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 Width screen_height = 1000 #Screen height screen = pygame.display.set_mode((screen_width, screen_height)) #Sets python display pygame.display.set_caption('Cool Platformer Game -Tyson Allerby-') #Sets the window name #define font font = pygame.font.SysFont('Arial', 70) font_score = pygame.font.SysFont('Arial', 30) #Define game Varibles tile_size = 50 game_over = 0 main_menu = True level = 1 max_levels = 7 score = 0 #define colours white = (255, 255, 255) black = (0, 0, 0) #load images sun_img = pygame.image.load('MiniProject2/light-removebg-preview.png')#<----------Put image url here sun_img = pygame.transform.scale(sun_img,(100, 100)) bg_img = pygame.image.load('MiniProject2/bg.jpg')#<----------Put image url here bg_img = pygame.transform.scale(bg_img, (1000, 1000)) restart_img = pygame.image.load('MiniProject2/restart_btn.png') start_img = pygame.image.load('MiniProject2/start_btn.png') exit_img = pygame.image.load('MiniProject2/exit_btn.png') #load sounds pygame.mixer.music.load('MiniProject2/Best Music Mix ♫ No Copyright Gaming Music ♫ Music by Roy Knox and Friends.wav') pygame.mixer.music.play(-1, 0.0, 5000) coin_fx = pygame.mixer.Sound('MiniProject2/coin.wav') coin_fx.set_volume(0.5) jump_fx = pygame.mixer.Sound('MiniProject2/jump.wav') jump_fx.set_volume(0.5) game_over_fx = pygame.mixer.Sound('MiniProject2/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)) #This is for the grid lines def draw_grid(): for line in range(0, 50): pygame.draw.line(screen, (255, 255, 255), (0,line *tile_size), (screen_width, line * tile_size)) pygame.draw.line(screen, (255, 255, 255), (line * tile_size, 0), (line * tile_size, screen_height)) #function to reset level def reset_level(level): player.reset(100, screen_height - 130) blob_group.empty() lava_group.empty() exit_group.empty() platform_group.empty() #Load in level data and create world if path.exists(f'MiniProject2/level{level}_data'): pickle_in = open(f'MiniProject2/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 def draw(self): action = False #Get mouse postion pos = pygame.mouse.get_pos() #Check mouseover and check 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 #Player/Charecter class Player (): def __init__(self, x, y): self.reset(x, y) #Moving left of right def update(self, game_over): dx = 0 dy = 0 walk_cooldown = 5 col_thresh = 20 if game_over == 0: #Keypresses 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 # Change number for how fast the jump is self.jumped = True if key[pygame.K_SPACE] == False: self.jumped = False if key[pygame.K_LEFT]: dx -= 5 # Change the number = change speed to left self.counter += 1 self.direction = -1 if key[pygame.K_RIGHT]: dx += 5 # Change the number = change speed to right self.counter += 1 self.direction = 1 if key[pygame.K_LEFT] == False and key[pygame.K_RIGHT] == 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] #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 : #Change these values to change how slow you fall self.vel_y = 10 #Change these values to change how slow you fall dy += self.vel_y #check for colision self.in_air = True for tile in world.tile_list: #check collosion in x direction if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 #check for colision 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 for colision in enemeys if pygame.sprite.spritecollide(self, blob_group, False): game_over = -1 game_over_fx.play() #check for colision in lava if pygame.sprite.spritecollide(self, lava_group, False): game_over = -1 game_over_fx.play() #check for colision with exit if pygame.sprite.spritecollide(self, exit_group, False): game_over = 1 #check for collisoion in moving platforms for platform in platform_group: #check in the x direction if platform.rect.colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 #col in y direct 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 platform if platform.move_x != 0: self.rect.x += platform.move_direction #update player coord self.rect.x += dx self.rect.y += dy elif game_over == -1: self.image = self.dead_image draw_text('GAME OVER', font, black, (screen_width // 2) - 200, screen_height // 2) if self.rect.y > 200: self.rect.y -= 5 #draw player on screen screen.blit(self.image, self.rect) return game_over #Resets all varibles 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'MiniProject2/guy{num}.png') #Shows Player animation img_right = pygame.transform.scale(img_right, (40, 80)) #Shows Player and scales 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('MiniProject2/ghost.png') self.image = self.images_right[self.index] self.rect = self.image.get_rect() self.rect.x = x #Left self.rect.y = y #Right self.width = self.image.get_width() self.height = self.image.get_height() self.vel_y = 0 #Up self.jumped = False #One jump self.direction = 0 self.in_air = True class World(): #List the world data def __init__(self, data): self.tile_list = [] #Load Images dirt_img = pygame.image.load('MiniProject2/dirt.jpg') #<----------Put image url here grass_img = pygame.image.load('MiniProject2/grass.png') #Put the images to where they need to be and scale the size 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) col_count += 1 row_count += 1 def draw(self): for tile in self.tile_list: screen.blit(tile[0],tile[1]) #making the enemy class Enemy(pygame.sprite.Sprite): def __init__(self, x, y ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('MiniProject2/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 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('MiniProject2/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('MiniProject2/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('MiniProject2/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('MiniProject2/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 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'MiniProject2/level{level}_data'): pickle_in = open(f'MiniProject2/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 #The game is running while run: #As long as this varible is true keep running 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() #update score #check if a coin has been collected if pygame.sprite.spritecollide(player, coin_group, True): score += 1 coin_fx.play() draw_text('X ' + 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 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, black, (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 #Stops the game for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()