""" ------------------------------------- Project: Platformer Style Game Standard: Te Punga Assessment 2 - 20% School: Tauranga Boys' College Author: Zack Norwood Date: July 2024 Pygame: 2.6.0 Python: 3.11.9 ------------------------------------- """ #importing neccisary modules import pygame from pygame.locals import * from pygame import mixer import pickle from os import path #Initialising pygame and mixer pygame.mixer.pre_init(44100, -16, 2, 512) mixer.init() pygame.init() #Setting fixed variable values 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') font = pygame.font.SysFont('Bauhaus 93', 70) font_score = pygame.font.SysFont('Bauhaus 93', 30) tile_size = 50 game_over = 0 main_menu = True level = 4 max_levels = 8 score = 0 white = (255, 255, 255) blue = (0, 0, 255) #load images sky_img = pygame.image.load('sky.png') restart_img = pygame.image.load('restart_btn.png') start_img = pygame.image.load('start_btn.png') exit_img = pygame.image.load('exit_btn.png') pygame.mixer.music.load('music.mp3') pygame.mixer.music.play(-1, 0.0, 5000) coin_fx = pygame.mixer.Sound('coin.wav') coin_fx.set_volume(99) jump_fx = pygame.mixer.Sound('jump.wav') jump_fx.set_volume(0.5) game_over_fx = pygame.mixer.Sound('game_over.mp3') game_over_fx.set_volume(0.5) #Function for drawing text def draw_text(text, font, text_col, x, y): img = font.render(text, True, text_col) screen.blit(img, (x, y)) #Function for resetting after death or completion def reset_level(level): player.reset(100, screen_height - 130) slime_group.empty() platform_group.empty() coin_group.empty() lava_group.empty() exit_group.empty() #Searching for the world data in directory 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) #Creating a dummy coin for the score score_coin = Coin(tile_size // 2, tile_size // 2) coin_group.add(score_coin) return world #Defining the 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 #function for drawing buttons def draw(self): action = False #getting 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 #Defining the class for the player class Player(): def __init__(self, x, y): self.reset(x, y) #Defining the function for all player movements and changes def update(self, game_over): dx = 0 dy = 0 walk_cooldown = 10 col_thresh = 20 #Code for when the spacebar is pressed to make the character jump if game_over == 0: key = pygame.key.get_pressed() #Code to check if the player is in the air before jumping 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 #Code for basic left and right movements 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 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] #Handle animation if self.counter > walk_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.images_right): self.index = 0 self.image = self.images_right[self.index] 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 colision with floor self.in_air = True for tile in world.tile_list: #Check for colision 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 (Jumping) if self.vel_y < 0: dy = tile[1].bottom - self.rect.top self.vel_y = 0 #Check if above the ground (Falling) elif self.vel_y >= 0: dy = tile[1].top - self.rect.bottom self.vel_y = 0 self.in_air = False #Check for collision with enemies if pygame.sprite.spritecollide(self, slime_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 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 dy = 0 #update player coordinates 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) - 2000, screen_height // 2) if self.rect.y > 200: self.rect.y -= 5 if self.rect.bottom > screen_height: self.rect.bottom = screen_height dy = 0 #draw player onto screen screen.blit(self.image, self.rect) return game_over #function for resetting the game 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'steve{num}.png') img_right = pygame.transform.scale(img_right, (40,80)) self.images_right.append(img_right) img_left = pygame.transform.flip(img_right, True, False) self.images_left.append(img_left) self.dead_image = pygame.image.load('ghost.png') self.dead_image = pygame.transform.scale(self.dead_image, (40,80)) 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('dirt.png') grass_img = pygame.image.load('grass1.png') #Define what tile numbers correlate to what thing (Platform, enemy, exit ect) 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: slime = Enemy(col_count * tile_size, row_count * tile_size + 10) slime_group.add(slime) 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-1, 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]) #Define the enemy class class Enemy(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image= pygame.image.load('slime.png') self.image = pygame.transform.scale( self.image, (tile_size - 10, tile_size - 10)) 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 #Define the platform class class Platform(pygame.sprite.Sprite): def __init__(self, x, y, move_x, move_y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('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 #Define the lava class class Lava(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('lava.png') self.image = pygame.transform.scale(img, (tile_size +2, tile_size // 1.5)) self.rect = self.image.get_rect() self.rect. x = x self.rect.y = y #Define the coin class class Coin(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('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) #Define the exit class class Exit(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('exit.png') self.image = pygame.transform.scale(img, (tile_size, int(tile_size * 1.7))) self.rect = self.image.get_rect() self.rect. x = x self.rect.y = y player = Player(100, screen_height - 130) slime_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 to show 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'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 the game run = True while run: clock.tick(fps) screen.blit(sky_img, (0, 0)) if main_menu == True: if exit_button.draw() == True: run = False if start_button.draw(): main_menu = False else: world.draw() if game_over == 0: slime_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) slime_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 the player has died if game_over == -1: 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