""" ---------------------------------------------------------- Project: Batman Platformer Game Standard: 91896 (2.7) v3 School: Tauranga Boys' College Author: Lucas Daum Date: June 2024 Python: 3.7.4 ---------------------------------------------------------- """ 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 = 60 screen_width = 1000 screen_height = 1000 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Platformer') #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 = 3 max_levels = 7 score = 0 level = 1 # Set the initial level to 1 #define colours white = (255, 255, 255) blue = (0, 0, 255) #load images bg_img = pygame.image.load('img/background.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') door_open_img = pygame.image.load('img/door-open.png') # Load door open image door_closed_img = pygame.image.load('img/door-closed.png') # Load door closed image #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) blob_group.empty() platform_group.empty() coin_group.empty() lava_group.empty() exit_group.empty() lever.activated = False # Reset lever activation state #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 // 2, tile_size // 2) 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(): def __init__(self, x, y): self.reset(x, y) def update(self, game_over): dx = 0 dy = 0 walk_cooldown = 4 col_thresh = 20 if game_over == 0: #get keypresses key = pygame.key.get_pressed() 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 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 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 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, blob_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): if lever.activated == True: game_over = 1 else: print("You can't exit") #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 #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(4, 6): img_right = pygame.image.load(f'img/batman{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 dirt_img = pygame.image.load('img/tile1.png') grass_img = pygame.image.load('img/tile1.png') 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: blob = Enemy(col_count * tile_size, row_count * tile_size + 15) blob_group.add(blob) 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, 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]) class Lever(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('img/lever1.png') # Load lever image self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.activated = False # Flag to track if the lever is activated self.activation_time = 0 # Variable to store the time when lever was last activated def update(self): # Animate lever if activated if self.activated: # Change lever image when activated self.image = pygame.image.load('img/lever2.png') # Check if one second has elapsed since last activation current_time = pygame.time.get_ticks() if current_time - self.activation_time >= 1000: # 1000 milliseconds = 1 second # Reset lever to original image self.image = pygame.image.load('img/lever1.png') else: # Reset lever image to default if not activated self.image = pygame.image.load('img/lever1.png') def activate(self): # Method to activate the lever self.activated = True # Store the time when lever was activated self.activation_time = pygame.time.get_ticks() def draw(self, screen): # Draw the lever onto the screen screen.blit(self.image, self.rect) class Enemy(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('img/blob.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/tile2.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 Lava(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/lava.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 - 800) lever = Lever(900, 900) blob_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 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) run = True while run: clock.tick(fps) screen.blit(bg_img, (0, 0)) if main_menu: if exit_button.draw(): run = False if start_button.draw(): main_menu = False else: world.draw() if game_over == 0: blob_group.update() platform_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) blob_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) # Update and draw lever lever.update() lever.draw(screen) # Check if player has interacted with the lever if pygame.sprite.collide_rect(player, lever): if game_over == 0 and not lever.activated: # Activate the lever lever.activate() # If 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) lever.activated = False 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 lever.activated = False for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()