From 3bd9879cde42febbe71efe33bdf90915bb2a3a85 Mon Sep 17 00:00:00 2001 From: JosepHyv Date: Fri, 5 Aug 2022 22:30:35 -0500 Subject: [PATCH] fixing bugs on running from source on unix systems (tested on manjaro linux) --- README.md | 32 +++ background.py | 3 + main.py | 555 +++++++++++++++++++++++++------------------------- 3 files changed, 313 insertions(+), 277 deletions(-) mode change 100644 => 100755 main.py diff --git a/README.md b/README.md index 022bf1f..5effd75 100644 --- a/README.md +++ b/README.md @@ -23,5 +23,37 @@ Same as windows. Ensure ``main.py`` is in the same directory as ``./data`` and execute ``python main.py``. +### Running from source on unix like systems + +**Note:** this project was build on windows, that use codification CF-LF however unix systems uses only LF +for run from source is necesary install dos2unix and convert the file main.py + +1. Mac Os (Using homebrew) +```bash +brew install dos2unix + +#after install convert +dos2unix main.py + +#run +./main.py +``` + +2. Linux (this may change depending of distribution) +```bash +#debian/ubuntu based distros +sudo apt install dos2unix + +#arch based distros +sudo pacman -Syu dos2unix + +#after install +dos2unix main.py + +#run +./main.py +``` + + ## Contributing Pull requests are welcome! For major refactors, please open an issue first to discuss what you would like to improve. Feel free to create a fork of this repository and use the code for any noncommercial purposes. diff --git a/background.py b/background.py index 097a092..c14a97b 100644 --- a/background.py +++ b/background.py @@ -1,4 +1,7 @@ import pygame +#fixed colorsys is not defined +import colorsys + class Background: def __init__(self): self.sprite = pygame.image.load('data/gfx/bg.png') diff --git a/main.py b/main.py old mode 100644 new mode 100755 index a4256fa..d7e083a --- a/main.py +++ b/main.py @@ -1,277 +1,278 @@ -import pygame, sys, time, random, colorsys, math -from pygame.math import Vector2 -from pygame.locals import * -from .player import Player -from .background import Background -from .button import Button -from .bean import Bean -from .utils import clamp -from .utils import checkCollisions - - -def main(): - pygame.init() - # set the display - DISPLAY=pygame.display.set_mode((640,480),0,32) - pygame.display.set_caption('Flappuccino') - pygame.display.set_icon(Bean().sprite) - # get fonts - font = pygame.font.Font('data/fonts/font.otf', 100) - font_small = pygame.font.Font('data/fonts/font.otf', 32) - font_20 = pygame.font.Font('data/fonts/font.otf', 20) - # get some images - shop = pygame.image.load('data/gfx/shop.png') - shop_bg = pygame.image.load('data/gfx/shop_bg.png') - retry_button = pygame.image.load('data/gfx/retry_button.png') - logo = pygame.image.load('data/gfx/logo.png') - title_bg = pygame.image.load('data/gfx/bg.png') - title_bg.fill((255, 30.599999999999998, 0.0), special_flags=pygame.BLEND_ADD) - shadow = pygame.image.load('data/gfx/shadow.png') - # get sounds - flapfx = pygame.mixer.Sound("data/sfx/flap.wav") - upgradefx = pygame.mixer.Sound("data/sfx/upgrade.wav") - beanfx = pygame.mixer.Sound("data/sfx/bean.wav") - deadfx = pygame.mixer.Sound("data/sfx/dead.wav") - # colors - WHITE=(255,255,255) # constant - # variables - rotOffset = -5 - # creating a new object player - player = Player() - beans = [] - buttons = [] - # adding three buttons - for i in range(3): buttons.append(Button()) - # now simply loading images based off of indexes in the list - buttons[0].typeIndicatorSprite = pygame.image.load('data/gfx/flap_indicator.png') - buttons[0].price = 5 - buttons[1].typeIndicatorSprite = pygame.image.load('data/gfx/speed_indicator.png') - buttons[1].price = 5 - buttons[2].typeIndicatorSprite = pygame.image.load('data/gfx/beanup_indicator.png') - buttons[2].price = 30 - # getting 5 beans - for i in range(5): beans.append(Bean()) - # now looping through the beans list - for bean in beans: - bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index(bean)*-200 - player.position.y - # creating a list of backgrounds, with each index being an object - bg = [Background(), Background(), Background()] - # some variables that we need - beanCount = 0 - startingHeight = player.position.y - height = 0 - health = 100 - flapForce = 3 - beanMultiplier = 5 - dead = False - # we need the framerate and then the time - framerate = 60 - last_time = time.time() - splashScreenTimer = 0 - #splash screen - # playing a sound - pygame.mixer.Sound.play(flapfx) - while splashScreenTimer < 100: - dt = time.time() - last_time - dt *= 60 - last_time = time.time() - - splashScreenTimer += dt - - for event in pygame.event.get(): - # if the user clicks the button - if event.type==QUIT: - pygame.quit() - sys.exit() - - DISPLAY.fill((231, 205, 183)) - # fill the start message on the top of the game - startMessage = font_small.render("POLYMARS", True, (171, 145, 123)) - DISPLAY.blit(startMessage, (DISPLAY.get_width()/2 - startMessage.get_width()/2, DISPLAY.get_height()/2 - startMessage.get_height()/2)) - - # update display - pygame.display.update() - # wait for 10 seconds - pygame.time.delay(10) - - titleScreen = True - # title screen - pygame.mixer.Sound.play(flapfx) - while titleScreen: - dt = time.time() - last_time - dt *= 60 - last_time = time.time() - # get the position of the mouse - mouseX,mouseY = pygame.mouse.get_pos() - # getting the keys pressed - clicked = False - keys = pygame.key.get_pressed() - # checking events - for event in pygame.event.get(): - if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: - clicked = True - # if the player quits - if event.type==QUIT: - pygame.quit() - sys.exit() - # so the user clicked, and by any change the mouse's position was on the buttons - if (clicked and checkCollisions(mouseX, mouseY, 3, 3, DISPLAY.get_width()/2 - retry_button.get_width()/2, 288, retry_button.get_width(), retry_button.get_height())): - clicked = False - pygame.mixer.Sound.play(upgradefx) - titleScreen = False - - DISPLAY.fill(WHITE) - DISPLAY.blit(title_bg, (0,0)) - DISPLAY.blit(shadow, (0,0)) - DISPLAY.blit(logo, (DISPLAY.get_width()/2 - logo.get_width()/2, DISPLAY.get_height()/2 - logo.get_height()/2 + math.sin(time.time()*5)*5 - 25)) - DISPLAY.blit(retry_button, (DISPLAY.get_width()/2 - retry_button.get_width()/2, 288)) - startMessage = font_small.render("START", True, (0, 0, 0)) - DISPLAY.blit(startMessage, (DISPLAY.get_width()/2 - startMessage.get_width()/2, 292)) - - pygame.display.update() - pygame.time.delay(10) - - # the main game loop - while True: - dt = time.time() - last_time - dt *= 60 - last_time = time.time() - # again, get the position - mouseX,mouseY = pygame.mouse.get_pos() - - jump = False - clicked = False - keys = pygame.key.get_pressed() - # get events - for event in pygame.event.get(): - if event.type==pygame.KEYDOWN and event.key==K_SPACE: - jump = True - if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: - clicked = True - if clicked and mouseY < DISPLAY.get_height() - 90: - jump = True - if event.type==QUIT: - pygame.quit() - sys.exit() - - camOffset = -player.position.y + DISPLAY.get_height()/2 - player.currentSprite.get_size()[1]/2 - - DISPLAY.fill(WHITE) - for o in bg: - o.setSprite(((player.position.y/50) % 100) / 100) - DISPLAY.blit(o.sprite, (0, o.position)) - - color = colorsys.hsv_to_rgb(((player.position.y/50) % 100) / 100,0.5,0.5) - currentHeightMarker = font.render(str(height), True, (color[0]*255, color[1]*255, color[2]*255, 50 )) - DISPLAY.blit(currentHeightMarker, (DISPLAY.get_width()/2 - currentHeightMarker.get_width()/2, camOffset + round((player.position.y - startingHeight)/DISPLAY.get_height())*DISPLAY.get_height() + player.currentSprite.get_height() - 40)) - - for bean in beans: - DISPLAY.blit(bean.sprite, (bean.position.x, bean.position.y + camOffset)) - - DISPLAY.blit(pygame.transform.rotate(player.currentSprite, clamp(player.velocity.y, -10, 5)*rotOffset), (player.position.x,player.position.y + camOffset)) - DISPLAY.blit(shop_bg, (0, 0)) - pygame.draw.rect(DISPLAY,(81,48,20),(21,437,150*(health/100),25)) - DISPLAY.blit(shop, (0, 0)) - - for button in buttons: - DISPLAY.blit(button.sprite, (220 + (buttons.index(button)*125), 393)) - priceDisplay = font_small.render(str(button.price), True, (0,0,0)) - DISPLAY.blit(priceDisplay, (262 + (buttons.index(button)*125), 408)) - levelDisplay = font_20.render('Lvl. ' + str(button.level), True, (200,200,200)) - DISPLAY.blit(levelDisplay, (234 + (buttons.index(button)*125), 441)) - DISPLAY.blit(button.typeIndicatorSprite, (202 + (buttons.index(button)*125), 377)) - beanCountDisplay = font_small.render(str(beanCount).zfill(7), True, (0,0,0)) - DISPLAY.blit(beanCountDisplay, (72, 394)) - if dead: - DISPLAY.blit(retry_button, (4, 4)) - deathMessage = font_small.render("RETRY", True, (0, 0, 0)) - DISPLAY.blit(deathMessage, (24, 8)) - - height = round(-(player.position.y - startingHeight)/DISPLAY.get_height()) - - player.position.x += player.velocity.x*dt - if player.position.x + player.currentSprite.get_size()[0] > 640: - player.velocity.x = -abs(player.velocity.x) - player.currentSprite = player.leftSprite - rotOffset = 5 - if player.position.x < 0: - player.velocity.x = abs(player.velocity.x) - player.currentSprite = player.rightSprite - rotOffset = -5 - if jump and not dead: - player.velocity.y = -flapForce - pygame.mixer.Sound.play(flapfx) - player.position.y += player.velocity.y*dt - player.velocity.y = clamp(player.velocity.y + player.acceleration*dt, -99999999999, 50) - - health -= 0.2*dt - if health <= 0 and not dead: - dead = True - pygame.mixer.Sound.play(deadfx) - - - for bean in beans: - if bean.position.y + camOffset + 90 > DISPLAY.get_height(): - bean.position.y -= DISPLAY.get_height()*2 - bean.position.x = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()) - if (checkCollisions(player.position.x, player.position.y, player.currentSprite.get_width(), player.currentSprite.get_height(), bean.position.x, bean.position.y, bean.sprite.get_width(), bean.sprite.get_height())): - dead = False - pygame.mixer.Sound.play(beanfx) - beanCount += 1 - health = 100 - bean.position.y -= DISPLAY.get_height() - random.randrange(0, 200) - bean.position.x = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()) - - for button in buttons: - buttonX,buttonY = 220 + (buttons.index(button)*125), 393 - if clicked and not dead and checkCollisions(mouseX, mouseY, 3, 3, buttonX, buttonY, button.sprite.get_width(), button.sprite.get_height()): - if (beanCount >= button.price): - pygame.mixer.Sound.play(upgradefx) - button.level += 1 - beanCount -= button.price - button.price = round(button.price*2.5) - if (buttons.index(button) == 0): - flapForce *= 1.5 - if (buttons.index(button) == 1): - player.velocity.x *= 1.5 - if (buttons.index(button) == 2): - oldBeanMultipler = beanMultiplier - beanMultiplier += 10 - for i in range(beanMultiplier): - beans.append(Bean()) - beans[-1].position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), player.position.y - DISPLAY.get_height() - random.randrange(0, 200) - - if dead and clicked and checkCollisions(mouseX, mouseY, 3, 3, 4, 4, retry_button.get_width(), retry_button.get_height()): - health = 100 - player.velocity.xy = 3, 0 - player.position.xy = 295, 100 - player.currentSprite = player.rightSprite - beanCount = 0 - height = 0 - flapForce = 3 - beanMultiplier = 5 - buttons = [] - for i in range(3): buttons.append(Button()) - buttons[0].typeIndicatorSprite = pygame.image.load('data/gfx/flap_indicator.png') - buttons[0].price = 5 - buttons[1].typeIndicatorSprite = pygame.image.load('data/gfx/speed_indicator.png') - buttons[1].price = 5 - buttons[2].typeIndicatorSprite = pygame.image.load('data/gfx/beanup_indicator.png') - buttons[2].price = 30 - beans = [] - for i in range(5): beans.append(Bean()) - for bean in beans: - bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index(bean)*-200 - player.position.y - pygame.mixer.Sound.play(upgradefx) - dead = False - - - bg[0].position = camOffset + round(player.position.y/DISPLAY.get_height())*DISPLAY.get_height() - bg[1].position = bg[0].position + DISPLAY.get_height() - bg[2].position = bg[0].position - DISPLAY.get_height() - - pygame.display.update() - pygame.time.delay(10) - -if __name__ == "__main__": - main() +#!/usr/bin/python +import pygame, sys, time, random, colorsys, math +from pygame.math import Vector2 +from pygame.locals import * +# fixing missed parent +from player import Player +from background import Background +from button import Button +from bean import Bean +from utils import checkCollisions, clamp + + +def main(): + pygame.init() + # set the display + DISPLAY=pygame.display.set_mode((640,480),0,32) + pygame.display.set_caption('Flappuccino') + pygame.display.set_icon(Bean().sprite) + # get fonts + font = pygame.font.Font('data/fonts/font.otf', 100) + font_small = pygame.font.Font('data/fonts/font.otf', 32) + font_20 = pygame.font.Font('data/fonts/font.otf', 20) + # get some images + shop = pygame.image.load('data/gfx/shop.png') + shop_bg = pygame.image.load('data/gfx/shop_bg.png') + retry_button = pygame.image.load('data/gfx/retry_button.png') + logo = pygame.image.load('data/gfx/logo.png') + title_bg = pygame.image.load('data/gfx/bg.png') + title_bg.fill((255, 30.599999999999998, 0.0), special_flags=pygame.BLEND_ADD) + shadow = pygame.image.load('data/gfx/shadow.png') + # get sounds + flapfx = pygame.mixer.Sound("data/sfx/flap.wav") + upgradefx = pygame.mixer.Sound("data/sfx/upgrade.wav") + beanfx = pygame.mixer.Sound("data/sfx/bean.wav") + deadfx = pygame.mixer.Sound("data/sfx/dead.wav") + # colors + WHITE=(255,255,255) # constant + # variables + rotOffset = -5 + # creating a new object player + player = Player() + beans = [] + buttons = [] + # adding three buttons + for i in range(3): buttons.append(Button()) + # now simply loading images based off of indexes in the list + buttons[0].typeIndicatorSprite = pygame.image.load('data/gfx/flap_indicator.png') + buttons[0].price = 5 + buttons[1].typeIndicatorSprite = pygame.image.load('data/gfx/speed_indicator.png') + buttons[1].price = 5 + buttons[2].typeIndicatorSprite = pygame.image.load('data/gfx/beanup_indicator.png') + buttons[2].price = 30 + # getting 5 beans + for i in range(5): beans.append(Bean()) + # now looping through the beans list + for bean in beans: + bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index(bean)*-200 - player.position.y + # creating a list of backgrounds, with each index being an object + bg = [Background(), Background(), Background()] + # some variables that we need + beanCount = 0 + startingHeight = player.position.y + height = 0 + health = 100 + flapForce = 3 + beanMultiplier = 5 + dead = False + # we need the framerate and then the time + framerate = 60 + last_time = time.time() + splashScreenTimer = 0 + #splash screen + # playing a sound + pygame.mixer.Sound.play(flapfx) + while splashScreenTimer < 100: + dt = time.time() - last_time + dt *= 60 + last_time = time.time() + + splashScreenTimer += dt + + for event in pygame.event.get(): + # if the user clicks the button + if event.type==QUIT: + pygame.quit() + sys.exit() + + DISPLAY.fill((231, 205, 183)) + # fill the start message on the top of the game + startMessage = font_small.render("POLYMARS", True, (171, 145, 123)) + DISPLAY.blit(startMessage, (DISPLAY.get_width()/2 - startMessage.get_width()/2, DISPLAY.get_height()/2 - startMessage.get_height()/2)) + + # update display + pygame.display.update() + # wait for 10 seconds + pygame.time.delay(10) + + titleScreen = True + # title screen + pygame.mixer.Sound.play(flapfx) + while titleScreen: + dt = time.time() - last_time + dt *= 60 + last_time = time.time() + # get the position of the mouse + mouseX,mouseY = pygame.mouse.get_pos() + # getting the keys pressed + clicked = False + keys = pygame.key.get_pressed() + # checking events + for event in pygame.event.get(): + if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: + clicked = True + # if the player quits + if event.type==QUIT: + pygame.quit() + sys.exit() + # so the user clicked, and by any change the mouse's position was on the buttons + if (clicked and checkCollisions(mouseX, mouseY, 3, 3, DISPLAY.get_width()/2 - retry_button.get_width()/2, 288, retry_button.get_width(), retry_button.get_height())): + clicked = False + pygame.mixer.Sound.play(upgradefx) + titleScreen = False + + DISPLAY.fill(WHITE) + DISPLAY.blit(title_bg, (0,0)) + DISPLAY.blit(shadow, (0,0)) + DISPLAY.blit(logo, (DISPLAY.get_width()/2 - logo.get_width()/2, DISPLAY.get_height()/2 - logo.get_height()/2 + math.sin(time.time()*5)*5 - 25)) + DISPLAY.blit(retry_button, (DISPLAY.get_width()/2 - retry_button.get_width()/2, 288)) + startMessage = font_small.render("START", True, (0, 0, 0)) + DISPLAY.blit(startMessage, (DISPLAY.get_width()/2 - startMessage.get_width()/2, 292)) + + pygame.display.update() + pygame.time.delay(10) + + # the main game loop + while True: + dt = time.time() - last_time + dt *= 60 + last_time = time.time() + # again, get the position + mouseX,mouseY = pygame.mouse.get_pos() + + jump = False + clicked = False + keys = pygame.key.get_pressed() + # get events + for event in pygame.event.get(): + if event.type==pygame.KEYDOWN and event.key==K_SPACE: + jump = True + if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: + clicked = True + if clicked and mouseY < DISPLAY.get_height() - 90: + jump = True + if event.type==QUIT: + pygame.quit() + sys.exit() + + camOffset = -player.position.y + DISPLAY.get_height()/2 - player.currentSprite.get_size()[1]/2 + + DISPLAY.fill(WHITE) + for o in bg: + o.setSprite(((player.position.y/50) % 100) / 100) + DISPLAY.blit(o.sprite, (0, o.position)) + + color = colorsys.hsv_to_rgb(((player.position.y/50) % 100) / 100,0.5,0.5) + currentHeightMarker = font.render(str(height), True, (color[0]*255, color[1]*255, color[2]*255, 50 )) + DISPLAY.blit(currentHeightMarker, (DISPLAY.get_width()/2 - currentHeightMarker.get_width()/2, camOffset + round((player.position.y - startingHeight)/DISPLAY.get_height())*DISPLAY.get_height() + player.currentSprite.get_height() - 40)) + + for bean in beans: + DISPLAY.blit(bean.sprite, (bean.position.x, bean.position.y + camOffset)) + + DISPLAY.blit(pygame.transform.rotate(player.currentSprite, clamp(player.velocity.y, -10, 5)*rotOffset), (player.position.x,player.position.y + camOffset)) + DISPLAY.blit(shop_bg, (0, 0)) + pygame.draw.rect(DISPLAY,(81,48,20),(21,437,150*(health/100),25)) + DISPLAY.blit(shop, (0, 0)) + + for button in buttons: + DISPLAY.blit(button.sprite, (220 + (buttons.index(button)*125), 393)) + priceDisplay = font_small.render(str(button.price), True, (0,0,0)) + DISPLAY.blit(priceDisplay, (262 + (buttons.index(button)*125), 408)) + levelDisplay = font_20.render('Lvl. ' + str(button.level), True, (200,200,200)) + DISPLAY.blit(levelDisplay, (234 + (buttons.index(button)*125), 441)) + DISPLAY.blit(button.typeIndicatorSprite, (202 + (buttons.index(button)*125), 377)) + beanCountDisplay = font_small.render(str(beanCount).zfill(7), True, (0,0,0)) + DISPLAY.blit(beanCountDisplay, (72, 394)) + if dead: + DISPLAY.blit(retry_button, (4, 4)) + deathMessage = font_small.render("RETRY", True, (0, 0, 0)) + DISPLAY.blit(deathMessage, (24, 8)) + + height = round(-(player.position.y - startingHeight)/DISPLAY.get_height()) + + player.position.x += player.velocity.x*dt + if player.position.x + player.currentSprite.get_size()[0] > 640: + player.velocity.x = -abs(player.velocity.x) + player.currentSprite = player.leftSprite + rotOffset = 5 + if player.position.x < 0: + player.velocity.x = abs(player.velocity.x) + player.currentSprite = player.rightSprite + rotOffset = -5 + if jump and not dead: + player.velocity.y = -flapForce + pygame.mixer.Sound.play(flapfx) + player.position.y += player.velocity.y*dt + player.velocity.y = clamp(player.velocity.y + player.acceleration*dt, -99999999999, 50) + + health -= 0.2*dt + if health <= 0 and not dead: + dead = True + pygame.mixer.Sound.play(deadfx) + + + for bean in beans: + if bean.position.y + camOffset + 90 > DISPLAY.get_height(): + bean.position.y -= DISPLAY.get_height()*2 + bean.position.x = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()) + if (checkCollisions(player.position.x, player.position.y, player.currentSprite.get_width(), player.currentSprite.get_height(), bean.position.x, bean.position.y, bean.sprite.get_width(), bean.sprite.get_height())): + dead = False + pygame.mixer.Sound.play(beanfx) + beanCount += 1 + health = 100 + bean.position.y -= DISPLAY.get_height() - random.randrange(0, 200) + bean.position.x = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()) + + for button in buttons: + buttonX,buttonY = 220 + (buttons.index(button)*125), 393 + if clicked and not dead and checkCollisions(mouseX, mouseY, 3, 3, buttonX, buttonY, button.sprite.get_width(), button.sprite.get_height()): + if (beanCount >= button.price): + pygame.mixer.Sound.play(upgradefx) + button.level += 1 + beanCount -= button.price + button.price = round(button.price*2.5) + if (buttons.index(button) == 0): + flapForce *= 1.5 + if (buttons.index(button) == 1): + player.velocity.x *= 1.5 + if (buttons.index(button) == 2): + oldBeanMultipler = beanMultiplier + beanMultiplier += 10 + for i in range(beanMultiplier): + beans.append(Bean()) + beans[-1].position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), player.position.y - DISPLAY.get_height() - random.randrange(0, 200) + + if dead and clicked and checkCollisions(mouseX, mouseY, 3, 3, 4, 4, retry_button.get_width(), retry_button.get_height()): + health = 100 + player.velocity.xy = 3, 0 + player.position.xy = 295, 100 + player.currentSprite = player.rightSprite + beanCount = 0 + height = 0 + flapForce = 3 + beanMultiplier = 5 + buttons = [] + for i in range(3): buttons.append(Button()) + buttons[0].typeIndicatorSprite = pygame.image.load('data/gfx/flap_indicator.png') + buttons[0].price = 5 + buttons[1].typeIndicatorSprite = pygame.image.load('data/gfx/speed_indicator.png') + buttons[1].price = 5 + buttons[2].typeIndicatorSprite = pygame.image.load('data/gfx/beanup_indicator.png') + buttons[2].price = 30 + beans = [] + for i in range(5): beans.append(Bean()) + for bean in beans: + bean.position.xy = random.randrange(0, DISPLAY.get_width() - bean.sprite.get_width()), beans.index(bean)*-200 - player.position.y + pygame.mixer.Sound.play(upgradefx) + dead = False + + + bg[0].position = camOffset + round(player.position.y/DISPLAY.get_height())*DISPLAY.get_height() + bg[1].position = bg[0].position + DISPLAY.get_height() + bg[2].position = bg[0].position - DISPLAY.get_height() + + pygame.display.update() + pygame.time.delay(10) + +if __name__ == "__main__": + main()