# import libraries import pygame from pygame.locals import * from pygame import mixer import pickle from os import path # initialize mixer and pygame pygame.mixer.pre_init(44100, -16, 2, 512) mixer.init() pygame.init() # setup clock and FPS clock = pygame.time.Clock() fps = 60 # screen size screen_width = 1000 screen_height = 1000 # setup display and title screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Underworld Castle') # define fonts font = pygame.font.SysFont('Impact', 70) font_score = pygame.font.SysFont('Impact', 30) # game variables tile_size = 50 game_over = 0 main_menu = True level = 0 max_levels = 7 score = 0 # colors mid_blue = (32, 115, 188) # load images bg_img = pygame.image.load('img/bg.png') title_img = pygame.image.load('img/title_art.png') title_img = pygame.transform.scale(title_img, (600, 200)) 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 and play background music pygame.mixer.music.load('img/music.mp3') pygame.mixer.music.play(-1, 0.0, 5000) # load sound effects coin_fx = pygame.mixer.Sound('img/runes.wav') coin_fx.set_volume(0.5) jump_fx = pygame.mixer.Sound('img/jump.wav') jump_fx.set_volume(0.5) game_over_fx = pygame.mixer.Sound('img/died.wav') game_over_fx.set_volume(0.5) # function to draw text def draw_text(text, font, text_col, x, y): img = font.render(text, True, text_col) screen.blit(img, (x, y)) # function to reset the level def reset_level(level): player.reset(100, screen_height - 130) mushroom_group.empty() crates_group.empty() chemicals_group.empty() door_group.empty() runes_group.empty() runes_group.add(score_runes) 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 return None # Button class 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 pos = pygame.mouse.get_pos() if self.rect.collidepoint(pos): if pygame.mouse.get_pressed()[0] == 1 and not self.clicked: action = True self.clicked = True if pygame.mouse.get_pressed()[0] == 0: self.clicked = False screen.blit(self.image, self.rect) return action # Player class 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: key = pygame.key.get_pressed() # Jump if key[pygame.K_w] and not self.jumped and not self.in_air: jump_fx.play() self.vel_y = -15 self.jumped = True if not key[pygame.K_w]: self.jumped = False # Walking animation + movement if key[pygame.K_a] or key[pygame.K_d]: self.counter += 1 if self.counter > walk_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.images_right): self.index = 0 if key[pygame.K_d]: dx += 5 self.direction = 1 self.image = self.images_right[self.index] elif key[pygame.K_a]: dx -= 5 self.direction = -1 self.image = self.images_left[self.index] else: self.counter = 0 self.index = 0 if self.direction == 1: self.image = self.images_right[self.index] elif self.direction == -1: self.image = self.images_left[self.index] # Gravity self.vel_y += 1 if self.vel_y > 10: self.vel_y = 10 dy += self.vel_y # Collision with tiles self.in_air = True for tile in world.tile_list: if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 if tile[1].colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): if self.vel_y < 0: dy = tile[1].bottom - self.rect.top self.vel_y = 0 elif self.vel_y >= 0: dy = tile[1].top - self.rect.bottom self.vel_y = 0 self.in_air = False # Enemy or hazard collision if pygame.sprite.spritecollide(self, mushroom_group, False) or pygame.sprite.spritecollide(self, chemicals_group, False): game_over = -1 game_over_fx.play() # Door collision if pygame.sprite.spritecollide(self, door_group, False): game_over = 1 # Moving platforms for platform in crates_group: if platform.rect.colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 if platform.rect.colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): if abs((self.rect.top + dy) - platform.rect.bottom) < col_thresh: self.vel_y = 0 dy = platform.rect.bottom - self.rect.top elif abs((self.rect.bottom + dy) - platform.rect.top) < col_thresh: self.rect.bottom = platform.rect.top - 1 self.in_air = False dy = 0 if platform.move_x != 0: self.rect.x += platform.move_direction # Update player position self.rect.x += dx self.rect.y += dy elif game_over == -1: self.image = self.dead_image draw_text('GAME OVER!', font, mid_blue, (screen_width // 2) - 150, screen_height // 2) if self.rect.y > 200: self.rect.y -= 5 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, 9): img_right = pygame.image.load(f'img/samurai{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 # World class class World(): def __init__(self, data): self.tile_list = [] block2_img = pygame.image.load('img/block2.png') row_count = 0 for row in data: col_count = 0 for tile in row: if tile in [1, 2]: img = pygame.transform.scale(block2_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) elif tile == 3: mushroom = Mushroom(col_count * tile_size, row_count * tile_size + 22) mushroom_group.add(mushroom) elif tile == 4: crates = Crates(col_count * tile_size, row_count * tile_size, 1, 0) crates_group.add(crates) elif tile == 5: crates = Crates(col_count * tile_size, row_count * tile_size, 0, 1) crates_group.add(crates) elif tile == 6: chemicals = Chemicals(col_count * tile_size, row_count * tile_size + (tile_size // 2)) chemicals_group.add(chemicals) elif tile == 7: runes = Runes(col_count * tile_size + (tile_size // 2), row_count * tile_size + (tile_size // 2)) runes_group.add(runes) elif tile == 8: door = Door(col_count * tile_size, row_count * tile_size - (tile_size // 2)) door_group.add(door) col_count += 1 row_count += 1 def draw(self): for tile in self.tile_list: screen.blit(tile[0], tile[1]) # Sprite Classes class Mushroom(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('img/mushroom.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 Crates(pygame.sprite.Sprite): def __init__(self, x, y, move_x, move_y): super().__init__() img = pygame.image.load('img/crates.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 Chemicals(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() img = pygame.image.load('img/chemicals.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 Runes(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() img = pygame.image.load('img/rune.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 Door(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() img = pygame.image.load('img/door.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 # initialize game objects player = Player(100, screen_height - 130) mushroom_group = pygame.sprite.Group() crates_group = pygame.sprite.Group() chemicals_group = pygame.sprite.Group() runes_group = pygame.sprite.Group() door_group = pygame.sprite.Group() score_runes = Runes(tile_size // 2, tile_size // 2) runes_group.add(score_runes) # load level data 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) # 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) screen.blit(bg_img, (0, 0)) if main_menu: screen.blit(title_img, (screen_width // 2 - 300, 100)) if exit_button.draw(): run = False if start_button.draw(): main_menu = False else: world.draw() if game_over == 0: mushroom_group.update() crates_group.update() if pygame.sprite.spritecollide(player, runes_group, True): score += 1 coin_fx.play() game_over = player.update(game_over) mushroom_group.draw(screen) crates_group.draw(screen) chemicals_group.draw(screen) runes_group.draw(screen) door_group.draw(screen) draw_text('X ' + str(score), font_score, mid_blue, tile_size - 10, 10) if game_over == -1: if restart_button.draw(): level = 0 score = 0 world_data = [] world = reset_level(level) game_over = 0 elif game_over == 1: level += 1 if level <= max_levels: world_data = [] world = reset_level(level) game_over = 0 else: draw_text('YOU WIN!', font, mid_blue, (screen_width // 2) - 140, screen_height // 2) if restart_button.draw(): level = 1 score = 0 world_data = [] world = reset_level(level) game_over = 0 for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()