""" ---------------------------------- Project: Cave Escape Standard: 91896 (AS2.7) School: Tauranga Boys' College Author: Lincoln Couper Date: Python: 3.11.9 ---------------------------------- """ 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) 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 = 23 MAX_LEVELS = 10 screen_scroll = 0 bg_scroll = 0 level = 0 start_game = False start_intro = False Inspect = False #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) break_block_fx = pygame.mixer.Sound('audio/break.mp3') break_block_fx.set_volume(0.1) #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 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() sign_bg_img = pygame.image.load('img/sign_bg_img.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() enemy_bullet_img = pygame.image.load('img/icons/enemy_bullet.png').convert_alpha() #grenade grenade_img = pygame.image.load('img/icons/Yellow_Energy.png').convert_alpha() sand_img = pygame.image.load('img/icons/sand.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() item_boxes = { 'Health' : health_box_img, 'Ammo' : ammo_box_img, 'Grenade' : grenade_box_img } #define colours BG = (46, 45, 110) 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.Font(pygame.font.match_font('arial'), 24) # Smaller font for signs pixel_font = pygame.font.Font('img/Fonts/ARCADECLASSIC.ttf', 16) #text for tutorial sign def draw_wrapped_text_with_bg( text, font, color, center_x, bottom_y, max_width, surface, bg_img, padding=10, line_spacing=5 ): words = text.split(' ') lines = [] current_line = "" # Wrap words into lines for word in words: test_line = current_line + word + " " test_surface = font.render(test_line, True, color) if test_surface.get_width() > max_width: lines.append(current_line.strip()) current_line = word + " " else: current_line = test_line lines.append(current_line.strip()) # Calculate text block size line_height = font.get_height() + line_spacing text_height = len(lines) * line_height text_width = max(font.render(line, True, color).get_width() for line in lines) # Position text board bg_width = text_width + 2 * padding bg_height = text_height + 2 * padding bg_surface = pygame.transform.scale(bg_img, (bg_width, bg_height)) bg_rect = bg_surface.get_rect(center=(center_x, bottom_y - text_height // 2)) # Draw background and text surface.blit(bg_surface, bg_rect) y = bg_rect.top + padding for line in lines: text_surface = font.render(line, True, color) text_rect = text_surface.get_rect(center=(center_x, y + font.get_height() // 2)) surface.blit(text_surface, text_rect) y += line_height 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())) #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() water_group.empty() exit_group.empty() tut_group.empty() sand_group.empty() breakable_tile_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() self.charging = False self.charge_distance = 0 self.max_charge_blocks = 5 * TILE_SIZE # how far to charge self.charge_speed = 10 self.charge_cooldown = 180 # frames (3 seconds at 60 FPS) self.charge_timer = 0 #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.midbottom = (x, y) self.width = self.image.get_width() self.height = self.image.get_height() self.charging = False self.charge_distance = 0 self.max_charge_blocks = 5 * TILE_SIZE # how far to charge self.charge_speed = 15 self.knockback = False self.knockback_timer = 0 # Load custom charge/knockback image self.charge_image = pygame.image.load('img/player/Charge/0.png').convert_alpha() self.charge_image = pygame.transform.scale(self.charge_image, (int(self.charge_image.get_width() * scale), int(self.charge_image.get_height() * scale))) def update(self): self.update_animation() self.check_alive() #update cooldown if self.shoot_cooldown > 0: self.shoot_cooldown -= 1 if self.charge_timer > 0: self.charge_timer -= 1 def move(self, moving_left, moving_right): #reset movement variables screen_scroll = 0 dx = 0 dy = 0 if self.charging: dx = self.charge_speed * self.direction dy = 0 self.charge_distance += abs(dx) # Check for collisions with tiles for tile in world.obstacle_list: # Check collision *only in the X direction* if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height - 1): # Check if this is a wall (side collision) by comparing vertical overlap if abs(self.rect.centery - tile[1].centery) < TILE_SIZE // 2: self.charging = False self.knockback = True self.knockback_timer = 2.5 self.knockback_speed = self.charge_speed * 0.8 break for exit_sign in exit_group: if self.rect.colliderect(exit_sign.rect): self.charging = False self.knockback = True self.knockback_timer = 2.5 self.knockback_speed = self.charge_speed * 0.8 break # Check for collisions with enemies for enemy in enemy_group: if enemy.alive and self.rect.colliderect(enemy.rect): self.charging = False enemy.health = 0 # kill enemy #makes sand particles for _ in range(8): sand = SandParticle(self.rect.centerx, self.rect.centery) sand_group.add(sand) break for tile in breakable_tile_group: if self.rect.colliderect(tile.rect): self.charging = False self.knockback = True self.knockback_timer = 2.5 self.knockback_speed = self.charge_speed * 0.8 # adjust knockback strength break_block_fx.play() tile.kill() # destroy the tile #makes sand particles for _ in range(10): sand = SandParticle(tile.rect.centerx, tile.rect.centery) sand_group.add(sand) break if self.charge_distance >= self.max_charge_blocks: self.charging = False self.rect.x += dx # Background scrolling during charge 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, False # Knockback logic if self.knockback: dx = -self.knockback_speed * self.direction self.knockback_timer -= 1 if self.knockback_timer <= 0: self.knockback = False self.rect.x += dx # Background scrolling during knockback 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, False #assign movement variables if moving left or right if moving_left: dx = -self.speed self.flip = True self.direction = -1 self.status = 'Run' if moving_right: dx = self.speed self.flip = False self.direction = 1 self.status = 'Run' else: self.status = 'Idle' #jump if self.jump == True and self.in_air == False: self.status = 'Jump' 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 self.status = 'Fall' dy += self.vel_y if self.charging: dx = self.charge_speed * self.direction dy = 0 self.charge_distance += abs(dx) # Check for collisions with tiles for tile in world.obstacle_list: if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): self.charging = False dx = -dx # bounce back break for tile in breakable_tile_group: if tile.rect.colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 for tile in breakable_tile_group: if tile.rect.colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): if self.vel_y < 0: self.vel_y = 0 dy = tile.rect.bottom - self.rect.top elif self.vel_y >= 0: self.vel_y = 0 self.in_air = False dy = tile.rect.top - self.rect.bottom # Check for collision with enemies for enemy in enemy_group: if enemy.alive and self.rect.colliderect(enemy.rect): self.charging = False enemy.health = 0 # kill enemy break if self.charge_distance >= self.max_charge_blocks: self.charging = False # Apply movement self.rect.x += dx # scroll like normal screen_scroll = 0 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, False #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 - 1): 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 for tile in breakable_tile_group: if tile.rect.colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 for tile in breakable_tile_group: if tile.rect.colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): if self.vel_y < 0: self.vel_y = 0 dy = tile.rect.bottom - self.rect.top elif self.vel_y >= 0: self.vel_y = 0 self.in_air = False dy = tile.rect.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): level_complete = True #check for collision with tutorial for tutorial in tut_group: if pygame.sprite.spritecollide(self, tut_group, False): tutorial = False if pygame.sprite.spritecollide(self, tut_group, False): tutorial = 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 -= 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 # update image depending on current frame if self.charging or self.knockback: self.image = self.charge_image else: 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]) scale = 1.65 #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 >= 11 and tile <= 14: decoration = Decoration(img, x * TILE_SIZE, y * TILE_SIZE) decoration_group.add(decoration) elif tile == 15:#create player player_y = (y + 1) * TILE_SIZE # bottom of the tile player = Soldier('player', x * TILE_SIZE, player_y, scale, 5, 15, 3) player.rect.bottom = player_y # snap bottom of sprite to ground health_bar = HealthBar(10, 10, player.health, player.health) elif tile == 16:#create enemies enemy_y = (y + 1) * TILE_SIZE enemy = Soldier('enemy', x * TILE_SIZE, enemy_y, scale, 2, 20, 1) enemy.rect.bottom = enemy_y 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) elif tile == 21:#create tutorial sign tutorial = Tutorial(img, x * TILE_SIZE, y * TILE_SIZE) tut_group.add(tutorial) elif tile == 22: # breakable tile breakable_tile = BreakableTile(img, x * TILE_SIZE, y * TILE_SIZE) breakable_tile_group.add(breakable_tile) 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 Tutorial(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 == 'Grenade': player.grenades += 3 #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, image=bullet_img): super().__init__() self.speed = 10 self.image = image 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 = 37 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 for tile in breakable_tile_group: if tile.rect.colliderect(self.rect): self.kill() grenade_fx.play() break_block_fx.play() tile.kill() explosion = Explosion(self.rect.centerx, self.rect.centery, 0.5) explosion_group.add(explosion) for _ in range(10): sand = SandParticle(tile.rect.centerx, tile.rect.centery) sand_group.add(sand) class SandParticle(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.transform.scale(sand_img, (6, 6)) self.rect = self.image.get_rect(center=(x, y)) self.velocity = [random.uniform(-3, 3), random.uniform(-6, -2)] self.gravity = 0.3 self.on_ground = False self.ground_timer = 30 # How long to stay after landing def update(self): if not self.on_ground: self.velocity[1] += self.gravity self.rect.x += int(self.velocity[0]) self.rect.y += int(self.velocity[1]) for tile in world.obstacle_list: if tile[1].colliderect(self.rect): self.rect.bottom = tile[1].top self.on_ground = True break else: self.ground_timer -= 1 if self.ground_timer <= 0: self.kill() def scroll(self, scroll): self.rect.x += scroll class BreakableTile(pygame.sprite.Sprite): def __init__(self, img, x, y): super().__init__() self.image = img self.rect = self.image.get_rect(topleft=(x, y)) def scroll(self, scroll): self.rect.x += scroll 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() * 1), int(img.get_height() * 1))) 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] 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, 5) death_fade = ScreenFade(2, PINK, 6) #create buttons start_button = button.Button(SCREEN_WIDTH // 2 - 130, SCREEN_HEIGHT // 2 - 150, start_img, 1) exit_button = button.Button(SCREEN_WIDTH // 2 - 110, 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() water_group = pygame.sprite.Group() exit_group = pygame.sprite.Group() tut_group = pygame.sprite.Group() sand_group = pygame.sprite.Group() breakable_tile_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) 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('SAND: ', font, WHITE, 10, 35) for x in range(player.ammo): screen.blit(bullet_img, (90 + (x * 10), 40)) #show grenades draw_text('EXPLOSIVES: ', font, WHITE, 10, 60) for x in range(player.grenades): screen.blit(grenade_img, (135 + (x * 15), 60)) bar_x = 10 bar_y = 90 bar_width = 60 bar_height = 16 cooldown_ratio = (player.charge_cooldown - player.charge_timer) / player.charge_cooldown pygame.draw.rect(screen, (50, 50, 50), (bar_x, bar_y, bar_width, bar_height)) # background pygame.draw.rect(screen, (255, 215, 0), (bar_x, bar_y, int(bar_width * cooldown_ratio), bar_height)) # fill pygame.draw.rect(screen, (255, 255, 255), (bar_x, bar_y, bar_width, bar_height), 1) # border 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() tut_group.update() sand_group.update() breakable_tile_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) tut_group.draw(screen) sand_group.draw(screen) breakable_tile_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) #makes sand particles for _ in range(4): sand = SandParticle(player.rect.centerx, player.rect.top + 5) sand_group.add(sand) #reduce grenades player.grenades -= 1 grenade_thrown = True if not player.charging: 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 is player is inspecting the sign for tutorial in tut_group: if pygame.sprite.collide_rect(player, tutorial): draw_wrapped_text_with_bg( "AWSD to move Spacebar to shoot R to charge and Q to throw explosive projectiles", pixel_font, # ← use smaller font WHITE, tutorial.rect.centerx, tutorial.rect.top - 10, max_width=130, # ← fits smaller black area surface=screen, bg_img=sign_bg_img, padding=36 # ← optional tweak for spacing ) #scroll new blocks when world is scrolling for sand in sand_group: sand.scroll(screen_scroll) for tile in breakable_tile_group: tile.scroll(screen_scroll) #check if player has completed the level if level_complete: start_intro = True level += 1 bg_scroll = 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 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_r and player.alive and not player.charging and not player.knockback and player.charge_timer == 0: player.charging = True player.charge_distance = 0 player.charge_timer = player.charge_cooldown 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 pygame.display.update() pygame.quit()