@OmarionKeesley/

locc city

Pygame

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Files
  • main.py
  • bg.jpg
  • L10E.png
  • L11E.png
  • L1E.png
  • L2E.png
  • L3.png
  • L3E.png
  • L4E.png
  • L5E.png
  • L6E.png
  • L7E.png
  • L8.png
  • L8E.png
  • L9.png
  • L9E.png
  • music.mp3
  • nohup.out
  • R1.png
  • R10E.png
  • R11E.png
  • R1E.png
  • R2.png
  • R2E.png
  • R3.png
  • R3E.png
  • R4.png
  • R4E.png
  • R5.png
  • R5E.png
  • R6.png
  • R6E.png
  • R7.png
  • R7E.png
  • R8.png
  • R8E.png
  • R9.png
  • R9E.png
  • standing.png
main.py
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import pygame
pygame.init()

win = pygame.display.set_mode((500,500))
pygame.display.set_caption("Locc City")

walkRight = [pygame.image.load('L3.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()

x = 50
y = 400
width = 64
height = 64
vel = 5


isJump = False
jumpCount = 10

left = False
right = False
walkCount = 0

def redrawGameWindow():
	global walkCount

	#blit used to fill screen with image
	win.blit(bg, (0,0))
	
	if walkCount + 1 >= 27:
		walkCount = 0

	if left:
		win.blit(walkLeft[walkCount//3], (x,y))
		walkCount += 1

	elif right:
		win.blit(walkRight[walkCount//3], (x,y))
		walkCount += 1

	else:
		win.blit(char, (x,y))

	pygame.display.update()


#mainloop
run = True
while run:
	clock.tick(27)
	#Create list of all events
	for event in pygame.event.get():
		#Click the 'X' to quit
		if event.type == pygame.QUIT:
			run = False

	keys = pygame.key.get_pressed()

	if keys[pygame.K_LEFT] and x > vel:
		x -= vel
		left = True
		right = False
	elif keys[pygame.K_RIGHT] and x < 500 - width - vel:
		x += vel
		left = False
		right = True

	else: 
		right = False
		left = False
		walkCount = 0

	if not(isJump):

		if keys[pygame.K_SPACE]:
			isJump = True
			right = False
			left = False
			walkCount = 0

	else:
		if jumpCount >= -10:
			neg = 1
			if jumpCount < 0:
				neg = -1
			y -= (jumpCount ** 2) * 0.5 * neg
			jumpCount -= 1

		else:
			isJump = False
			jumpCount = 10

	redrawGameWindow()

	

pygame.quit()