Create a Python Chrome Dinosaur Game Using Pygame

Faraz

By Faraz -

Learn how to create a Chrome Dinosaur Game using Python and Pygame with this beginner-friendly tutorial. Follow step-by-step instructions to build your game.


create-a-python-chrome-dinosaur-game-using-pygame.webp

Table of Contents

  1. Setting Up Your Environment
  2. Importing Libraries and Initializing Pygame
  3. Defining Constants and Loading Assets
  4. Creating the Dinosaur Class
  5. Creating the Cloud Class
  6. Creating the Obstacle Classes
  7. Main Game Function
  8. Menu Function
  9. Running the Game
  10. Full Dinosaur Game Source Code
  11. Conclusion

The Chrome Dinosaur Game is a beloved pastime for many when the internet goes down. Recreating this game using Python and Pygame is a fantastic way to learn game development. This tutorial will guide you through the process step-by-step, making it accessible even for beginners. By the end of this guide, you will have a fully functional game that you can play and share with friends.

Setting Up Your Environment

Before diving into the code, you need to set up your development environment. Ensure you have Python installed on your computer. You can download it from the official Python website. Next, install Pygame, a library that makes it easy to create games using Python. You can install it using pip:

pip install pygame

Once you have Python and Pygame set up, you're ready to start coding.

Below is the complete code for our Chrome Dinosaur Game. We'll go through it step by step to understand how it works.

Importing Libraries and Initializing Pygame

First, we import the necessary libraries and initialize Pygame.

import pygame
import random

pygame.init()

Defining Constants and Loading Assets

Next, we define global constants for the screen dimensions and load the game assets such as images for the dinosaur, obstacles, clouds, and background. You can download the assets from the following GitHub repository.

# Global Constants
SCREEN_HEIGHT = 600
SCREEN_WIDTH = 1100
SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

START = pygame.image.load("Assets\Dino\DinoStart.png")


RUNNING = [
    pygame.image.load("Assets\Dino\DinoRun1.png"),
    pygame.image.load("Assets\Dino\DinoRun2.png"),
]

JUMPING = pygame.image.load("Assets\Dino\DinoJump.png")

DUCKING = [
    pygame.image.load("Assets\Dino\DinoDuck1.png"),
    pygame.image.load("Assets\Dino\DinoDuck2.png"),
]

SMALL_CACTUS = [
    pygame.image.load("Assets\Cactus\SmallCactus1.png"),
    pygame.image.load("Assets\Cactus\SmallCactus2.png"),
    pygame.image.load("Assets\Cactus\SmallCactus3.png"),
]

LARGE_CACTUS = [
    pygame.image.load("Assets\Cactus\LargeCactus1.png"),
    pygame.image.load("Assets\Cactus\LargeCactus2.png"),
    pygame.image.load("Assets\Cactus\LargeCactus3.png"),
]

BIRD = [
    pygame.image.load("Assets\Bird\Bird1.png"),
    pygame.image.load("Assets\Bird\Bird2.png"),
]

CLOUD = pygame.image.load("Assets\Other\Cloud.png")

BG = pygame.image.load("Assets\Other\Track.png")

Creating the Dinosaur Class

The Dinosaur class handles the dinosaur's state, including running, ducking, and jumping.

class Dinosaur:
    X_POS = 80
    Y_POS = 310
    Y_POS_DUCK = 340
    JUMP_VEL = 8.5

    def __init__(self):
        # Get the images of the dinosaur's actions
        self.duck_img = DUCKING
        self.run_img = RUNNING
        self.jump_img = JUMPING

        # Set the state variables of the dinosaur
        self.dino_duck = False
        self.dino_run = True
        self.dino_jump = False

        self.step_index = 0
        self.jump_vel = self.JUMP_VEL
        self.image = self.run_img[0]
        self.dino_rect = self.image.get_rect()
        self.dino_rect.x = self.X_POS
        self.dino_rect.y = self.Y_POS

    def update(self, userInput):
        if self.dino_duck:
            self.duck()
        if self.dino_run:
            self.run()
        if self.dino_jump:
            self.jump()

        if self.step_index >= 10:
            self.step_index = 0

        if userInput[pygame.K_UP] and not self.dino_jump:
            self.dino_duck = False
            self.dino_run = False
            self.dino_jump = True
        elif userInput[pygame.K_DOWN] and not self.dino_jump:
            self.dino_duck = True
            self.dino_run = False
            self.dino_jump = False
        elif not (userInput[pygame.K_DOWN] or self.dino_jump):
            self.dino_duck = False
            self.dino_run = True
            self.dino_jump = False

    def duck(self):
        self.image = self.duck_img[self.step_index // 5]
        self.dino_rect = self.image.get_rect()
        self.dino_rect.x = self.X_POS
        self.dino_rect.y = self.Y_POS_DUCK
        self.step_index += 1

    def run(self):
        self.image = self.run_img[self.step_index // 5]
        self.dino_rect = self.image.get_rect()
        self.dino_rect.x = self.X_POS
        self.dino_rect.y = self.Y_POS
        self.step_index += 1

    def jump(self):
        self.image = self.jump_img

        if self.dino_jump:
            self.dino_rect.y -= self.jump_vel * 4
            self.jump_vel -= 0.8

        if self.jump_vel < -self.JUMP_VEL:
            self.dino_jump = False
            self.jump_vel = self.JUMP_VEL

    def draw(self, SCREEN):
        SCREEN.blit(self.image, (self.dino_rect.x, self.dino_rect.y))

Creating the Cloud Class

The Cloud class handles the clouds that move across the screen.

class Cloud:
    def __init__(self):
        self.x = SCREEN_WIDTH + random.randint(800, 1000)
        self.y = random.randint(50, 100)
        self.image = CLOUD
        self.width = self.image.get_width()

    def update(self):
        self.x -= game_speed
        if self.x < -self.width:
            self.x = SCREEN_WIDTH + random.randint(2500, 3000)
            self.y = random.randint(50, 100)

    def draw(self, SCREEN):
        SCREEN.blit(self.image, (self.x, self.y))

Creating the Obstacle Classes

The Obstacle class and its subclasses (SmallCactus, LargeCactus, and Bird) handle the obstacles that the dinosaur must avoid.

class Obstacle:
    def __init__(self, image, type):
        self.image = image
        self.type = type
        self.rect = self.image[self.type].get_rect()
        self.rect.x = SCREEN_WIDTH

    def update(self):
        self.rect.x -= game_speed
        if self.rect.x < -self.rect.width:
            obstacles.pop()

    def draw(self, SCREEN):
        SCREEN.blit(self.image[self.type], self.rect)


class SmallCactus(Obstacle):
    def __init__(self, image):
        self.type = random.randint(0, 2)
        super().__init__(image, self.type)
        self.rect.y = 325


class LargeCactus(Obstacle):
    def __init__(self, image):
        self.type = random.randint(0, 2)
        super().__init__(image, self.type)
        self.rect.y = 300


class Bird(Obstacle):
    def __init__(self, image):
        self.type = 0
        super().__init__(image, self.type)
        self.rect.y = 250
        self.index = 0

    def draw(self, SCREEN):
        if self.index >= 9:
            self.index = 0
        SCREEN.blit(self.image[self.index // 5], self.rect)
        self.index += 1

Main Game Function

The main function handles the game loop, updating the game state, drawing the screen, and detecting collisions.

def main():
    global game_speed, x_pos_bg, y_pos_bg, points, obstacles
    run = True
    clock = pygame.time.Clock()
    player = Dinosaur()
    cloud = Cloud()
    game_speed = 14
    x_pos_bg = 0
    y_pos_bg = 380
    points = 0
    font = pygame.font.Font("freesansbold.ttf", 20)
    obstacles = []
    death_count = 0

    def score():
        global game_speed, points
        points += 1
        if points % 100 == 0:
            game_speed += 1

        text = font.render("Points: " + str(points), True, (0, 0, 0))
        textRect = text.get_rect()
        textRect.center = (1000, 40)
        SCREEN.blit(text, textRect)

    def background():
        global x_pos_bg, y_pos_bg
        image_width = BG.get_width()
        SCREEN.blit(BG, (x_pos_bg, y_pos_bg))
        SCREEN.blit(BG, (image_width + x_pos_bg, y_pos_bg))

        if x_pos_bg <= -image_width:
            SCREEN.blit(BG, (image_width + x_pos_bg, y_pos_bg))
            x_pos_bg = 0
        x_pos_bg -= game_speed

    while run:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

        SCREEN.fill((255, 255, 255))
        userInput = pygame.key.get_pressed()

        player.draw(SCREEN)
        player.update(userInput)

        if len(obstacles) == 0:
            if random.randint(0, 2) == 0:
                obstacles.append(SmallCactus(SMALL_CACTUS))
            elif random.randint(0, 2) == 1:
                obstacles.append(LargeCactus(LARGE_CACTUS))
            elif random.randint(0, 2) == 2:
                obstacles.append(Bird(BIRD))

        for obstacle in obstacles:
            obstacle.draw(SCREEN)
            obstacle.update()
            if player.dino_rect.colliderect(obstacle.rect):
                pygame.time.delay(1000)
                death_count += 1
                menu(death_count)

        background()

        cloud.draw(SCREEN)
        cloud.update()

        score()

        clock.tick(30)
        pygame.display.update()

The menu function handles the start and restart screens.

def menu(death_count):
    global points
    run = True
    while run:
        SCREEN.fill((255, 255, 255))
        font = pygame.font.Font("freesansbold.ttf", 30)

        if death_count == 0:
            text = font.render("Press any Key to Start", True, (0, 0, 0))
        elif death_count > 0:
            text = font.render("Press any Key to Restart", True, (0, 0, 0))
            score = font.render("Your Score: " + str(points), True, (0, 0, 0))
            scoreRect = score.get_rect()
            scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50)
            SCREEN.blit(score, scoreRect)
        textRect = text.get_rect()
        textRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
        SCREEN.blit(text, textRect)
        SCREEN.blit(START, (SCREEN_WIDTH // 2 - 20, SCREEN_HEIGHT // 2 - 140))
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                exit()
            elif event.type == pygame.KEYDOWN:
                main()


menu(death_count=0)

Running the Game

Save the code into a Python file (e.g., dino_game.py) and run it. Use the up arrow key to jump, the down arrow key to duck, and see how long you can survive the obstacles!

Full Dinosaur Game Source Code

import pygame
import random

pygame.init()

# Global Constants
SCREEN_HEIGHT = 600
SCREEN_WIDTH = 1100
SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

START = pygame.image.load("Assets\Dino\DinoStart.png")


RUNNING = [
    pygame.image.load("Assets\Dino\DinoRun1.png"),
    pygame.image.load("Assets\Dino\DinoRun2.png"),
]

JUMPING = pygame.image.load("Assets\Dino\DinoJump.png")

DUCKING = [
    pygame.image.load("Assets\Dino\DinoDuck1.png"),
    pygame.image.load("Assets\Dino\DinoDuck2.png"),
]

SMALL_CACTUS = [
    pygame.image.load("Assets\Cactus\SmallCactus1.png"),
    pygame.image.load("Assets\Cactus\SmallCactus2.png"),
    pygame.image.load("Assets\Cactus\SmallCactus3.png"),
]

LARGE_CACTUS = [
    pygame.image.load("Assets\Cactus\LargeCactus1.png"),
    pygame.image.load("Assets\Cactus\LargeCactus2.png"),
    pygame.image.load("Assets\Cactus\LargeCactus3.png"),
]

BIRD = [
    pygame.image.load("Assets\Bird\Bird1.png"),
    pygame.image.load("Assets\Bird\Bird2.png"),
]

CLOUD = pygame.image.load("Assets\Other\Cloud.png")

BG = pygame.image.load("Assets\Other\Track.png")


class Dinosaur:
    X_POS = 80
    Y_POS = 310
    Y_POS_DUCK = 340
    JUMP_VEL = 8.5

    def __init__(self):
        # Get the images of the dinosaur's actions
        self.duck_img = DUCKING
        self.run_img = RUNNING
        self.jump_img = JUMPING

        # Set the state variables of the dinosaur
        self.dino_duck = False
        self.dino_run = True
        self.dino_jump = False

        self.step_index = 0
        self.jump_vel = self.JUMP_VEL
        self.image = self.run_img[0]
        self.dino_rect = self.image.get_rect()
        self.dino_rect.x = self.X_POS
        self.dino_rect.y = self.Y_POS

    def update(self, userInput):
        if self.dino_duck:
            self.duck()
        if self.dino_run:
            self.run()
        if self.dino_jump:
            self.jump()

        if self.step_index >= 10:
            self.step_index = 0

        if userInput[pygame.K_UP] and not self.dino_jump:
            self.dino_duck = False
            self.dino_run = False
            self.dino_jump = True
        elif userInput[pygame.K_DOWN] and not self.dino_jump:
            self.dino_duck = True
            self.dino_run = False
            self.dino_jump = False
        elif not (userInput[pygame.K_DOWN] or self.dino_jump):
            self.dino_duck = False
            self.dino_run = True
            self.dino_jump = False

    def duck(self):
        self.image = self.duck_img[self.step_index // 5]
        self.dino_rect = self.image.get_rect()
        self.dino_rect.x = self.X_POS
        self.dino_rect.y = self.Y_POS_DUCK
        self.step_index += 1

    def run(self):
        self.image = self.run_img[self.step_index // 5]
        self.dino_rect = self.image.get_rect()
        self.dino_rect.x = self.X_POS
        self.dino_rect.y = self.Y_POS
        self.step_index += 1

    def jump(self):
        self.image = self.jump_img

        if self.dino_jump:
            self.dino_rect.y -= self.jump_vel * 4
            self.jump_vel -= 0.8

        if self.jump_vel < -self.JUMP_VEL:
            self.dino_jump = False
            self.jump_vel = self.JUMP_VEL

    def draw(self, SCREEN):
        SCREEN.blit(self.image, (self.dino_rect.x, self.dino_rect.y))


class Cloud:
    def __init__(self):
        self.x = SCREEN_WIDTH + random.randint(800, 1000)
        self.y = random.randint(50, 100)
        self.image = CLOUD
        self.width = self.image.get_width()

    def update(self):
        self.x -= game_speed
        if self.x < -self.width:
            self.x = SCREEN_WIDTH + random.randint(2500, 3000)
            self.y = random.randint(50, 100)

    def draw(self, SCREEN):
        SCREEN.blit(self.image, (self.x, self.y))


class Obstacle:
    def __init__(self, image, type):
        self.image = image
        self.type = type
        self.rect = self.image[self.type].get_rect()
        self.rect.x = SCREEN_WIDTH

    def update(self):
        self.rect.x -= game_speed
        if self.rect.x < -self.rect.width:
            obstacles.pop()

    def draw(self, SCREEN):
        SCREEN.blit(self.image[self.type], self.rect)


class SmallCactus(Obstacle):
    def __init__(self, image):
        self.type = random.randint(0, 2)
        super().__init__(image, self.type)
        self.rect.y = 325


class LargeCactus(Obstacle):
    def __init__(self, image):
        self.type = random.randint(0, 2)
        super().__init__(image, self.type)
        self.rect.y = 300


class Bird(Obstacle):
    def __init__(self, image):
        self.type = 0
        super().__init__(image, self.type)
        self.rect.y = 250
        self.index = 0

    def draw(self, SCREEN):
        if self.index >= 9:
            self.index = 0
        SCREEN.blit(self.image[self.index // 5], self.rect)
        self.index += 1


def main():
    global game_speed, x_pos_bg, y_pos_bg, points, obstacles
    run = True
    clock = pygame.time.Clock()
    player = Dinosaur()
    cloud = Cloud()
    game_speed = 14
    x_pos_bg = 0
    y_pos_bg = 380
    points = 0
    font = pygame.font.Font("freesansbold.ttf", 20)
    obstacles = []
    death_count = 0

    def score():
        global game_speed, points
        points += 1
        if points % 100 == 0:
            game_speed += 1

        text = font.render("Points: " + str(points), True, (0, 0, 0))
        textRect = text.get_rect()
        textRect.center = (1000, 40)
        SCREEN.blit(text, textRect)

    def background():
        global x_pos_bg, y_pos_bg
        image_width = BG.get_width()
        SCREEN.blit(BG, (x_pos_bg, y_pos_bg))
        SCREEN.blit(BG, (image_width + x_pos_bg, y_pos_bg))

        if x_pos_bg <= -image_width:
            SCREEN.blit(BG, (image_width + x_pos_bg, y_pos_bg))
            x_pos_bg = 0
        x_pos_bg -= game_speed

    while run:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

        SCREEN.fill((255, 255, 255))
        userInput = pygame.key.get_pressed()

        player.draw(SCREEN)
        player.update(userInput)

        if len(obstacles) == 0:
            if random.randint(0, 2) == 0:
                obstacles.append(SmallCactus(SMALL_CACTUS))
            elif random.randint(0, 2) == 1:
                obstacles.append(LargeCactus(LARGE_CACTUS))
            elif random.randint(0, 2) == 2:
                obstacles.append(Bird(BIRD))

        for obstacle in obstacles:
            obstacle.draw(SCREEN)
            obstacle.update()
            if player.dino_rect.colliderect(obstacle.rect):
                pygame.time.delay(1000)
                death_count += 1
                menu(death_count)

        background()

        cloud.draw(SCREEN)
        cloud.update()

        score()

        clock.tick(30)
        pygame.display.update()


def menu(death_count):
    global points
    run = True
    while run:
        SCREEN.fill((255, 255, 255))
        font = pygame.font.Font("freesansbold.ttf", 30)

        if death_count == 0:
            text = font.render("Press any Key to Start", True, (0, 0, 0))
        elif death_count > 0:
            text = font.render("Press any Key to Restart", True, (0, 0, 0))
            score = font.render("Your Score: " + str(points), True, (0, 0, 0))
            scoreRect = score.get_rect()
            scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50)
            SCREEN.blit(score, scoreRect)
        textRect = text.get_rect()
        textRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
        SCREEN.blit(text, textRect)
        SCREEN.blit(START, (SCREEN_WIDTH // 2 - 20, SCREEN_HEIGHT // 2 - 140))
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                exit()
            elif event.type == pygame.KEYDOWN:
                main()


menu(death_count=0)

Conclusion

Creating a Chrome Dinosaur Game using Python and Pygame is a rewarding project. It offers a hands-on way to learn game development principles while creating something fun. Follow this guide step-by-step, and you’ll have a functional game to play and share.

You can find the image assets used in this project here.

Special thanks to Atharvashirsh Tiwary for developing this project.

That’s a wrap!

I hope you enjoyed this article

Did you like it? Let me know in the comments below 🔥 and you can support me by buying me a coffee.

And don’t forget to sign up to our email newsletter so you can get useful content like this sent right to your inbox!

Thanks!
Faraz 😊

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