""" ------------------------------------ Project: Minecraft Parkor Game Standard: 91896 School: Tauranga Boys' College Author: Seb Drew Date: May/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 = 2 max_levels = 4 score = 0 arrow_width = 40 arrow_height = 15 unlock = False coins_collected = 0 text = 'Need more coins!' #define colours white = (255, 255, 255) blue = (0, 0, 255) #load images bg_img = pygame.image.load('img/nightsky1.jpg') bg_img1 = pygame.image.load('img/netherbg.webp') 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') stone_img = pygame.image.load('img/stone.jpg') netherrack_img = pygame.image.load('img/netherrack.jpg') nethergrass_img = pygame.image.load('img/nethergrass.png') deepslate_img = pygame.image.load('img/deepslate.png') #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() skeleton_group.empty() #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 for buttons like start, restart, exit 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 #player class containing movement,animation, gravity, collisions class Player(): def __init__(self, x, y): self.reset(x, y) def update(self, game_over): dx = 0 dy = 0 walk_cooldown = 7.5 col_thresh = 20 if game_over == 0: #get keypresses key = pygame.key.get_pressed() if key[pygame.K_w] and self.jumped == False and self.in_air == False: jump_fx.play() self.vel_y = -15 self.jumped = True if key[pygame.K_w] == False: self.jumped = False if key[pygame.K_a]: dx -= 5 self.counter += 1 self.direction = -1 if key[pygame.K_d]: dx += 5 self.counter += 1 self.direction = 1 if key[pygame.K_a] == False and key[pygame.K_d] == 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 arrows if pygame.sprite.spritecollide(self, arrow_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 coins_collected >= 3: # Check if at least 3 coins are collected game_over = 1 else: draw_text(text, font, blue, (screen_width // 2) - 250, screen_height // 2) #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) - 150, 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(1, 5): img_right = pygame.image.load(f'img/steve{num}.png') img_right = pygame.transform.scale(img_right, (40, 60)) 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/dirt1.jpeg') grass_img = pygame.image.load('img/grass1.jpeg') stone_img = pygame.image.load('img/stone.jpg') netherrack_img = pygame.image.load('img/netherrack.jpg') nethergrass_img = pygame.image.load('img/nethergrass.png') deepslate_img = pygame.image.load('img/deepslate.png') #reading the data from levels and outputing each tile row_count = 0 for row in data: col_count = 0 for tile in row: if tile == 1: if level == 4: img = pygame.transform.scale(stone_img, (tile_size, tile_size)) elif level == 3: img = pygame.transform.scale(netherrack_img, (tile_size, tile_size)) else: 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) elif tile == 2: if level == 4: img = pygame.transform.scale(deepslate_img, (tile_size, tile_size)) elif level == 3: img = pygame.transform.scale(nethergrass_img, (tile_size, tile_size)) else: 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) elif tile == 3: blob = Enemy(col_count * tile_size, row_count * tile_size + 15) blob_group.add(blob) elif tile == 4: platform = Platform(col_count * tile_size, row_count * tile_size, 1, 0) platform_group.add(platform) elif tile == 5: platform = Platform(col_count * tile_size, row_count * tile_size, 0, 1) platform_group.add(platform) elif tile == 6: lava = Lava(col_count * tile_size, row_count * tile_size + (tile_size // 2)) lava_group.add(lava) elif tile == 7: coin = Coin(col_count * tile_size + (tile_size // 2), row_count * tile_size + (tile_size // 2)) coin_group.add(coin) elif tile == 8: exit = Exit(col_count * tile_size, row_count * tile_size - tile_size) exit_group.add(exit) elif tile == 9: skeleton = Skeleton(col_count * tile_size, row_count * tile_size - (tile_size // 2.75)) skeleton_group.add(skeleton) col_count += 1 row_count += 1 def draw(self): for tile in self.tile_list: screen.blit(tile[0], tile[1]) class Enemy(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) if level == 3: self.image_left = pygame.image.load('img/magma.png') else: self.image_left = pygame.image.load('img/blob1.png') self.image_right = pygame.transform.flip(self.image_left, True, False) self.image = self.image_right self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.move_direction = 1 self.move_counter = 0 #for flipped image when blob is going a different direction 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 if self.move_direction > 0: self.image = self.image_right else: self.image = self.image_left class Skeleton(pygame.sprite.Sprite): shoot_speed = 10 def __init__(self, x, y): super().__init__() self.x = x self.y = y self.image_index = 0 self.images = [] for num in range(1, 7): # Load images from num 1 to 7 img = pygame.image.load(f'img/skeleton{num}.png').convert_alpha() img = pygame.transform.scale(img, (tile_size, int(tile_size * 1.5))) self.images.append(img) self.image = self.images[self.image_index] self.rect = self.image.get_rect(topleft=(self.x, self.y)) self.shoot_timer = 0 self.animation_cooldown = 20 # Adjust the cooldown value to control animation speed self.animation_finished = False def update(self): # Animate skeleton's movement or action self.animation_cooldown -= 1 if self.animation_cooldown <= 0: self.image_index = (self.image_index + 1) % len(self.images) self.image = self.images[self.image_index] if self.image_index == 0: self.animation_finished = True self.animation_cooldown = 20 # Reset the cooldown after updating the animation # Shoot arrow after animation cycle completes if self.animation_finished: self.shoot_timer += 1 if self.shoot_timer >= fps * 2.5: # Adjust the duration before shooting self.shoot() self.shoot_timer = 0 def shoot(self): arrow = Arrow(self.rect.right, self.rect.centery) # Adjust the starting position of the arrow arrow_group.add(arrow) class Arrow(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('img/arrow.png').convert_alpha() self.image = pygame.transform.scale(self.image, (arrow_width, arrow_height)) self.rect = self.image.get_rect(center=(x, y)) self.speed = 10 # Adjust the speed of the arrow def update(self): # Move the arrow horizontally self.rect.x += self.speed # Check if the arrow has collided with the right wall if self.rect.right > screen_width: self.kill() # Remove the arrow from the group if it's off-screen # Check if arrow has collided with a tile for tile in world.tile_list: if self.rect.colliderect(tile[1]): self.kill() break class Platform(pygame.sprite.Sprite): def __init__(self, x, y, move_x, move_y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/platform1.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.webp') 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 #coin class and positioning within tile class Coin(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) img = pygame.image.load('img/diamond.webp') self.image = pygame.transform.scale(img, (tile_size // 1.5, tile_size // 1.5)) 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) self.closed_image = pygame.image.load('img/door_closed.png') self.closed_image = pygame.transform.scale(self.closed_image, (tile_size, tile_size * 2)) self.open_image = pygame.image.load('img/door.png') self.open_image = pygame.transform.scale(self.open_image, (9, tile_size * 2)) self.image = self.closed_image self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y #change from open to closed def update_image(self, coins_collected): if coins_collected >= 3: self.image = self.open_image else: self.image = self.closed_image player = Player(100, screen_height - 130) 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() skeleton_group = pygame.sprite.Group() arrow_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) if main_menu: screen.blit(bg_img, (0, 0)) if exit_button.draw(): run = False if start_button.draw(): main_menu = False else: # Change background based on level if level == 3: screen.blit(bg_img1, (0, 0)) else: screen.blit(bg_img, (0, 0)) world.draw() if game_over == 0: blob_group.update() #Update the blobs platform_group.update() #Update the platforms skeleton_group.update() # Update the skeleton arrow_group.update() # Update the arrows # Update score # Check if a coin has been collected if pygame.sprite.spritecollide(player, coin_group, True): score += 1 coin_fx.play() coins_collected += 1 # Update exit door image for exit in exit_group: exit.update_image(coins_collected) 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) skeleton_group.draw(screen) arrow_group.draw(screen) game_over = player.update(game_over) #if player has died if game_over == -1: if restart_button.draw(): world_data = [] world = reset_level(level) game_over = 0 score = 0 coins_collected = 0 # Reset coin count #if player has completed the level if game_over == 1: #reset game and go to next level level += 1 coins_collected = 0 score = 0 if level <= max_levels: #reset level world_data = [] world = reset_level(level) game_over = 0 else: draw_text('YOU WIN!', font, blue, (screen_width // 2) - 100, screen_height // 2) if restart_button.draw(): level = 2 #reset level world_data = [] world = reset_level(level) game_over = 0 score = 0 coins_collected = 0 # Reset coin count for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()