This is my replica of Dino-Game, written in python.

Enjoy

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import pygame
import random

pygame.init()

# screen part
SCREEN_WIDTH = 1500
SCREEN_HEIGHT = 600
size = (SCREEN_WIDTH, SCREEN_HEIGHT)
screen = pygame.display.set_mode(size)
bg_color = (255, 255, 255)
pygame.display.set_caption("Mini DINOSAUR")
score_font = pygame.font.Font(None, 30)
game_over_font = pygame.font.Font(None, 50)
score_list = []


class GameConfig:
def __init__(self) -> None:
self.SCREEN_WIDTH = 1500
self.SCREEN_HEIGHT = 600
self.BG_COLOR = (255, 255, 255)
self.CAPTION = "Mini DINOSAUR"
self.JUMP_HEIGHT = 100
self.TURN_TIME = 20
self.DELAY = 10


class Player:
def __init__(self, x: int, y: int, speed: int, image: str, height: int, width: int,) -> None:
self.speed = speed
self.image = pygame.image.load(image)
self.height = height
self.width = width
self.image = pygame.transform.scale(
self.image, (self.width, self.height))
self.jump_height = 100
self.is_jumping = False
self.score = 0
self.score_surface = score_font.render(
str(self.score), True, (0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y

def update_score_surface(self):
self.score_surface = score_font.render(
str(self.score), True, (0, 0, 0))


t_rex = Player(
0, 500, 10, './dinosaur/assets/t-rex.png', 70, 90)


# TODO: turn t_rex into a class Player


class Enemy:
def __init__(self, x: int, y: int, speed: int, image: str, height: int, width: int, is_left: bool = False) -> None:
self.speed = speed
self.image = pygame.image.load(image)
self.height = height
self.width = width
self.image = pygame.transform.scale(
self.image, (self.width, self.height))
self.is_left = is_left
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y

def turn_right(self):
image = pygame.image.load('./dinosaur/assets/BlackBird_Right.png')
self.image = pygame.transform.scale(
image, (self.width, self.height))
self.is_left = False

def turn_left(self):
image = pygame.image.load('./dinosaur/assets/BlackBird_Left.png')
self.image = pygame.transform.scale(
image, (self.width, self.height))
self.is_left = True


blackbird1 = Enemy(
1000, 100, 5, './dinosaur/assets/BlackBird_Left.png', 50, 40)
# BlackBird_Left
blackbird2 = Enemy(
800, 300, 5, './dinosaur/assets/BlackBird_Right.png', 50, 40)
# BlackBird_Right
cactus = Enemy(700, 500, 4, './dinosaur/assets/Cactus.png', 60, 70)
mountain = Enemy(1200, 500, 4, './dinosaur/assets/Mountain.png', 80, 80)
enemies = [blackbird1, blackbird2, cactus, mountain]

is_game_over = False
running = True
turn_time = 0
# flag to track if game over has been handled
game_over_handled = False
while running:
# update score
if not is_game_over:
t_rex.score += 1

# turn birds left/right
turn_time += 1
pygame.time.delay(10)
if turn_time > 20:
if blackbird2.is_left:
blackbird1.turn_right()
blackbird2.turn_right()
else:
blackbird2.turn_left()
blackbird1.turn_left()
turn_time = 0

# get events
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
running = False

# press space to jump
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
t_rex.is_jumping = True
if keys[pygame.K_r]:
is_game_over = False
running = True
t_rex.score = 0
game_over_handled = False

# t_rex jump
if t_rex.is_jumping:
if t_rex.rect.y < t_rex.jump_height:
t_rex.speed = -8
if t_rex.rect.y > 500:
t_rex.speed = 6
t_rex.is_jumping = False
t_rex.rect.y -= t_rex.speed

# is t_rex colliding enemy?
for enemy in enemies:
if t_rex.rect.colliderect(enemy.rect):
is_game_over = True

# update enemies' position
for enemy in enemies:
enemy.rect.x -= enemy.speed

if enemy.rect.x < 0:
enemy.rect.x = 1600 + random.randint(400, 2000)

# show objects in the screen
if is_game_over and not game_over_handled:
score_list.append(t_rex.score)
score_list.sort(reverse=True)
score_list = score_list[:3]
game_over_handled = True

if is_game_over:
for i in range(len(score_list)):
s_surface = game_over_font.render(f"No {i + 1}: {score_list[i]}", True, (0, 0, 0))
screen.blit(s_surface, (SCREEN_WIDTH - 300, SCREEN_HEIGHT / 3 * i))
game_over_surface = game_over_font.render(f"GAME OVER YOUR SCORE: {t_rex.score}", True, (255, 0, 0))
r_surface = game_over_font.render("Click 'r' to restart ", True, (0, 0, 0))
screen.blit(r_surface, (SCREEN_HEIGHT / 3, SCREEN_HEIGHT / 5 * 4))
screen.blit(game_over_surface, (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2))
else:
screen.fill(bg_color)
screen.blit(t_rex.image, (t_rex.rect.x, t_rex.rect.y))
t_rex.update_score_surface()
screen.blit(t_rex.score_surface, (SCREEN_WIDTH - 100, 100))
for enemy in enemies:
screen.blit(enemy.image, (enemy.rect.x, enemy.rect.y))
pygame.display.update()

pygame.quit()