I I'm using this guy's code on YouTube and I'm just adding some new function and classes.
Code:
import random
from random import choice
import pygame
from pygame.locals import *
from pygame import mixer
import pickle
from os import path
pygame.mixer.pre_init(44100, -16, 2, 512)
mixer.init()
pygame.init()
clock = pygame.time.Clock()
fps = 130
screen_width = 800
screen_height = 800
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Platformer')
# define font
font = pygame.font.SysFont('Bauhaus 93', 70)
font_score = pygame.font.SysFont('Bauhaus 93', 30)
#define game variables
music = ['music.wav', 'Emotional Piano.wav', 'Movie 1.wav', 'Odesong.wav', 'Video Game 1.wav', 'Techno.wav']
tile_size = 40
game_over = 0
main_menu = True
level = 9
max_levels = 8
score = 0
# define colors
white = (255, 255, 255)
blue = (0, 0, 255)
# load images
sun_img = pygame.image.load('sun.png')
bg_img = pygame.transform.scale(pygame.image.load("sky.png"), (screen_width, screen_height))
restart_img = pygame.image.load('restart_btn.png')
start_img = pygame.image.load('start_btn.png')
exit_img = pygame.image.load('exit_btn.png')
# load sounds
pygame.mixer.music.load('music.wav')
pygame.mixer.music.play(-1, 0.0, 5000)
coin_fx = pygame.mixer.Sound('coin.wav')
coin_fx.set_volume(0.5)
jump_fx = pygame.mixer.Sound('jump.wav')
jump_fx.set_volume(0.5)
game_over_fx = pygame.mixer.Sound('Lose.wav')
game_over_fx.set_volume(0.1)
next_level_fx = pygame.mixer.Sound('Next level.wav')
next_level_fx.set_volume(0.5)
win_fx = pygame.mixer.Sound('Win.wav')
win_fx.set_volume(0.5)
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col)
screen.blit(img, (x, y))
# function to reset level
def reset_level(level):
player.reset(100, screen_height - 130)
blob_group.empty()
platform_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)
return world
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
col_thresh = 20
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:
jump_fx.play()
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
next_level_fx.play()
# check for collision with spikes
if pygame.sprite.spritecollide(self, spike_group, False):
game_over = -1
# check for collision with platforms
for platform in platform_group:
# collision in the x direction
if platform.rect.colliderect(self.rect.x + dx, self.rect.y, self.width, self.height):
dx = 0
# collision in the y direction
if platform.rect.colliderect(self.rect.x, self.rect.y + dy, self.width, self.height):
# check if below platform
if abs((self.rect.top + dy) - platform.rect.bottom) < col_thresh:
self.vel_y = 0
dy = platform.rect.bottom - self.rect.top
# check if above platform
elif abs((self.rect.bottom + dy) - platform.rect.top) < col_thresh:
self.rect.bottom = platform.rect.top - 1
self.in_air = False
dy = 0
# move sideways with platform
if platform.move_x != 0:
self.rect.x += platform.move_direction
#update player coordinates
self.rect.x += dx
self.rect.y += dy
elif game_over == -1:
self.image = self.dead_image
draw_text('GAME OVER!', font, blue, (screen_width // 2) - 200, screen_height // 2)
if self.rect.y > 200:
self.rect.y -= 5
#draw player onto screen
screen.blit(self.image, self.rect)
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 + 5)
blob_group.add(blob)
if tile == 4:
platform = Platform(col_count * tile_size, row_count * tile_size, 1, 0)
platform_group.add(platform)
if tile == 5:
platform = Platform(col_count * tile_size, row_count * tile_size, 0, 1)
platform_group.add(platform)
if tile == 6:
lava = Lava(col_count * tile_size, row_count * tile_size + (tile_size // 2))
lava_group.add(lava)
if tile == 7:
coin = Coin(col_count * tile_size + (tile_size // 2), row_count * tile_size + (tile_size // 2))
coin_group.add(coin)
if tile == 8:
exit = Exit(col_count * tile_size, row_count * tile_size - (tile_size // 2))
exit_group.add(exit)
if tile == 9:
spike = Spike(col_count * tile_size, row_count * tile_size)
spike_group.add(spike)
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('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) > 10:
self.move_direction *= -1
self.move_counter *= -1
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, move_x, move_y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load('platform.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
self.move_counter = 0
self.move_direction = 1
self.move_x = move_x
self.move_y = move_y
def update(self):
self.rect.x += self.move_direction * self.move_x
self.rect.y += self.move_direction * self.move_y
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 Coin(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load('coin.png')
self.image = pygame.transform.scale(img, (tile_size // 2, tile_size // 2))
self.rect = self.image.get_rect()
self.rect.center = (x, y)
class Exit(pygame.sprite.Sprite):
def __