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level.py
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392 lines (307 loc) · 10.1 KB
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import pygame
from pygame.locals import *
import pickle
from os import path
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 game variables
tile_size = 50
game_over = 0
main_menu = True
level = 0
max_levels = 7
#load images
bg_img = pygame.image.load('sky1.png')
restart_img = pygame.image.load('restart_btn.png')
start_img = pygame.image.load('start_btn.png')
exit_img = pygame.image.load('exit_btn.png')
#function to reset level
def reset_level(level):
player.reset(100, screen_height - 130)
blob_group.empty()
lava_group.empty()
exit_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)
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
class Player():
def __init__(self, x, y):
self.reset(x, y)
def update(self, game_over):
dx = 0
dy = 0
walk_cooldown = 5
if game_over == 0:
#get keypresses
key = pygame.key.get_pressed()
if key[pygame.K_SPACE] and self.jumped == False and self.in_air == False:
self.vel_y = -15
self.jumped = True
if key[pygame.K_SPACE] == False:
self.jumped = False
if key[pygame.K_LEFT]:
dx -= 5
self.counter += 1
self.direction = -1
if key[pygame.K_RIGHT]:
dx += 5
self.counter += 1
self.direction = 1
if key[pygame.K_LEFT] == False and key[pygame.K_RIGHT] == 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
#check for collision with lava
if pygame.sprite.spritecollide(self, lava_group, False):
game_over = -1
#check for collision with exit
if pygame.sprite.spritecollide(self, exit_group, False):
game_over = 1
#update player coordinates
self.rect.x += dx
self.rect.y += dy
elif game_over == -1:
self.image = self.dead_image
if self.rect.y > 200:
self.rect.y -= 5
#draw player onto screen
screen.blit(self.image, self.rect)
pygame.draw.rect(screen, (255, 255, 255), self.rect, 2)
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'guy{num}.png')
img_right = pygame.transform.scale(img_right, (40, 80))
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('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('dirt.png')
grass_img = pygame.image.load('grass.png')
row_count = 0
for row in data:
col_count = 0
for tile in row:
if tile == 1:
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)
if tile == 2:
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)
if tile == 3:
blob = Enemy(col_count * tile_size, row_count * tile_size + 15)
blob_group.add(blob)
if tile == 6:
lava = Lava(col_count * tile_size, row_count * tile_size + (tile_size // 2))
lava_group.add(lava)
if tile == 8:
exit = Exit(col_count * tile_size, row_count * tile_size - (tile_size // 2))
exit_group.add(exit)
col_count += 1
row_count += 1
def draw(self):
for tile in self.tile_list:
screen.blit(tile[0], tile[1])
pygame.draw.rect(screen, (255, 255, 255), tile[1], 2)
world_data = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 1],
[1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 7, 0, 5, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 1],
[1, 7, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 7, 0, 0, 0, 0, 1],
[1, 0, 2, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 2, 0, 0, 4, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 7, 0, 0, 0, 0, 2, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 2, 2, 2, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 6, 6, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('blob.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.move_direction = 1
self.move_counter = 0
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
class Lava(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load('lava.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
class Exit(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load('exit.png')
self.image = pygame.transform.scale(img, (tile_size, int(tile_size * 1.5)))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
player = Player(100, screen_height - 130)
blob_group = pygame.sprite.Group()
lava_group = pygame.sprite.Group()
exit_group = pygame.sprite.Group()
#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)
screen.blit(bg_img, (0, 0))
if main_menu == True:
if exit_button.draw():
run = False
if start_button.draw():
main_menu = False
else:
world.draw()
if game_over == 0:
blob_group.update()
blob_group.draw(screen)
lava_group.draw(screen)
exit_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
#if player has completed the level
if game_over == 1:
#reset game and go to next level
level += 1
if level <= max_levels:
#reset level
world_data = []
world = reset_level(level)
game_over = 0
else:
if restart_button.draw():
level = 1
#reset level
world_data = []
world = reset_level(level)
game_over = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.update()
pygame.quit()