import pygame import os import sys import random import csv 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('Shooter') clock = pygame.time.Clock() FPS = 60 GRAVITY = 0.75 SCROLL_THRESH = 200 ROWS = 16 COLS = 150 TILE_SIZE = screen_height // ROWS TILE_TYPES = 21 screen_scroll = 0 bg_scroll = 0 level = 1 moving_left = False moving_right = False shoot = False grenade = False grenade_thrown = False pine1_img = pygame.image.load('img/Background/pine1.png').convert_alpha() pine2_img = pygame.image.load('img/Background/pine2.png').convert_alpha() mountain_img = pygame.image.load('img/Background/mountain.png').convert_alpha() sky_img = pygame.image.load('img/Background/sky_cloud.png').convert_alpha() 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').convert_alpha() grenade_img = pygame.image.load('img/icons/grenade.png').convert_alpha() health_box_img = pygame.image.load('img/icons/health_box.png').convert_alpha() ammo_box_img = pygame.image.load('img/icons/ammo_box.png').convert_alpha() grenade_box_img = pygame.image.load('img/icons/grenade_box.png').convert_alpha() item_boxes = { 'Health' : health_box_img, 'Ammo' : ammo_box_img, 'Grenade' : grenade_box_img, } BG = (144, 201, 120) RED = (255, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) BLACK = (0, 0, 0) 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())) 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)) 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() self.move_counter = 0 self.vision = pygame.Rect(0, 0, 150, 20) self.idling = False self.idling_counter = 0 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').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() 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 if self.jump == True and self.in_air == False: self.vel_y = -11 self.jump = False self.in_air = True self.vel_y += GRAVITY if self.vel_y > 10: self.vel_y dy += self.vel_y for tile in world.obstacle_list: if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 if tile[1].colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): if self.vel_y < 0: self.vel_y = 0 dy = tile[1].bottom - self.rect.top elif self.vel_y >= 0: self.vel_y = 0 self.in_air = False dy = tile[1].top - self.rect.bottom if self.char_type == 'player': if self.rect.left + dx < 0 or self.rect.right + dx > screen_width: dx = 0 self.rect.x += dx self.rect.y += dy 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 def shoot(self): if self.shoot_cooldown == 0 and self.ammo > 0: self.shoot_cooldown = 20 bullet = Bullet(self.rect.centerx + (0.8 * self.rect.size[0] * self.direction), self.rect.centery, self.direction) bullet_group.add(bullet) self.ammo -= 1 def ai(self): if self.alive and player.alive: if self.idling == False and random.randint(1, 200) == 4: self.idling = True self.update_action(0) self.idling_counter = 100 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) 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]) 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: player = Soldier('player', x * TILE_SIZE, y * TILE_SIZE, 1.65, 5, 20, 5) health_bar = HealthBar(10, 10, player.health, player.health) elif tile == 16: enemy = Soldier('enemy', x * TILE_SIZE, y * TILE_SIZE, 1.65, 2, 20, 0) enemy_group.add(enemy) elif tile == 17: item_box = ItemBox('Ammo', x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 18: item_box = ItemBox('Grenade', x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 19: item_box = ItemBox('Health', x * TILE_SIZE, y * TILE_SIZE) item_box_group.add(item_box) elif tile == 20: 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 if pygame.sprite.collide_rect(self, player): 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 += 15 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): 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() 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 print(enemy.health) 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.width = self.image.get_width() self.height = self.image.get_height() self.direction = direction def update(self): self.vel_y += GRAVITY dx = self.direction * self.speed dy = self.vel_y for tile in world.obstacle_list: if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): self.direction *= -1 dx = self.direction * self.speed if tile[1].colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): self.speed = 0 if self.vel_y < 0: self.vel_y = 0 dy = tile[1].bottom - self.rect.top 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() explosion = Explosion(self.rect.x, self.rect.y, 0.5) explosion_group.add(explosion) 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 print(enemy.health) 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').convert_alpha() img = pygame.transform.scale(img, (int(img.get_width() * scale), int(img.get_height() * scale))) 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 self.frame_index >= len(self.images): self.kill() else: self.image = self.images[self.frame_index] 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() world_data = [] for row in range(ROWS): r = [-1] * COLS world_data.append(r) with open(f'level{int(level - 1)}_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) while True: clock.tick(FPS) 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.draw() enemy.update() bullet_group.update() grenade_group.update() explosion_group.update() item_box_group.update() decoration_group.update() water_group.update() exit_group.update() item_box_group.draw(screen) bullet_group.draw(screen) grenade_group.draw(screen) explosion_group.draw(screen) decoration_group.draw(screen) water_group.draw(screen) exit_group.draw(screen) 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 = player.move(moving_left, moving_right) bg_scroll -= screen_scroll for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() 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_SPACE: shoot = True if event.key == pygame.K_q: grenade = True if event.key == pygame.K_w and player.alive: player.jump = True if event.key == pygame.K_ESCAPE: pygame.quit() sys.exit() 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()