Ejemplo n.º 1
0
 def in_menu(self):
     '''Вся работа класса с меню. Отрисовывает меню,
      получает нажатые кнопки, некоторые кнопки обратавыет.'''
     self.menu.draw(self.window)
     # Проверка результата нажатий на кнопки меню
     result = self.menu.run(*self.mouse_pos,
                            pygame.mouse.get_pressed()[0])
     if result:
         if result[0] == 'loadl':  # Загружает уровень
             self.level_go = True
             with open(script_dir + 'settings.txt') as file:
                 self.key_list = [
                     int(i) for i in file.read().split('\n')
                 ]  # список горячих клавишь
                 self.complexity = self.key_list.pop(7)  # Сложность
             if int(result[1]) == 10:
                 self.load_boss_music()
             else:
                 self.load_level_music()
             self.level_now = levels.Level(result[-1], self.complexity)
             self.window = pygame.display.set_mode(
                 self.level_now.level_size)
         elif result[0] == 'main_menu':
             # закрытие уровня, длл кнопки на уровне (если переход не с уровня, ничего не произайдет)
             self.close_level()
             self.load_menu_music()
         elif result[0] == 'music':
             self.music_on = not self.music_on  # Для кнопки выключения музыки в настройках
             if self.music_on:
                 pygame.mixer.music.unpause()
             else:
                 pygame.mixer.music.pause()
Ejemplo n.º 2
0
 def maketree(self):
     base = levels.Level()
     for i, val in enumerate(self.p):
         n = node.Node(val)
         n.symbol = self.s[i]
         base.levels.append(n)
     base.sort_level()
     self.tree.append(base)
     while (len(self.tree[-1].levels) != 1):
         babies = self.tree[-1].levels[-self.d:]
         parent = self.make_parent(babies)
         level = levels.Level()
         level.levels.append(parent)
         for val in self.tree[-1].levels[:-self.d]:
             level.levels.append(val)
         level.sort_level()
         self.tree.append(level)
Ejemplo n.º 3
0
    def update(self):
        self.handle_events()

        if self.state == MENU:
            self.state = self.menu.update(self.mousedown)

            if self.state == LEVEL_RAND or self.state == LEVEL_1 or self.state == LEVEL_2 \
            or self.state == LEVEL_3 or self.state == LEVEL_4 or self.state == LEVEL_5:
                self.level = levels.Level(self.state)
            elif self.state == EXIT:
                pygame.quit()
                sys.exit()
        elif self.state == INSTR:
            pass
        else:
            self.level.update(self.mousedown)
Ejemplo n.º 4
0
 def __init__(self):
     super(Gameplay, self).__init__()
     self.levels = levels.Level(levels.levelList)
     self.next_state = "GAMEOVER"
Ejemplo n.º 5
0
def solo():
    all_platforms = [l.platforms_1, l.platforms_2]
    c.playing_solo = True
    #Main program loop to display framerate and handle exiting
    while c.playing_solo:
        #Sets frames per second for the game
        milliseconds = c.clock.tick(c.fps)

        #Screen reset to avoid multiple blits overlaying
        c.screen.fill(c.black)

        #When first ran, the player object is set using the Player class
        if c.second_timer == 0:
            main_menu.player_obj = player.Player()

        #If the player is below the bottom of the screen, they lose and the game over function is ran
        if main_menu.player_obj.rect.top - c.cameraY > c.screen_height:
            gamemode.show_gamemode = False
            game_over.over = True
            c.playing_solo = False
            game_over.game_over(False)

        #Applies gravity to the player by adding a set value to their y velocity each frame
        main_menu.player_obj.movey += c.gravity

        #Draws and updates the player
        main_menu.player_obj.draw(c.red)
        main_menu.player_obj.update()

        #Draws the floor for the player to start on (Player can only land and jump on platforms)
        l.floor.draw()

        #Generates sets of platforms from the all_platforms list with increasing offset to allow the player to jump up/higher
        if c.level_timer % c.max_level_timer == 0 and c.generate_platforms == True:
            c.levels.append(
                l.Level(random.choice(all_platforms),
                        650 * c.level_timer / c.max_level_timer, "y"))

        #Only allows generation of platforms within a set window of the player so that the game does not generate infinite platforms and slow down
        if len(c.levels) > 0:
            if (main_menu.player_obj.y) + 1000 < c.levels[0].offset:
                c.levels.pop(0)
            elif (main_menu.player_obj.y) - 1000 > c.levels[-1].offset:
                c.generate_platforms = False
            else:
                c.generate_platforms = True
                c.level_timer += 1

        #Draws the generated platforms from the levels list onto the screen
        for level in c.levels:
            level.draw()

        #Continually moves the camera upwards after the player moves off the ground
        c.cameraY -= c.camera_movement
        c.camera_movement = c.score / 500

        if main_menu.player_obj.y - 150 < c.cameraY:
            c.cameraY = main_menu.player_obj.y - 150
        """Calculate and display the score for the player,
        the score is calculated by using the player's y co-ordinate
        and turning it into relative magnitude number"""

        if c.score < ((-main_menu.player_obj.y) + 570) / 10:
            c.score = ((-main_menu.player_obj.y) + 570) / 10
        score_text = "Score:{0:.0f}".format(c.score)
        scoretext = c.score_font.render(score_text, 1, c.white, 150)
        c.screen.blit(scoretext, (5, 0))

        #Increases how fast the player charges their jump to make the game possible once the camera movement becomes faster
        main_menu.player_obj.jump_charge_increase = c.score / 1000

        #Primary loop for input handling.
        for event in pygame.event.get():
            if event.type == pygame.display.quit:
                main_menu.quit_game()
            #Handles the pressing of a key
            if event.type == pygame.KEYDOWN:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.player_speed = 3
                        main_menu.player_obj.charging = True
                        main_menu.player_obj.draw(c.red)
                        main_menu.player_obj.update()
                if event.key == pygame.K_ESCAPE:
                    pause.is_paused = True
                    pause.paused("solo")
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(-1)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(1)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(10)
                if event.key == ord("r"):
                    main_menu.start_solo()

            #Handles the releasing of a key
            if event.type == pygame.KEYUP:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.update()
                        main_menu.player_obj.control_y(
                            -15 * main_menu.player_obj.jump_charge -
                            main_menu.player_obj.jump_charge_increase * 8)
                        main_menu.player_obj.player_speed = 10
                        main_menu.player_obj.jump_charge = 0
                        main_menu.player_obj.charging = False
                        main_menu.player_obj.on_platform = False
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(0)

        #Sets screen boundaries and whether the player is on the floor or on a wall
        if main_menu.player_obj.x >= c.screen_width - main_menu.player_obj.player_width:
            main_menu.player_obj.x = c.screen_width - main_menu.player_obj.player_width
        if main_menu.player_obj.x <= 0:
            main_menu.player_obj.x = 0

        #Print framerate in the window caption
        pygame.display.set_caption("Skybound     FPS: {0:.0f}".format(
            c.clock.get_fps()))

        #Updates the display and increments the timers accordingly
        pygame.display.update()
        c.second_timer += 1

    pygame.display.quit()
Ejemplo n.º 6
0
        """Method for testing the level. Opens the main game in testing mode."""

        self.saveLevel(True)
        os.system("main.py -t -d")


if __name__ == "__main__":
    try:
        width = int(sys.argv[1])
        height = int(sys.argv[2])

        if width > 15 or height > 15:
            print("Width and height can be max 15 tiles.")
            sys.exit()

        level = levels.Level([], width, height)

        editor = LevelEditor(level)

    except (IndexError, TypeError):
        print("Not a valid input.")
        print("Usage: levelEditor.py <width> <height>")
        sys.exit()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                print("Exiting..")
                sys.exit()

            editor.mouseManager(event)
Ejemplo n.º 7
0
def main():
    """ Main Program """
    pygame.init()
    FPS = 60

    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()

    # Set the height and width of the screen

    screen = pygame.display.set_mode(config.SIZE, pygame.DOUBLEBUF, 32)

    pygame.display.set_caption("Super Mario Bros!")

    # Create the player
    player = Mario()

    # Set the current level
    current_level_no = 1
    current_level = levels.Level(player)

    load_level(current_level)

    active_sprite_list = pygame.sprite.Group()
    player.level = current_level

    player.rect.x = 120
    #Player always starts in the same point
    player.rect.y = config.SCREEN_HEIGHT - player.rect.height - 64
    active_sprite_list.add(player)

    #Loop until the user clicks the close button.
    done = False

    # -------- Main Program Loop -----------
    while not done:

        #Set Level Physics
        milliseconds = clock.tick(FPS)
        seconds = milliseconds / 1000.0  # seconds passed since last frame (float)
        playtime = current_level.physics_info['play_time'] + seconds
        current_level.physics_info['current_time'] = milliseconds
        current_level.physics_info['seconds'] = seconds
        current_level.physics_info['play_time'] = playtime

        for event in pygame.event.get():  # User did something
            if event.type == pygame.QUIT:  # If user clicked close
                done = True  # Flag that we are done so we exit this loop

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_s:
                    player.is_running = True
                if event.key == pygame.K_a and player.state != config.MARIO_STATE_JUMPING:
                    player.jump()

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_s:
                    player.is_running = False
                if event.key == pygame.K_a:
                    player.fight_gravity = False

        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            player.go_left()
        if keys[pygame.K_RIGHT]:
            player.go_right()
        if not keys[pygame.K_LEFT] and not keys[pygame.K_RIGHT]:
            player.stop()

        # Update the player.
        active_sprite_list.update()

        # Update items in the level
        current_level.update()

        # If the player gets near the right side, shift the world left (-x)
        LIMIT = config.SCREEN_WIDTH - config.SCREEN_PLAYER_OFFSET
        if player.rect.x >= LIMIT:
            diff = player.rect.x - LIMIT
            player.rect.x = LIMIT
            current_level.shift_world(-diff)

        # If the player gets to the end of the level, go to the next level
        current_position = player.rect.x + current_level.world_shift

        # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
        current_level.draw(screen)
        active_sprite_list.draw(screen)

        #print(current_level.physics_info)
        """
        pygame.display.set_caption("Millis({})/Seconds({})/PlayTime({}) limit FPS to {} (now: {:.2f})".format(
                       milliseconds, seconds, playtime, FPS,clock.get_fps()))
        """
        # Go ahead and update the screen with what we've drawn.
        pygame.display.flip()
    # Be IDLE friendly. If you forget this line, the program will 'hang'
    # on exit.
    pygame.quit()
def start_game(number_of_players, settings, screen, profiles, user_interface):

    upper_left = (settings.screen_width / 4, settings.screen_height / 4)
    upper_right = (3 * (settings.screen_width / 4), settings.screen_height / 4)
    lower_left = (settings.screen_width / 4, 3 * (settings.screen_height / 4))
    lower_right = (3 * (settings.screen_width / 4),
                   3 * (settings.screen_height / 4))
    ship_spawns = []
    if number_of_players == 1:
        ship_spawns.append(
            (settings.screen_width / 2, settings.screen_height / 2))
    elif number_of_players == 2:
        ship_spawns.append(upper_left)
        ship_spawns.append(lower_right)
    elif number_of_players == 3:
        ship_spawns.append(upper_left)
        ship_spawns.append(lower_right)
        ship_spawns.append(upper_right)
    elif number_of_players == 4:
        ship_spawns.append(upper_left)
        ship_spawns.append(lower_right)
        ship_spawns.append(upper_right)
        ship_spawns.append(lower_left)

    hud_size = (156, 70)
    # TODO these are measured values from the actual game, find a way to adjust these to screen size?
    hud_positions = [(0, 0),
                     (settings.screen_width - hud_size[0],
                      settings.screen_height - hud_size[1]),
                     (settings.screen_width - hud_size[0], 0),
                     (0, settings.screen_height - hud_size[1])]

    ships_group = pygame.sprite.Group()
    level = levels.Level(screen, settings.difficulty, ships_group)

    ships = []
    controls = []
    huds = []
    for i in list(range(0, number_of_players)):
        s = ship.Ship(ship_spawns[i], screen, (31, 31), profiles[i].ship_props,
                      i + 1, level)  # I start counting players from 1
        ships.append(s)
        ships_group.add(s)
        s.spawn()  # TODO move this somewhere else?
        controls.append(profiles[i].control_scheme)
        huds.append(hud.Hud(screen, hud_positions[i], s))

    for s in ships:
        s.enable_friendly_fire(ships_group)

    gf = game_functions.GameFunctions(ships, controls, huds, screen, level)
    clock = pygame.time.Clock()

    # Starting the main game loop
    while True:
        # makes the loop wait a certain amount of time to achieve 60 ticks per s
        clock.tick(60)

        gf.game_loop()
        if gf.game_has_ended:
            user_interface.chosen_number_of_players = -1
            break

        pygame.display.flip(
        )  # makes the most recently drawn frame/screen visible
Ejemplo n.º 9
0
def practice():
    practice_timer = 1
    all_platforms = [l.platforms_1, l.platforms_2]
    c.playing_practice = True
    adding_score = False
    removing_score = False
    #Main program loop to display framerate and handle exiting
    while c.playing_practice:
        if c.second_timer == 0:
            main_menu.player_obj = player.Player()
            
        #Screen reset to avoid multiple blits overlaying
        c.screen.fill(c.black)
        
        #Applies gravity to the player
        main_menu.player_obj.movey += c.gravity
        
        #Draws and updates the player
        main_menu.player_obj.draw(c.red)
        main_menu.player_obj.update()
        
        l.floor.draw()
        
        #Generates sets of platforms from the all_platforms list with increasing c.offset to allow the player to jump up/higher
        if c.level_timer % practice_timer == 0 and c.generate_platforms == True:
            c.levels.append(l.Level(random.choice(all_platforms), 650 * c.level_timer/practice_timer, "y"))

        #Only allows generation of platforms within a set window of the player so that the game does not generate infinite platforms and slow down
        if len(c.levels) > 0:
            #if (main_menu.player_obj.y)+15000 < c.levels[0].offset:
                #c.levels.pop(0)
            if (main_menu.player_obj.y)-20000 > c.levels[-1].offset:
                c.generate_platforms = False
            else:
                c.generate_platforms = True
                c.level_timer += 1
        
        #Draws the generated platforms from the levels list onto the screen
        for level in c.levels:
            level.draw()

        #Continually moves the camera upwards after the player moves off the ground
        c.cameraY -= c.camera_movement
        c.camera_movement = c.score/500

        if main_menu.player_obj.y-150 < c.cameraY:
            c.cameraY = main_menu.player_obj.y-150
        if main_menu.player_obj.y-400 > c.cameraY:
            c.cameraY = main_menu.player_obj.y-400
            
        """Calculate and display the score for the player,
        the score is calculated by using the player's y co-ordinate and turning it into relative magnitude number"""
        if c.score < ((-main_menu.player_obj.y)+570)/10:
            c.score = ((-main_menu.player_obj.y)+570)/10
        score_text = "Score:{0:.0f}".format(c.score)
        scoretext = c.score_font.render(score_text, 1, c.white, 150)
        c.screen.blit(scoretext, (5, 0))

        main_menu.player_obj.jump_charge_increase = c.score/1000

        #Sets frames per second for the game
        milliseconds = c.clock.tick(c.fps)
        
        #Primary loop for input handling
        for event in pygame.event.get():
            if event.type == pygame.display.quit:
                main_menu.quit_game()
            #Handles the pressing of a key
            if event.type == pygame.KEYDOWN:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.player_speed = 3
                        main_menu.player_obj.charging = True
                        main_menu.player_obj.draw(c.red)
                        main_menu.player_obj.update()
                if event.key == pygame.K_ESCAPE:
                    pause.is_paused = True
                    pause.paused("practice")
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(-1)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(1)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(10)
                if event.key == ord("r"):
                    main_menu.start_practice()
                if event.key == pygame.K_PAGEUP:
                    adding_score = True
                    c.score += 1
                if event.key == pygame.K_PAGEDOWN:
                    removing_score = True
                    
            #Handles the releasing of a key
            if event.type == pygame.KEYUP:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.update()
                        main_menu.player_obj.control_y(-15*main_menu.player_obj.jump_charge - main_menu.player_obj.jump_charge_increase*8)
                        main_menu.player_obj.player_speed = 10
                        main_menu.player_obj.jump_charge = 0
                        main_menu.player_obj.charging = False
                        main_menu.player_obj.on_platform = False
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(0)
                if event.key == pygame.K_PAGEUP:
                    adding_score = False
                if event.key == pygame.K_PAGEDOWN:
                    removing_score = False
                    
        if adding_score == True:
            c.score += 5
        if removing_score == True:
            if c.score >= 5:
                c.score -= 5
        
        #Sets screen boundaries and whether the player is on the floor or on a wall
        if main_menu.player_obj.x >= c.screen_width-main_menu.player_obj.player_width:
            main_menu.player_obj.x = c.screen_width - main_menu.player_obj.player_width
        if main_menu.player_obj.x <= 0:
            main_menu.player_obj.x = 0
                    
        #Print framerate in window caption
        pygame.display.set_caption("Skybound     FPS: {0:.0f}".format(c.clock.get_fps()))
        
        #Updates the display and increments the timers accordingly
        pygame.display.update()
        c.second_timer += 1
        
    pygame.display.quit()
Ejemplo n.º 10
0
def installer(installType, dialog="folder"):

    if installType == modes.GameMode:
        typeDict = modes.gamemodes
        typeModule = modes

    elif installType == items.ItemPack:
        typeDict = items.itempacks
        typeModule = items

    elif installType == levels.Level:
        typeDict = levels.levels
        typeModule = levels

    else:
        return False

    if dialog.lower() == "folder":
        installPath = easygui.diropenbox(title="Select expansion pack folder")

    elif dialog.lower() == "file":
        installPath = easygui.fileopenbox(
            title="Select expansion pack .zip file")

    else:
        return False

    if installPath == "" or installPath == None:
        return False

    installPathList = installPath.split("\\")

    if installPath.lower().endswith(".zip"):
        newExtensionName = installPathList[-1][:-4]
        isZip = True

    else:
        newExtensionName = installPathList[-1]
        isZip = False

    if newExtensionName in list(typeDict.keys()):
        message.showMessage(newExtensionName + " is already installed!")
        logger.addLog(newExtensionName + " is already installed!",
                      logger.loglevel["info"])
        return False

    else:
        message.showMessage("Installing " + installType.modeType +
                            newExtensionName)

        try:
            if os.path.isdir(installPath):
                shutil.copytree(
                    installPath,
                    os.getcwd() + typeModule.folder + newExtensionName)

                # DEBUG:
                while os.path.getsize(os.getcwd() + typeModule.folder +
                                      newExtensionName) < os.path.getsize(
                                          os.getcwd() + typeModule.folder +
                                          newExtensionName):
                    print("copying")

            else:
                if isZip:
                    with zipfile.ZipFile(installPath, "r") as zip_ref:
                        zip_ref.extractall(os.getcwd() + typeModule.folder +
                                           newExtensionName)

                else:
                    message.showMessage(
                        "The chosen extension is not a folder or zip file.")
                    logger.addLog(
                        newExtensionName +
                        " is not a valid folder or .zip file, cannot be installed!",
                        logger.loglevel["warning"])
                    return False

            try:
                if installType == modes.GameMode:
                    module = importlib.import_module("modes." +
                                                     newExtensionName)
                    modes.gamemodes[newExtensionName] = modes.GameMode(
                        module, newExtensionName)

                elif installType == items.ItemPack:
                    items.itempacks[newExtensionName] = items.ItemPack(
                        typeModule.folder[2:] + newExtensionName,
                        newExtensionName)

                elif installType == levels.Level:
                    levels.levels[newExtensionName] = levels.Level(
                        typeModule.folder[2:] + newExtensionName,
                        newExtensionName)
                corrupt = False

            except modes.PlatformerControllerNotFound:
                message.showMessage("Game Mode " + newExtensionName +
                                    " is corrupt, and has not been installed.")
                logger.addLog(
                    "PlatformerController does not exist in game mode " +
                    newExtensionName + ", game mode will not be loaded!",
                    logger.loglevel["warning"])
                corrupt = True

            except ModuleNotFoundError:
                message.showMessage("Game Mode " + newExtensionName +
                                    " is corrupt, and has not been installed.")
                logger.addLog(
                    "Game mode " + newExtensionName +
                    " is not properly structured, game mode will not be loaded!",
                    logger.loglevel["warning"])
                corrupt = True

            except items.ItemPackCorrupt as e:
                message.showMessage("Item Pack " + newExtensionName +
                                    " is corrupt, and has not been installed.")
                logger.addLog(e.message, logger.loglevel["warning"])
                corrupt = True

            except items.DependencyNotFound as e:
                message.showMessage("Item Pack " + newExtensionName +
                                    " is corrupt, and has not been installed.")
                logger.addLog(e.message, logger.loglevel["warning"])
                corrupt = True

            except levels.LevelCorrupt as e:
                message.showMessage("Level " + newExtensionName +
                                    " is corrupt, and has not been installed.")
                logger.addLog(e.message, logger.loglevel["warning"])
                corrupt = True

            except levels.DependencyNotFound as e:
                message.showMessage("Level " + newExtensionName +
                                    " is corrupt, and has not been installed.")
                logger.addLog(e.message, logger.loglevel["warning"])
                corrupt = True

            except levels.LevelDataCorrupt as e:
                message.showMessage("Level " + newExtensionName +
                                    " is corrupt, and has not been installed.")
                logger.addLog(e.message + "\n" + e.origEx,
                              logger.loglevel["warning"])
                corrupt = True

            finally:
                if corrupt:
                    shutil.rmtree(os.getcwd() + typeModule.folder +
                                  newExtensionName)
                    return False

            message.showMessage(
                "Installed " + installType.modeType + " " + newExtensionName +
                ". Please restart the game to use the new content.")
            logger.addLog(
                installType.modeType + " " + newExtensionName + " installed!",
                logger.loglevel["debug"])
            return True

        except Exception as e:
            message.showMessage("An error occured installing " +
                                installType.modeType + " " + newExtensionName)
            logger.addLog(
                "An error occured installing " + installType.modeType + " " +
                newExtensionName, logger.loglevel["warning"])
            logger.addLog(
                "Error installing " + installType.modeType + " " +
                newExtensionName + "\nException:\n" + str(e),
                logger.loglevel["debug"])
            return False
Ejemplo n.º 11
0
def vs():
    c.playing_vs = True
    all_platforms = [l.platforms_1, l.platforms_2]
    c.score2 = 0
    #Main program loop to display framerate and handle exiting
    while c.playing_vs:
        if c.second_timer == 0:
            main_menu.player_obj = player.Player()
            main_menu.player_obj2 = player.Player()
            main_menu.player_obj.x = c.screen_width-main_menu.player_obj.player_width
            
        #Screen reset to avoid multiple blits overlaying
        c.screen.fill(c.black)

        if main_menu.player_obj.rect.top - c.cameraY > c.screen_height:
            game_over.vs_over("Blue", False)
        elif main_menu.player_obj2.rect.top - c.cameraY > c.screen_height:
            game_over.vs_over("Red", False)

        if c.score < ((-main_menu.player_obj.y)+570)/10:
            c.score = ((-main_menu.player_obj.y)+570)/10
        if c.score2 < ((-main_menu.player_obj2.y)+570)/10:
            c.score2 = ((-main_menu.player_obj2.y)+570)/10
            
        score_text = "Score:{0:.0f}".format(c.score)
        scoretext = c.score_font.render(score_text, 1, c.red, 150)
        c.screen.blit(scoretext, (5, 0))

        score_text2 = "Score:{0:.0f}".format(c.score2)
        scoretext = c.score_font.render(score_text2, 1, c.blue, 150)
        c.screen.blit(scoretext, (5, 40))
        
        #Applies gravity to the players
        main_menu.player_obj.movey += c.gravity
        main_menu.player_obj2.movey += c.gravity
        
        #Draws and updates the players
        main_menu.player_obj.draw(c.red)
        main_menu.player_obj.update()
        
        main_menu.player_obj2.draw(c.blue)
        main_menu.player_obj2.update()
        
        l.floor.draw()
        
        #Generates sets of platforms from the all_platforms list with increasing c.offset to allow the players to jump up/higher
        if c.level_timer % c.max_level_timer == 0 and c.generate_platforms == True:
            c.levels.append(l.Level(random.choice(all_platforms), 650 * c.level_timer/c.max_level_timer, "y"))
            
        #Only allows generation of platforms within a set window of the players so that the game does not generate infinite platforms and slow down
        if len(c.levels) > 0:
            if (main_menu.player_obj2.y)+1000 < c.levels[0].offset:
                c.levels.pop(0)
            elif (main_menu.player_obj.y)+1000 < c.levels[0].offset:
                c.levels.pop(0)
            elif (main_menu.player_obj2.y)-1000 > c.levels[-1].offset:
                c.generate_platforms = False
            elif (main_menu.player_obj.y)-1000 > c.levels[-1].offset:
                c.generate_platforms = False
            else:
                c.generate_platforms = True
                c.level_timer += 1
        
        #Draws the generated platforms from the levels list onto the screen
        for level in c.levels:
            level.draw()

        #Continually moves the camera upwards once a set amount of time has passed
        c.cameraY -= c.camera_movement
        c.camera_movement = max(c.score/500, c.score2/500)

        if main_menu.player_obj.y-80 < c.cameraY:
            c.cameraY = main_menu.player_obj.y-80
        if main_menu.player_obj2.y-80 < c.cameraY:
            c.cameraY = main_menu.player_obj2.y-80

        main_menu.player_obj.jump_charge_increase = min(1, c.score/1000)
        main_menu.player_obj2.jump_charge_increase = min(1, c.score/1000)

        #Sets frames per second for the game
        milliseconds = c.clock.tick(c.fps)
        
        #Primary loop for input handling
        for event in pygame.event.get():
            if event.type == pygame.display.quit:
                main_menu.quit_game()
            #Handles the pressing of a key
            if event.type == pygame.KEYDOWN:
                #PLAYER 2 CONTROLS
                if event.key == c.up:
                    if main_menu.player_obj2.on_platform == True:
                        main_menu.player_obj2.player_speed = 3
                        main_menu.player_obj2.charging = True
                        main_menu.player_obj2.draw(c.blue)
                        main_menu.player_obj2.update()
                if event.key == pygame.K_ESCAPE:
                    pause.is_paused = True
                    pause.paused_vs()
                if event.key == c.left:
                    main_menu.player_obj2.control_x(-1)
                if event.key == c.right:
                    main_menu.player_obj2.control_x(1)
                if event.key == c.down:
                    main_menu.player_obj2.control_y(10)

                #PLAYER 1 CONTROLS
                if event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.player_speed = 3
                        main_menu.player_obj.charging = True
                        main_menu.player_obj.draw(c.red)
                        main_menu.player_obj.update()
                if event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(-1)
                if event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(1)
                if event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(10)
                    
            #Handles the releasing of a key
            if event.type == pygame.KEYUP:
                if event.key == c.up:
                    if main_menu.player_obj2.on_platform == True:
                        main_menu.player_obj2.update()
                        main_menu.player_obj2.control_y(-15*main_menu.player_obj2.jump_charge - main_menu.player_obj2.jump_charge_increase*8)
                        main_menu.player_obj2.player_speed = 10
                        main_menu.player_obj2.jump_charge = 0
                        main_menu.player_obj2.charging = False
                        main_menu.player_obj2.on_platform = False
                if event.key == c.left:
                    main_menu.player_obj2.control_x(0)
                if event.key == c.right:
                    main_menu.player_obj2.control_x(0)
                if event.key == c.down:
                    main_menu.player_obj2.control_y(0)

                if event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.update()
                        main_menu.player_obj.control_y(-15*main_menu.player_obj.jump_charge - main_menu.player_obj.jump_charge_increase*8)
                        main_menu.player_obj.player_speed = 10
                        main_menu.player_obj.jump_charge = 0
                        main_menu.player_obj.charging = False
                        main_menu.player_obj.on_platform = False
                if event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(0)
                if event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(0)
                if event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(0)
                    
        #Sets screen boundaries and whether either player is on the floor or on a wall
        if main_menu.player_obj.x >= c.screen_width-main_menu.player_obj.player_width:
            main_menu.player_obj.x = c.screen_width - main_menu.player_obj.player_width
        if main_menu.player_obj.x <= 0:
            main_menu.player_obj.x = 0
            
        if main_menu.player_obj2.x >= c.screen_width-main_menu.player_obj2.player_width:
            main_menu.player_obj2.x = c.screen_width - main_menu.player_obj2.player_width
        if main_menu.player_obj2.x <= 0:
            main_menu.player_obj2.x = 0
                    
        #Print framerate in window caption
        pygame.display.set_caption("Skybound     FPS: {0:.0f}".format(c.clock.get_fps()))
        
        #Updates the display and increments the timers accordingly
        pygame.display.update()
        c.second_timer += 1
    pygame.display.quit()