import pygame from pygame import mixer import sys import os import random import csv import button # Initial Setup pygame.init() mixer.init() clock = pygame.time.Clock() FPS = 60 # Variables SCREEN_WIDTH = 800 SCREEN_HEIGHT = int(SCREEN_WIDTH * 0.8) SCROLL_THRESH = 200 GRAVITY = 0.75 ROWS = 16 COLS = 150 TILE_SIZE = SCREEN_HEIGHT // ROWS TILE_TYPES = 21 level = 1 MAX_LEVELS = 2 screen_scroll = 0 bg_scroll = 0 start_game = False start_intro = False moving_left = False moving_right = False shoot = False grenade = False grenade_thrown = False BG = (144, 201, 120) RED = (255, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) BLACK = (0, 0, 0) PINK = (235, 65, 54) # Load mixer 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(0.5) shot_fx = pygame.mixer.Sound("audio/shot.wav") shot_fx.set_volume(0.5) grenade_fx = pygame.mixer.Sound("audio/grenade.wav") grenade_fx.set_volume(0.5) # Load images pine1_img = pygame.image.load("img/Background/pine1.png") pine2_img = pygame.image.load("img/Background/pine2.png") mountain_img = pygame.image.load("img/Background/mountain.png") sky_img = pygame.image.load("img/Background/sky_cloud.png") start_img = pygame.image.load("img/start_btn.png") exit_img = pygame.image.load("img/exit_btn.png") restart_img = pygame.image.load("img/restart_btn.png") 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_img = pygame.image.load("img/icons/bullet.png") grenade_img = pygame.image.load("img/icons/grenade.png") health_box_img = pygame.image.load("img/icons/health_box.png") ammo_box_img = pygame.image.load("img/icons/ammo_box.png") grenade_box_img = pygame.image.load("img/icons/grenade_box.png") item_boxes = { "Health" : health_box_img, "Ammo" : ammo_box_img, "Grenade" : grenade_box_img } # Screen screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Shooter") 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())) 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() # create empty tile list data = [] for row in range(ROWS): r = [-1] * COLS data.append(r) return data # Classes 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 players animation_types = ["Idle", "Run", "Jump", "Death"] for animation in animation_types: temp_list = [] 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") 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() if self.shoot_cooldown > 0: self.shoot_cooldown -= 1 def move(self, moving_left, moving_right): screen_scroll = 0 dx = 0 dy = 0 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 = -20 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 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 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: 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): level_complete = True # check if fallen off map if self.rect.bottom > SCREEN_HEIGHT: self.health = 0 if self.char_type == "player": if self.rect.left + dx < 0 or self.rect.right + dx > SCREEN_WIDTH: dx = 0 # update rectangle pos 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) 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) self.idling = True self.idling_counter = 50 if self.vision.colliderect(player.rect): self.update_action(0) 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) self.move_counter += 1 self.vision.center = (self.rect.centerx + 75 * self.direction, self.rect.centery) pygame.draw.rect(screen, RED, self.vision) 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 self.rect.x += screen_scroll def update_animation(self): ANIMATION_COOLDOWN = 100 self.image = self.animation_list[self.action][self.frame_index] if pygame.time.get_ticks() - self.update_time > ANIMATION_COOLDOWN: self.update_time = pygame.time.get_ticks() self.frame_index += 1 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): if new_action != self.action: self.action = new_action 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 <= 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 = Soldier("player", x * TILE_SIZE, y * TILE_SIZE, 1.65, 5, 100, 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: # ammo box item_box = ItemBox("Ammo", x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 18: # grenade box item_box = ItemBox("Grenade", x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 19: # health box item_box = ItemBox("Health", x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 20: # 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): self.rect.x += screen_scroll # check if player has picked up box if pygame.sprite.collide_rect(self, player): # check what kind of box 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 += 25 elif self.item_type == "Grenade": player.grenades += 3 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 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): self.rect.x += (self.direction * self.speed) + screen_scroll 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() 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.direction = direction self.width = self.image.get_width() self.height = self.image.get_height() 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 collision in 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 self.rect.x += dx + screen_scroll self.rect.y += dy 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 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") img = pygame.transform.scale(img, (int(img.get_width() * 10), int(img.get_height() * 10))) 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): self.rect.x += screen_scroll EXPLOSION_SPEED = 4 self.counter += 1 if self.counter >= EXPLOSION_SPEED: self.counter = 0 self.frame_index += 1 # if the animation is complete then delete 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: 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, 6) death_fade = ScreenFade(2, PINK, 8) # 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() # 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(60) if start_game == False: screen.fill(BG) if start_button.draw(screen): start_game = True start_intro = True if exit_button.draw(screen): run = False else: draw_bg() world.draw() health_bar.draw(player.health) draw_text("AMMO: ", font, WHITE, 10, 35) for x in range(player.ammo): screen.blit(bullet_img, (90 + (x * 10), 40)) draw_text("GRENADES: ", font, WHITE, 10, 60) for x in range(player.grenades): screen.blit(grenade_img, (135 + (x * 15), 60)) player.draw() player.update() for enemy in enemy_group: enemy.ai() enemy.update() enemy.draw() bullet_group.update() bullet_group.draw(screen) grenade_group.update() grenade_group.draw(screen) explosion_group.update() explosion_group.draw(screen) item_box_group.update() item_box_group.draw(screen) decoration_group.update() decoration_group.draw(screen) water_group.update() water_group.draw(screen) exit_group.update() exit_group.draw(screen) # show intro if start_intro == True: if intro_fade.fade(): start_intro = False intro_fade.fade_counter = 0 if player.alive: if shoot: player.shoot() 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) grenade_thrown = True player.grenades -= 1 if player.in_air: player.update_action(2) elif moving_left or moving_right: player.update_action(1) else: player.update_action(0) screen_scroll, level_complete = player.move(moving_left, moving_right) bg_scroll -= screen_scroll if level_complete: start_intro = True level += 1 bg_scroll = 0 world_data = reset_level() if level <= MAX_LEVELS: 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() 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(): if event.type == pygame.QUIT: run = False 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_w and player.alive: player.jump = True jump_fx.play() if event.key == pygame.K_ESCAPE: run = False if event.key == pygame.K_SPACE: shoot = True if event.key == pygame.K_q: grenade = True 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() sys.exit()