code:
#Gilbert
#Platforms Move
import pygame
import random
import math
import time
level_list = []
# Global constants
# Colors
black = (0, 0, 0)
white = (255, 255, 255)
GREEN = (0, 255, 0)
red = (255, 0, 0)
blue = (0, 0, 255)
remove = (255,255,255)
randcolor = (random.randrange(0,256),random.randrange(0,256),random.randrange(0,256))
PI = 3.14159265
current_level_no = 0
dead = False
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Player(pygame.sprite.Sprite):
def __init__(self):
""" Constructor function """
super().__init__()
self.image = pygame.Surface([10,10])
self.image = pygame.image.load("mario2.png").convert()
self.image.set_colorkey(remove)
self.rect = self.image.get_rect()
# Sets a reference to the image rect.
self.rect = self.image.get_rect()
# Set speed vector of player
self.change_x = 0
self.change_y = 0
# List of sprites we can bump against
self.level = None
def update(self):
self.calc_grav()
# Move left/right
self.rect.x += self.change_x
''' See if we hit anything''' ''''change 3'''
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
#Check and see if we hit anything
'''Change 5'''
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
#Change 7 instead of jump'''
if isinstance(block, movingplatform):
self.rect.x += block.change_x
def calc_grav(self):
#Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
def jump(self):
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.change_y = -10
# Player-controlled movement:
def go_left(self):
#Called when the user hits the left arrow. """
self.change_x = -4
self.image = pygame.image.load("mario3.png").convert()
self.image.set_colorkey(remove)
def go_right(self):
#Called when the user hits the right arrow. """
self.change_x = 4
self.image = pygame.image.load("mario2.png").convert()
self.image.set_colorkey(remove)
def stop(self):
#Called when the user lets off the keyboard.
self.change_x = 0
class Platform(pygame.sprite.Sprite):
#Platform the user can jump on
def __init__(self, width, height):
#Platform constructor. Assumes constructed with user passing in
#an array of 5 numbers like what's defined at the top of this code.
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(black)
self.rect = self.image.get_rect()
def update(self):
super().__init__()
randcolor = (random.randrange(0,256),random.randrange(0,256),random.randrange(0,256))
self.image.fill(red)
class deathplatform(Platform):
change_x = 0
change_y = 0
boundary_top = 0
boundary_bottom = 0
boundary_left = 0
boundary_right = 0
player = None #To push player around if collides with platform
level = None
def update(self):
self.image.fill(black)
self.rect.x += self.change_x
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
dead = True
self.player.kill()
if dead:
current_level_no = 1
print("current_level_no is " + str(current_level_no))
current_level = level_list[current_level_no]
player.level = current_level
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
dead = True
self.player.kill()
if dead:
current_level_no = 1
print("current_level_no is " + str(current_level_no))
current_level = level_list[current_level_no]
player.level = current_level
if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top:
self.change_y *= -1
cur_pos = self.rect.x - self.level.world_shift
if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
self.change_x *= -1
class movingplatform(Platform):
change_x = 0
change_y = 0
boundary_top = 0
boundary_bottom = 0
boundary_left = 0
boundary_right = 0
player = None
level = None
def update(self):
# Move left/right
self.rect.x += self.change_x
randcolor = (random.randrange(0,256),random.randrange(0,256),random.randrange(0,256))
self.image.fill(red)
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
if self.change_x < 0:
self.player.rect.right = self.rect.left
else:
self.player.rect.left = self.rect.right
if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top:
self.change_y *= -1
cur_pos = self.rect.x - self.level.world_shift
if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
self.change_x *= -1
class Level(object):
def __init__(self, player):
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
self.background = None
self.world_shift = 0
self.level_limit = -1000
def update(self):
""" Update everything in this level."""
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
screen.fill(blue)
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
def shift_world(self, shift_x):
self.world_shift += shift_x
for platform in self.platform_list:
platform.rect.x += shift_x
for enemy in self.enemy_list:
enemy.rect.x += shift_x
class Level_01(Level):
def __init__(self, player):
# Call the parent constructor
Level.__init__(self, player)
self.level_limit = -1500
level = [ [5,5,5,5] ]
for platform in level:
block = Platform(platform[0], platform[1],)
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
class Level_02(Level):
def __init__(self, player):
Level.__init__(self, player)
self.level_limit = -1500
# Array with width, height, x, and y of platform
level = [[210, 70, 500, 500],
[210, 70, 700, 500],
[210, 70, 600, 400],
[210, 70, 500, 500],
[10, 1900, 1300, 200],
[10, 850, 130, 40],
[10, 1700, 1500, 200],
[10, 900, 500, 500],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1],)
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
block = movingplatform(70, 40)
block.rect.x = 1350 #sets location originally off screen
block.rect.y = 250
block.boundary_bottom = 100 #sets platform's boundaries
block.boundary_top = 550
block.change_y = 1 #initial direction
block.player = self.player #reference block to player
block.level = self
self.platform_list.add(block)
block = movingplatform(70, 40)
block.rect.x = 840
block.rect.y = 250
block.boundary_left = 350
block.boundary_right = 1000
block.change_x = -2
block.player = self.player
block.level = self
self.platform_list.add(block)
block = deathplatform(100, 40)
block.rect.x = 840
block.rect.y = 500
block.boundary_left = 350
block.boundary_right = 1000
block.change_x = -2
block.player = self.player
block.level = self
self.platform_list.add(block)
class Level_03(Level):
""" Definition for level 2. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.level_limit = -1000
# Array with type of platform, and x, y location of the platform.
level = [[210, 70, 500, 550],
[210, 70, 800, 400],
[210, 70, 1000, 500],
[210, 70, 1120, 280],
[10,1300, 1600, 200]
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = movingplatform(70, 70)
block.rect.x = 1500
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.change_y = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
block = movingplatform(70, 40)
block.rect.x = 1500 #ginally off screen
block.rect.y = 100
block.boundary_left = 1300 #sets platform's boundaries
block.boundary_right = 1500
block.change_x = -13 #initial direction
block.player = self.player #reference block to player
block.level = self
self.platform_list.add(block)
class Level_04(Level):
def __init__(self, player):
# Call the parent constructor
Level.__init__(self, player)
self.level_limit = -1000
# Array with type of platform, and x, y location of the platform.
level = [[120, 20, 500, 550],
[310, 80, 800, 400],
[630, 70, 1000, 500],
[420, 40, 1120, 250],
[120,130, 300, 1000]
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = movingplatform(190, 100)
block.rect.x = 1500
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.change_y = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
# Add a custom moving platform
block = movingplatform(400, 100)
block.rect.x = 1100
block.rect.y = 290
block.boundary_left = 100
block.boundary_right = 550
block.change_x = -5
block.player = self.player
block.level = self
self.platform_list.add(block)
class Level_05(Level):
def __init__(self, player):
Level.__init__(self, player)
self.level_limit = -1000
level = [[120, 20, 500, 550],
[310, 80, 800, 400],
[630, 70, 1000, 500],
[420, 40, 1120, 280],
[120,130, 300, 1000]
]
for platform in level:
block = Platform(platform[0], platform[1])
block.rect.x = platform[2]
block.rect.y = platform[3]
block.player = self.player
self.platform_list.add(block)
block = movingplatform(190, 100)
block.rect.x = 1500
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.change_y = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
block = deathplatform(230, 100)
block.rect.x = 1100
block.rect.y = 290
block.boundary_top = 100
block.boundary_bottom = 450
block.change_y = -5
block.player = self.player
block.level = self
self.platform_list.add(block)
def main():
pygame.init()
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Platformer with moving platforms")
player = Player()
level_list.append(Level_01(player))
level_list.append(Level_02(player))
level_list.append(Level_03(player))
level_list.append(Level_04(player))
level_list.append(Level_05(player))
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
done = False
dead = False
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
if event.key == pygame.K_DOWN:
current_level_no = 1
print("current_level_no is " + str(current_level_no))
current_level = level_list[current_level_no]
player.level = current_level
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
active_sprite_list.update()
current_level.update()
if player.rect.right >= 500:
diff = player.rect.right - 500
player.rect.right = 500
current_level.shift_world(-diff)
if player.rect.left <= 120:
diff = 120 - player.rect.left
player.rect.left = 120
current_level.shift_world(diff)
current_position = player.rect.x + current_level.world_shift
if dead == True:
current_level_no = 1
current_level = 1
player.level = current_level
if current_position < current_level.level_limit:
if current_level_no < len(level_list) - 1:
player.rect.x = 120
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
else:
current_level_no = 1
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
if current_level_no == 0:
font2 = pygame.font.SysFont("windgdings",40)
text2 = font2.render("Finish all the levels! Arrow keys to move! ",True, red)
text3= font2.render("This is: STAR WARRIOR",True,red) #only one string can be rendered at a time so append variables to the string as a string
text4 = font2.render("Ps: black blocks harm you, beware!",True,white)
text5 = font2.render("to go to world 1, just use the down key. ",True, GREEN)
screen.blit(text2,[100,0])
screen.blit(text3,[100,50])
screen.blit(text4,[100,100])
screen.blit(text5,[100,150])
time.sleep(3)
else:
font2 = pygame.font.SysFont("windgdings",40)
text2 = font2.render("Finish all the levels! Arrow keys to move! ",True, red)
text3= font2.render("This is: STAR WARRIOR",True,red) #only one string can be rendered at a time so append variables to the string as a string
text4 = font2.render("Ps: black blocks harm you, beware!",True,white)
screen.blit(text2,[0,1000])
screen.blit(text3,[100,1000])
screen.blit(text4,[100,1000])
pygame.display.flip()
clock.tick(600)
pygame.quit()
if __name__ == "__main__":
main()
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