-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathmain.py
More file actions
505 lines (375 loc) · 14.8 KB
/
Copy pathmain.py
File metadata and controls
505 lines (375 loc) · 14.8 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
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
import os
import sys
import random
import math
import button
import pygame
from os import listdir
from os.path import isfile, join
from time import sleep
pygame.init()
pygame.display.set_caption("Platformer")
WIDTH, HEIGHT = 1000, 800
FPS = 60
PLAYER_VEL = 5
window = pygame.display.set_mode((WIDTH, HEIGHT))
# Define fonts
font = pygame.font.SysFont("arialblack", 40)
# Define colors
TEXT_COL = (255, 255, 255)
# Load button images
resume_img = pygame.image.load("assets/images/button_resume.png").convert_alpha()
quit_img = pygame.image.load("assets/images/button_quit.png").convert_alpha()
#levels_img = pygame.image.load("assets/images/button_levels.png").convert_alpha()
# Create Button instances
resume_button = button.Button(364, 100, resume_img, 1)
quit_button = button.Button(396, 300, quit_img, 1)
#levels_button = button.Button(297, 250, levels_img, 1)
def draw_text(text, font, text_col, x, y):
img = font.render(text, True, text_col)
window.blit(img, (x, y))
def flip(sprites):
return [pygame.transform.flip(sprite, True, False) for sprite in sprites]
def load_sprite_sheets(dir1, dir2, width, height, direction=False):
path = join("assets", dir1, dir2)
images = [f for f in listdir(path) if isfile(join(path, f))]
all_sprites = {}
for image in images:
sprite_sheet = pygame.image.load(join(path, image)).convert_alpha()
sprites = []
for i in range(sprite_sheet.get_width() // width):
surface = pygame.Surface((width, height), pygame.SRCALPHA, 32)
rect = pygame.Rect(i * width, 0, width, height)
surface.blit(sprite_sheet, (0, 0), rect)
sprites.append(pygame.transform.scale2x(surface))
if direction:
all_sprites[image.replace(".png", "") + "_right"] = sprites
all_sprites[image.replace(".png", "") + "_left"] = flip(sprites)
else:
all_sprites[image.replace(".png", "")] = sprites
return all_sprites
def get_block(size):
path = join("assets", "Terrain", "Terrain.png")
image = pygame.image.load(path).convert_alpha()
surface = pygame.Surface((size, size), pygame.SRCALPHA, 32)
rect = pygame.Rect(96, 0, size, size)
surface.blit(image, (0, 0), rect)
return pygame.transform.scale2x(surface)
# class is for infinitely generating the map
class Level:
def __init__(self):
self.platforms = []
def generate_new_platforms(self, x_start, num_platforms, block_size, height):
for i in range(num_platforms):
x_position = x_start + i * block_size
new_platform = Block(x_position, height - block_size, block_size)
self.platforms.append(new_platform)
def generate_spikes(self, x_start, num_spikes, block_size, height):
for _ in range(num_spikes):
x_position = x_start + random.randint(0, WIDTH - block_size)
y_position = height - block_size - random.randint(1, 1) * block_size
new_spike = Spike(x_position, y_position, block_size)
self.platforms.append(new_spike)
class Player(pygame.sprite.Sprite):
COLOR = (255, 0, 0)
GRAVITY = 1
SPRITES = load_sprite_sheets("MainCharacters", "HooterTheOwl", 32, 32, True)
ANIMATION_DELAY = 3
def __init__(self, x, y, width, height):
super().__init__()
self.rect = pygame.Rect(x, y, width, height)
self.x_vel = 0
self.y_vel = 0
self.mask = None
self.direction = "left"
self.animation_count = 0
self.fall_count = 0
self.jump_count = 0
self.hit = False
self.hit_count = 0
# function for player respawn
def respawn(self, x, y):
self.rect.x = x
self.rect.y = y
self.y_vel = 0
self.x_vel = 0
self.jump_count = 0
def jump(self):
self.y_vel = -self.GRAVITY * 8
self.animation_count = 0
self.jump_count += 1
if self.jump_count == 1:
self.fall_count = 0
def move(self, dx, dy):
self.rect.x += dx
self.rect.y += dy
def make_hit(self):
self.hit = True
def move_left(self, vel):
self.x_vel = -vel
if self.direction != "left":
self.direction = "left"
self.animation_count = 0
def move_right(self, vel):
self.x_vel = vel
if self.direction != "right":
self.direction = "right"
self.animation_count = 0
def loop(self, fps):
self.y_vel += min(1, (self.fall_count / fps) * self.GRAVITY)
self.move(self.x_vel, self.y_vel)
if self.hit:
self.hit_count += 1
if self.hit_count > fps * 2:
self.hit = False
self.hit_count = 0
self.fall_count += 1
self.update_sprite()
def landed(self):
self.fall_count = 0
self.y_vel = 0
self.jump_count = 0
def hit_head(self):
self.count = 0
self.y_vel *= -1
def update_sprite(self):
sprite_sheet = "idle"
if self.hit:
sprite_sheet = "hit"
elif self.y_vel < 0:
if self.jump_count == 1:
sprite_sheet = "jump"
elif self.jump_count == 2:
sprite_sheet = "double_jump"
elif self.y_vel > self.GRAVITY * 2:
sprite_sheet = "fall"
elif self.x_vel != 0:
sprite_sheet = "run"
sprite_sheet_name = sprite_sheet + "_" + self.direction
sprites = self.SPRITES[sprite_sheet_name]
sprite_index = (self.animation_count //
self.ANIMATION_DELAY) % len(sprites)
self.sprite = sprites[sprite_index]
self.animation_count += 1
self.update()
def update(self):
self.rect = self.sprite.get_rect(topleft=(self.rect.x, self.rect.y))
self.mask = pygame.mask.from_surface(self.sprite)
def draw(self, win, offset_x):
win.blit(self.sprite, (self.rect.x - offset_x, self.rect.y))
class Enemy(pygame.sprite.Sprite):
SPRITES = load_sprite_sheets("Enemies", "Skateboarder", 32, 32, True)
GRAVITY = 1
ANIMATION_DELAY = 3
def __init__(self, x, y, width, height):
super().__init__()
self.rect = pygame.Rect(x, y, width, height)
self.x_vel = -3
self.y_vel = 0
self.mask = None
self.direction = "left"
self.animation_count = 0
self.walkCount = 0
def move(self, dx, dy):
self.rect.x += dx
self.rect.y += dy
def update_sprite(self):
sprite_sheet = "walk"
if self.x_vel != 0:
sprite_sheet = "walk"
sprite_sheet_name = sprite_sheet + "_" + self.direction
sprites = self.SPRITES[sprite_sheet_name]
sprite_index = (self.animation_count //
self.ANIMATION_DELAY) % len(sprites)
self.sprite = sprites[sprite_index]
self.animation_count += 1
self.update()
def update(self):
self.rect = self.sprite.get_rect(topleft=(self.rect.x, self.rect.y))
self.mask = pygame.mask.from_surface(self.sprite)
def draw(self, win, offset_x):
win.blit(self.sprite, (self.rect.x - offset_x, self.rect.y))
class Object(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, name=None):
super().__init__()
self.rect = pygame.Rect(x, y, width, height)
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
self.width = width
self.height = height
self.name = name
def draw(self, win, offset_x):
win.blit(self.image, (self.rect.x - offset_x, self.rect.y))
class Block(Object):
def __init__(self, x, y, size):
super().__init__(x, y, size, size)
block = get_block(size)
self.image.blit(block, (0, 0))
self.mask = pygame.mask.from_surface(self.image)
class Fire(Object):
ANIMATION_DELAY = 3
def __init__(self, x, y, width, height):
super().__init__(x, y, width, height, "fire")
self.fire = load_sprite_sheets("Traps", "Fire", width, height)
self.image = self.fire["off"][0]
self.mask = pygame.mask.from_surface(self.image)
self.animation_count = 0
self.animation_name = "off"
def on(self):
self.animation_name = "on"
def off(self):
self.animation_name = "off"
def loop(self):
sprites = self.fire[self.animation_name]
sprite_index = (self.animation_count //
self.ANIMATION_DELAY) % len(sprites)
self.image = sprites[sprite_index]
self.animation_count += 1
self.rect = self.image.get_rect(topleft=(self.rect.x, self.rect.y))
self.mask = pygame.mask.from_surface(self.image)
if self.animation_count // self.ANIMATION_DELAY > len(sprites):
self.animation_count = 0
def get_background(name):
image = pygame.image.load(join("assets", "Background", name))
_, _, width, height = image.get_rect()
tiles = []
for i in range(WIDTH // width + 1):
for j in range(HEIGHT // height + 1):
pos = (i * width, j * height)
tiles.append(pos)
return tiles, image
def draw(window, background, bg_image, player, objects, offset_x):
for tile in background:
window.blit(bg_image, tile)
for obj in objects:
obj.draw(window, offset_x)
player.draw(window, offset_x)
pygame.display.update()
def handle_vertical_collision(player, objects, dy):
collided_objects = []
for obj in objects:
if pygame.sprite.collide_mask(player, obj):
if dy > 0:
player.rect.bottom = obj.rect.top
player.landed()
elif dy < 0:
player.rect.top = obj.rect.bottom
player.hit_head()
collided_objects.append(obj)
return collided_objects
def collide(player, objects, dx):
player.move(dx, 0)
player.update()
collided_object = None
for obj in objects:
if pygame.sprite.collide_mask(player, obj):
collided_object = obj
break
player.move(-dx, 0)
player.update()
return collided_object
def handle_move(player, objects, respawn_point):
keys = pygame.key.get_pressed()
player.x_vel = 0
collide_left = collide(player, objects, -PLAYER_VEL * 2)
collide_right = collide(player, objects, PLAYER_VEL * 2)
if keys[pygame.K_LEFT] and not collide_left:
player.move_left(PLAYER_VEL)
if keys[pygame.K_RIGHT] and not collide_right:
player.move_right(PLAYER_VEL)
vertical_collide = handle_vertical_collision(player, objects, player.y_vel)
to_check = [collide_left, collide_right, *vertical_collide]
for obj in to_check:
if obj and obj.name == "fire":
player.make_hit()
#if the player collides with a spike they are sent to the respawn point
for obj in objects:
if isinstance(obj, Spike) and pygame.sprite.collide_mask(player, obj):
player.make_hit()
player.respawn(*respawn_point)
break
#the spike class that generates the spikes
class Spike(Object):
def __init__(self, x, y, size):
super().__init__(x, y, size, size, "spike")
spike_image = self.load_spike_image(size)
self.image.blit(spike_image, (0, 0))
self.mask = pygame.mask.from_surface(self.image)
@staticmethod
def load_spike_image(size):
path = join("assets", "Traps", "Spikes", "Idle.png") # Update this path as needed
image = pygame.image.load(path).convert_alpha()
return pygame.transform.scale(image, (size, size))
def main(window):
# Game variables
game_paused = False
menu_state = "main"
clock = pygame.time.Clock()
background, bg_image = get_background("cityBackground5.png")
block_size = 96
player = Player(100, 100, 50, 50)
enemy = Enemy(200, 200, 50, 50)
fire = Fire(100, HEIGHT - block_size - 64, 16, 32)
fire.on()
floor = [Block(i * block_size, HEIGHT - block_size, block_size)
for i in range(-WIDTH // block_size, (WIDTH * 2) // block_size)]
objects = [*floor, Block(0, HEIGHT - block_size * 2, block_size),
Block(block_size * 3, HEIGHT - block_size * 4, block_size), fire]
# initialize the level class for generating platforms
level = Level()
level.generate_new_platforms(-WIDTH // block_size, 20, block_size, HEIGHT)
# sets spawn point for if player falls off the map
respawn_point = (100, 100)
offset_x = 0
scroll_area_width = 200
run = True
while run:
clock.tick(FPS)
# Check if game is paused
if game_paused:
if menu_state == "main":
# draw pause screen buttons
if resume_button.draw(window):
game_paused = False
# if levels_button.draw(window):
# menu_state = "levels"
if quit_button.draw(window):
run = False
else:
draw_text("Press P to pause", font, TEXT_COL, 300, 100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
break
# Pause menu
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
game_paused = True
window.fill((255, 255, 255))
if event.type == pygame.QUIT:
run = False
# updated to jump with up arrow Or spacebar because using spacebar is weird
if event.type == pygame.KEYDOWN:
if (event.key == pygame.K_SPACE or event.key == pygame.K_UP) and player.jump_count < 2:
player.jump()
pygame.display.update()
# while in this loop, the platforms will continue to generate as long
# as the player continues to head left
rightmost_platform = max(level.platforms, key=lambda plat: plat.rect.x)
if rightmost_platform.rect.x < WIDTH + offset_x:
level.generate_new_platforms(rightmost_platform.rect.x + block_size, 5, block_size, HEIGHT)
level.generate_spikes(rightmost_platform.rect.x, 1, block_size, HEIGHT) # Adjust the number of spikes as needed
objects = level.platforms + [fire]
player.loop(FPS)
fire.loop()
handle_move(player, objects, respawn_point)
draw(window, background, bg_image, player, objects, offset_x)
# if player falls off of the map, the player will respawn at the starting point
if player.rect.y > HEIGHT:
player.respawn(*respawn_point)
if ((player.rect.right - offset_x >= WIDTH - scroll_area_width) and player.x_vel > 0) or (
(player.rect.left - offset_x <= scroll_area_width) and player.x_vel < 0):
offset_x += player.x_vel
pygame.quit()
quit()
if __name__ == "__main__":
main(window)