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main.py
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import pygame
from pygame import mixer
import os
import random
import csv
import button
mixer.init()
pygame.init()
SCREEN_WIDTH = 1200
SCREEN_HEIGHT = int(SCREEN_WIDTH * 0.5)
# Create a display surface object of specific dimension
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('PyShooter - SamirPaul1')
# Creating a new clock object to track the amount of time
clock = pygame.time.Clock()
# FPS (Frames Per Second): Frame rate is the measurement of how quickly a number of frames appears within a second.
# frequency at which consecutive images are captured or displayed.
# set framerate
FPS = 60
# define game variables
GRAVITY = 0.75
SCROLL_THRESH = 200
ROWS = 16
COLS = 150
TILE_SIZE = SCREEN_HEIGHT // ROWS
TILE_TYPES = 21
MAX_LEVELS = 3
screen_scroll = 0
bg_scroll = 0
level = 1
start_game = False
start_intro = False
# define player action variables
moving_left = False
moving_right = False
shoot = False
grenade = False
grenade_thrown = False
# load music and sounds
pygame.mixer.music.load('audio/music2.mp3')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1, 0.0, 5000) # (loops, start, fade_ms) # loop = -1 => infinite loop; start = 0.0 => time from which the music starts playing; fade_ms is an optional integer argument, which is 0 by default, which denotes the period of time (in milliseconds) over which the music will fade up from volume level 0.0 to full volume
jump_fx = pygame.mixer.Sound('audio/jump.wav')
jump_fx.set_volume(0.05)
shot_fx = pygame.mixer.Sound('audio/shot.wav')
shot_fx.set_volume(0.05)
grenade_fx = pygame.mixer.Sound('audio/grenade.wav')
grenade_fx.set_volume(0.05)
# load images
# button images
# pygame.image.load() function call will return a Surface object that has the image drawn on it.
# convert() and convert_alpha() are both used to convert surfaces to the same pixel format as used by the screen.
start_img = pygame.image.load('img/start_btn.png').convert_alpha()
exit_img = pygame.image.load('img/exit_btn.png').convert_alpha()
restart_img = pygame.image.load('img/restart_btn.png').convert_alpha()
# background
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()
# store tiles in a list
img_list = []
for x in range(TILE_TYPES):
img = pygame.image.load(f'img/tile/{x}.png')
# To scale the image we use the pygame.transform.scale()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
img_list.append(img)
# bullet
bullet_img = pygame.image.load('img/icons/bullet.png').convert_alpha()
# grenade
grenade_img = pygame.image.load('img/icons/grenade.png').convert_alpha()
# pick up boxes
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
}
# define colours
BG = (144, 201, 120)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
PINK = (235, 65, 54)
# define font
font = pygame.font.SysFont('Futura', 30)
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col) # create a new image (surface) with the specified text rendered on it
screen.blit(img, (x, y)) # draws a source Surface onto this Surface
def draw_bg():
screen.fill(BG)
width = sky_img.get_width()
for x in range(5):
# during running sky speed < mountain < pine1 < pine2 => so it looks like 3D
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()))
# function to reset level
def reset_level():
enemy_group.empty()
bullet_group.empty()
grenade_group.empty()
explosion_group.empty()
item_box_group.empty()
decoration_group.empty()
water_group.empty()
exit_group.empty()
# create empty tile list
data = []
for row in range(ROWS):
r = [-1] * COLS
data.append(r)
return data
class Soldier(pygame.sprite.Sprite):
def __init__(self, char_type, x, y, scale, speed, ammo, grenades):
pygame.sprite.Sprite.__init__(self) # A sprite is a two dimensional image that is part of the larger graphical scene.
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() # Return the number of milliseconds since pygame.init() was called.
# ai specific variables
self.move_counter = 0
self.vision = pygame.Rect(0, 0, 150, 20) # pygame object for storing rectangular coordinates => Rect(left, top, width, height)
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'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]
# get_rect() returns a Rect object from an image. Rects are used to store the blit position of sprites or images and for collision detection.
# rect() function is used to draw a rectangle. set the center of the Rect to the center of the screen.
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 = True
self.direction = -1
if moving_right:
dx = self.speed
self.flip = False
self.direction = 1
# jump
if self.jump == True and self.in_air == False:
self.vel_y = -11
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 for collision with water
if pygame.sprite.spritecollide(self, water_group, False):
self.health = 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
# centerx is the center of the Rect along the x axis and centery is the center of the Rect along the y axis.
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
shot_fx.play() # play shooting sound
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):
# update animation
ANIMATION_COOLDOWN = 100
# update image depending on current frame
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() # storing the time in ticks variable
self.frame_index += 1
# if the animation has run out the reset back 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):
# pygame.transform.flip(Surface, xbool, ybool) will flip the image
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.csv files and making a matrix of surface
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: # create player
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: # create enemies
enemy = Soldier('enemy', x * TILE_SIZE, y * TILE_SIZE, 1.65, 2, 20, 0)
enemy_group.add(enemy)
elif tile == 17: # create ammo box
item_box = ItemBox('Ammo', x * TILE_SIZE, y * TILE_SIZE)
item_box_group.add(item_box)
elif tile == 18: # create grenade box
item_box = ItemBox('Grenade', x * TILE_SIZE, y * TILE_SIZE)
item_box_group.add(item_box)
elif tile == 19: # create health box
item_box = ItemBox('Health', x * TILE_SIZE, y * TILE_SIZE)
item_box_group.add(item_box)
elif tile == 20: # 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 = (img, rect) ; rect = (left, top, width, height)
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) # pygame.sprite.Sprite = Simple base class for visible game objects
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):
# scroll
self.rect.x += screen_scroll
# check if the player has picked up the box
if pygame.sprite.collide_rect(self, player):
# check what kind of box it was
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
# 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()
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
# check for collision with level
for tile in world.obstacle_list:
# check collision with walls
if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height):
self.direction *= -1
dx = self.direction * self.speed
# check for collision in the y direction
if tile[1].colliderect(self.rect.x, self.rect.y + dy, self.width, self.height):
self.speed = 0
# check if below the ground, i.e. thrown up
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
dy = tile[1].top - self.rect.bottom
# update grenade position
self.rect.x += dx + screen_scroll
self.rect.y += dy
# countdown timer
self.timer -= 1
if self.timer <= 0:
self.kill()
grenade_fx.play()
explosion = Explosion(self.rect.x, self.rect.y, 0.5)
explosion_group.add(explosion)
# do damage to anyone that is nearby
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
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):
# scroll
self.rect.x += screen_scroll
EXPLOSION_SPEED = 4
# update explosion amimation
self.counter += 1
if self.counter >= EXPLOSION_SPEED:
self.counter = 0
self.frame_index += 1
# if the animation is complete then delete the explosion
if self.frame_index >= len(self.images):
self.kill()
else:
self.image = self.images[self.frame_index]
class ScreenFade():
def __init__(self, direction, colour, speed):
self.direction = direction
self.colour = colour
self.speed = speed
self.fade_counter = 0
def fade(self):
fade_complete = False
self.fade_counter += self.speed
if self.direction == 1: # whole screen fade
pygame.draw.rect(screen, self.colour, (0 - self.fade_counter, 0, SCREEN_WIDTH // 2, SCREEN_HEIGHT))
pygame.draw.rect(screen, self.colour, (SCREEN_WIDTH // 2 + self.fade_counter, 0, SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.draw.rect(screen, self.colour, (0, 0 - self.fade_counter, SCREEN_WIDTH, SCREEN_HEIGHT // 2))
pygame.draw.rect(screen, self.colour, (0, SCREEN_HEIGHT // 2 + self.fade_counter, SCREEN_WIDTH, SCREEN_HEIGHT))
if self.direction == 2: # vertical screen fade down
pygame.draw.rect(screen, self.colour, (0, 0, SCREEN_WIDTH, 0 + self.fade_counter))
if self.fade_counter >= SCREEN_WIDTH:
fade_complete = True
return fade_complete
# create screen fades
intro_fade = ScreenFade(1, BLACK, 4)
death_fade = ScreenFade(2, PINK, 4)
# create buttons
start_button = button.Button(SCREEN_WIDTH // 2 - 130, SCREEN_HEIGHT // 2 - 150, start_img, 1)
exit_button = button.Button(SCREEN_WIDTH // 2 - 110, SCREEN_HEIGHT // 2 + 50, exit_img, 1)
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()
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()
# 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: # Game loop
clock.tick(FPS)
if start_game == False:
# draw menu
screen.fill(BG)
# add buttons
if start_button.draw(screen):
start_game = True
start_intro = 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)
# show ammo
draw_text('AMMO: ', font, WHITE, 10, 35)
for x in range(player.ammo):
screen.blit(bullet_img, (90 + (x * 10), 40))
# show grenades
draw_text('GRENADES: ', font, WHITE, 10, 60)
for x in range(player.grenades):
screen.blit(grenade_img, (135 + (x * 15), 60))
player.update()
player.draw()
for enemy in enemy_group:
enemy.ai()
enemy.update()
enemy.draw()
# update and draw groups
bullet_group.update()
grenade_group.update()
explosion_group.update()
item_box_group.update()
decoration_group.update()
water_group.update()
exit_group.update()
bullet_group.draw(screen)
grenade_group.draw(screen)
explosion_group.draw(screen)
item_box_group.draw(screen)
decoration_group.draw(screen)
water_group.draw(screen)
exit_group.draw(screen)
# show intro
if start_intro == True:
if intro_fade.fade():
start_intro = False
intro_fade.fade_counter = 0
# update player actions
if player.alive:
# shoot bullets
if shoot:
player.shoot()
# throw grenades
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)
# reduce grenades
player.grenades -= 1
grenade_thrown = True
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:
start_intro = True
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 death_fade.fade():
if restart_button.draw(screen):
death_fade.fade_counter = 0
start_intro = True
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 or event.key == pygame.K_LEFT: # key "A" or "Left arror" => move left
moving_left = True
if event.key == pygame.K_d or event.key == pygame.K_RIGHT: # key "D" or "Right arror" => move right
moving_right = True
if event.key == pygame.K_SPACE: # key " " => shoot
shoot = True
if event.key == pygame.K_q or event.key == pygame.K_g: # key "Q" or "G" => through grenade
grenade = True
if (event.key == pygame.K_w or event.key == pygame.K_UP) and player.alive: # key "W" or "Up arrow" => jump
player.jump = True
jump_fx.play()
if event.key == pygame.K_ESCAPE: # key "ESC" => close window
run = False
# keyboard button released
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
moving_left = False
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
moving_right = False
if event.key == pygame.K_SPACE:
shoot = False
if event.key == pygame.K_q or event.key == pygame.K_g:
grenade = False
grenade_thrown = False
pygame.display.update()
pygame.quit()