|
| 1 | +# Bomb Jack |
| 2 | +import pgzrun |
| 3 | +WIDTH = 600 |
| 4 | +HEIGHT = 650 |
| 5 | +jack = Actor('jackf',(300,300)) |
| 6 | +ground = Actor('ground',(300,640)) |
| 7 | +roof = Actor('roof',(300,61)) |
| 8 | +platform1 = Actor('platform1',(400,180)) |
| 9 | +platform2 = Actor('platform2',(420,580)) |
| 10 | +platform3 = Actor('platform3',(320,440)) |
| 11 | +platform4 = Actor('platform4',(180,250)) |
| 12 | +platform5 = Actor('platform5',(120,510)) |
| 13 | +platformList = [roof,ground,platform1,platform2,platform3,platform4,platform5] |
| 14 | +jack.thrust = gameState = count = frame = score = 0 |
| 15 | +jack.dir = "l" |
| 16 | +bombs = [] |
| 17 | +bombXY = [(110,95),(170,95),(230,95),(430,95),(490,95),(550,95),(40,290),(40,350),(40,410),(40,470),(560,290),(560,350),(560,410),(560,470),(110,605),(170,605),(230,605),(360,545),(420,545),(480,545)] |
| 18 | +for b in bombXY: |
| 19 | + bombs.append(Actor('bomb1', center=(b[0], b[1]))) |
| 20 | + bombs[len(bombs)-1].state = 1 |
| 21 | + |
| 22 | +def draw(): |
| 23 | + screen.blit("background",(0,0)) |
| 24 | + for p in platformList: p.draw() |
| 25 | + for b in bombs : |
| 26 | + if b.state > 0 : |
| 27 | + b.image = "bomb"+str(int(b.state)) |
| 28 | + b.draw() |
| 29 | + jack.draw() |
| 30 | + screen.draw.text("SCORE:"+str(score), center= (300, 28), owidth=0.5, ocolor=(255,255,255), color=(255,0,0) , fontsize=40) |
| 31 | + if gameState == 1: screen.draw.text("LEVEL CLEARED", center = (300, 300), owidth=0.5, ocolor=(255,255,255), color=(0,255,255) , fontsize=50) |
| 32 | + |
| 33 | +def update(): |
| 34 | + global count, frame |
| 35 | + if gameState == 0: |
| 36 | + jack.dir = "f" |
| 37 | + ytest = jack.y |
| 38 | + if keyboard.up: |
| 39 | + jack.dir = "u" |
| 40 | + if checkCollisions(platformList,(jack.x,jack.y+(jack.height/2))) == False : jack.y += 4 |
| 41 | + if checkCollisions(platformList,(jack.x,jack.y-32)) == False : jack.y -= jack.thrust |
| 42 | + jack.thrust = limit(jack.thrust-0.4,0,20) |
| 43 | + if jack.y > ytest+1: jack.dir = "d" |
| 44 | + if jack.y < ytest-1: jack.dir = "u" |
| 45 | + if keyboard.left and jack.x > 40: |
| 46 | + if jack.y != ytest: |
| 47 | + jack.dir = "lf" |
| 48 | + jack.y -= 2 |
| 49 | + else: |
| 50 | + jack.dir = "l" + str(frame%2+1) |
| 51 | + jack.x -= 2 |
| 52 | + if keyboard.right and jack.x < 560: |
| 53 | + if jack.y != ytest: |
| 54 | + jack.dir = "rf" |
| 55 | + jack.y -= 2 |
| 56 | + else: |
| 57 | + jack.dir = "r" + str(frame%2+1) |
| 58 | + jack.x += 2 |
| 59 | + jack.image = "jack" + jack.dir |
| 60 | + checkBombs() |
| 61 | + count += 1 |
| 62 | + if(count%5 == 0) : frame += 1 |
| 63 | + |
| 64 | +def on_key_down(key): |
| 65 | + global gameState |
| 66 | + if gameState == 0: |
| 67 | + if key.name == "UP" and jack.dir == "f": |
| 68 | + jack.thrust = 20 |
| 69 | + jack.dir = "u" |
| 70 | + |
| 71 | +def limit(n, minn, maxn): |
| 72 | + return max(min(maxn, n), minn) |
| 73 | + |
| 74 | +def checkCollisions(cList, point): |
| 75 | + for i in range(0, len(cList)): |
| 76 | + if cList[i].collidepoint(point): |
| 77 | + return True |
| 78 | + return False |
| 79 | + |
| 80 | +def checkBombs(): |
| 81 | + global gameState, score |
| 82 | + bombsCollected = 0 |
| 83 | + for b in bombs: |
| 84 | + if b.state > 1: b.state += 0.4 |
| 85 | + if b.state == 0 : bombsCollected += 1 |
| 86 | + if b.collidepoint((jack.x,jack.y)) and b.state == 1: |
| 87 | + b.state = 1.4 |
| 88 | + if int(b.state) > 4 : |
| 89 | + b.state = 0 |
| 90 | + score += 100 |
| 91 | + if bombsCollected == len(bombs): gameState = 1 |
| 92 | + |
| 93 | +pgzrun.go() |
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