import pygame import pickle from os import path pygame.init() clock = pygame.time.Clock() fps = 60 #game window tile_size = 50 cols = 20 margin = 100 screen_width = tile_size * cols screen_height = (tile_size * cols) + margin screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Level Editor') #load images bg_img = pygame.image.load('sky.png') bg_img = pygame.transform.scale(bg_img, (screen_width, screen_height - margin)) dirt_img = pygame.image.load('dirt.png') grass_img = pygame.image.load('grass.png') blob_img = pygame.image.load('blob.png') platform_x_img = pygame.image.load('platform_x_img.png') platform_y_img = pygame.image.load('platform_y_img.png') lava_img = pygame.image.load('lava.png') coin_img = pygame.image.load('coin.png') exit_img = pygame.image.load('exit.png') save_img = pygame.image.load('save_btn.png') load_img = pygame.image.load('load_btn.png') #define game variables clicked = False tile_size = 50 cols = 20 level = 2 #define colours white = (255, 255, 255) green = (144, 201, 120) font = pygame.font.SysFont('Futura', 24) #create empty tile list world_data = [] for row in range(20): r = [0] * 20 world_data.append(r) #create boundary for tile in range(0, 20): world_data[19][tile] = 2 world_data[0][tile] = 1 world_data[tile][0] = 1 world_data[tile][19] = 1 #function for outputting text onto the screen def draw_text(text, font, text_col, x, y): img = font.render(text, True, text_col) screen.blit(img, (x, y)) def draw_grid(): for c in range(21): #vertical lines pygame.draw.line(screen, white, (c * tile_size, 0), (c * tile_size, screen_height - margin)) #horizontal lines pygame.draw.line(screen, white, (0, c * tile_size), (screen_width, c * tile_size)) def draw_world(): for row in range(20): for col in range(20): if world_data[row][col] > 0: if world_data[row][col] == 1: #dirt blocks img = pygame.transform.scale(dirt_img, (tile_size, tile_size)) screen.blit(img, (col * tile_size, row * tile_size)) if world_data[row][col] == 2: #grass blocks img = pygame.transform.scale(grass_img, (tile_size, tile_size)) screen.blit(img, (col * tile_size, row * tile_size)) if world_data[row][col] == 3: #enemy blocks img = pygame.transform.scale(blob_img, (tile_size, int(tile_size * 0.75))) screen.blit(img, (col * tile_size, row * tile_size + (tile_size * 0.25))) if world_data[row][col] == 4: #horizontally moving platform img = pygame.transform.scale(platform_x_img, (tile_size, tile_size // 2)) screen.blit(img, (col * tile_size, row * tile_size)) if world_data[row][col] == 5: #vertically moving platform img = pygame.transform.scale(platform_y_img, (tile_size, tile_size // 2)) screen.blit(img, (col * tile_size, row * tile_size)) if world_data[row][col] == 6: #lava img = pygame.transform.scale(lava_img, (tile_size, tile_size // 2)) screen.blit(img, (col * tile_size, row * tile_size + (tile_size // 2))) if world_data[row][col] == 7: #coin img = pygame.transform.scale(coin_img, (tile_size // 2, tile_size // 2)) screen.blit(img, (col * tile_size + (tile_size // 4), row * tile_size + (tile_size // 4))) if world_data[row][col] == 8: #exit img = pygame.transform.scale(exit_img, (tile_size, int(tile_size * 1.5))) screen.blit(img, (col * tile_size, row * tile_size - (tile_size // 2))) class Button(): def __init__(self, x, y, image): self.image = image self.rect = self.image.get_rect() self.rect.topleft = (x, 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.x, self.rect.y)) return action #create load and save buttons save_button = Button(screen_width // 2 - 150, screen_height - 80, save_img) load_button = Button(screen_width // 2 + 50, screen_height - 80, load_img) #main game loop run = True while run: clock.tick(fps) #draw background screen.fill(green) screen.blit(bg_img, (0, 0)) #load and save level if save_button.draw(): #save level data pickle_out = open(f'level{level}_data', 'wb') pickle.dump(world_data, pickle_out) pickle_out.close() if load_button.draw(): #load in level data if path.exists(f'level{level}_data'): pickle_in = open(f'level{level}_data', 'rb') world_data = pickle.load(pickle_in) #show the grid and draw the level tiles draw_grid() draw_world() #text showing current level draw_text(f'Level: {level}', font, white, tile_size, screen_height - 60) draw_text('Press UP or DOWN to change level', font, white, tile_size, screen_height - 40) #event handler for event in pygame.event.get(): #quit game if event.type == pygame.QUIT: run = False #mouseclicks to change tiles if event.type == pygame.MOUSEBUTTONDOWN and clicked == False: clicked = True pos = pygame.mouse.get_pos() x = pos[0] // tile_size y = pos[1] // tile_size #check that the coordinates are within the tile area if x < 20 and y < 20: #update tile value if pygame.mouse.get_pressed()[0] == 1: world_data[y][x] += 1 if world_data[y][x] > 8: world_data[y][x] = 0 elif pygame.mouse.get_pressed()[2] == 1: world_data[y][x] -= 1 if world_data[y][x] < 0: world_data[y][x] = 8 if event.type == pygame.MOUSEBUTTONUP: clicked = False #up and down key presses to change level number if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: level += 1 elif event.key == pygame.K_DOWN and level > 1: level -= 1 #update game display window pygame.display.update() pygame.quit()