import pygame from pygame.locals import * from pygame import mixer import pickle from os import path 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 fonts 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 = 14 max_levels = 16 score = 0 lives = 3 coins_for_extra_life = 30 # Define colors white = (255, 255, 255) blue = (0, 0, 255) # Load images sun_img = pygame.image.load('img/sun.png') bg_img = pygame.image.load('img/sky.png') level10_bg_img = pygame.image.load('img/nether_background.png') level11_bg_img = pygame.image.load('img/nether_background.png') level12_bg_img = pygame.image.load('img/nether_background.png') level13_bg_img = pygame.image.load('img/end_background.png') level14_bg_img = pygame.image.load('img/end_background.png') level15_bg_img = pygame.image.load('img/sky.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') main_logo = pygame.image.load('img/main_logo.png') # List of background images for levels 11 to 15 additional_bg_imgs = [ level11_bg_img, level12_bg_img, level13_bg_img, level14_bg_img, level15_bg_img ] # Load sounds pygame.mixer.music.load('img/music.mp3') pygame.mixer.music.play(-1, 0.0, 5000) coin_fx = pygame.mixer.Sound('img/coin.mp3') coin_fx.set_volume(0.5) jump_fx = pygame.mixer.Sound('img/jump.mp3') jump_fx.set_volume(0.5) game_over_fx = pygame.mixer.Sound('img/game_over.mp3') 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): player.reset(100, screen_height - 130) blob_group.empty() platform_group.empty() coin_group.empty() lava_group.empty() exit_group.empty() # 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 dummy coin for showing the score score_coin = Coin(tile_size // 2, tile_size // 2) coin_group.add(score_coin) 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): dx = 0 dy = 0 walk_cooldown = 5 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 or self.double_jump == False): jump_fx.play() if self.in_air: self.double_jump = True self.vel_y = -15 self.jumped = True if key[pygame.K_SPACE] == False: self.jumped = False if key[pygame.K_a]: dx -= 5 self.counter += 1 self.direction = -1 if key[pygame.K_d]: dx += 5 self.counter += 1 self.direction = 1 if key[pygame.K_a] == False and key[pygame.K_d] == False: self.counter = 0 self.index = 0 if self.direction == 1: self.image = self.images_right[self.index] if self.direction == -1: self.image = self.images_left[self.index] # Handle animation if self.counter > walk_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.images_right): self.index = 0 if self.direction == 1: self.image = self.images_right[self.index] if self.direction == -1: 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 for collisions 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 the 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 self.double_jump = False # Check for collision with enemies if pygame.sprite.spritecollide(self, blob_group, False): game_over = -1 game_over_fx.play() # Check for collision with lava if pygame.sprite.spritecollide(self, lava_group, False): game_over = -1 game_over_fx.play() # Check for collision with exit if pygame.sprite.spritecollide(self, exit_group, False): game_over = 1 # 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 # 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 platform if platform.move_x != 0: self.rect.x += platform.move_direction # 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 def reset(self, x, y): self.images_right = [] self.images_left = [] self.index = 0 self.counter = 0 for num in range(1, 5): img_right = pygame.image.load(f'img/guy{num}.png') img_right = pygame.transform.scale(img_right, (40, 80)) img_left = pygame.transform.flip(img_right, True, False) self.images_right.append(img_right) self.images_left.append(img_left) self.dead_image = pygame.image.load('img/ghost.png') self.image = self.images_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 = 0 self.in_air = True self.double_jump = False class World(): def __init__(self, data): self.tile_list = [] # Load images dirt_img = pygame.image.load('img/dirt.png') grass_img = pygame.image.load('img/grass.png') redblock_img = pygame.image.load('img/redblock.png') endstone_img = pygame.image.load('img/endstone.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(redblock_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(endstone_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 - 10 # Adjust the y-coordinate to raise the image slightly 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.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 the 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) # Main game loop run = True while run: clock.tick(fps) # Update background based on level if level == 10: screen.blit(level10_bg_img, (0, 0)) elif level >= 11: screen.blit(additional_bg_imgs[level - 11], (0, 0)) else: screen.blit(bg_img, (0, 0)) screen.blit(sun_img, (100, 100)) if main_menu == True: screen.blit(main_logo, (screen_width // 2 - main_logo.get_width() // 2, screen_height // 2 - 400)) if exit_button.draw(): run = False if start_button.draw(): main_menu = False else: world.draw() blob_group.update() platform_group.update() blob_group.draw(screen) platform_group.draw(screen) lava_group.draw(screen) coin_group.draw(screen) exit_group.draw(screen) game_over = player.update(game_over) # Update score and coins if game_over == 0: # Check for coin collection if pygame.sprite.spritecollide(player, coin_group, True): coin_fx.play() score += 1 if score % coins_for_extra_life == 0: lives += 1 score = 0 # Reset score to 0 after getting an extra life draw_text(f'X {score}', font_score, white, tile_size - 10, 10) draw_text(f'Lives: {lives}', font_score, white, screen_width - 150, 10) # Top right corner if game_over == -1: if lives > 0: lives -= 1 game_over = 0 player.reset(100, screen_height - 130) else: if restart_button.draw(): level = 1 # Reset to level 1 world_data = [] world = reset_level(level, player) game_over = 0 score = 0 lives = 3 if game_over == 1: # Reset game and go to next level level += 1 if level <= max_levels: # Load new level world_data = [] world = reset_level(level, player) game_over = 0 else: draw_text('YOU WIN!', font, blue, (screen_width // 2) - 140, screen_height // 2) if restart_button.draw(): level = 1 # Reset to level 1 world_data = [] world = reset_level(level, player) 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()