""" --------------------------------------------------------- Project: Super Goomba Standard: 91883 School: Tauranga Boys' College Author: Nate Wadsworth Date: June 2024 Python: 3.11.9 --------------------------------------------------------- """ import pygame import os import random import csv import button 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 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 = 17 MAX_LEVELS = 4 screen_scroll = 0 bg_scroll = 0 level = 1 start_game = False #define player action variables moving_left = False moving_right = False #load images #store tiles in a list img_list = [] for x in range(TILE_TYPES): img = pygame.image.load(f'Images/Tile/{x}.png') img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE)) img_list.append(img) start_img = pygame.image.load('Images/play_button.png').convert_alpha() exit_img = pygame.image.load('Images/exit_button.png').convert_alpha() restart_img = pygame.image.load('Images/restart_button.png').convert_alpha() bullet_img = pygame.image.load('Images/Icons/fireball.png').convert_alpha() #pick up boxes item_box_img = pygame.image.load('Images/Icons/item_box.png').convert_alpha() item_boxes = { 'Item' : item_box_img, } #define colours BG = (0, 150, 225) RED = (255, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) BLACK = (0, 0, 0) #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)) #Reset Level def draw_bg(): screen.fill(BG) def reset_level(): enemy_group.empty() bullet_group.empty() item_box_group.empty() exit_group.empty() #create empty tile list data = [] for row in range(ROWS): r = [-1] * COLS data.append(r) return data class Player(pygame.sprite.Sprite): def __init__(self, char_type, x, y, scale, speed, ammo): 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.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 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'Images/{self.char_type}/{animation}')) for i in range(num_of_frames): img = pygame.image.load(f'Images/{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 = False self.direction = -1 if moving_right: dx = self.speed self.flip = True self.direction = 1 #jump if self.jump == True and self.in_air == False: self.vel_y = -15 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 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 #check for collision with exit level_complete = False if pygame.sprite.spritecollide(self, exit_group, False): 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 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): 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]): 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 <= 4: self.obstacle_list.append(tile_data) if tile == 6: self.obstacle_list.append(tile_data) if tile >= 8 and tile <= 14: self.obstacle_list.append(tile_data) elif tile == 15:#create player player = Player('player', x * TILE_SIZE, y * TILE_SIZE, 1.65, 5, 20) health_bar = HealthBar(10, 10, player.health, player.health) elif tile == 16:#create enemies enemy = Player('enemy', x * TILE_SIZE, y * TILE_SIZE, 1.65, 2, 20) enemy_group.add(enemy) elif tile == 5:#create item box item_box = ItemBox('Item', x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 7:#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 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): #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): 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() #create buttons start_button = button.Button(SCREEN_WIDTH // 2 - 130, SCREEN_HEIGHT // 2 - 150, start_img, 1.5) exit_button = button.Button(SCREEN_WIDTH // 2 - 130, SCREEN_HEIGHT // 2 + 50, exit_img, 1.5) 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() item_box_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(FPS) if start_game == False: #draw menu screen.fill(BG) #add buttons if start_button.draw(screen): start_game = 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) player.update() player.draw() for enemy in enemy_group: enemy.ai() enemy.update() enemy.draw() #update and draw groups bullet_group.update() item_box_group.update() exit_group.update() bullet_group.draw(screen) item_box_group.draw(screen) exit_group.draw(screen) #update player actions 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 screen_scroll, level_complete = player.move(moving_left, moving_right) bg_scroll -= screen_scroll #check if player has completed the level if level_complete: 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 restart_button.draw(screen): 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_w and player.alive: player.jump = True 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 pygame.display.update() pygame.quit()