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 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 #define colours gold = (255, 215, 0) blue = (0, 0, 255) #load images sun_img = pygame.image.load('mini project1/New folder/sun.png') bg_img = pygame.image.load('mini project1/New folder/mybackground.png') restart_img = pygame.image.load('mini project1/New folder/restart_btn.png') start_img = pygame.image.load('mini project1/New folder/start_btn.png') exit_img = pygame.image.load('mini project1/New folder/exit_btn.png') #load sounds pygame.mixer.music.load('mini project1/New folder/music.wav') pygame.mixer.music.play(-1, 0.0, 5000) coin_fx = pygame.mixer.Sound('mini project1/New folder/coin.wav') coin_fx.set_volume(0.5) jump_fx = pygame.mixer.Sound('mini project1/New folder/jump.wav') jump_fx.set_volume(0.5) game_over_fx = pygame.mixer.Sound('mini project1/New folder/crumble.wav.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.reset(100, screen_height - 130) blob_group.empty() platform_group.empty() coin_group.empty() lava_group.empty() exit_group.empty() flying_enemy_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) self.jumps = 0 # Number of jumps the player has performed self.max_jumps = 2 # Maximum number of jumps allowed def update(self, game_over): dx = 0 dy = 0 walk_cooldown = 5 col_thresh = 20 fall_height = 7 * tile_size # Height equivalent to 7 blocks if game_over == 0: # get keypresses key = pygame.key.get_pressed() if key[pygame.K_SPACE] and (not self.in_air or self.jumps < self.max_jumps): if not self.jumped: jump_fx.play() self.vel_y = -15 self.jumped = True self.in_air = True self.jumps += 1 if not key[pygame.K_SPACE]: self.jumped = False if not self.in_air: self.jumps = 0 if key[pygame.K_LEFT]: dx -= 5 self.counter += 1 self.direction = -1 if key[pygame.K_RIGHT]: dx += 5 self.counter += 1 self.direction = 1 if not key[pygame.K_LEFT] and not key[pygame.K_RIGHT]: 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 collision 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 # Check fall height on ground collision if self.rect.bottom - self.fall_start_y > fall_height: game_over = -1 self.fall_death = True game_over_fx.play() self.fall_start_y = self.rect.bottom # Reset fall start position # check for collision with enemies if pygame.sprite.spritecollide(self, blob_group, False): game_over = -1 self.fall_death = False game_over_fx.play() # check for collision with flying enemies if pygame.sprite.spritecollide(self, flying_enemy_group, False): game_over = -1 self.fall_death = False game_over_fx.play() # check for collision with lava if pygame.sprite.spritecollide(self, lava_group, False): game_over = -1 self.fall_death = False 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 # Check fall height on ground collision if self.rect.bottom - self.fall_start_y > fall_height: game_over = -1 self.fall_death = True game_over_fx.play() self.fall_start_y = self.rect.bottom # Reset fall start position 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 # check if player falls below the screen if self.rect.y > screen_height: game_over = -1 self.fall_death = True game_over_fx.play() elif game_over == -1: self.image = self.dead_image draw_text('GAME OVER!', font, blue, (screen_width // 2) - 200, screen_height // 2) if self.fall_death: draw_text('FELL FROM TOO HIGH', font, blue, (screen_width // 2) - 200, screen_height // 2 + 80) 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'mini project1/New folder/myguy{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('mini project1/New folder/Crumbled paper.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.fall_start_y = y # initialize fall start height self.fall_death = False # initialize fall death flag class World(): def __init__(self, data): self.tile_list = [] #load images dirt_img = pygame.image.load('mini project1/New folder/Drawn background.png') grass_img = pygame.image.load('mini project1/New folder/Drawn background.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: flying_enemy = FlyingEnemy(col_count * tile_size, row_count * tile_size) flying_enemy_group.add(flying_enemy) 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('mini project1/New folder/monster.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 FlyingEnemy(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.images = [] for num in range(1, 5): self.image = pygame.image.load('mini project1/New folder/bird 1.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.y += 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('mini project1/New folder/moving 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('mini project1/New folder/fire 2.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('mini project1/New folder/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('mini project1/New folder/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() flying_enemy_group = pygame.sprite.Group() #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)) 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() flying_enemy_group.update() # Update flying enemies # Update score if pygame.sprite.spritecollide(player, coin_group, True): score += 1 coin_fx.play() draw_text('X ' + str(score), font_score, gold, tile_size - 10, 10) blob_group.draw(screen) platform_group.draw(screen) lava_group.draw(screen) coin_group.draw(screen) exit_group.draw(screen) flying_enemy_group.draw(screen) # Draw flying enemies game_over = player.update(game_over) # If player has died if game_over == -1: # Move the restart button down to avoid overlap restart_button.rect.y = screen_height // 2 + 150 if restart_button.draw(): world_data = [] world = reset_level(level) game_over = 0 score = 0 # If player has completed the 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) if restart_button.draw(): level = 1 # Reset level world_data = [] world = reset_level(level) game_over = 0 score = 0 for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()