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game.py
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import pygame, sys, random
print("It runs!")
pygame.init()
size = (width, height) = 500, 500
screen = pygame.display.set_mode(size)
speed = [0, 0]
class MainCharacter(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("./cat.svg")
self.image = pygame.transform.scale(self.image, (50, 50))
self.rect = self.image.get_rect()
self.rect.center = (250, 250)
self.total_lives = 5
self.last_hit = 0
def update(self):
self.last_hit = pygame.time.get_ticks()
self.total_lives -= 1
if self.total_lives <= 0:
print("Game over!")
sys.exit()
class Corona(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("./germ.svg")
self.image = pygame.transform.scale(self.image, (20, 20))
self.rect = self.image.get_rect()
self.rect.center = (random.randint(0, 500), random.randint(0, 500))
self.speed = [3, 3]
def update(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > width:
self.speed[0] = -self.speed[0] * 1.5
self.speed[1] = self.speed[1] * random.uniform(0.5, 1.1)
if self.rect.top < 0 or self.rect.bottom > height:
self.speed[1] = -self.speed[1] * 1.5
self.speed[0] = self.speed[0] * random.uniform(0.5, 1.1)
if self.speed[0] > 6:
self.speed[0] -= 0.5
if self.speed[0] < -6:
self.speed[0] += 0.5
if self.speed[1] > 6:
self.speed[1] -= 0.5
if self.speed[1] < -6:
self.speed[1] += 0.5
main = MainCharacter()
main_sprite = pygame.sprite.Group()
main_sprite.add(main)
bad_sprites = pygame.sprite.Group()
for _ in range(3):
bad_sprites.add(Corona())
clock = pygame.time.Clock()
while True:
clock.tick(60)
screen.fill((0, 0, 0))
main_sprite.draw(screen)
bad_sprites.draw(screen)
key = pygame.key.get_pressed()
if key[pygame.K_a] and speed[0] > -20:
speed[0] -= 1.5
if key[pygame.K_d] and speed[0] < 20:
speed[0] += 1.5
if key[pygame.K_w] and speed[1] > -20:
speed[1] -= 1.5
if key[pygame.K_s] and speed[1] < 20:
speed[1] += 1.5
if main.rect.left < 0 or main.rect.right > width:
speed[0] = -speed[0] * 1.5
if main.rect.top < 0 or main.rect.bottom > height:
speed[1] = -speed[1] * 1.5
if speed[0] > 0:
speed[0] -= 0.5
if speed[0] < 0:
speed[0] += 0.5
if speed[1] > 0:
speed[1] -= 0.5
if speed[1] < 0:
speed[1] += 0.5
main.rect = main.rect.move(speed)
bad_sprites.update()
myFont = pygame.font.SysFont("Times New Roman", 18)
numLivesDraw = myFont.render(f"{main.total_lives} remaining", 1, (250, 250, 250))
screen.blit(numLivesDraw, (30, 30))
collisions = pygame.sprite.spritecollideany(main, bad_sprites)
if collisions != None:
interval = pygame.time.get_ticks() - main.last_hit
if interval > 1000: # one second
main_sprite.update()
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()