3 easy ways to create own Dino Game in python

3 easy ways to create own Dino Game in python

Hi, aspiring coders! Today I will show you guys, how to build one of the most popular games that almost everyone plays while they are offline. If your guessing which game then I am talking about Google Chrome’s Dino game. But, Our Dino game is a modified form of Chrome’s version as its colored. Now let’s go directly on to the tutorial of building it.

Requirements:

  • A PC with any OS installed in it.
  • The latest version of Python which can be easily downloaded from https://www.python.org/downloads/[For installing you can check this blog]
  • A good Code IDE [ Prefer using VS Code or Atom]
  • Your focus

Tutorial:

  • Firstly, open your cmd[Command Prompt] and type the following command after installing python from https://pypi.org/project/pygame/
  1. pip install pygame
  2. pip install random2
  • Secondly, copy the following codes provided along with resources that you can get in the download button below.
  • Lastly, run the python code with python main.py command.[Here, main.py is the file name]. That’s it!

Source Code:

__author__ = "Tripura Coders" import os
import sys
import pygame
import random
from pygame import * pygame.init() scr_size = (width,height) = (600,600)
FPS = 60
gravity = 0.6 black = (0,0,0)
white = (255,255,255)
background_col = (235,235,235) high_score = 0 screen = pygame.display.set_mode(scr_size)
clock = pygame.time.Clock()
pygame.display.set_caption("Dino Run by Tripura Coders") jump_sound = pygame.mixer.Sound('templates/jump.wav')
die_sound = pygame.mixer.Sound('templates/die.wav')
checkPoint_sound = pygame.mixer.Sound('templates/checkPoint.wav') def load_image( name, sizex=-1, sizey=-1, colorkey=None, ): fullname = os.path.join('templates', name) image = pygame.image.load(fullname) image = image.convert() if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0, 0)) image.set_colorkey(colorkey, RLEACCEL) if sizex != -1 or sizey != -1: image = pygame.transform.scale(image, (sizex, sizey)) return (image, image.get_rect()) def load_sprite_sheet( sheetname, nx, ny, scalex = -1, scaley = -1, colorkey = None, ): fullname = os.path.join('templates',sheetname) sheet = pygame.image.load(fullname) sheet = sheet.convert() sheet_rect = sheet.get_rect() templates = [] sizex = sheet_rect.width/nx sizey = sheet_rect.height/ny for i in range(0,ny): for j in range(0,nx): rect = pygame.Rect((j*sizex,i*sizey,sizex,sizey)) image = pygame.Surface(rect.size) image = image.convert() image.blit(sheet,(0,0),rect) if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0,0)) image.set_colorkey(colorkey,RLEACCEL) if scalex != -1 or scaley != -1: image = pygame.transform.scale(image,(scalex,scaley)) templates.append(image) sprite_rect = templates[0].get_rect() return templates,sprite_rect def disp_gameOver_msg(retbutton_image,gameover_image): retbutton_rect = retbutton_image.get_rect() retbutton_rect.centerx = width / 2 retbutton_rect.top = height*0.52 gameover_rect = gameover_image.get_rect() gameover_rect.centerx = width / 2 gameover_rect.centery = height*0.35 screen.blit(retbutton_image, retbutton_rect) screen.blit(gameover_image, gameover_rect) def extractDigits(number): if number > -1: digits = [] i = 0 while(number/10 != 0): digits.append(number%10) number = int(number/10) digits.append(number%10) for i in range(len(digits),5): digits.append(0) digits.reverse() return digits class Dino(): def __init__(self,sizex=-1,sizey=-1): self.images,self.rect = load_sprite_sheet('dino.png',5,1,sizex,sizey,-1) self.images1,self.rect1 = load_sprite_sheet('dino_ducking.png',2,1,59,sizey,-1) self.rect.bottom = int(0.98*height) self.rect.left = width/15 self.image = self.images[0] self.index = 0 self.counter = 0 self.score = 0 self.isJumping = False self.isDead = False self.isDucking = False self.isBlinking = False self.movement = [0,0] self.jumpSpeed = 11.5 self.stand_pos_width = self.rect.width self.duck_pos_width = self.rect1.width def draw(self): screen.blit(self.image,self.rect) def checkbounds(self): if self.rect.bottom > int(0.98*height): self.rect.bottom = int(0.98*height) self.isJumping = False def update(self): if self.isJumping: self.movement[1] = self.movement[1] + gravity if self.isJumping: self.index = 0 elif self.isBlinking: if self.index == 0: if self.counter % 400 == 399: self.index = (self.index + 1)%2 else: if self.counter % 20 == 19: self.index = (self.index + 1)%2 elif self.isDucking: if self.counter % 5 == 0: self.index = (self.index + 1)%2 else: if self.counter % 5 == 0: self.index = (self.index + 1)%2 + 2 if self.isDead: self.index = 4 if not self.isDucking: self.image = self.images[self.index] self.rect.width = self.stand_pos_width else: self.image = self.images1[(self.index)%2] self.rect.width = self.duck_pos_width self.rect = self.rect.move(self.movement) self.checkbounds() if not self.isDead and self.counter % 7 == 6 and self.isBlinking == False: self.score += 1 if self.score % 100 == 0 and self.score != 0: if pygame.mixer.get_init() != None: checkPoint_sound.play() self.counter = (self.counter + 1) class Cactus(pygame.sprite.Sprite): def __init__(self,speed=5,sizex=-1,sizey=-1): pygame.sprite.Sprite.__init__(self,self.containers) self.images,self.rect = load_sprite_sheet('cacti-small.png',3,1,sizex,sizey,-1) self.rect.bottom = int(0.98*height) self.rect.left = width + self.rect.width self.image = self.images[random.randrange(0,3)] self.movement = [-1*speed,0] def draw(self): screen.blit(self.image,self.rect) def update(self): self.rect = self.rect.move(self.movement) if self.rect.right < 0: self.kill() class Ptera(pygame.sprite.Sprite): def __init__(self,speed=5,sizex=-1,sizey=-1): pygame.sprite.Sprite.__init__(self,self.containers) self.images,self.rect = load_sprite_sheet('ptera.png',2,1,sizex,sizey,-1) self.ptera_height = [height*0.82,height*0.75,height*0.60] self.rect.centery = self.ptera_height[random.randrange(0,3)] self.rect.left = width + self.rect.width self.image = self.images[0] self.movement = [-1*speed,0] self.index = 0 self.counter = 0 def draw(self): screen.blit(self.image,self.rect) def update(self): if self.counter % 10 == 0: self.index = (self.index+1)%2 self.image = self.images[self.index] self.rect = self.rect.move(self.movement) self.counter = (self.counter + 1) if self.rect.right < 0: self.kill() class Ground(): def __init__(self,speed=-5): self.image,self.rect = load_image('ground.png',-1,-1,-1) self.image1,self.rect1 = load_image('ground.png',-1,-1,-1) self.rect.bottom = height self.rect1.bottom = height self.rect1.left = self.rect.right self.speed = speed def draw(self): screen.blit(self.image,self.rect) screen.blit(self.image1,self.rect1) def update(self): self.rect.left += self.speed self.rect1.left += self.speed if self.rect.right < 0: self.rect.left = self.rect1.right if self.rect1.right < 0: self.rect1.left = self.rect.right class Cloud(pygame.sprite.Sprite): def __init__(self,x,y): pygame.sprite.Sprite.__init__(self,self.containers) self.image,self.rect = load_image('cloud.png',int(90*30/42),30,-1) self.speed = 1 self.rect.left = x self.rect.top = y self.movement = [-1*self.speed,0] def draw(self): screen.blit(self.image,self.rect) def update(self): self.rect = self.rect.move(self.movement) if self.rect.right < 0: self.kill() class Scoreboard(): def __init__(self,x=-1,y=-1): self.score = 0 self.tempimages,self.temprect = load_sprite_sheet('numbers.png',12,1,11,int(11*6/5),-1) self.image = pygame.Surface((55,int(11*6/5))) self.rect = self.image.get_rect() if x == -1: self.rect.left = width*0.89 else: self.rect.left = x if y == -1: self.rect.top = height*0.1 else: self.rect.top = y def draw(self): screen.blit(self.image,self.rect) def update(self,score): score_digits = extractDigits(score) self.image.fill(background_col) for s in score_digits: self.image.blit(self.tempimages[s],self.temprect) self.temprect.left += self.temprect.width self.temprect.left = 0 def introscreen(): temp_dino = Dino(44,47) temp_dino.isBlinking = True gameStart = False temp_ground,temp_ground_rect = load_sprite_sheet('ground.png',15,1,-1,-1,-1) temp_ground_rect.left = width/20 temp_ground_rect.bottom = height logo,logo_rect = load_image('logo.jpg',300,140,-1) logo_rect.centerx = width*0.6 logo_rect.centery = height*0.6 while not gameStart: if pygame.display.get_surface() == None: print("Couldn't load display surface") return True else: for event in pygame.event.get(): if event.type == pygame.QUIT: return True if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE or event.key == pygame.K_UP: temp_dino.isJumping = True temp_dino.isBlinking = False temp_dino.movement[1] = -1*temp_dino.jumpSpeed temp_dino.update() if pygame.display.get_surface() != None: screen.fill(background_col) screen.blit(temp_ground[0],temp_ground_rect) if temp_dino.isBlinking: screen.blit(logo,logo_rect) temp_dino.draw() pygame.display.update() clock.tick(FPS) if temp_dino.isJumping == False and temp_dino.isBlinking == False: gameStart = True def gameplay(): global high_score gamespeed = 4 startMenu = False gameOver = False gameQuit = False playerDino = Dino(44,47) new_ground = Ground(-1*gamespeed) scb = Scoreboard() highsc = Scoreboard(width*0.78) counter = 0 cacti = pygame.sprite.Group() pteras = pygame.sprite.Group() clouds = pygame.sprite.Group() last_obstacle = pygame.sprite.Group() Cactus.containers = cacti Ptera.containers = pteras Cloud.containers = clouds retbutton_image,retbutton_rect = load_image('replay_button.png',35,31,-1) gameover_image,gameover_rect = load_image('game_over.png',190,11,-1) temp_images,temp_rect = load_sprite_sheet('numbers.png',12,1,11,int(11*6/5),-1) HI_image = pygame.Surface((22,int(11*6/5))) HI_rect = HI_image.get_rect() HI_image.fill(background_col) HI_image.blit(temp_images[10],temp_rect) temp_rect.left += temp_rect.width HI_image.blit(temp_images[11],temp_rect) HI_rect.top = height*0.1 HI_rect.left = width*0.73 while not gameQuit: while startMenu: pass while not gameOver: if pygame.display.get_surface() == None: print("Couldn't load display surface") gameQuit = True gameOver = True else: for event in pygame.event.get(): if event.type == pygame.QUIT: gameQuit = True gameOver = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: if playerDino.rect.bottom == int(0.98*height): playerDino.isJumping = True if pygame.mixer.get_init() != None: jump_sound.play() playerDino.movement[1] = -1*playerDino.jumpSpeed if event.key == pygame.K_DOWN: if not (playerDino.isJumping and playerDino.isDead): playerDino.isDucking = True if event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: playerDino.isDucking = False for c in cacti: c.movement[0] = -1*gamespeed if pygame.sprite.collide_mask(playerDino,c): playerDino.isDead = True if pygame.mixer.get_init() != None: die_sound.play() for p in pteras: p.movement[0] = -1*gamespeed if pygame.sprite.collide_mask(playerDino,p): playerDino.isDead = True if pygame.mixer.get_init() != None: die_sound.play() if len(cacti) < 2: if len(cacti) == 0: last_obstacle.empty() last_obstacle.add(Cactus(gamespeed,40,40)) else: for l in last_obstacle: if l.rect.right < width*0.7 and random.randrange(0,50) == 10: last_obstacle.empty() last_obstacle.add(Cactus(gamespeed, 40, 40)) if len(pteras) == 0 and random.randrange(0,200) == 10 and counter > 500: for l in last_obstacle: if l.rect.right < width*0.8: last_obstacle.empty() last_obstacle.add(Ptera(gamespeed, 46, 40)) if len(clouds) < 5 and random.randrange(0,300) == 10: Cloud(width,random.randrange(height/5,height/2)) playerDino.update() cacti.update() pteras.update() clouds.update() new_ground.update() scb.update(playerDino.score) highsc.update(high_score) if pygame.display.get_surface() != None: screen.fill(background_col) new_ground.draw() clouds.draw(screen) scb.draw() if high_score != 0: highsc.draw() screen.blit(HI_image,HI_rect) cacti.draw(screen) pteras.draw(screen) playerDino.draw() pygame.display.update() clock.tick(FPS) if playerDino.isDead: gameOver = True if playerDino.score > high_score: high_score = playerDino.score if counter%700 == 699: new_ground.speed -= 1 gamespeed += 1 counter = (counter + 1) if gameQuit: break while gameOver: if pygame.display.get_surface() == None: print("Couldn't load display surface") gameQuit = True gameOver = False else: for event in pygame.event.get(): if event.type == pygame.QUIT: gameQuit = True gameOver = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: gameQuit = True gameOver = False if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE: gameOver = False gameplay() highsc.update(high_score) if pygame.display.get_surface() != None: disp_gameOver_msg(retbutton_image, gameover_image) if high_score != 0: highsc.draw() screen.blit(HI_image, HI_rect) pygame.display.update() clock.tick(FPS) pygame.quit() quit() def main(): isGameQuit = introscreen() if not isGameQuit: gameplay()
main()

Conclusion:

Follow all the instruction which are given carefully to avoid any issue while running the Dino Run game. If any issue occurs contact us by emailing us. Also, let us know whether this blog helps you or not in the comment section below. Thank you!

Source: https://thecodezine.com/3-easy-ways-to-create-own-dino-game-in-python/


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