import pygame from pygame import mixer import os import random import csv import button import time import json def level(screen, level_end, level_num): mixer.init() pygame.init() SCREEN_WIDTH = 800 SCREEN_HEIGHT = 800 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 screen_scroll = 0 bg_scroll = 0 start_game = True start_intro = False # initialize timer start_time = time.time() current_score = 0 high_score = 0 try: with open('highscore.json', 'r') as f: high_score = json.load(f) except (FileNotFoundError, json.JSONDecodeError): high_score = 0 #define player action variables moving_left = False moving_right = False shoot = 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 restart_img = pygame.image.load('img/restart_btn.png').convert_alpha() exit_img = pygame.image.load('img/exit_btn.png').convert_alpha() resume_img = pygame.image.load('img/resume_btn.png').convert_alpha() #background pine1_img = pygame.image.load('img/Background/pine1.png').convert_alpha() pine2_img = pygame.image.load('img/Background/pine2.png').convert_alpha() mountain_img = pygame.image.load('img/Background/mountain.png').convert_alpha() sky_img = pygame.image.load('img/Background/sky_cloud.png').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() #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() coins = pygame.image.load('img/Tile/11.png') item_boxes = { 'Health' : health_box_img, 'Ammo' : ammo_box_img, 'Grenade' : grenade_box_img, 'Collectable' : coins } #define colours BG = (144, 201, 120) 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) 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) width = sky_img.get_width() for x in range(5): screen.blit(sky_img, ((x * width) - bg_scroll * 0.5, 0)) screen.blit(mountain_img, ((x * width) - bg_scroll * 0.6, SCREEN_HEIGHT - mountain_img.get_height() - 300)) screen.blit(pine1_img, ((x * width) - bg_scroll * 0.7, SCREEN_HEIGHT - pine1_img.get_height() - 150)) screen.blit(pine2_img, ((x * width) - bg_scroll * 0.8, SCREEN_HEIGHT - pine2_img.get_height())) # 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 self.coins_collected = 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 self.direction = -1 if moving_right: dx = self.speed self.flip = False self.direction = 1 #jump if self.jump == True and self.in_air == False: self.vel_y = -11 self.jump = False self.in_air = True #apply gravity self.vel_y += GRAVITY if self.vel_y > 10: self.vel_y 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) and player.coins_collected == 5: level_complete = True #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(0)#0: idle self.idling = True self.idling_counter = 50 #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 self.idling == False: 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 -= 0 if self.idling_counter <= 0: self.idling = False #scroll self.rect.x += screen_scroll def update_animation(self): #update animation ANIMATION_COOLDOWN = 110 #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 += 1 #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 == 3: 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 = [] 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 <= 7: self.obstacle_list.append(tile_data) elif tile >= 8 and tile <= 10: water = Water(img, x * TILE_SIZE, y * TILE_SIZE) water_group.add(water) elif tile == 11:#create ammo box item_box = ItemBox('Collectable', x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile >= 12 and tile <= 14: decoration = Decoration(img, x * TILE_SIZE, y * TILE_SIZE) decoration_group.add(decoration) elif tile == 15:#create player 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 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 elif self.item_type == 'Collectable': # Collectable item player.coins_collected += 1 self.kill() class CollectableItem(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('img/Tile/11.png') self.rect = self.image.get_rect() self.rect.midtop = (x + TILE_SIZE // 2, y + (TILE_SIZE - self.image.get_height())) def update(self): self.kill() pass 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 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 + 10 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 restart_button = button.Button(SCREEN_WIDTH // 2 - 100, SCREEN_HEIGHT // 2 - 80, restart_img, 2) exit_button = button.Button(SCREEN_WIDTH // 2 - 50, SCREEN_HEIGHT // 2 + 10, exit_img, 2) resume_button = button.Button(SCREEN_WIDTH // 2 - 50, SCREEN_HEIGHT // 2 - 160, resume_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() 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_num}_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) run = True pause = False while run: clock.tick(FPS) # update current score current_score = time.time() - start_time if start_game and not pause: # update background draw_bg() # draw world map world.draw() # show player health health_bar.draw(player.health) # show ammo draw_text('PENCILS: ', font, WHITE, 10, 35) for x in range(player.ammo): screen.blit(bullet_img, (110 + (x * 10), 40)) draw_text('COINS: ' + str(player.coins_collected) + ' / 5', font, WHITE, 10, 60) # draw the current score and high score draw_text(f'SCORE: {int(current_score)}', font, WHITE, 665, 40) draw_text(f'HIGH SCORE: {int(high_score)}', font, WHITE, 610, 10) 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() 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) water_group.draw(screen) exit_group.draw(screen) # show intro if start_intro: 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 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 (and if first time) if level_complete and level_num == level_end: start_intro = True level_num += 1 bg_scroll = 0 return ('level_selector', level_end + 1) # check if whole game complete and see if score is new highscore elif level_complete and level_end == 3: if current_score < high_score: high_score = current_score with open('highscore.json', 'w') as f: json.dump(high_score, f) return ('level_selector', level_end + 1) elif level_complete: start_intro = True level_num += 1 bg_scroll = 0 return ('level_selector', level_end) else: screen_scroll = 0 if death_fade.fade(): if exit_button.draw(screen): return ('level_selector', level_end) if restart_button.draw(screen): death_fade.fade_counter = 0 start_intro = True bg_scroll = 0 return ('level_' + str(level_end), level_end) else: screen_scroll = 0 if death_fade.fade(): if exit_button.draw(screen): pause = False return ('level_selector', level_end) if restart_button.draw(screen): pause = False death_fade.fade_counter = 0 start_intro = True bg_scroll = 0 return ('level_' + str(level_end), level_end) if resume_button.draw(screen): pause = False 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_LEFT: moving_left = True if event.key == pygame.K_RIGHT: moving_right = True if event.key == pygame.K_SPACE: shoot = True if event.key == pygame.K_UP and player.alive: player.jump = True jump_fx.play() if event.key == pygame.K_ESCAPE: pause = True #keyboard button released if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: moving_left = False if event.key == pygame.K_RIGHT: moving_right = False if event.key == pygame.K_SPACE: shoot = False pygame.display.update() pygame.quit()