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?
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 ()