import pygame from pygame.locals import * from pygame import mixer import pickle from os import path import time pygame.mixer.pre_init(44100, -16, 2, 512) mixer.init() pygame.init() clock = pygame.time.Clock() fps = 60 screen_width = 1000 screen_height = 1000 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Platformer') # define font font = pygame.font.SysFont('Bauhaus 93', 70) font_score = pygame.font.SysFont('Bauhaus 93', 30) # define game variables tile_size = 50 game_over = 0 main_menu = True level = 1 max_levels = 7 score = 0 lives = 3 # define colours white = (255, 255, 255) blue = (0, 0, 255) # load images sun_img = pygame.image.load('img/sun.png') bg_img = pygame.image.load('img/background 2.png') restart_img = pygame.image.load('img/restart_btn.png') start_img = pygame.image.load('img/start_btn.png') exit_img = pygame.image.load('img/exit_btn.png') # load sounds pygame.mixer.music.load('music/music.wav') pygame.mixer.music.play(-1, 0.0, 5000) coin_fx = pygame.mixer.Sound('music/coin.wav') coin_fx.set_volume(0.5) jump_fx = pygame.mixer.Sound('music/jump.wav') jump_fx.set_volume(0.5) game_over_fx = pygame.mixer.Sound('music/game_over.wav') game_over_fx.set_volume(0.5) def draw_text(text, font, text_col, x, y): img = font.render(text, True, text_col) screen.blit(img, (x, y)) # function to reset level def reset_level(level): player.reset(100, screen_height - 130) blob_group.empty() platform_group.empty() lava_group.empty() exit_group.empty() coin_group.empty() score_coin.draw(screen) # load in level data and create world if path.exists(f'level{level}_data'): pickle_in = open(f'level{level}_data', 'rb') world_data = pickle.load(pickle_in) world = World(world_data) return world class Button(): def __init__(self, x, y, image): self.image = image self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.clicked = False def draw(self): action = False # get mouse position pos = pygame.mouse.get_pos() # check mouseover and clicked conditions if self.rect.collidepoint(pos): if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False: action = True self.clicked = True if pygame.mouse.get_pressed()[0] == 0: self.clicked = False # draw button screen.blit(self.image, self.rect) return action class Player(): def __init__(self, x, y): self.reset(x, y) def update(self, game_over, lives): dx = 0 dy = 0 walk_cooldown = 5 idle_cooldown = 10 # Cooldown for idle animation fall_cooldown = 10 jump_cooldown = 10 landing_cooldown = 10 col_thresh = 20 if game_over == 0: # get key presses key = pygame.key.get_pressed() if key[pygame.K_SPACE] and self.jumped == False and self.in_air == False: jump_fx.play() self.vel_y = -15 self.jumped = True if key[pygame.K_SPACE] == False: self.jumped = False if key[pygame.K_LEFT]: dx -= 5 self.direction = True if key[pygame.K_RIGHT]: dx += 5 self.direction = False self.counter += 1 if self.in_air: if self.vel_y < 0: # Player is moving upwards if self.index >= len(self.jump_frames): self.index = len(self.jump_frames) - 1 # Hold the last jump frame self.image = pygame.transform.flip(self.jump_frames[self.index], self.direction, False) if self.counter > jump_cooldown: self.counter = 0 self.index += 1 else: if self.index >= len(self.falling_frames): self.index = len(self.falling_frames) - 1 # Hold the last falling frame self.image = pygame.transform.flip(self.falling_frames[self.index], self.direction, False) if self.counter > fall_cooldown: self.counter = 0 self.index += 1 else: if self.landing: if self.index >= len(self.landing_frames): self.index = len(self.landing_frames) - 1 self.image = pygame.transform.flip(self.landing_frames[self.index], self.direction, False) # Flip based on direction if self.counter > landing_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.landing_frames): self.landing = False self.index = 0 else: if not key[pygame.K_LEFT] and not key[pygame.K_RIGHT]: if self.counter > idle_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.idle_right): # Both idle_right and idle_left should have the same length self.index = 0 if self.direction == False: self.image = self.idle_right[self.index] if self.direction == True: self.image = self.idle_left[self.index] else: if self.counter > walk_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.images_right): # Both images_right and images_left should have the same length self.index = 0 if self.direction == False: self.image = self.images_right[self.index] if self.direction == True: self.image = self.images_left[self.index] # add gravity self.vel_y += 1 if self.vel_y > 10: self.vel_y = 10 dy += self.vel_y # check player collision old_air = self.in_air self.in_air = True for tile in world.tile_list: # check for collision in x direction if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 # check for collision in y direction if tile[1].colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): # check if below ground i.e. jumping if self.vel_y < 0: dy = tile[1].bottom - self.rect.top self.vel_y = 0 # check if above the ground i.e. falling elif self.vel_y >= 0: dy = tile[1].top - self.rect.bottom self.vel_y = 0 self.in_air = False # check for collision with enemies if pygame.sprite.spritecollide(self, blob_group, False): lives -= 1 for blob in pygame.sprite.spritecollide(self, blob_group, False): if self.rect.x < blob.rect.x: dx = -50 # Push player left else: dx = 50 # Push player right if self.rect.y < blob.rect.y: dy = -10 # Push player up slightly else: dy = 10 # Push player down slightly if lives == 0: game_over = -1 game_over_fx.play() # check for collision with lava if pygame.sprite.spritecollide(self, lava_group, False): game_over = -1 lives = 0 print(game_over) game_over_fx.play() # check for collision with exit if pygame.sprite.spritecollide(self, exit_group, False): game_over = 1 print(game_over) # check for collision with platforms for platform in platform_group: # collision in the x direction if platform.rect.colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 # check collision in the y direction if platform.rect.colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): # check if below platform if abs((self.rect.top + dy) - platform.rect.bottom) < col_thresh: self.vel_y = 0 dy = platform.rect.bottom - self.rect.top # check if above platform elif abs((self.rect.bottom + dy) - platform.rect.top) < col_thresh: self.rect.bottom = platform.rect.top - 1 self.in_air = False dy = 0 # move sideways with the platfor if platform.move_x != 0: self.rect.x += platform.move_direction if old_air and not self.in_air: self.landing = True self.index = 0 self.counter = 0 #update player coordinates self.rect.x += dx self.rect.y += dy elif game_over == -1: self.image = self.dead_image draw_text('GAME OVER!', font, blue, (screen_width // 2) - 200, screen_height // 2) if self.rect.y > 200: self.rect.y -= 5 #draw player onto screen screen.blit(self.image, self.rect) return game_over, lives def reset(self, x, y): self.images_right = [] self.images_left = [] self.idle_right = [] # Right idle animation frames self.idle_left = [] # Left idle animation frames self.falling_frames = [] # Falling animation frames self.jump_frames = [] # Jumping animation frames self.landing_frames = [] # Landing animation frames self.index = 0 self.counter = 0 # Load run images for num in range(1, 9): img_right = pygame.image.load(f'img/run{num}.png') img_right = pygame.transform.scale(img_right, (40, 70)) img_left = pygame.transform.flip(img_right, True, False) self.images_right.append(img_right) self.images_left.append(img_left) # Load falling images for num in range(1, 7): # Assuming there are 6 falling frames img_falling_right = pygame.image.load(f'img/fall{num}.png') img_falling_right = pygame.transform.scale(img_falling_right, (40, 70)) self.falling_frames.append(img_falling_right) # Load jumping images for num in range(1, 9): # Assuming there are 8 jump frames img_jump_right = pygame.image.load(f'img/jump{num}.png') img_jump_right = pygame.transform.scale(img_jump_right, (40, 70)) self.jump_frames.append(img_jump_right) # Load landing images for num in range(7, 9): # Assuming you have 2 landing frames img_landing_right = pygame.image.load(f'img/fall{num}.png') img_landing_right = pygame.transform.scale(img_landing_right, (40, 70)) self.landing_frames.append(img_landing_right) # Load idle images for num in range(1, 7): # Assuming there are 6 idle frames img_idle_right = pygame.image.load(f'img/idle{num}.png') img_idle_right = pygame.transform.scale(img_idle_right, (40, 70)) img_idle_left = pygame.transform.flip(img_idle_right, True, False) self.idle_right.append(img_idle_right) self.idle_left.append(img_idle_left) self.dead_image = pygame.image.load('img/ghost.png') self.image = self.idle_right[self.index] self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.width = self.image.get_width() self.height = self.image.get_height() self.vel_y = 0 self.jumped = False self.direction = False #false = right, true = left self.in_air = True self.landing = False class World(): def __init__(self, data): self.tile_list = [] #load images dirt_img = pygame.image.load('img/dirt_silver.png') grass_img = pygame.image.load('img/ground_silver.png') left_wall_img = pygame.image.load('img/side_left_silver.png') right_wall_img = pygame.image.load('img/side_right_silver.png') full_plat_img = pygame.image.load('img/silver_full.png') left_top_img = pygame.image.load('img/left_top.png') right_top_img = pygame.image.load('img/right_top.png') top_3_img = pygame.image.load('img/top_3.png') left_3_img = pygame.image.load('img/left_3.png') right_3_img = pygame.image.load('img/right_3.png') left_corner_img = pygame.image.load('img/left_corner.png') right_corner_img = pygame.image.load('img/right_corner.png') double_ho_img = pygame.image.load('img/double_ho.png') roof_silver_img = pygame.image.load('img/roof_silver.png') row_count = 0 for row in data: col_count = 0 for tile in row: if tile == 1: img = pygame.transform.scale(dirt_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 2: img = pygame.transform.scale(grass_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 3: blob = Enemy(col_count * tile_size, row_count * tile_size + 15) blob_group.add(blob) if tile == 4: platform = Platform(col_count * tile_size, row_count * tile_size, 1, 0) platform_group.add(platform) if tile == 5: platform = Platform(col_count * tile_size, row_count * tile_size, 0, 1) platform_group.add(platform) if tile == 6: lava = Lava(col_count * tile_size, row_count * tile_size +(tile_size // 2) ) lava_group.add(lava) if tile == 7: coin = Coin(col_count * tile_size + (tile_size // 2), row_count * tile_size +(tile_size // 2) ) coin_group.add(coin) if tile == 8: exit = Exit(col_count * tile_size, row_count * tile_size - (tile_size // 2)) exit_group.add(exit) if tile == 9: img = pygame.transform.scale(left_wall_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 10: img = pygame.transform.scale(right_wall_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 11: img = pygame.transform.scale(full_plat_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 12: img = pygame.transform.scale(left_top_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 13: img = pygame.transform.scale(right_top_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 14: img = pygame.transform.scale(top_3_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 15: img = pygame.transform.scale(left_3_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 16: img = pygame.transform.scale(right_3_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 17: img = pygame.transform.scale(left_corner_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 18: img = pygame.transform.scale(right_corner_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 19: img = pygame.transform.scale(double_ho_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) if tile == 20: img = pygame.transform.scale(roof_silver_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size tile = (img, img_rect) self.tile_list.append(tile) col_count += 1 row_count += 1 def draw(self): for tile in self.tile_list: screen.blit(tile[0], tile[1]) class Enemy(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('img/blob.png') self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.move_direction = 1 self.move_counter = 0 def update(self): self.rect.x += self.move_direction self.move_counter += 1 if abs(self.move_counter) > 50: self.move_direction *= -1 self.move_counter *= -1 class Platform(pygame.sprite.Sprite): def __init__(self, x, y, move_x, move_y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/platform_silver.png') self.image = pygame.transform.scale(img, (tile_size, tile_size // 2)) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.move_counter = 0 self.move_direction = 1 self.move_x = move_x self.move_y = move_y def update(self): self.rect.x += self.move_direction * self.move_x self.rect.y += self.move_direction * self.move_y self.move_counter += 1 if abs(self.move_counter) > 50: self.move_direction *= -1 self.move_counter *= -1 class Lava(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/lava.png') self.image = pygame.transform.scale(img, (tile_size, tile_size // 2)) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y class Coin(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/coin.png') self.image = pygame.transform.scale(img, (tile_size // 2, tile_size // 2)) self.rect = self.image.get_rect() self.rect.center = (x, y) class Exit(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/exit.png') self.image = pygame.transform.scale(img, (tile_size, int(tile_size * 1.5))) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y player = Player(100, screen_height - 130) blob_group = pygame.sprite.Group() platform_group = pygame.sprite.Group() lava_group = pygame.sprite.Group() coin_group = pygame.sprite.Group() exit_group = pygame.sprite.Group() #create dummy coin for showing score score_coin = Coin(tile_size // 2, tile_size // 2) coin_group.add(score_coin) #load in level data and create world if path.exists(f'level{level}_data'): pickle_in = open(f'level{level}_data', 'rb') world_data = pickle.load(pickle_in) world = World(world_data) #create buttons restart_button = Button(screen_width // 2 - 50, screen_height //2 + 100, restart_img) start_button = Button(screen_width // 2 - 350, screen_height // 2, start_img) exit_button = Button(screen_width // 2 + 150, screen_height // 2, exit_img) run = True while run: clock.tick(fps) screen.blit(bg_img, (0, 0)) screen.blit(sun_img, (100, 100)) coin_group.draw(screen) if main_menu == True: if exit_button.draw(): run = False if start_button.draw(): main_menu = False else: world.draw() if game_over == 0: blob_group.update() platform_group.update() #update score #check if coin has been collected if pygame.sprite.spritecollide(player, coin_group, True): score += 1 coin_fx.play() draw_text('X ' + str(score), font_score, white, tile_size - 10, 10) draw_text('Lives: ' + str(lives), font_score, white, tile_size +100, 10) blob_group.draw(screen) platform_group.draw(screen) lava_group.draw(screen) coin_group.draw(screen) exit_group.draw(screen) game_over, lives = player.update(game_over, lives) #if player has died if game_over == -1: if restart_button.draw(): level = 1 world_data = [] world = reset_level(level) game_over = 0 score = 0 lives = 3 #if player has completed level if game_over == 1: #reset game and go to next level level += 1 if level <= max_levels: #reset level world_data = [] world = reset_level(level) game_over = 0 else: draw_text('YOU WIN!', font, blue, (screen_width // 2) - 140, screen_height // 2) #restart game if restart_button.draw(): level = 1 #reset level world_data = [] world = reset_level(level) game_over = 0 score = 0 lives = 3 for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()