-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathJuego_test.py
464 lines (350 loc) · 15.8 KB
/
Juego_test.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
import pygame
import os
import time
import random
pygame.init()
#configuracion de la ventana
winFlag = 0
win = pygame.display.set_mode((700,500))
pygame.display.set_caption("uwu")
clock = pygame.time.Clock()
dirname = os.path.dirname(__file__)
gameOver = True
#imagenes cargadas pero bien
walkRight =[pygame.image.load(os.path.join(dirname, 'Game/R1.png')), pygame.image.load(os.path.join(dirname, 'Game/R2.png')), pygame.image.load(os.path.join(dirname, 'Game/R3.png')),pygame.image.load(os.path.join(dirname, 'Game/R4.png')),pygame.image.load(os.path.join(dirname, 'Game/R5.png')),pygame.image.load(os.path.join(dirname, 'Game/R6.png')),pygame.image.load(os.path.join(dirname, 'Game/R7.png')),pygame.image.load(os.path.join(dirname, 'Game/R8.png')),pygame.image.load(os.path.join(dirname, 'Game/R9.png'))]
walkLeft = [pygame.image.load(os.path.join(dirname, 'Game/L1.png')), pygame.image.load(os.path.join(dirname, 'Game/L2.png')), pygame.image.load(os.path.join(dirname, 'Game/L3.png')),pygame.image.load(os.path.join(dirname, 'Game/L4.png')),pygame.image.load(os.path.join(dirname, 'Game/L5.png')),pygame.image.load(os.path.join(dirname, 'Game/L6.png')),pygame.image.load(os.path.join(dirname, 'Game/L7.png')),pygame.image.load(os.path.join(dirname, 'Game/L8.png')),pygame.image.load(os.path.join(dirname, 'Game/L9.png'))]
char = pygame.image.load(os.path.join(dirname, 'Game/standing.png'))
bg = pygame.image.load(os.path.join(dirname, 'Game/coso.jpg'))
#enemieWalkRight =[pygame.image.load(os.path.join(dirname, 'Game/R1E.png')), pygame.image.load(os.path.join(dirname, 'Game/R2E.png')), pygame.image.load(os.path.join(dirname, 'Game/R3E.png')),pygame.image.load(os.path.join(dirname, 'Game/R4E.png')),pygame.image.load(os.path.join(dirname, 'Game/R5E.png')),pygame.image.load(os.path.join(dirname, 'Game/R6E.png')),pygame.image.load(os.path.join(dirname, 'Game/R7E.png')),pygame.image.load(os.path.join(dirname, 'Game/R8E.png')),pygame.image.load(os.path.join(dirname, 'Game/R9E.png'))]
elefanteRight = [pygame.image.load(os.path.join(dirname, 'Game/L1E.png')), pygame.image.load(os.path.join(dirname, 'Game/L2E.png')), pygame.image.load(os.path.join(dirname, 'Game/L3E.png')),pygame.image.load(os.path.join(dirname, 'Game/L4E.png')),pygame.image.load(os.path.join(dirname, 'Game/L5E.png')),pygame.image.load(os.path.join(dirname, 'Game/L6E.png')),pygame.image.load(os.path.join(dirname, 'Game/L7E.png')),pygame.image.load(os.path.join(dirname, 'Game/L8E.png')),pygame.image.load(os.path.join(dirname, 'Game/L9E.png'))]
enemieWalkLeft = [pygame.image.load(os.path.join(dirname, 'Game/F1.png')), pygame.image.load(os.path.join(dirname, 'Game/F2.png')), pygame.image.load(os.path.join(dirname, 'Game/F3.png')),pygame.image.load(os.path.join(dirname, 'Game/F4.png')),pygame.image.load(os.path.join(dirname, 'Game/F5.png')),pygame.image.load(os.path.join(dirname, 'Game/F6.png')),pygame.image.load(os.path.join(dirname, 'Game/F7.png')),pygame.image.load(os.path.join(dirname, 'Game/F8.png')),pygame.image.load(os.path.join(dirname, 'Game/F9.png'))]
elefanteLeft = 0
pinchitoimg = [pygame.transform.scale(pygame.image.load(os.path.join(dirname, 'Game/Spike_b.png')), (30, 30))]
class platform1():
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.rect = pygame.Rect(self.x + 20, self.y, self.height,self.width)
self.end = self.height -20
def draw(self,win):
pygame.draw.rect(win,(255,0,0),self.rect)
class player(object):
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.left = False
self.right = False
self.walkCount = 0
self.jumpCount = 8
self.standing = True
self.hitbox = (self.x+15, self.y-5, 28,60)
self.rect = pygame.draw.rect(win,(0,0,0),self.hitbox,2)
self.inGround = True
self.vida = 25
self.contador = 0
self.final = pygame.Rect(200,200,64,64)
def die(self):
self.contador = 0
del enemigos[:]
self.x = 200
self.y = 410
def draw(self, uwu):
if self.walkCount + 1 >= 27:
self.walkCount = 0
if not(self.standing):
if self.left:
win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
self.walkCount += 1
elif self.right:
win.blit(walkRight[self.walkCount//3], (self.x,self.y))
self.walkCount +=1
else:
if self.right:
win.blit(walkRight[0], (self.x,self.y))
else:
win.blit(walkLeft[0], (self.x,self.y))
self.hitbox = (self.x+15, self.y+5, 28,60)
pygame.draw.rect(win,(255,0,0),self.hitbox,2)
class enemi(object):
def __init__(self,x,y,width,height):
self.vida = 10
self.x = x
self.y = y
self.width = width
self.height = height
self.walkCount = 0
self.vel = random.randint(1, 3)
self.hitbox = (self.x + 16, self.y+2, 28,60)
self.direccion = 2
self.rect = pygame.draw.rect(win,(0,0,0),self.hitbox,2)
def hit(self):
print("hit")
self.vida -= 2
if self.vida <= 0:
enemigos.remove(enemy)
def draw(self,win):
self.move(self.vel)
if self.walkCount + 1 >= 27:
self.walkCount = 0
if self.direccion == 1:
win.blit(elefanteRight[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
elif self.direccion == -1:
win.blit(enemieWalkLeft[self.walkCount // 3],(self.x, self.y))
self.walkCount += 1
elif self.direccion == 0:
print("uwu")
self.hitbox = (self.x + 16, self.y+2, 28,60)
#pygame.draw.rect(win,(255,0,0),self.hitbox,2)
#funcion que hace que los enemigos te sigan, si tiene comentarios en ingles es probablemente porque me lo robe de por ahi
def move(self, speed): # chase movement
# Movement along x direction
if self.direccion != 0:
if self.x > man.x:
self.x -= speed
self.direccion = 1
elif self.x < man.x:
self.x += speed
self.direccion = -1
self.rect = pygame.Rect(self.x, self.y, self.height,self.width)
class pinchito():
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.width = width
self.height = height
self.rect = pygame.Rect(self.x + 20, self.y, self.height,self.width)
def draw(self,win):
win.blit(pinchitoimg[0],(self.x, self.y))
class enemigoPlat(enemi):
def __init__(self,x,y,width,height):
enemi.__init__(self,x,y,width,height)
super(enemi,self).__init__()
self.pathStart = platform.x
self.pathEnd = platform.x +platform.end
self.flag = 0
self.y = platform.y -60
def move(self, speed):
if self.x <= self.pathEnd and self.flag == 0:
self.x += speed
self.direccion = -1
if self.x >= self.pathEnd:
self.flag = 1
if self.flag == 1:
self.x -= speed
self.direccion = 1
if self.x <self.pathStart:
self. flag = 0
self.rect = pygame.Rect(self.x, self.y, self.height,self.width)
#lo que dice el puto nombre fabian no te puedo explicar todo la puta madre estamos grandes ya pibe
class proyectil():
def __init__(self,x,y,radio,color, facing):
self.x = int(x)
self.y = int(y)
self.radio = radio
self.color = color
self.facing = facing
self.vel = 8 * facing
def draw(self,uwu):
pygame.draw.circle(uwu, self.color, (self.x,self.y),self.radio)
def gravedad():
man.y += 22
def gravedadTest():
if man.y < 410 and flag != 1 and man.isJump == False:
gravedad()
if man.y >410:
man.y = 410
if man.y == 410:
man.inGround = True
#funcion en la que se ponen todas las cosas que se quieren mostrar en la pantalla asi no es todo un quilombo
def redrawGameWindow():
win.blit(bg, (0,0))
if(nivel == 4):
font = pygame.font.SysFont('Comic Sans MS', 30)
text = font.render('ganaste pibe me quiero ir a mi casa', True, (100, 0, 0))
win.blit(text,(200,200,30,30))
if(man.vida >= 0):
man.draw(win)
else:
global gameOver
gameOver = True
for bullet in bullets:
bullet.draw(win)
for enemy in enemigos:
enemy.draw(win)
for platform in platforms:
platform.draw(win)
for obstaculo in listaPinchitos:
obstaculo.draw(win)
pygame.draw.rect(win,(255,0,0),(0,0,man.vida*10,20,),0)
pygame.display.update()
#aca estan los dos enemigos porque hay dos enemigos, BASTANTE SIMPLE
man = player(200, 410, 64,64)
flag = 0
run = True
shootLoop = 0
bullets = []
enemigos = []
platforms = []
listaPinchitos = []
nivel = 1
def levelCheck(dato):
nivel = dato
man.x = 200
man.y = 410
del enemigos[:]
del platforms[:]
man.contador = 0
if(nivel == 1):
enemigos.append(enemi(100,410,64,64))
enemigos.append(enemi(80,410,64,64))
platforms.append(platform1(300,400,30,200))
platforms.append(platform1(550,300,30,200))
platforms.append(platform1(200,200,30,200))
platforms.append(platform1(500,200,30,64))
elif(nivel == 2):
a=platform1(100,350,30,200)
b=platform1(300,200,30,200)
c=platform1(550,200,30,200)
#listaPinchitos.append(pinchito(100,350,30,30))
platforms.append(a)
platforms.append(b)
platforms.append(c)
man.final = pygame.Rect(550,200,64,64)
man.contador = 0
elif(nivel == 3):
platforms.append(platform1(100,375,30,200))
platforms.append(platform1(300,250,30,64))
platforms.append(platform1(400,240,30,200))
platforms.append(platform1(450,400,30,200))
platforms.append(platform1(600,325,30,64))
platforms.append(platform1(520,120,30,200))
man.final = pygame.Rect(600,10,30,30)
levelCheck(nivel)
#empieza el loop principial, python no tiene main asi que usamos un while uwu
while run:
clock.tick(27)
#todo este choclo hasta la parte donde pone keys son las colisiones de las balas, despues hay que hacer que de menos asco y sacarlo de aca
#if len(enemigos) <= 0:
#enemigos.append(enemi(300,410,64,64))
while gameOver == True:
win.fill((0,0,0))
font = pygame.font.SysFont('Comic Sans MS', 30)
font2 = pygame.font.SysFont('Comic Sans MS', 15)
text = font.render('toca para c empezar y q para salir creo', True, (100, 0, 0))
text2 = font2.render('hola este es un menu cuando no tenes ganas de hacer un menu pero es un requisito para aprobar', True, (0, 255, 0))
win.blit(text,(100,200,30,30))
win.blit(text2,(0,300,30,30))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
pygame.QUIT()
if event.key == pygame.K_c:
gameOver = False
man.vida = 25
man.die()
pygame.display.flip()
#determina si el personaje esta en una plataforma o en el piso, si no lo esta lo tira para abajo hasta que lo este, no se si esta es una forma
#decente de hacerlo pero es la que se me ocurrio sin buscar un video en youtube, porque me dio paja
gravedadTest()
#esto se pone en uno cuando el personaje esta en una plataforma, hay que ponerle un nombre que no sea flag
flag = 0
if shootLoop > 0:
shootLoop += 1
if shootLoop > 3:
shootLoop = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONUP:
x, y = pygame.mouse.get_pos()
platforms.append(platform1(x-50,y-10,30,60))
#hay que encontrar una forma de hacer esto que no requiera dos millones de loops porque es una crotada y va a explotar todo buenas tardes
#forma encontrada buenas tardes
for platform in platforms:
if platform.rect.colliderect(man.hitbox) and man.y < platform.y:
man.y = platform.y -55
man.inGround = True
flag = 1
if(man.contador < len(platforms)):
enemigos.append(enemigoPlat(platform.x,410,64,64))
man.contador+= 1
#for enemy in enemigos:
#man.colision(enemy)
for bullet in bullets:
if len(enemigos) > 0:
for enemy in enemigos:
if bullet.y + bullet.radio < enemy.hitbox[1] + enemy.hitbox[3] and bullet.y + bullet.radio > enemy.hitbox[1]:
if bullet.x + bullet.radio > enemy.hitbox[0] and bullet.x - bullet.radio < enemy.hitbox[0] + enemy.hitbox[2]:
enemy.hit()
if len(bullets) > 0:
bullets.pop()
#si las balas empiezan a hacer cosas raras el problema esta aca, pero ahora no me voy a molestar en cambiarlo
if bullet.x < 700 and bullet.x > 0:
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
#cuando un enemigo se choca con el personaje, juan del futuro deja de llenar todo de fors pls te quiero no me lastimes
for enemy in enemigos:
if enemy.rect.colliderect(man .hitbox):
man.vida -= 1
print("oh no")
#boton para disparar
keys = pygame.key.get_pressed()
if keys[pygame.K_q] and shootLoop == 0:
if man.left:
facing = -1
else:
facing = 1
if len(bullets) < 50:
bullets.append(proyectil(round(man.x + man.width // 2), round(man.y + man. height //2),5,(0,0,0), facing))
shootLoop = 1
#teclas para moverse
if keys[pygame.K_LEFT]:
man.x -= man.vel
man.left = True
man.right = False
man.standing = False
elif keys[pygame.K_RIGHT]:
man.x += man.vel
man.right = True
man.left = False
man.standing = False
else:
man.standing = True
man.walkCount = 0
#esto es para pasar d enivel y tendria que estar en otro lado porque se me va a perder
if man.final.colliderect(man.hitbox):
nivel += 1
levelCheck(nivel)
#salto
if not(man.isJump):
if keys[pygame.K_SPACE] and man.inGround:
man.isJump = True
man.standing = True
man.walkCount = 0
else:
if man.jumpCount >= -8:
neg = 1
if man.jumpCount < 0:
neg = -1
if man.isJump:
man.y -= (man.jumpCount ** 2) * 0.5 * neg
man.jumpCount -= 1
else:
man.isJump = False
man.jumpCount = 8
redrawGameWindow()
man.inGround = False
#bordes
if man.x > 700:
man.x = -40
if man.x < -50:
man.x = 700
pygame.quit()