#-------------------------------------------------------------------------- # Name : Future runner # Purpose : DGT2 2025 # Author: Ahmet Ertekin # Created : 30/4/2025 # Copyright : ©Ahmet Ertekin #-------------------------------------------------------------------------- import os 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 = 45 screen_width = 1000 screen_height = 1000 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('future runner') #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 coins_collected = 0 # New variable to track coins collected in the current level # Define fonts font = pygame.font.SysFont('Bauhaus 93', 30) #define colours white = (255, 255, 255) blue = (0, 0, 255) #load images sun_img = pygame.image.load('img/sun.png') bg_img = pygame.image.load('img/bg.png') 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 "You Won" image won_img = pygame.image.load('img/you_won.jpg') won_img = pygame.transform.scale(won_img, (400, 200)) # Adjust size as needed # Load "getcoins" image for insufficient coins message not_enough_coins_img = pygame.image.load('img/getcoins.png') not_enough_coins_img = pygame.transform.scale(not_enough_coins_img, (400, 200)) # Adjust size as needed not_enough_coins_img.set_alpha(255) # start fully opaque #load sounds pygame.mixer.music.load('img/music.wav') pygame.mixer.music.play(-1, 0.0, 5000) coin_fx = pygame.mixer.Sound('img/coin.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/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) cyborg_group.empty() platform_group.empty() coin_group.empty() spike_group.empty() exit_group.empty() global coins_collected coins_collected = 0 # Reset coins collected for the new level #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 // 4, tile_size // 4) 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(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) 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() # Check for spacebar (jumping) if key[pygame.K_SPACE] and not self.jumped and not self.in_air: jump_fx.play() self.vel_y = -15 self.jumped = True if not key[pygame.K_SPACE]: self.jumped = False # Check for arrow keys (movement) if key[pygame.K_LEFT] or key[pygame.K_a]: dx -= 7 self.counter += 1 self.direction = -1 elif key[pygame.K_RIGHT] or key[pygame.K_d]: dx += 7 self.counter += 1 self.direction = 1 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] # Check for W key (alternative jump control) if key[pygame.K_w] and not self.jumped and not self.in_air: jump_fx.play() self.vel_y = -15 self.jumped = True # 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] elif 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 for collision with enemies if pygame.sprite.spritecollide(self, cyborg_group, False): game_over = -1 game_over_fx.play() # Check for collision with spike if pygame.sprite.spritecollide(self, spike_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 # Move sideways with the platform if platform.move_x != 0: self.rect.x += platform.move_direction # *** Prevent player from moving off screen (left and right) *** if self.rect.left + dx < 0: dx = -self.rect.left # stop at left edge if self.rect.right + dx > screen_width: dx = screen_width - self.rect.right # stop at right edge # 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) - 200, screen_height // 2) 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'img/guy{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 class World(): def __init__(self, data): self.tile_list = [] #load images rstick_img = pygame.image.load('img/rstick.png') bstick_img = pygame.image.load('img/bstick.png') row_count = 0 for row in data: col_count = 0 for tile in row: if tile == 1: img = pygame.transform.scale(rstick_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(bstick_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: cyborg = Enemy(col_count * tile_size, row_count * tile_size + 15) cyborg_group.add(cyborg) 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: spike = Spike(col_count * tile_size, row_count * tile_size + (tile_size // 2)) spike_group.add(spike) 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]) class Enemy(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('img/cyborg.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('img/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 Spike(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/spike.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('img/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('img/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) cyborg_group = pygame.sprite.Group() platform_group = pygame.sprite.Group() spike_group = pygame.sprite.Group() coin_group = pygame.sprite.Group() exit_group = pygame.sprite.Group() #create dummy coin for showing the 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) # Variables for fade message display & cooldown show_not_enough_coins = False fade_start_time = 0 fade_duration = 5000 # Show image 5 seconds total fade_out_start = 1000 # Start fade after 1 second not_enough_coins_alpha = 255 not_enough_coins_cooldown = 5000 # cooldown 5 seconds last_not_enough_coins_time = -not_enough_coins_cooldown # negative to allow immediate first display 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: cyborg_group.update() platform_group.update() #update score #check if a coin has been collected if pygame.sprite.spritecollide(player, coin_group, True): score += 1 coins_collected += 1 # Increment coins collected coin_fx.play() draw_text('X ' + str(score), font_score, white, tile_size - 10, 10) cyborg_group.draw(screen) platform_group.draw(screen) spike_group.draw(screen) coin_group.draw(screen) exit_group.draw(screen) game_over = player.update(game_over) # Check for immediate restart of fade with SPACE bar keys = pygame.key.get_pressed() if show_not_enough_coins and keys[pygame.K_SPACE]: show_not_enough_coins = False # if player has died if game_over == -1: # Draw everything one last time player.image = player.dead_image screen.blit(player.image, player.rect) # Show "you died" image and restart button dead_img = pygame.image.load('img/you_died.jpg').convert() dead_img = pygame.transform.scale(dead_img, (400, 200)) screen.blit(dead_img, (screen_width // 2 - 200, screen_height // 2 - 150)) if restart_button.draw(): world_data = [] world = reset_level(level) game_over = 0 score = 0 coins_collected = 0 # reset coins on restart # if player has completed the level if game_over == 1: current_time = pygame.time.get_ticks() if coins_collected < 5: # Check if all coins collected for the level # Only start fade message if cooldown passed and not already showing if not show_not_enough_coins and (current_time - last_not_enough_coins_time) >= not_enough_coins_cooldown: show_not_enough_coins = True fade_start_time = current_time not_enough_coins_alpha = 255 last_not_enough_coins_time = current_time # Display fading getcoins image if in fade time if show_not_enough_coins: elapsed = current_time - fade_start_time if elapsed < fade_duration: # Fade out begins after fade_out_start (1 second), fades out over remaining 4 seconds if elapsed > fade_out_start: fade_progress = (elapsed - fade_out_start) / (fade_duration - fade_out_start) not_enough_coins_alpha = max(0, 255 - int(255 * fade_progress)) else: not_enough_coins_alpha = 255 not_enough_coins_img.set_alpha(not_enough_coins_alpha) screen.blit(not_enough_coins_img, (screen_width // 2 - not_enough_coins_img.get_width() // 2, screen_height // 2 - not_enough_coins_img.get_height() // 2)) else: # Fade complete, end showing message show_not_enough_coins = False # Reset game_over to 0 so player can keep playing; do not advance level game_over = 0 else: level += 1 if level <= max_levels: #reset level world_data = [] world = reset_level(level) game_over = 0 coins_collected = 0 # Reset coins collected for the new level else: #you won screen image pop up screen.blit(won_img, (screen_width // 2 - won_img.get_width() // 2, screen_height // 2 - won_img.get_height() // 2)) if restart_button.draw(): level = 1 world_data = [] world = reset_level(level) game_over = 0 score = 0 coins_collected = 0 # Reset coins collected when restarting for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()