import pygame import random import sys # Initialize pygame.init() WIDTH, HEIGHT = 800, 400 win = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("PacMania") clock = pygame.time.Clock() # Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) TRAIL_COLORS = { "Red": (255, 0, 0), "Green": (0, 255, 0), "Blue": (0, 0, 255), } # Load and scale background image background_img_raw = pygame.image.load('retro-sci-fi-futuristic-background-.jpg') background_img = pygame.transform.scale(background_img_raw, (WIDTH, HEIGHT)) # Fonts font = pygame.font.SysFont('Arial', 30) menu_font = pygame.font.SysFont('Arial', 50) # Player setup player = pygame.Rect(100, 300, 30, 30) player_dy = 0 gravity = 0.6 jump_power = -13 on_ground = False # Load animation frames for the player player_images = [ pygame.transform.scale(pygame.image.load('pacmansprite1.png'), (30, 30)), pygame.transform.scale(pygame.image.load('pacmansprite2.png'), (30, 30)), pygame.transform.scale(pygame.image.load('pacmansprite3.png'), (30, 30)) ] current_frame = 0 animation_timer = 0 frame_delay = 100 # milliseconds # Load other images platform_image_raw = pygame.image.load('platform3.jpg') ground_img_raw = pygame.image.load('ground1.jpg') ground_img = pygame.transform.scale(ground_img_raw, (100, 40)) coin_image_raw = pygame.image.load('cherry pacman.png') coin_image = pygame.transform.scale(coin_image_raw, (40, 40)) star_image_raw = pygame.image.load('coins_for_essay-removebg-preview.png') star_image = pygame.transform.scale(star_image_raw, (20, 20)) enemy_image_raw = pygame.image.load('enemy1.png') enemy_image = pygame.transform.scale(enemy_image_raw, (30, 30)) # World elements ground_height = 40 ground_y = HEIGHT - ground_height base_speed = 3 scroll_speed = base_speed speed_level = 1 start_time = pygame.time.get_ticks() speed_increase_interval = 8000 platforms = [] platform_timer = 0 last_platform_x = WIDTH cherriess = [] coin_timer = 0 coin_count = 0 coins = [] star_timer = 0 star_count = 0 enemies = [] enemy_timer = 0 distance = 0 game_over = False total_coins = 0 num_ground_images = 15 ground_x = [i * ground_img.get_width() for i in range(num_ground_images)] # Trail setup trail_positions = [] trail_max_length = 20 trail_color_name = "Red" trail_color = TRAIL_COLORS[trail_color_name] # Shop variables purchased_colors = {"Red": True, "Green": False, "Blue": False} shop_items = [("Red", 0), ("Green", 10), ("Blue", 15)] def reset_game(): global player, player_dy, on_ground, scroll_speed, speed_level, start_time global platforms, cherriess, coins, enemies global coin_count, star_count, distance, game_over global platform_timer, coin_timer, star_timer, enemy_timer, last_platform_x, total_coins global trail_positions total_coins += star_count player = pygame.Rect(100, 300, 30, 30) player_dy = 0 on_ground = False scroll_speed = base_speed speed_level = 1 start_time = pygame.time.get_ticks() platforms.clear() cherriess.clear() coins.clear() enemies.clear() trail_positions.clear() coin_count = 0 star_count = 0 distance = 0 game_over = False platform_timer = 0 coin_timer = 0 star_timer = 0 enemy_timer = 0 last_platform_x = WIDTH def spawn_platform(): global last_platform_x y = random.randint(250, 270) platform_width = random.randint(80, 120) x = last_platform_x + random.randint(5, 20) last_platform_x = x plat = pygame.Rect(x, y, platform_width, 15) platforms.append(plat) def spawn_coin(): coin_x = random.randint(WIDTH, WIDTH + 200) coin_y = random.randint(150, 250) coin_rect = pygame.Rect(coin_x, coin_y, 20, 20) cherriess.append(coin_rect) def spawn_star(): star_x = random.randint(WIDTH, WIDTH + 200) star_y = random.randint(100, 220) star_rect = pygame.Rect(star_x, star_y, 20, 20) coins.append(star_rect) def spawn_enemy(): enemy_x = WIDTH + random.randint(0, 200) enemy_y = ground_y - 30 enemy_rect = pygame.Rect(enemy_x, enemy_y, 30, 30) enemies.append(enemy_rect) def draw_button(rect, text, bg_color, text_color): pygame.draw.rect(win, bg_color, rect) text_surf = font.render(text, True, text_color) text_rect = text_surf.get_rect(center=rect.center) win.blit(text_surf, text_rect) def shop_menu(): global trail_color_name, trail_color, total_coins while True: win.blit(background_img, (0, 0)) title_text = menu_font.render("Shop - Buy Trail Colors", True, WHITE) title_x = WIDTH // 2 - title_text.get_width() // 2 win.blit(title_text, (title_x, 30)) button_width, button_height = 200, 50 start_y = 100 gap = 80 for i, (color_name, price) in enumerate(shop_items): btn_x = WIDTH // 2 - button_width // 2 btn_y = start_y + i * gap button_rect = pygame.Rect(btn_x, btn_y, button_width, button_height) if purchased_colors[color_name]: button_text = f"{color_name} - Purchased" draw_button(button_rect, button_text, (100, 100, 100), WHITE) else: button_text = f"{color_name} - {price} Coins" draw_button(button_rect, button_text, WHITE, BLACK) pygame.draw.circle(win, TRAIL_COLORS[color_name], (btn_x - 50, btn_y + button_height // 2), 20) back_button_rect = pygame.Rect(WIDTH // 2 - button_width // 2, HEIGHT - 100, button_width, button_height) draw_button(back_button_rect, "Back", WHITE, BLACK) coins_text = font.render(f"Total Coins: {total_coins}", True, WHITE) win.blit(coins_text, (10, 10)) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if back_button_rect.collidepoint(event.pos): return for i, (color_name, price) in enumerate(shop_items): btn_x = WIDTH // 2 - button_width // 2 btn_y = start_y + i * gap button_rect = pygame.Rect(btn_x, btn_y, button_width, button_height) if button_rect.collidepoint(event.pos): if not purchased_colors[color_name]: if total_coins >= price: total_coins -= price purchased_colors[color_name] = True if purchased_colors[color_name]: trail_color_name = color_name trail_color = TRAIL_COLORS[trail_color_name] def main_menu(): while True: win.blit(background_img, (0, 0)) title_text = menu_font.render("PacMania", True, WHITE) button_width, button_height = 200, 50 start_button_rect = pygame.Rect(WIDTH // 2 - button_width // 2, HEIGHT // 2 - 20, button_width, button_height) shop_button_rect = pygame.Rect(WIDTH // 2 - button_width // 2, HEIGHT // 2 + 50, button_width, button_height) draw_button(start_button_rect, "Start", WHITE, BLACK) draw_button(shop_button_rect, "Shop", WHITE, BLACK) win.blit(title_text, (WIDTH // 2 - title_text.get_width() // 2, HEIGHT // 2 - 120)) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if start_button_rect.collidepoint(event.pos): return if shop_button_rect.collidepoint(event.pos): shop_menu() main_menu() # Game loop running = True while running: dt = clock.tick(60) win.blit(background_img, (0, 0)) events = pygame.event.get() for event in events: if event.type == pygame.QUIT: running = False if not game_over: # Gameplay logic and rendering (unchanged) elapsed_time = pygame.time.get_ticks() - start_time new_level = elapsed_time // speed_increase_interval + 1 if new_level > speed_level: speed_level = new_level scroll_speed = base_speed + speed_level - 1 keys = pygame.key.get_pressed() if keys[pygame.K_SPACE] and on_ground: player_dy = jump_power on_ground = False player_dy += gravity player.y += player_dy on_ground = False if player.bottom >= ground_y: player.bottom = ground_y player_dy = 0 on_ground = True for plat in platforms: plat.x -= scroll_speed if ( player.right > plat.left + 5 and player.left < plat.right - 5 and player.bottom <= plat.top + 5 and player.bottom + player_dy >= plat.top ): player.bottom = plat.top player_dy = 0 on_ground = True for coin in cherriess[:]: coin.x -= scroll_speed if player.colliderect(coin): cherriess.remove(coin) distance += 50 coin_count += 1 for star in coins[:]: star.x -= scroll_speed if player.colliderect(star): coins.remove(star) distance += 25 star_count += 1 for enemy in enemies[:]: enemy.x -= scroll_speed if player.colliderect(enemy): game_over = True platforms = [p for p in platforms if p.right > 0] cherriess = [c for c in cherriess if c.right > 0] coins = [s for s in coins if s.right > 0] enemies = [e for e in enemies if e.right > 0] platform_timer += 1 if platform_timer > 100: spawn_platform() platform_timer = 0 coin_timer += 1 if coin_timer > 150: spawn_coin() coin_timer = 0 star_timer += 1 if star_timer > 75: spawn_star() star_timer = 0 enemy_timer += 1 if enemy_timer > 180: spawn_enemy() enemy_timer = 0 distance += scroll_speed for i in range(num_ground_images): ground_x[i] -= scroll_speed if ground_x[i] <= -ground_img.get_width(): ground_x[i] = ground_x[(i - 1) % num_ground_images] + ground_img.get_width() animation_timer += dt if animation_timer >= frame_delay: current_frame = (current_frame + 1) % len(player_images) animation_timer = 0 for x in ground_x: win.blit(ground_img, (x, ground_y)) for plat in platforms: scaled_platform = pygame.transform.scale(platform_image_raw, (plat.width, plat.height)) win.blit(scaled_platform, plat.topleft) for coin in cherriess: win.blit(coin_image, coin.topleft) for star in coins: win.blit(star_image, star.topleft) for enemy in enemies: win.blit(enemy_image, enemy.topleft) trail_positions.append(player.center) if len(trail_positions) > trail_max_length: trail_positions.pop(0) for i, pos in enumerate(trail_positions): alpha = int(255 * (i / trail_max_length)) trail_surf = pygame.Surface((20, 20), pygame.SRCALPHA) pygame.draw.circle(trail_surf, trail_color + (alpha,), (10, 10), 10) win.blit(trail_surf, (pos[0] - 10, pos[1] - 10)) win.blit(player_images[current_frame], player.topleft) win.blit(font.render(f"Distance: {distance // 10}", True, WHITE), (10, 10)) win.blit(font.render(f"Cherries: {coin_count}", True, WHITE), (10, 40)) win.blit(font.render(f"Coins: {star_count}", True, WHITE), (10, 70)) win.blit(font.render(f"Speed Lv: {speed_level}", True, WHITE), (10, 100)) total_text = font.render(f"Total Coins: {total_coins + star_count}", True, WHITE) win.blit(total_text, (WIDTH - total_text.get_width() - 10, 10)) else: over_text = font.render("GAME OVER", True, BLACK) win.blit(over_text, (WIDTH // 2 - over_text.get_width() // 2, HEIGHT // 2 - 60)) button_rect = pygame.Rect(WIDTH // 2 - 100, HEIGHT // 2, 200, 50) draw_button(button_rect, "Restart", WHITE, BLACK) for event in events: if event.type == pygame.MOUSEBUTTONDOWN: if button_rect.collidepoint(event.pos): reset_game() pygame.display.update() pygame.quit()