import pygame import os 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('Super Goomba') # Set FPS clock = pygame.time.Clock() FPS = 60 # Define Game Variables GRAVITY = 0.75 moving_left = False moving_right = False # Define Colours BG = (144, 201, 120) RED = (255, 0, 0) def draw_bg(): screen.fill(BG) pygame.draw.line(screen, RED, (0, 300), (SCREEN_WIDTH, 300)) class Player(pygame.sprite.Sprite): def __init__(self, char_type, x, y, scale, speed): pygame.sprite.Sprite.__init__(self) self.alive = True self.char_type = char_type self.speed = speed self.direction = 1 self.vel_y = 0 self.jump = False self.in_air = True self.flip = True self.animation_list = [] self.frame_index = 0 self.action = 0 self.update_time = pygame.time.get_ticks() # Load all images for player animation_types = ['Idle', 'Run', 'Jump'] for animation in animation_types: # Reset temporary list of images temp_list = [] num_of_frames = len(os.listdir(f'Images/{self.char_type}/{animation}')) for i in range(num_of_frames): img = pygame.image.load(f'Images/{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) def move(self, moving_left, moving_right): dx = 0 dy = 0 # Left and Right Movement if moving_left: dx = -self.speed self.flip = False self.direction = -1 if moving_right: dx = self.speed self.flip = True self.direction = 1 # Jump if self.jump and not self.in_air: self.vel_y = -11 self.jump = False self.in_air = True # Gravity self.vel_y += GRAVITY if self.vel_y > 10: self.vel_y = 10 dy += self.vel_y # Collision with Floor if self.rect.bottom + dy > 300: dy = 300 - self.rect.bottom self.in_air = False self.rect.x += dx self.rect.y += dy def update_animation(self): ANIMATION_COOLDOWN = 100 if self.action < len(self.animation_list): if self.frame_index < len(self.animation_list[self.action]): 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 of frames, reset to the start if self.frame_index >= len(self.animation_list[self.action]): 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 draw(self): screen.blit(pygame.transform.flip(self.image, self.flip, False), self.rect) player = Player('player', 200, 200, 3, 5) enemy = Player('enemy', 400, 200, 3, 5) run = True while run: clock.tick(FPS) draw_bg() player.update_animation() player.draw() enemy.draw() if player.alive: 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 player.move(moving_left, moving_right) for event in pygame.event.get(): # Quit Game if event.type == pygame.QUIT: run = False # Keyboard Input 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 if event.key == pygame.K_ESCAPE: run = False if event.type == pygame.KEYUP: if event.key == pygame.K_a: moving_left = False if event.key == pygame.K_d: moving_right = False pygame.display.update() pygame.quit()