-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.py
More file actions
307 lines (243 loc) · 9.81 KB
/
Copy pathmain.py
File metadata and controls
307 lines (243 loc) · 9.81 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
import pygame
from pygame.locals import *
import pickle
pygame.init()
clock = pygame.time.Clock()
fps = 60
screen_width = 700
screen_height = 700
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Platformer')
#game variables
tile_size = 50
game_over = 0
main_menu = True
#image
sun_img = pygame.image.load('img/sun.png')
bg_img = pygame.image.load('img/sky.png')
restart_img = pygame.image.load('img/sbtnrestart.png')
start_img = pygame.image.load('img/start_btn.png')
exit_img = pygame.image.load('img/exit_btn.png')
#def grid():
# for line in range(0, 20):
# pygame.draw.line(screen, (255, 255, 255), (0, line * tile_size), (screen_width, line * tile_size))
# pygame.draw.line(screen, (255, 255, 255), (line * tile_size, 0), (line * tile_size, screen_height))
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
pos = pygame.mouse.get_pos()
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
screen.blit(self.image, self.rect)
return action
class Player():
def __init__(self, x, y):
self.reset(x, y)
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/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('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
def update(self, game_over):
dx = 0
dy = 0
walk_cooldown = 5
if game_over == 0:
#key
key = pygame.key.get_pressed()
if key[pygame.K_UP] and self.jumped == False and self.in_air == False:
self.vel_y = -15
self.jumped = True
if key[pygame.K_UP] == 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
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]
#gravity
self.vel_y += 1
if self.vel_y > 10:
self.vel_y = 10
dy += self.vel_y
#coliision
self.in_air = True
for tile in world.tile_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:
dy = tile[1].bottom - self.rect.top
elif self.vel_y >= 0:
dy = tile[1].top - self.rect.bottom
self.vel_y = 0
self.in_air = False
if pygame.sprite.spritecollide(self, blob_group, False):
game_over = -1
if pygame.sprite.spritecollide(self, lava_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
#player
screen.blit(self.image, self.rect)
return game_over
class World():
def __init__(self, data):
self.tile_list = []
#img
dirt_img = pygame.image.load('img/dirt.png')
grass_img = pygame.image.load('img/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)
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)
self.image = pygame.image.load('img/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('img/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
world_data = [
[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, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 2, 6, 6, 6, 2, 0, 0, 0, 1],
[1, 0, 0, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 1],
[1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
]
player = Player(100, screen_height - 130)
blob_group = pygame.sprite.Group()
lava_group = pygame.sprite.Group()
world = World(world_data)
restart_button = Button(screen_width // 2 - 60, screen_height // 2 -200, restart_img)
start_button = Button(screen_width // 2 -300, screen_height // 2, start_img)
exit_button = Button(screen_width // 2 +60, screen_height // 2, exit_img)
run = True
while run:
clock.tick(fps)
screen.blit(bg_img, (0, 0))
screen.blit(sun_img, (100, 100))
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()
lava_group.draw(screen)
blob_group.draw(screen)
game_over = player.update(game_over)
if game_over == -1:
if restart_button.draw():
player.reset(100, screen_height - 130)
game_over = 0
#grid()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.display.update()
pygame.quit()