import pygame, sys, pickle from pygame.locals import * from pygame import mixer from os import path pygame.mixer.pre_init(44100, -16, 2, 512) mixer.init() pygame.init() clock = pygame.time.Clock() fps = 60 screen_width, screen_height = 1000, 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 variables tile_size = 50 game_over = 0 main_menu = True level = 3 max_level = 7 score = 0 #define colours white = (255,255,255) blue = (0,0,255) #load images pygame.mixer.music.load("animation/music.wav") pygame.mixer.music.play(-1, 0.0, 5000) sun_img = pygame.image.load("animation/sun.png") bg_img = pygame.image.load("animation/sky.png") restart_img = pygame.image.load("animation/restart_btn.png") start_img = pygame.image.load("animation/start_btn.png") exit_img = pygame.image.load("animation/exit_btn.png") #load sounds coin_fx = pygame.mixer.Sound("animation/coin.wav") coin_fx.set_volume(0.5) jump_fx = pygame.mixer.Sound("animation/jump.wav") jump_fx.set_volume(0.5) game_over_fx = pygame.mixer.Sound("animation/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() 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) 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 #draw button def draw(self): action = False #get mouse postion pos = pygame.mouse.get_pos() #check mouseover and clicked conditions if self.rect.collidepoint(pos): #[0] is which mouse button is being clicked if pygame.mouse.get_pressed()[0] 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: #clactulate new player position #check collision at new position #adjust player position #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_a]: self.direction = 1 self.counter += 1 dx -=5 if key[pygame.K_d]: self.direction = -1 self.counter += 1 dx += 5 if key[pygame.K_d] == False and key[pygame.K_a] == 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 collision self.in_air = True for tile in world.tile_list: #check for collison in x if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 #check for collision in y 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 below ground i.e falling elif self.vel_y >= 0 : dy = tile[1].top - self.rect.bottom self.vel_y = 0 self.in_air = False #three arguments, self(player), group/sprite, delete item? #check for collision with ememys 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 Lava 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 with 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 if platform.move_x != 0: self.rect.x += platform.move_direction #update player cords 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 #two arguments, image, coordinates screen.blit(self.image, self.rect) pygame.draw.rect(screen, (255, 255, 255), self.rect, 2) return game_over def reset(self, x, y): self.images_right = [] self.images_left = [] self.index = 0 self.counter = 0 #right animation for num in range(1,5): img_right = pygame.image.load(f"animation/guy{num}.png") img_right = pygame.transform.scale(img_right, (40,80)) #flip on X axis, flip on Y axis 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("animation/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 class World(): def __init__(self, data): self.tile_list = [] #load images dirt_img = pygame.image.load("animation/dirt.png") grass_img = pygame.image.load("animation/grass.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: #x cord, y cord, times drection by move_x, times direction by move_y platfrom = Platform(col_count * tile_size, row_count * tile_size, 1, 0) platform_group.add(platfrom) if tile == 5: platfrom = Platform(col_count * tile_size, row_count * tile_size, 0, 1) platform_group.add(platfrom) 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) col_count += 1 row_count += 1 def draw(self): for tile in self.tile_list: screen.blit(tile[0], tile[1]) #sprites have draw function built in class Enemy(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("animation/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 #abs makes negative to absolute also postive 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("animation/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 #abs makes negative to absolute also postive 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("animation/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("animation/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("animation/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 level data 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) #while is True game is running run = True while run: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False 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() #update score #check if coin has been collected #first thing coliding, colliding against, do kill(delete after collsion) if pygame.sprite.spritecollide(player, coin_group, True): score += 1 coin_fx.play() draw_text(str(score), font_score, white, tile_size - 10, 10) 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) #if player has died if game_over == -1: if restart_button.draw(): world_data = [] world = reset_level(level) game_over = 0 score = 0 #if player have completed he level if game_over == 1: #reset game and increase level level += 1 if level <= max_level: #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 world_data = [] world = reset_level(level) game_over = 0 score = 0 pygame.display.update() clock.tick(fps) pygame.quit()