-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathGame.py
More file actions
342 lines (276 loc) · 17.2 KB
/
Game.py
File metadata and controls
342 lines (276 loc) · 17.2 KB
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
import pygame
import random
from Db.FileLoader import FileLoader
import Settings
from Db.Paths import *
from Utils import display_score, get_high_scores, update_high_scores
from Entities.CarPlayer import CarPlayer
from Entities.CarObstacle import CarObstacle
class Game:
"""Main class to manage game state and run the main game loop."""
def __init__(self):
pygame.init()
pygame.mixer.init()
self.clock = pygame.time.Clock()
# initialize font objects after pygame.init() to avoid "font not initialized" error
Settings.init_fonts()
self.icon_image = FileLoader.load_single_icon(icon_image_path)
if self.icon_image:
pygame.display.set_icon(self.icon_image)
# Create Window and set caption
self.screen = pygame.display.set_mode((Settings.screen_width, Settings.screen_height))
pygame.display.set_caption(Settings.GAME_TITLE)
self.bg_home_image = FileLoader.load_single_image(bg_home_image_path, Settings.TRANSPARENT_APPHA_MEDIUM)
if self.bg_home_image:
self.bg_home_image = pygame.transform.scale(self.bg_home_image, (Settings.screen_width, Settings.screen_height))
self.bg_hiscores_image = FileLoader.load_single_image(hiscore_bg_image_path, Settings.TRANSPARENT_APPHA_HIGH)
if self.bg_hiscores_image:
self.bg_hiscores_image = pygame.transform.scale(self.bg_hiscores_image, (Settings.screen_width, Settings.screen_height))
self.bg_gameover_image = FileLoader.load_single_image(game_over_bg_image_path, Settings.TRANSPARENT_APPHA_HIGH)
if self.bg_gameover_image:
self.bg_gameover_image = pygame.transform.scale(self.bg_gameover_image, (Settings.screen_width, Settings.screen_height))
self.road_image = FileLoader.load_single_image(road_image_path)
if self.road_image:
self.road_image = pygame.transform.scale(self.road_image, (Settings.screen_width, Settings.screen_height))
self.car_models = self._load_car_models()
self.high_scores = get_high_scores()
# store the highest score from existing data, default 0 when no high score rows yet
if self.high_scores:
self.high_score = self.high_scores[0][0]
else:
self.high_score = 0
self.game_state = Settings.WELCOME
self.play_button = pygame.Rect(Settings.screen_width // 2 - 100, Settings.HOME_PLAY_Y, 200, 50)
self.high_score_button = pygame.Rect(Settings.screen_width // 2 - 100, Settings.HOME_HIGHSCORE_Y, 200, 50)
self.quit_button = pygame.Rect(Settings.screen_width // 2 - 100, Settings.HOME_QUIT_Y, 200, 50)
self.game_over_play_again_btn = pygame.Rect(Settings.screen_width // 2 - 110, Settings.screen_height * 2 // 3 + 20, 220, 50)
self.game_over_home_btn = pygame.Rect(Settings.screen_width // 2 - 110, Settings.screen_height * 2 // 3 + 90, 220, 50)
self.reset_game()
def _load_car_models(self):
# Attempt to load all car models from disk; fall back to a solid color rectangle if missing
models = FileLoader.load_multiple_images(cars_image_path)
if not models:
fallback = pygame.Surface((Settings.CAR_WIDTH, Settings.CAR_HEIGHT), pygame.SRCALPHA)
# Use configured color constants from Settings for consistency
fallback.fill((Settings.RED, 255))
return {"fallback": fallback}
return models
def _random_car_image(self):
return random.choice(list(self.car_models.values()))
def _get_obstacle_spawn_count(self):
# 1-5: one obstacle per spawn cycle, 6-10: two obstacles, 11+: three obstacles
if self.level <= 5:
return 1
if self.level <= 10:
return 2
return 3
def run(self):
while self.game_state != Settings.EXIT_GAME:
if self.game_state == Settings.WELCOME:
self.display_welcome_screen()
elif self.game_state == Settings.PLAYING_GAME:
self.game_loop()
elif self.game_state == Settings.GAME_OVER:
self.display_game_over_screen()
elif self.game_state == Settings.HIGH_SCORES:
self.display_high_scores_screen()
pygame.quit()
def display_welcome_screen(self):
try:
pygame.mixer.music.load(charmer_music_path)
pygame.mixer.music.play(-1) # Loop background music indefinitely
except Exception as e:
print(f"Crash sound failed: {e}")
while self.game_state == Settings.WELCOME:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game_state = Settings.EXIT_GAME
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.game_state = Settings.EXIT_GAME
else:
self.reset_game()
self.game_state = Settings.PLAYING_GAME
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if self.play_button.collidepoint(event.pos):
self.reset_game()
self.game_state = Settings.PLAYING_GAME
elif self.high_score_button.collidepoint(event.pos):
self.game_state = Settings.HIGH_SCORES
elif self.quit_button.collidepoint(event.pos):
self.game_state = Settings.EXIT_GAME
self.screen.fill(Settings.BLACK)
self.screen.blit(self.bg_home_image, (0, 0))
title_color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
title_text = Settings.font_large.render("CAR RACING GAME", True, title_color)
self.screen.blit(title_text, (Settings.screen_width // 2 - title_text.get_width() // 2, Settings.HOME_TITLE_Y))
click_text = Settings.font_medium.render("Press any key to play / Click a button", True, Settings.WHITE)
self.screen.blit(click_text, (Settings.screen_width // 2 - click_text.get_width() // 2, Settings.HOME_TITLE_Y + 80))
press_text = Settings.font_small.render("Press ESC to quit the game", True, Settings.WHITE)
self.screen.blit(press_text, (Settings.screen_width // 2 - press_text.get_width() // 2, Settings.HOME_TITLE_Y + 110))
pygame.draw.rect(self.screen, Settings.GREEN, self.play_button)
play_text = Settings.font_medium.render("Play", True, Settings.BLACK)
self.screen.blit(play_text, (self.play_button.centerx - play_text.get_width() // 2, self.play_button.centery - play_text.get_height() // 2))
pygame.draw.rect(self.screen, Settings.YELLOW, self.high_score_button)
high_score_text = Settings.font_medium.render("High Scores", True, Settings.BLACK)
self.screen.blit(high_score_text, (self.high_score_button.centerx - high_score_text.get_width() // 2, self.high_score_button.centery - high_score_text.get_height() // 2))
pygame.draw.rect(self.screen, Settings.RED, self.quit_button)
quit_text = Settings.font_medium.render("Quit", True, Settings.BLACK)
self.screen.blit(quit_text, (self.quit_button.centerx - quit_text.get_width() // 2, self.quit_button.centery - quit_text.get_height() // 2))
# Add gameplay instructions on the home screen
instr_1 = Settings.font_small.render("Press LEFT arrow (<-) to move to left lane", True, Settings.WHITE)
instr_2 = Settings.font_small.render("Press RIGHT arrow (->) to move to right lane", True, Settings.WHITE)
instr_3 = Settings.font_small.render("*** Avoid obstacles and score points ***", True, Settings.WHITE)
self.screen.blit(instr_1, (Settings.screen_width // 2 - instr_1.get_width() // 2, Settings.HOME_QUIT_Y + 120))
self.screen.blit(instr_2, (Settings.screen_width // 2 - instr_2.get_width() // 2, Settings.HOME_QUIT_Y + 150))
self.screen.blit(instr_3, (Settings.screen_width // 2 - instr_3.get_width() // 2, Settings.HOME_QUIT_Y + 180))
pygame.display.flip()
self.clock.tick(Settings.MENU_FPS)
def game_loop(self):
while self.game_state == Settings.PLAYING_GAME:
delta_ms = self.clock.tick(Settings.FPS)
self._process_events()
self._update_game_state(delta_ms)
self._draw_game_scene()
def _process_events(self):
"""Read player or system input each frame."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game_state = Settings.EXIT_GAME
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.player_car.move("LEFT")
elif event.key == pygame.K_RIGHT:
self.player_car.move("RIGHT")
def _update_game_state(self, delta_ms: int):
"""Move road, spawn obstacles, update score/level, detect collision."""
self.level_timer += delta_ms
if self.level_timer >= Settings.LEVEL_INTERVAL_MS:
pygame.mixer.music.load(beep_sound_path)
pygame.mixer.music.play()
levels_gained = self.level_timer // Settings.LEVEL_INTERVAL_MS
self.level += levels_gained
self.level_timer %= Settings.LEVEL_INTERVAL_MS
self.spawn_timer += delta_ms
if self.spawn_timer >= Settings.SPAWN_OBSTACLE_EVERY_MS:
# Keep spawn timer synced to frame time
self.spawn_timer %= Settings.SPAWN_OBSTACLE_EVERY_MS
spawn_count = self._get_obstacle_spawn_count()
lanes_available = list(Settings.LANE_X_POSITIONS)
random.shuffle(lanes_available)
for lane_x in lanes_available[:spawn_count]:
if len(self.obstacles) >= Settings.MAX_OBSTACLES:
break
self.obstacles.append(CarObstacle(self._random_car_image(), lane_x=lane_x))
obstacle_speed = min(
Settings.INITIAL_OBSTACLE_SPEED + self.level * Settings.OBSTACLE_SPEED_INCREMENT,
Settings.OBSTACLE_MAX_SPEED,
)
self.road_y = (self.road_y + Settings.ROAD_SPEED) % Settings.screen_height
for obstacle in list(self.obstacles):
obstacle.speed = obstacle_speed
obstacle.update(delta_ms)
if obstacle.is_off_screen():
self.obstacles.remove(obstacle)
self.score += 10 * self.level
continue
if obstacle.get_rect().colliderect(self.player_car.get_rect()):
# Play crash sound when hitting an obstacle
try:
pygame.mixer.music.load(car_crash_sound_path)
pygame.mixer.music.play()
except Exception as e:
print(f"Crash sound failed: {e}")
self.high_score = max(self.high_score, self.score)
self.game_state = Settings.GAME_OVER
self.high_scores = update_high_scores(self.score, self.level, self.high_score)
self.high_score = self.high_scores[0][0] if self.high_scores else self.high_score
def _draw_game_scene(self):
"""Clear screen, draw background, road, player, obstacles, score."""
self.screen.fill(Settings.ROAD_BACKGROUND)
if self.road_image:
self.screen.blit(self.road_image, (0, self.road_y - Settings.screen_height))
self.screen.blit(self.road_image, (0, self.road_y))
self.player_car.draw(self.screen)
for obstacle in self.obstacles:
obstacle.draw(self.screen)
display_score(self.screen, self.score, self.level, self.high_score)
pygame.display.flip()
def display_game_over_screen(self):
while self.game_state == Settings.GAME_OVER:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game_state = Settings.EXIT_GAME
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.game_over_play_again_btn.collidepoint(event.pos):
self.reset_game()
self.game_state = Settings.PLAYING_GAME
elif self.game_over_home_btn.collidepoint(event.pos):
self.game_state = Settings.WELCOME
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.game_state = Settings.WELCOME
else:
self.reset_game()
self.game_state = Settings.PLAYING_GAME
self.screen.fill(Settings.BLACK)
if self.bg_gameover_image:
self.screen.blit(self.bg_gameover_image, (0, 0))
overlay = pygame.Surface((Settings.screen_width, Settings.screen_height), pygame.SRCALPHA)
overlay.fill(Settings.OVERLAY_SEMI_TRANSPARENT)
self.screen.blit(overlay, (0, 0))
game_over_text = Settings.font_large.render("GAME OVER", True, Settings.RED)
final_score_text = Settings.font_medium.render(f"Final Score: {self.score}", True, Settings.WHITE)
high_score_text = Settings.font_medium.render(f"High Score: {self.high_score}", True, Settings.WHITE)
self.screen.blit(game_over_text, (Settings.screen_width // 2 - game_over_text.get_width() // 2, Settings.screen_height // 4 - 80))
self.screen.blit(final_score_text, (Settings.screen_width // 2 - final_score_text.get_width() // 2, Settings.screen_height // 2 - 100))
self.screen.blit(high_score_text, (Settings.screen_width // 2 - high_score_text.get_width() // 2, Settings.screen_height // 2 + 45 - 100))
pygame.draw.rect(self.screen, Settings.GREEN, self.game_over_play_again_btn)
btn_text = Settings.font_medium.render("Play Again", True, Settings.BLACK)
self.screen.blit(btn_text, (self.game_over_play_again_btn.centerx - btn_text.get_width() // 2, self.game_over_play_again_btn.centery - btn_text.get_height() // 2))
pygame.draw.rect(self.screen, Settings.BLUE, self.game_over_home_btn)
home_text = Settings.font_medium.render("Home", True, Settings.BLACK)
self.screen.blit(home_text, (self.game_over_home_btn.centerx - home_text.get_width() // 2, self.game_over_home_btn.centery - home_text.get_height() // 2))
press_text = Settings.font_medium.render("Press any key to play again or click a button", True, Settings.WHITE)
self.screen.blit(press_text, (Settings.screen_width // 2 - press_text.get_width() // 2, Settings.screen_height * 2 // 3 - 40))
end_text = Settings.font_small.render("Press ESC to return to home screen", True, Settings.WHITE)
self.screen.blit(end_text, (Settings.screen_width // 2 - end_text.get_width() // 2, Settings.screen_height * 2 // 3 + 170))
pygame.display.flip()
self.clock.tick(Settings.MENU_FPS)
def display_high_scores_screen(self):
while self.game_state == Settings.HIGH_SCORES:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game_state = Settings.EXIT_GAME
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.game_state = Settings.WELCOME
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if self.game_over_home_btn.collidepoint(event.pos):
self.game_state = Settings.WELCOME
self.screen.fill(Settings.BLACK)
if self.bg_hiscores_image:
self.screen.blit(self.bg_hiscores_image, (0, 0,))
title_text = Settings.font_large.render("HIGH SCORES", True, Settings.GREEN)
self.screen.blit(title_text, (Settings.screen_width // 2 - title_text.get_width() // 2, 60))
highscores = get_high_scores()
for i, (score, level, top_score) in enumerate(highscores):
score_line = Settings.font_medium.render(
f"{i + 1}. Score: {score} | Level: {level} | Top: {top_score}", True, Settings.WHITE
)
self.screen.blit(score_line, (Settings.screen_width // 2 - score_line.get_width() // 2, 160 + i * 40))
pygame.draw.rect(self.screen, Settings.BLUE, self.game_over_home_btn)
back_text = Settings.font_medium.render("Back", True, Settings.BLACK)
self.screen.blit(back_text, (self.game_over_home_btn.centerx - back_text.get_width() // 2, self.game_over_home_btn.centery - back_text.get_height() // 2))
press_text = Settings.font_small.render("Press ESC or click Back to return", True, Settings.WHITE)
self.screen.blit(press_text, (Settings.screen_width // 2 - press_text.get_width() // 2, Settings.screen_height - 50))
pygame.display.flip()
self.clock.tick(Settings.MENU_FPS)
def reset_game(self):
self.player_car = CarPlayer(self._random_car_image())
self.obstacles = []
self.score = 0
self.level = 1
self.level_timer = 0
self.spawn_timer = 0
self.road_y = 0