.end_game()
elif win_condition == False and event.key == K_SPACE:
level3()
t0 = t1
elif event.key == K_ESCAPE: sys.exit(0)
#COUNTDOWN TIMER
seconds = round((15 - dt),2)
if win_condition == None:
timer_text = font.render(str(seconds), True, (255,255,0))
if seconds <= 0:
win_condition = False
timer_text = font.render("Time!", True, (255,0,0))
loss_text = win_font.render('Press Space to Retry', True, (255,0,0))
#RENDERING
screen.fill((0,0,0))
car_group.update(deltat)
collisions = pygame.sprite.groupcollide(car_group, pad_group, False, False, collided = None)
if collisions != {}:
win_condition = False
timer_text = font.render("Crash!", True, (255,0,0))
car.image = pygame.image.load('images/collision.png')
loss_text = win_font.render('Press Space to Retry', True, (255,0,0))
seconds = 0
car.MAX_FORWARD_SPEED = 0
car.MAX_REVERSE_SPEED = 0
car.k_right = 0
car.k_left = 0
trophy_collision = pygame.sprite.groupcollide(car_group, trophy_group, False, True)
if trophy_collision != {}:
seconds = seconds
timer_text = font.render("Finished!", True, (0,255,0))
win_condition = True
car.MAX_FORWARD_SPEED = 0
car.MAX_REVERSE_SPEED = 0
pygame.mixer.music.play(loops=0, start=0.0)
win_text = win_font.render('Press Space to Advance', True, (0,255,0))
if win_condition == True:
car.k_right = -5
pad_group.draw(screen)
car_group.draw(screen)
trophy_group.draw(screen)
#Counter Render
screen.blit(timer_text, (20,20))
screen.blit(win_text, (250, 700))
screen.blit(loss_text, (250, 700))
pygame.display.flip()