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Jamal
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I'm trying to make a simple game for a my school project. Do you have any tips on how to simplify and beautify the code?

https://github.com/20nicolas/Game.gitGitHub

I'm trying to make a simple game for a my school project. Do you have any tips on how to simplify and beautify the code?

https://github.com/20nicolas/Game.git

I'm trying to make a simple game for a school project. Do you have any tips on how to simplify and beautify the code?

GitHub

Source Link

Simple Python Pygame Game

I'm trying to make a simple game for a my school project. Do you have any tips on how to simplify and beautify the code?

https://github.com/20nicolas/Game.git

import pygame as py
import os

py.init ()

screen = py.display.set_mode ((800,600))



bg = py.image.load('game-assets-game-background-sidescroller.png')
clock = py.time.Clock ()


idle = [py.image.load(os.path.join('player','Idle (1).png')),py.image.load(os.path.join('player','Idle (2).png')),py.image.load(os.path.join('player','Idle (3).png')),py.image.load(os.path.join('player','Idle (4).png')),py.image.load(os.path.join('player','Idle (5).png')),py.image.load(os.path.join('player','Idle (6).png')),py.image.load(os.path.join('player','Idle (7).png')),py.image.load(os.path.join('player','Idle (8).png')),py.image.load(os.path.join('player','Idle (9).png')),py.image.load(os.path.join('player','Idle (10).png'))]
run_right = [py.image.load(os.path.join('player','Run (1).png')),py.image.load(os.path.join('player','Run (2).png')),py.image.load(os.path.join('player','Run (3).png')),py.image.load(os.path.join('player','Run (4).png')),py.image.load(os.path.join('player','Run (5).png')),py.image.load(os.path.join('player','Run (6).png')),py.image.load(os.path.join('player','Run (7).png')),py.image.load(os.path.join('player','Run (8).png'))]
jump = [py.image.load(os.path.join('player','Jump (1).png')),py.image.load(os.path.join('player','Jump (2).png')),py.image.load(os.path.join('player','Jump (3).png')),py.image.load(os.path.join('player','Jump (4).png')),py.image.load(os.path.join('player','Jump (5).png')),py.image.load(os.path.join('player','Jump (6).png')),py.image.load(os.path.join('player','Jump (7).png')),py.image.load(os.path.join('player','Jump (8).png')),py.image.load(os.path.join('player','Jump (9).png')),py.image.load(os.path.join('player','Jump (10).png'))]
shoot_idle = [py.image.load(os.path.join('player','Shoot (1).png')),py.image.load(os.path.join('player','Shoot (2).png')),py.image.load(os.path.join('player','Shoot (3).png')),py.image.load(os.path.join('player','Shoot (4).png'))]
shoot_run = [py.image.load(os.path.join('player','RunShoot (1).png')),py.image.load(os.path.join('player','RunShoot (2).png')),py.image.load(os.path.join('player','RunShoot (3).png')),py.image.load(os.path.join('player','RunShoot (4).png')),py.image.load(os.path.join('player','RunShoot (5).png')),py.image.load(os.path.join('player','RunShoot (6).png')),py.image.load(os.path.join('player','RunShoot (7).png')),py.image.load(os.path.join('player','Run (8).png'))]

class player(object):
    def __init__(self,x,y,width,lenght):
        self.x = x
        self.y = y
        self.width = width
        self.lenght = lenght
        self.vel = 5
        self.right = False
        self.left = False
        self.standing = True
        self.idlecount = 0
        self.runcount = 0
        self.jumping = False
        self.jumpcount = 14
        self.direction = 1
        self.jumpingcount = 0
        self.shooting = False
        self.shootingcount = 0

    def draw (self,screen):
        if self.idlecount + 1 >= 30:
            self.idlecount = 0

        if self.runcount + 1 >= 24:
            self.runcount = 0

        if self.jumpingcount + 1 >= 31:
            self.jumpingcount = 0

        if self.shootingcount + 1 >= 9:
            self.shootingcount = 0
        
        if not (self.jumping):
            if not (self.standing):

                if self.right:
                    screen.blit (run_right[self.runcount//3],(self.x,self.y))
                    self.runcount += 1

                elif self.left:
                    screen.blit (run_left[self.runcount//3],(self.x,self.y))
                    self.runcount += 1
        
            else:
                if self.shooting:
                    if self.direction == 1:
                        screen.blit (shoot_idle[self.shootingcount//2],(self.x,self.y))
                        self.shootingcount += 1
                        
                    elif self.direction == -1:
                        screen.blit (shoot_idle2[self.shootingcount//2],(self.x,self.y))
                        self.shootingcount += 1
                        
                elif self.direction == 1:
                    screen.blit (idle[self.idlecount//3],(self.x,self.y))
                    self.idlecount += 1
                    
                elif self.direction == -1:
                    screen.blit (idle2[self.idlecount//3],(self.x,self.y))
                    self.idlecount += 1

        else:
            if self.direction == 1:
                screen.blit (jump[self.jumpingcount//3],(self.x,self.y))
                self.jumpingcount += 1
                self.runcount = 0

            elif self.direction == -1:
                screen.blit (jump2[self.jumpingcount//3],(self.x,self.y))
                self.jumpingcount += 1
                self.runcount = 0



pows = [py.image.load(os.path.join('player','Bullet_000.png')),py.image.load(os.path.join('player','Bullet_001.png')),py.image.load(os.path.join('player','Bullet_002.png')),py.image.load(os.path.join('player','Bullet_003.png')),py.image.load(os.path.join('player','Bullet_004.png'))]

class bulletss (object):
    def __init__(self,x,y,facing):
        self.x = x
        self.y = y
        self.facing = facing
        self.vel = 10 * facing
        self.shootcount = 0
        self.lenght = 50
        self.width = 50

    def draw(self,win):

        if self.shootcount + 1 == 12:
            self.shootcount = 0

        if self.facing == 1:
            screen.blit (pows[self.shootcount//3],(self.x+25,self.y-25))
            self.shootcount += 1

        elif self.facing == -1:
            screen.blit (pows2[self.shootcount//3],(self.x-75,self.y-25))
            self.shootcount += 1
        
      
def drawGameScreen ():
    screen.blit(bg,(0,0))
    man.draw (screen)
    for bullet in bullets:
        bullet.draw (screen)
         

    py.display.update ()

##main loop

man = player (100,430,100,100)
game = True
bullets = []
shootloop = 0

idle = [(py.transform.scale(idle[0],(man.width,man.lenght))),(py.transform.scale(idle[1],(man.width,man.lenght))),(py.transform.scale(idle[2],(man.width,man.lenght))),(py.transform.scale(idle[3],(man.width,man.lenght))),(py.transform.scale(idle[4],(man.width,man.lenght))),(py.transform.scale(idle[5],(man.width,man.lenght))),(py.transform.scale(idle[6],(man.width,man.lenght))),(py.transform.scale(idle[7],(man.width,man.lenght))),(py.transform.scale(idle[8],(man.width,man.lenght))),(py.transform.scale(idle[9],(man.width,man.lenght)))]
run_right = [(py.transform.scale(run_right[0],(man.width,man.lenght))),(py.transform.scale(run_right[1],(man.width,man.lenght))),(py.transform.scale(run_right[2],(man.width,man.lenght))),(py.transform.scale(run_right[3],(man.width,man.lenght))),(py.transform.scale(run_right[4],(man.width,man.lenght))),(py.transform.scale(run_right[5],(man.width,man.lenght))),(py.transform.scale(run_right[6],(man.width,man.lenght))),(py.transform.scale(run_right[7],(man.width,man.lenght)))]
jump = [(py.transform.scale(jump[0],(man.width,man.lenght))),(py.transform.scale(jump[1],(man.width,man.lenght))),(py.transform.scale(jump[2],(man.width,man.lenght))),(py.transform.scale(jump[3],(man.width,man.lenght))),(py.transform.scale(jump[4],(man.width,man.lenght))),(py.transform.scale(jump[5],(man.width,man.lenght))),(py.transform.scale(jump[6],(man.width,man.lenght))),(py.transform.scale(jump[7],(man.width,man.lenght))),(py.transform.scale(jump[8],(man.width,man.lenght))),(py.transform.scale(jump[9],(man.width,man.lenght)))]
run_left = [(py.transform.flip(run_right[0],True,False)),(py.transform.flip(run_right[1],True,False)),(py.transform.flip(run_right[2],True,False)),(py.transform.flip(run_right[3],True,False)),(py.transform.flip(run_right[4],True,False)),(py.transform.flip(run_right[5],True,False)),(py.transform.flip(run_right[6],True,False)),(py.transform.flip(run_right[7],True,False))]
idle2 = [(py.transform.flip(idle[0],True,False)),(py.transform.flip(idle[1],True,False)),(py.transform.flip(idle[2],True,False)),(py.transform.flip(idle[3],True,False)),(py.transform.flip(idle[4],True,False)),(py.transform.flip(idle[5],True,False)),(py.transform.flip(idle[6],True,False)),(py.transform.flip(idle[7],True,False)),(py.transform.flip(idle[8],True,False)),(py.transform.flip(idle[9],True,False))]
jump2 = [(py.transform.flip(jump[0],True,False)),(py.transform.flip(jump[1],True,False)),(py.transform.flip(jump[2],True,False)),(py.transform.flip(jump[3],True,False)),(py.transform.flip(jump[4],True,False)),(py.transform.flip(jump[5],True,False)),(py.transform.flip(jump[6],True,False)),(py.transform.flip(jump[7],True,False)),(py.transform.flip(jump[8],True,False)),(py.transform.flip(jump[9],True,False))]
shoot_idle = [(py.transform.scale(shoot_idle[0],(man.width,man.lenght))),(py.transform.scale(shoot_idle[1],(man.width,man.lenght))),(py.transform.scale(shoot_idle[2],(man.width,man.lenght))),(py.transform.scale(shoot_idle[3],(man.width,man.lenght)))]
shoot_idle2 = [(py.transform.flip(shoot_idle[0],True,False)),(py.transform.flip(shoot_idle[1],True,False)),(py.transform.flip(shoot_idle[2],True,False)),(py.transform.flip(shoot_idle[3],True,False))]
pows = [(py.transform.scale(pows[0],(50,50))),(py.transform.scale(pows[1],(50,50))),(py.transform.scale(pows[2],(50,50))),(py.transform.scale(pows[3],(50,50))),(py.transform.scale(pows[4],(50,50)))]
pows2 = [(py.transform.flip(pows[0],True,False)),(py.transform.flip(pows[1],True,False)),(py.transform.flip(pows[2],True,False)),(py.transform.flip(pows[3],True,False)),(py.transform.flip(pows[4],True,False))]

         
while game:
    clock.tick (30)

    if shootloop > 0:
        shootloop += 1

    if shootloop > 5:
        shootloop = 0
     
    for event in py.event.get():
        if event == py.QUIT:
            game = False

    keys = py.key.get_pressed ()

    for bullet in bullets:
        if bullet.x < 800 and bullet.x > 0:
            bullet.x += bullet.vel

        else:
            bullets.remove (bullet)

    

        
    if keys[py.K_RIGHT] and man.x <= 700:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
        man.idlecount = 0
        man.direction = 1

    elif keys[py.K_LEFT] and man.x >= 0:
        man.x -= man.vel
        man.right = False
        man.left = True
        man.standing = False
        man.idlecount = 0
        man.direction = -1
        
    else:
        man.standing = True
        man.shooting = False

    if keys [py.K_SPACE] and shootloop == 0:
        if man.left:
            facing = -1

        elif man.right:
            facing = 1

        if len(bullets) < 5:
            man.standing = True
            man.shooting = True
            bullets.append(bulletss(round(man.x + man.lenght//2), round(man.y + man.lenght//2), facing))

        shootloop = 1

    if not(man.jumping):
        if keys[py.K_UP]:
            man.jumping = True
            man.right = False
            man.left = False
            man.standing = False
            man.walkcount = 0
    else:
        if man.jumpcount >= -14:
            neg = 1
            if man.jumpcount < 0:
                neg = -1
            man.y -= (man.jumpcount ** 2) * 0.2 * neg
            man.jumpcount -= 1
        else:
            man.jumping = False
            man.jumpcount = 14
        

    drawGameScreen ()