import pygame import os import random pygame.init() # Global Constants SCREEN_HEIGHT = 600 SCREEN_WIDTH = 1100 SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) RUNNING = [pygame.image.load(os.path.join("Assets/Dino", "DinoRun1.png")), pygame.image.load(os.path.join("Assets/Dino", "DinoRun2.png"))] JUMPING = pygame.image.load(os.path.join("Assets/Dino", "DinoJump.png")) DUCKING = [pygame.image.load(os.path.join("Assets/Dino", "DinoDuck1.png")), pygame.image.load(os.path.join("Assets/Dino", "DinoDuck2.png"))] SMALL_CACTUS = [pygame.image.load(os.path.join("Assets/Cactus", "SmallCactus1.png")), pygame.image.load(os.path.join("Assets/Cactus", "SmallCactus2.png")), pygame.image.load(os.path.join("Assets/Cactus", "SmallCactus3.png"))] LARGE_CACTUS = [pygame.image.load(os.path.join("Assets/Cactus", "LargeCactus1.png")), pygame.image.load(os.path.join("Assets/Cactus", "LargeCactus2.png")), pygame.image.load(os.path.join("Assets/Cactus", "LargeCactus3.png"))] BIRD = [pygame.image.load(os.path.join("Assets/Bird", "Bird1.png")), pygame.image.load(os.path.join("Assets/Bird", "Bird2.png"))] CLOUD = pygame.image.load(os.path.join("Assets/Other", "Cloud.png")) BG = pygame.image.load(os.path.join("Assets/Other", "Track.png")) class Dinosaur: X_POS = 80 Y_POS = 310 Y_POS_DUCK = 340 JUMP_VEL = 8.5 def __init__(self): self.duck_img = DUCKING self.run_img = RUNNING self.jump_img = JUMPING self.dino_duck = False self.dino_run = True self.dino_jump = False self.step_index = 0 self.jump_vel = self.JUMP_VEL self.image = self.run_img[0] self.dino_rect = self.image.get_rect() self.dino_rect.x = self.X_POS self.dino_rect.y = self.Y_POS def update(self, userInput): if self.dino_duck: self.duck() if self.dino_run: self.run() if self.dino_jump: self.jump() if self.step_index >= 10: self.step_index = 0 if userInput[pygame.K_UP] and not self.dino_jump: self.dino_duck = False self.dino_run = False self.dino_jump = True elif userInput[pygame.K_DOWN] and not self.dino_jump: self.dino_duck = True self.dino_run = False self.dino_jump = False elif not (self.dino_jump or userInput[pygame.K_DOWN]): self.dino_duck = False self.dino_run = True self.dino_jump = False def duck(self): self.image = self.duck_img[self.step_index // 5] self.dino_rect = self.image.get_rect() self.dino_rect.x = self.X_POS self.dino_rect.y = self.Y_POS_DUCK self.step_index += 1 def run(self): self.image = self.run_img[self.step_index // 5] self.dino_rect = self.image.get_rect() self.dino_rect.x = self.X_POS self.dino_rect.y = self.Y_POS self.step_index += 1 def jump(self): self.image = self.jump_img if self.dino_jump: self.dino_rect.y -= self.jump_vel * 4 self.jump_vel -= 0.8 if self.jump_vel < - self.JUMP_VEL: self.dino_jump = False self.jump_vel = self.JUMP_VEL def draw(self, SCREEN): SCREEN.blit(self.image, (self.dino_rect.x, self.dino_rect.y)) class Cloud: def __init__(self): self.x = SCREEN_WIDTH + random.randint(800, 1000) self.y = random.randint(50, 100) self.image = CLOUD self.width = self.image.get_width() def update(self): self.x -= game_speed if self.x < -self.width: self.x = SCREEN_WIDTH + random.randint(2500, 3000) self.y = random.randint(50, 100) def draw(self, SCREEN): SCREEN.blit(self.image, (self.x, self.y)) class Obstacle: def __init__(self, image, type): self.image = image self.type = type self.rect = self.image[self.type].get_rect() self.rect.x = SCREEN_WIDTH def update(self): self.rect.x -= game_speed if self.rect.x < -self.rect.width: obstacles.pop() def draw(self, SCREEN): SCREEN.blit(self.image[self.type], self.rect) class SmallCactus(Obstacle): def __init__(self, image): self.type = random.randint(0, 2) super().__init__(image, self.type) self.rect.y = 325 class LargeCactus(Obstacle): def __init__(self, image): self.type = random.randint(0, 2) super().__init__(image, self.type) self.rect.y = 300 class Bird(Obstacle): def __init__(self, image): self.type = 0 super().__init__(image, self.type) self.rect.y = 250 self.index = 0 def draw(self, SCREEN): if self.index >= 9: self.index = 0 SCREEN.blit(self.image[self.index//5], self.rect) self.index += 1 def main(): global game_speed, x_pos_bg, y_pos_bg, points, obstacles run = True clock = pygame.time.Clock() player = Dinosaur() cloud = Cloud() game_speed = 20 x_pos_bg = 0 y_pos_bg = 380 points = 0 font = pygame.font.Font('freesansbold.ttf', 20) obstacles = [] death_count = 0 def score(): global points, game_speed points += 1 if points % 100 == 0: game_speed += 1 text = font.render("Points: " + str(points), True, (0, 0, 0)) textRect = text.get_rect() textRect.center = (1000, 40) SCREEN.blit(text, textRect) def background(): global x_pos_bg, y_pos_bg image_width = BG.get_width() SCREEN.blit(BG, (x_pos_bg, y_pos_bg)) SCREEN.blit(BG, (image_width + x_pos_bg, y_pos_bg)) if x_pos_bg <= -image_width: SCREEN.blit(BG, (image_width + x_pos_bg, y_pos_bg)) x_pos_bg = 0 x_pos_bg -= game_speed while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False SCREEN.fill((255, 255, 255)) userInput = pygame.key.get_pressed() player.draw(SCREEN) player.update(userInput) if len(obstacles) == 0: if random.randint(0, 2) == 0: obstacles.append(SmallCactus(SMALL_CACTUS)) elif random.randint(0, 2) == 1: obstacles.append(LargeCactus(LARGE_CACTUS)) elif random.randint(0, 2) == 2: obstacles.append(Bird(BIRD)) for obstacle in obstacles: obstacle.draw(SCREEN) obstacle.update() if player.dino_rect.colliderect(obstacle.rect): pygame.time.delay(2000) death_count += 1 menu(death_count) background() cloud.draw(SCREEN) cloud.update() score() clock.tick(30) pygame.display.update() def menu(death_count): global points run = True while run: SCREEN.fill((255, 255, 255)) font = pygame.font.Font('freesansbold.ttf', 30) if death_count == 0: text = font.render("Press any Key to Start", True, (0, 0, 0)) elif death_count > 0: text = font.render("Press any Key to Restart", True, (0, 0, 0)) score = font.render("Your Score: " + str(points), True, (0, 0, 0)) scoreRect = score.get_rect() scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50) SCREEN.blit(score, scoreRect) textRect = text.get_rect() textRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2) SCREEN.blit(text, textRect) SCREEN.blit(RUNNING[0], (SCREEN_WIDTH // 2 - 20, SCREEN_HEIGHT // 2 - 140)) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: main() menu(death_count=0)
Write, Run & Share Python code online using OneCompiler's Python online compiler for free. It's one of the robust, feature-rich online compilers for python language, supporting both the versions which are Python 3 and Python 2.7. Getting started with the OneCompiler's Python editor is easy and fast. The editor shows sample boilerplate code when you choose language as Python or Python2 and start coding.
OneCompiler's python online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample python program which takes name as input and print your name with hello.
import sys
name = sys.stdin.readline()
print("Hello "+ name)
Python is a very popular general-purpose programming language which was created by Guido van Rossum, and released in 1991. It is very popular for web development and you can build almost anything like mobile apps, web apps, tools, data analytics, machine learning etc. It is designed to be simple and easy like english language. It's is highly productive and efficient making it a very popular language.
When ever you want to perform a set of operations based on a condition IF-ELSE is used.
if conditional-expression
#code
elif conditional-expression
#code
else:
#code
Indentation is very important in Python, make sure the indentation is followed correctly
For loop is used to iterate over arrays(list, tuple, set, dictionary) or strings.
mylist=("Iphone","Pixel","Samsung")
for i in mylist:
print(i)
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while condition
#code
There are four types of collections in Python.
List is a collection which is ordered and can be changed. Lists are specified in square brackets.
mylist=["iPhone","Pixel","Samsung"]
print(mylist)
Tuple is a collection which is ordered and can not be changed. Tuples are specified in round brackets.
myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
Below throws an error if you assign another value to tuple again.
myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
myTuple[1]="onePlus"
print(myTuple)
Set is a collection which is unordered and unindexed. Sets are specified in curly brackets.
myset = {"iPhone","Pixel","Samsung"}
print(myset)
Dictionary is a collection of key value pairs which is unordered, can be changed, and indexed. They are written in curly brackets with key - value pairs.
mydict = {
"brand" :"iPhone",
"model": "iPhone 11"
}
print(mydict)
Following are the libraries supported by OneCompiler's Python compiler
Name | Description |
---|---|
NumPy | NumPy python library helps users to work on arrays with ease |
SciPy | SciPy is a scientific computation library which depends on NumPy for convenient and fast N-dimensional array manipulation |
SKLearn/Scikit-learn | Scikit-learn or Scikit-learn is the most useful library for machine learning in Python |
Pandas | Pandas is the most efficient Python library for data manipulation and analysis |
DOcplex | DOcplex is IBM Decision Optimization CPLEX Modeling for Python, is a library composed of Mathematical Programming Modeling and Constraint Programming Modeling |