""" -------------------------------- Project: Hardest game alive ( To make ) Standard: (2.7) School: Tauranga Boys' College Author: Cade French Date: April 2024 Python 3.9.13 -------------------------------- """ import pygame from pygame import mixer import os import random import csv import button mixer.init() pygame.init() SCREEN_WIDTH = 800 SCREEN_HEIGHT = int(SCREEN_WIDTH * 0.8) FONT = pygame.font.Font(None, 36) screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Shooter") # set framerate clock = pygame.time.Clock() FPS = 60 # define game variables GRAVITY = 0.75 SCROLL_THRESH = 200 ROWS = 16 COLS = 150 TILE_SIZE = SCREEN_HEIGHT // ROWS TILE_TYPES = 21 MAX_LEVELS = 3 screen_scroll = 0 bg_scroll = 0 level = 1 start_game = False start_intro = False score = 0 highscore = 0 # define player action variables moving_left = False moving_right = False shoot = False grenade = False grenade_thrown = False # load music and sounds # pygame.mixer.music.load('audio/music2.mp3') # pygame.mixer.music.set_volume(0.3) # pygame.mixer.music.play(-1, 0.0, 5000) jump_fx = pygame.mixer.Sound("audio/jump.wav") jump_fx.set_volume(0.05) shot_fx = pygame.mixer.Sound("audio/shot.wav") shot_fx.set_volume(0.05) grenade_fx = pygame.mixer.Sound("audio/grenade.wav") grenade_fx.set_volume(0.05) # load images # button images start_img = pygame.image.load("img/start_btn.png").convert_alpha() exit_img = pygame.image.load("img/exit_btn.png").convert_alpha() restart_img = pygame.image.load("img/restart_btn.png").convert_alpha() # background background_img = pygame.image.load("img/background/Background1.jpg").convert_alpha() # store tiles in a list img_list = [] for x in range(TILE_TYPES): img = pygame.image.load(f"img/Tile/{x}.png") img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE)) img_list.append(img) # bullet bullet_img = pygame.image.load("img/icons/bullet.png").convert_alpha() # grenade grenade_img = pygame.image.load("img/icons/grenade.png").convert_alpha() # pick up boxes health_box_img = pygame.image.load("img/icons/health_box.png").convert_alpha() ammo_box_img = pygame.image.load("img/icons/ammo_box.png").convert_alpha() grenade_box_img = pygame.image.load("img/icons/grenade_box.png").convert_alpha() Tree_box_img = pygame.image.load("img/icons/Tree.png").convert_alpha() item_boxes = { "Health": health_box_img, "Ammo": ammo_box_img, "Grenade": grenade_box_img, "Tree": Tree_box_img, } # define colours bg = (144, 201, 120) # Might have to add colours later. red = (255, 0, 0) white = (255, 255, 255) green = (0, 255, 0) black = (0, 0, 0) pink = (235, 65, 54) # define font font = pygame.font.SysFont("Futura", 30) # High score file HIGH_SCORE_FILE = "scorehigh.txt" def load_high_score(): """Load the high score from a file, if it exists. Return 0 if there is an error or the file doesn't exist.""" if os.path.exists(HIGH_SCORE_FILE): with open(HIGH_SCORE_FILE, 'r') as file: try: return int(file.read().strip()) except ValueError: return 0 return 0 def save_high_score(high_score): """Save the current high score to a file.""" with open(HIGH_SCORE_FILE, 'w') as file: file.write(str(high_score)) # Initial score and high score score = 0 # Make sure score is always put back to 0 when the game is booted. high_score = load_high_score() # Make sure score is kept and record. def draw_text(text, font, text_col, x, y): img = font.render(text, True, text_col) screen.blit(img, (x, y)) def draw_bg(): screen.fill(bg) # Draw background image scaled to the screen size background_img = pygame.image.load("img/background/Background1.jpg") scaled_background_img = pygame.transform.scale( background_img, (SCREEN_WIDTH, SCREEN_HEIGHT) ) screen.blit(scaled_background_img, (0, 0)) 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(): enemy_group.empty() bullet_group.empty() grenade_group.empty() explosion_group.empty() item_box_group.empty() decoration_group.empty() tree_group.empty() water_group.empty() exit_group.empty() # create empty tile list data = [] for row in range(ROWS): r = [-1] * COLS data.append(r) return data class Soldier(pygame.sprite.Sprite): def __init__(self, char_type, x, y, scale, speed, ammo, grenades): pygame.sprite.Sprite.__init__(self) self.alive = True self.char_type = char_type self.speed = speed self.ammo = ammo self.start_ammo = ammo self.shoot_cooldown = 0 self.grenades = grenades self.health = 100 self.max_health = self.health self.direction = 1 self.vel_y = 0 self.jump = False self.in_air = True self.flip = False self.animation_list = [] self.frame_index = 0 self.action = 0 self.update_time = pygame.time.get_ticks() # ai specific variables self.move_counter = 0 self.vision = pygame.Rect(0, 0, 150, 20) self.idling = False self.idling_counter = 0 # load all images for the players animation_types = ["Idle", "Run", "Jump", "Death"] for animation in animation_types: # reset temporary list of images temp_list = [] # count number of files in the folder num_of_frames = len(os.listdir(f"img/{self.char_type}/{animation}")) for i in range(num_of_frames): img = pygame.image.load( f"img/{self.char_type}/{animation}/{i}.png" ).convert_alpha() img = pygame.transform.scale( img, (int(img.get_width() * scale), int(img.get_height() * scale)) ) temp_list.append(img) self.animation_list.append(temp_list) self.image = self.animation_list[self.action][self.frame_index] self.rect = self.image.get_rect() self.rect.center = (x, y) self.width = self.image.get_width() self.height = self.image.get_height() def update(self): self.update_animation() self.check_alive() # update cooldown if self.shoot_cooldown > 0: self.shoot_cooldown -= 1 def move(self, moving_left, moving_right): # reset movement variables! screen_scroll = 0 dx = 0 dy = 0 # assign movement variables if moving left or right if moving_left: dx = -self.speed self.flip = True # Set flip to True when moving left if self.direction != -1: # Print only if direction changes self.direction = -2 if moving_right: dx = self.speed self.flip = False # Set flip to False when moving right if self.direction != 1: # Print only if direction changes self.direction = 2 # jump if self.jump == True and self.in_air == False: self.vel_y = -12 self.jump = False self.in_air = True # apply gravity self.vel_y += GRAVITY if self.vel_y > 9: self.vel_y = 9 dy += self.vel_y # check for collision for tile in world.obstacle_list: # check collision in the x direction if tile[1].colliderect( self.rect.x + dx, self.rect.y, self.width, self.height ): dx = 0 # if the ai has hit a wall then make it turn around if self.char_type == "enemy": self.direction *= -1 self.move_counter = 0 # check for collision in the 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: self.vel_y = 0 dy = tile[1].bottom - self.rect.top # check if above the ground, i.e. falling elif self.vel_y >= 0: self.vel_y = 0 self.in_air = False dy = tile[1].top - self.rect.bottom # check for collision with water if pygame.sprite.spritecollide(self, water_group, False): self.health = 0 # check for collision with exit level_complete = False if pygame.sprite.spritecollide(self, exit_group, False): if ( world.total_trees == 0 ): # Number of trees you need to find a way to make it that whenever you collet and certain amount of trees you can leave the level level_complete = True else: draw_text('Collect all the Trees first!', font, black, SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 + 200) # check if fallen off the map if self.rect.bottom > SCREEN_HEIGHT: self.health = 0 # check if going off the edges of the screen if self.char_type == "player": if self.rect.left + dx < 0 or self.rect.right + dx > SCREEN_WIDTH: dx = 0 # update rectangle position self.rect.x += dx self.rect.y += dy # update scroll based on player position if self.char_type == "player": if ( self.rect.right > SCREEN_WIDTH - SCROLL_THRESH and bg_scroll < (world.level_length * TILE_SIZE) - SCREEN_WIDTH ) or (self.rect.left < SCROLL_THRESH and bg_scroll > abs(dx)): self.rect.x -= dx screen_scroll = -dx return screen_scroll, level_complete def shoot(self): if self.shoot_cooldown == 0 and self.ammo > 0: self.shoot_cooldown = 20 bullet = Bullet( self.rect.centerx + (0.75 * self.rect.size[0] * self.direction), self.rect.centery, self.direction, ) bullet_group.add(bullet) # reduce ammo self.ammo -= 1 shot_fx.play() def ai(self): if self.alive and player.alive: if self.idling == False and random.randint(1, 200) == 1: self.update_action(1) # 0: idle self.idling = False self.idling_counter = 1 # check if the ai in near the player if self.vision.colliderect(player.rect): # stop running and face the player self.update_action(0) # 0: idle # shoot self.shoot() else: if not self.idling: if self.direction == 1: ai_moving_right = True else: ai_moving_right = False ai_moving_left = not ai_moving_right self.move(ai_moving_left, ai_moving_right) self.update_action(1) # 1: run self.move_counter += 1 # update ai vision as the enemy moves self.vision.center = ( self.rect.centerx + 75 * self.direction, self.rect.centery, ) if self.move_counter > TILE_SIZE: self.direction *= -1 self.move_counter *= -1 else: self.idling_counter -= 1 if self.idling_counter <= 0: self.idling = False # scroll self.rect.x += screen_scroll def update_animation(self): # update animation ANIMATION_COOLDOWN = 100 # update image depending on current frame self.image = self.animation_list[self.action][self.frame_index] # check if enough time has passed since the last update if pygame.time.get_ticks() - self.update_time > ANIMATION_COOLDOWN: self.update_time = pygame.time.get_ticks() self.frame_index += 2 # if the animation has run out the reset back to the start if self.frame_index >= len(self.animation_list[self.action]): if self.action == 2: # change self.frame_index = len(self.animation_list[self.action]) - 1 else: self.frame_index = 0 def update_action(self, new_action): # check if the new action is different to the previous one if new_action != self.action: self.action = new_action # update the animation settings self.frame_index = 0 self.update_time = pygame.time.get_ticks() def check_alive(self): if self.health <= 0: self.health = 0 self.speed = 0 self.alive = False self.update_action(3) def draw(self): screen.blit(pygame.transform.flip(self.image, self.flip, False), self.rect) class World: def __init__(self): self.obstacle_list = [] self.total_trees = 0 def process_data(self, data): self.level_length = len(data[0]) # iterate through each value in level data file for y, row in enumerate(data): for x, tile in enumerate(row): if tile >= 0: img = img_list[tile] img_rect = img.get_rect() img_rect.x = x * TILE_SIZE img_rect.y = y * TILE_SIZE tile_data = (img, img_rect) if tile >= 0 and tile <= 8: self.obstacle_list.append(tile_data) elif tile >= 9 and tile <= 10: water = Water(img, x * TILE_SIZE, y * TILE_SIZE) water_group.add(water) elif tile == 12: # Tree tree = Tree(img, x * TILE_SIZE, y * TILE_SIZE) tree_group.add(tree) world.total_trees +=1 elif tile >= 13 and tile <= 14: decoration = Decoration(img, x * TILE_SIZE, y * TILE_SIZE) decoration_group.add(decoration) elif tile == 15: # create player if (x == 0): x = x+1 player = Soldier( "player", x * TILE_SIZE, y * TILE_SIZE, 1.65, 5, 20, 5 ) health_bar = HealthBar(10, 10, player.health, player.health) elif tile == 16: # create enemies enemy = Soldier( "enemy", x * TILE_SIZE, y * TILE_SIZE, 1.65, 2, 20, 0 ) enemy_group.add(enemy) elif tile == 17: # create ammo box item_box = ItemBox("Ammo", x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 18: # create grenade box item_box = ItemBox("Grenade", x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 19: # create health box item_box = ItemBox("Health", x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 20: # create exit exit = Exit(img, x * TILE_SIZE, y * TILE_SIZE) exit_group.add(exit) return player, health_bar def draw(self): for tile in self.obstacle_list: tile[1][0] += screen_scroll screen.blit(tile[0], tile[1]) class Tree(pygame.sprite.Sprite): def __init__(self, img, x, y): pygame.sprite.Sprite.__init__(self) self.image = img self.rect = self.image.get_rect() self.rect.midtop = ( x + TILE_SIZE // 2, y + (TILE_SIZE - self.image.get_height()), ) def update(self): self.rect.x += screen_scroll class Decoration(pygame.sprite.Sprite): def __init__(self, img, x, y): pygame.sprite.Sprite.__init__(self) self.image = img self.rect = self.image.get_rect() self.rect.midtop = ( x + TILE_SIZE // 2, y + (TILE_SIZE - self.image.get_height()), ) def update(self): self.rect.x += screen_scroll class Water(pygame.sprite.Sprite): def __init__(self, img, x, y): pygame.sprite.Sprite.__init__(self) self.image = img self.rect = self.image.get_rect() self.rect.midtop = ( x + TILE_SIZE // 2, y + (TILE_SIZE - self.image.get_height()), ) def update(self): self.rect.x += screen_scroll class Exit(pygame.sprite.Sprite): def __init__(self, img, x, y): pygame.sprite.Sprite.__init__(self) self.image = img self.rect = self.image.get_rect() self.rect.midtop = ( x + TILE_SIZE // 2, y + (TILE_SIZE - self.image.get_height()), ) def update(self): self.rect.x += screen_scroll class ItemBox(pygame.sprite.Sprite): def __init__(self, item_type, x, y): pygame.sprite.Sprite.__init__(self) self.item_type = item_type self.image = item_boxes[self.item_type] self.rect = self.image.get_rect() self.rect.midtop = ( x + TILE_SIZE // 2, y + (TILE_SIZE - self.image.get_height()), ) def update(self): # Scroll self.rect.x += screen_scroll # Check if the player has picked up the box if pygame.sprite.collide_rect(self, player): # Check what kind of box it was if self.item_type == "Health": player.health += 25 if player.health > player.max_health: player.health = player.max_health elif self.item_type == "Ammo": player.ammo += 15 # This might have to be changed later to a lower amount elif self.item_type == "Grenade": player.grenades += 3 # Delete the item box self.kill() # Check if the player has picked up the box if pygame.sprite.collide_rect(self, player): # Check what kind of box it was if pygame.sprite.collide_rect(self, player): if self.item_type == "Tree": # Delete the item box self.kill() class HealthBar: def __init__(self, x, y, health, max_health): self.x = x self.y = y self.health = health self.max_health = max_health def draw(self, health): # update with new health self.health = health # calculate health ratio ratio = self.health / self.max_health pygame.draw.rect(screen, black, (self.x - 2, self.y - 2, 154, 24)) pygame.draw.rect(screen, red, (self.x, self.y, 150, 20)) pygame.draw.rect(screen, green, (self.x, self.y, 150 * ratio, 20)) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y, direction): pygame.sprite.Sprite.__init__(self) self.speed = 10 self.image = bullet_img self.rect = self.image.get_rect() self.rect.center = (x, y) self.direction = direction def update(self): # move bullet self.rect.x += (self.direction * self.speed) + screen_scroll # check if bullet has gone off screen if self.rect.right < 0 or self.rect.left > SCREEN_WIDTH: self.kill() # check for collision with level for tile in world.obstacle_list: if tile[1].colliderect(self.rect): self.kill() # check collision with characters if pygame.sprite.spritecollide(player, bullet_group, False): if player.alive: player.health -= 5 self.kill() for enemy in enemy_group: if pygame.sprite.spritecollide(enemy, bullet_group, False): if enemy.alive: enemy.health -= 25 self.kill() class Grenade(pygame.sprite.Sprite): def __init__(self, x, y, direction): pygame.sprite.Sprite.__init__(self) self.timer = 100 self.vel_y = -11 self.speed = 7 self.image = grenade_img self.rect = self.image.get_rect() self.rect.center = (x, y) self.width = self.image.get_width() self.height = self.image.get_height() self.direction = direction def update(self): self.vel_y += GRAVITY dx = self.direction * self.speed dy = self.vel_y # check for collision with level for tile in world.obstacle_list: # check collision with walls if tile[1].colliderect( self.rect.x + dx, self.rect.y, self.width, self.height ): self.direction *= -1 dx = self.direction * self.speed # check for collision in the y direction if tile[1].colliderect( self.rect.x, self.rect.y + dy, self.width, self.height ): self.speed = 0 # check if below the ground, i.e. thrown up if self.vel_y < 0: self.vel_y = 0 dy = tile[1].bottom - self.rect.top # check if above the ground, i.e. falling elif self.vel_y >= 0: self.vel_y = 0 dy = tile[1].top - self.rect.bottom # update grenade position self.rect.x += dx + screen_scroll self.rect.y += dy # countdown timer self.timer -= 1 if self.timer <= 0: self.kill() grenade_fx.play() explosion = Explosion(self.rect.x, self.rect.y, 0.5) explosion_group.add(explosion) # do damage to anyone that is nearby if ( abs(self.rect.centerx - player.rect.centerx) < TILE_SIZE * 2 and abs(self.rect.centery - player.rect.centery) < TILE_SIZE * 2 ): player.health -= 50 for enemy in enemy_group: if ( abs(self.rect.centerx - enemy.rect.centerx) < TILE_SIZE * 2 and abs(self.rect.centery - enemy.rect.centery) < TILE_SIZE * 2 ): enemy.health -= 50 class Explosion(pygame.sprite.Sprite): def __init__(self, x, y, scale): pygame.sprite.Sprite.__init__(self) self.images = [] for num in range(1, 6): img = pygame.image.load(f"img/explosion/exp{num}.png").convert_alpha() img = pygame.transform.scale( img, (int(img.get_width() * scale), int(img.get_height() * scale)) ) self.images.append(img) self.frame_index = 0 self.image = self.images[self.frame_index] self.rect = self.image.get_rect() self.rect.center = (x, y) self.counter = 0 def update(self): # scroll self.rect.x += screen_scroll EXPLOSION_SPEED = 4 # update explosion amimation self.counter += 1 if self.counter >= EXPLOSION_SPEED: self.counter = 0 self.frame_index += 1 # if the animation is complete then delete the explosion if self.frame_index >= len(self.images): self.kill() else: self.image = self.images[self.frame_index] #Fade the screen in class ScreenFade: def __init__(self, direction, colour, speed): self.direction = direction self.colour = colour self.speed = speed self.fade_counter = 0 def fade(self): fade_complete = False self.fade_counter += self.speed if self.direction == 1: # whole screen fade pygame.draw.rect( screen, self.colour, (0 - self.fade_counter, 0, SCREEN_WIDTH // 2, SCREEN_HEIGHT), ) pygame.draw.rect( screen, self.colour, (SCREEN_WIDTH // 2 + self.fade_counter, 0, SCREEN_WIDTH, SCREEN_HEIGHT), ) pygame.draw.rect( screen, self.colour, (0, 0 - self.fade_counter, SCREEN_WIDTH, SCREEN_HEIGHT // 2), ) pygame.draw.rect( screen, self.colour, ( 0, SCREEN_HEIGHT // 2 + self.fade_counter, SCREEN_WIDTH, SCREEN_HEIGHT, ), ) if self.direction == 2: # vertical screen fade down pygame.draw.rect( screen, self.colour, (0, 0, SCREEN_WIDTH, 0 + self.fade_counter) ) if self.fade_counter >= SCREEN_WIDTH: fade_complete = True return fade_complete # create screen fades intro_fade = ScreenFade(1, black, 4) death_fade = ScreenFade(2, pink, 4) # create buttons start_button = button.Button( SCREEN_WIDTH // 2 - 130, SCREEN_HEIGHT // 2 - 150, start_img, 1 ) exit_button = button.Button( SCREEN_WIDTH // 2 - 130, SCREEN_HEIGHT // 2 + 50, exit_img, 1 ) restart_button = button.Button( SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 - 50, restart_img, 2 ) # create sprite groups enemy_group = pygame.sprite.Group() bullet_group = pygame.sprite.Group() grenade_group = pygame.sprite.Group() explosion_group = pygame.sprite.Group() item_box_group = pygame.sprite.Group() decoration_group = pygame.sprite.Group() tree_group = pygame.sprite.Group() water_group = pygame.sprite.Group() exit_group = pygame.sprite.Group() # create empty tile list world_data = [] for row in range(ROWS): r = [-1] * COLS world_data.append(r) # load in level data and create world with open(f"level{level}_data.csv", newline="") as csvfile: reader = csv.reader(csvfile, delimiter=",") for x, row in enumerate(reader): for y, tile in enumerate(row): world_data[x][y] = int(tile) world = World() player, health_bar = world.process_data(world_data) # Main game loop run = True while run: clock.tick(FPS) if start_game == False: # draw menu screen.fill(bg) # add buttons if start_button.draw(screen): start_game = True start_intro = True if exit_button.draw(screen): run = False else: # update background draw_bg() # draw world map world.draw() # show player health health_bar.draw(player.health) # show ammo draw_text("AMMO: ", font, black, 10, 35) for x in range(player.ammo): screen.blit(bullet_img, (90 + (x * 10), 40)) # show grenades draw_text("GRENADES: ", font, black, 10, 60) for x in range(player.grenades): screen.blit(grenade_img, (135 + (x * 15), 60)) # display the score draw_text(f"SCORE: {score}", font, black, 700, 10) # Draw the high score high_score_text = FONT.render(f"HIGH SCORE: {high_score}", True, black) screen.blit(high_score_text, (615, 35)) # check for collision with trees and remove tree on collision tree_hit_list = pygame.sprite.spritecollide(player, tree_group, True) # True parameter removes the collided tree for tree in tree_hit_list: score += 1 # Increase the score by 1 for each tree collision world.total_trees -= 1 print(score) #CHecking the score works if score > high_score: # Check if the current score is higher than the high score high_score = score # Update the high score save_high_score(high_score) # Save the new high score to the file print("Highscore = ", high_score) #Update and draw player player.update() player.draw() for enemy in enemy_group: enemy.ai() enemy.update() enemy.draw() # update and draw groups bullet_group.update() grenade_group.update() explosion_group.update() item_box_group.update() decoration_group.update() tree_group.update() water_group.update() exit_group.update() bullet_group.draw(screen) grenade_group.draw(screen) explosion_group.draw(screen) item_box_group.draw(screen) decoration_group.draw(screen) tree_group.draw(screen) water_group.draw(screen) exit_group.draw(screen) # show intro if start_intro == True: if intro_fade.fade(): start_intro = False intro_fade.fade_counter = 0 # update player actions if player.alive: # shoot bullets if shoot: player.shoot() # throw grenades elif grenade and grenade_thrown == False and player.grenades > 0: grenade = Grenade( player.rect.centerx + (0.5 * player.rect.size[0] * player.direction), player.rect.top, player.direction, ) grenade_group.add(grenade) # reduce grenades player.grenades -= 1 grenade_thrown = True if player.in_air: player.update_action(2) # 2: jump elif moving_left or moving_right: player.update_action(1) # 1: run else: player.update_action(0) # 0: idle screen_scroll, level_complete = player.move(moving_left, moving_right) bg_scroll -= screen_scroll # check if player has completed the level if level_complete: start_intro = True level += 1 bg_scroll = 0 score = 0 highscore = 0 world_data = reset_level() if level <= MAX_LEVELS: # load in level data and create world with open(f"level{level}_data.csv", newline="") as csvfile: reader = csv.reader(csvfile, delimiter=",") for x, row in enumerate(reader): for y, tile in enumerate(row): world_data[x][y] = int(tile) world = World() player, health_bar = world.process_data(world_data) else: screen_scroll = 0 if death_fade.fade(): if restart_button.draw(screen): death_fade.fade_counter = 0 score = 0 start_intro = True bg_scroll = 0 world_data = reset_level() # load in level data and create world with open(f"level{level}_data.csv", newline="") as csvfile: reader = csv.reader(csvfile, delimiter=",") for x, row in enumerate(reader): for y, tile in enumerate(row): world_data[x][y] = int(tile) world = World() player, health_bar = world.process_data(world_data) for event in pygame.event.get(): # quit game if event.type == pygame.QUIT: run = False # keyboard presses if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: moving_left = True if event.key == pygame.K_d: moving_right = True if event.key == pygame.K_SPACE: shoot = True if event.key == pygame.K_q: grenade = True if event.key == pygame.K_w and player.alive: player.jump = True jump_fx.play() if event.key == pygame.K_ESCAPE: run = False # keyboard button released if event.type == pygame.KEYUP: if event.key == pygame.K_a: moving_left = False if event.key == pygame.K_d: moving_right = False if event.key == pygame.K_SPACE: shoot = False if event.key == pygame.K_q: grenade = False grenade_thrown = False #Update game pygame.display.update() #Quit game pygame.quit()