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MyCarGame.py
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MyCarGame.py
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import pygame
import time
import random
pygame.init()
crash_sound=pygame.mixer.Sound("crash.wav")
pygame.mixer.music.load("race.wav")
display_width=800
display_height=600
#defining colour(RGB) values
black=(0,0,0)
white=(255,255,255)
red=(200,0,0)
green=(0,200,0)
blue=(0,0,255)
bright_red=(255,0,0)
bright_green=(0,255,0)
car_width=100
pause=False #boolean Value to update further
gameDisplay=pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Ashutosh Moto GP')
clock=pygame.time.Clock()
carImg=pygame.image.load("racecar1.png")
carImg2=pygame.image.load("racecar2.png")
pygame.display.set_icon(carImg2)
def things_dodged(count):
font=pygame.font.SysFont(None,25)
text=font.render("Dodged "+str(count),True,black)
gameDisplay.blit(text,(0,0))
def button(msg,x,y,w,h,ic,ac,action=None):
#hovering over the made box by taking cordinates
mouse=pygame.mouse.get_pos()
click=pygame.mouse.get_pressed()
#print(mouse)
if x+w > mouse[0]>x and y+h>mouse[1]>y:
pygame.draw.rect(gameDisplay,ac,(x,y,w,h))
if click[0]==1 and action!=None:
action()
#try another shape move
else:
pygame.draw.rect(gameDisplay,ic,(x,y,w,h))
smallText=pygame.font.Font("freesansbold.ttf",20)
textSurf,textRect=text_objects(msg,smallText)
textRect.center=((x+(w/2)),(y+(h/2)))
gameDisplay.blit(textSurf,textRect)
if 550+100 > mouse[0]>550 and 450+50>mouse[1]>450:
pygame.draw.rect(gameDisplay,bright_red,(550,450,100,50))
else:
pygame.draw.rect(gameDisplay,red,(550,450,100,50))
smallText=pygame.font.Font("freesansbold.ttf",20)
textSurf,textRect=text_objects("EXIT!",smallText)
textRect.center=((550+(100/2)),(450+(50/2)))
gameDisplay.blit(textSurf,textRect)
def things(thingx,thingy,thingw,thingh,color):
pygame.draw.rect(gameDisplay,color,[thingx,thingy,thingw,thingh])
def car(x,y) :
gameDisplay.blit(carImg,(x,y))
def text_objects(text,font):
textSurface=font.render(text,True,black)
return textSurface,textSurface.get_rect()
def message_display(text):
largeText=pygame.font.Font('freesansbold.ttf',80) #font type
TextSurf,TextRect=text_objects(text,largeText)
TextRect.center=((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf,TextRect)
pygame.display.update()
time.sleep(2)
game_loop()
def quitgame():
pygame.quit()
def crash():
pygame.mixer.music.stop()
pygame.mixer.Sound.play(crash_sound)
crashed=True
largeText=pygame.font.Font('freesansbold.ttf',80) #font type
TextSurf,TextRect=text_objects("You Crashed",largeText)
TextRect.center=((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf,TextRect)
while crashed:
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
#gameDisplay.fill(white)
button("Play Again",150,450,100,50,green,bright_green,game_loop)
button("Quit",550,450,100,50,red,bright_red,quitgame)
pygame.display.update()
clock.tick(15)
def unpause():
global pause
pygame.mixer.music.unpause()
pause=False
def paused():
pygame.mixer.music.pause()
largeText=pygame.font.Font('freesansbold.ttf',80) #font type
TextSurf,TextRect=text_objects("Paused",largeText)
TextRect.center=((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf,TextRect)
while pause:
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
#gameDisplay.fill(white)
button("Continue",150,450,100,50,green,bright_green,unpause)
button("Quit",550,450,100,50,red,bright_red,quitgame)
pygame.display.update()
clock.tick(15)
def game_intro():
intro=True
while intro:
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
gameDisplay.fill(white)
largeText=pygame.font.Font('freesansbold.ttf',80) #font type
TextSurf,TextRect=text_objects("My moto GP",largeText)
TextRect.center=((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf,TextRect)
button("GO",150,450,100,50,green,bright_green,game_loop)
button("EXIT",550,450,100,50,red,bright_red,quitgame)
pygame.display.update()
clock.tick(15)
def game_loop():
global pause
pygame.mixer.music.play(-1)
x=(display_width *0.45)
y=(display_height * 0.8)
x_change=0
thing_startx=random.randrange(0,display_width)
thing_starty=-600
thing_speed=5
thing_width=100
thing_height=100
dodged=0
gameExit=False
while not gameExit:
for event in pygame.event.get() : #gets any event that is occuring
if event.type==pygame.QUIT :
pygame.quit()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_LEFT:
x_change=-5
if event.key==pygame.K_RIGHT:
x_change=5
if event.key==pygame.K_p:
pause=True
paused()
if event.type==pygame.KEYUP:
if event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT:
x_change=0
x+=x_change
gameDisplay.fill(white)
things(thing_startx,thing_starty,thing_width,thing_height,black)
thing_starty+=thing_speed
car(x,y)
things_dodged(dodged)
if x>display_width-car_width or x<0:
crash()
if thing_starty>display_height:
thing_starty=0-thing_height
thing_startx=random.randrange(0,display_width)
dodged+=1
thing_speed+=0.5
thing_width+=(dodged*1.2)
if y<thing_starty+thing_height:
if x>thing_startx and x<thing_startx+thing_width or x+car_width>thing_startx and x+car_width<thing_startx+thing_width:
print('X crossover')
crash()
pygame.display.update() #or pygame.display.flip() will always update the entire surface
clock.tick(60) #frames per second will be more to make the object move faster
game_intro()
game_loop()
pygame.quit()