def finish(self): ######################################### # HANDLES LEVEL COMPLETION ######################################### pygame.time.wait(3000) pygame.display.flip() try: self.lvl += 1 #i'm sorry <3 except: self.lvl = self.lvl ######################################### # CHANGES LAVA TO WATER! ######################################### if self.lvl == 9: Lava.images = [data.load_image('water%s.png'%image)for image in xrange(0,2)] self.clear_level() self.level = Level(self.lvl) self.bg = self.bgcolor[self.lvl][0] self.player = Player((0,0),self.toon) self.camera = Camera(self.player,self.level.width()) self.screen.fill((0,0,0)) pygame.display.flip() data.play_music(self.bgcolor[self.lvl][1]) self.mworld = 1 + (self.lvl-1)/4 if self.lvl != 9: pygame.display.set_caption('World %s-%s'%(self.mworld,(self.lvl-1)%4+1)) else: pygame.display.set_caption('Princess Peach\'s Castle') self.info()
def __init__(self,screen): self.screen = screen self.clock = pygame.time.Clock() self.fox = pygame.transform.scale(data.load_image('fox.bmp'),(640,460)) self.font = pygame.font.Font(data.filepath('smb256.ttf'),28) data.play_music('fox.wav') pygame.display.set_caption('WHAT DOES THE FOX SAY?!') self.main_loop()
def __init__(self,screen,start=0): self.screen = screen self.start = start self.clock = pygame.time.Clock() self.time = random.choice(xrange(4000,7000)) self.count = 3 self.image = pygame.image.load(data.filepath('load.bmp')) data.play_music('load.wav') self.main_loop()
def __init__(self,screen): self.screen = screen self.title = pygame.transform.scale(data.load_image('sm3.png'),(640,460)) self.menu = genmenu(['START', lambda: placeholder1(screen)],['RESUME', lambda: placeholder2(screen)], ['HOW TO PLAY', lambda: placeholder3(screen)], ['QUIT', lambda: quit()]) self.menu.changeFont('smb256.ttf',28) self.menu.position(430,260) self.menu.defaultColor((0,0,0)) self.menu.choiceColor((255,0,125)) self.clock = pygame.time.Clock() pygame.display.set_caption('Super Mario Bros. 3') data.play_music('title.wav') event = pygame.event.get() self.menu.create(self.screen) self.menu.choose(event) self.main_loop()
def __init__(self,screen): self.screen = screen self.title = pygame.transform.scale(data.load_image('select.jpg'),(640,460)) self.menu = charMenu(['Mario', lambda: playMario(screen)],['Luigi', lambda: playLuigi(screen)], ['Toad', lambda: playToad(screen)], ['Yoshi', lambda: playPokemonTrainer(screen)]) self.menu.changeFont('smb256.ttf',28) self.menu.position(100,375) self.menu.setSpace(15) self.menu.choiceColor((255,0,125)) self.font = pygame.font.Font(data.filepath('smb256.ttf'),28) self.clock = pygame.time.Clock() events = pygame.event.get() data.play_music('characterselect.wav') event = pygame.event.get() pygame.display.set_caption('Character Selection') self.menu.create(self.screen) self.menu.choose(event) self.main_loop()
def __init__(self, screen): self.screen = screen self.title = pygame.transform.scale(data.load_image('sm3.png'), (640, 460)) self.menu = genmenu(['START', lambda: placeholder1(screen)], ['RESUME', lambda: placeholder2(screen)], ['QUIT', lambda: quit()]) self.menu.changeFont('smb256.ttf', 28) self.menu.position(430, 260) self.menu.defaultColor((0, 0, 0)) self.menu.choiceColor((255, 0, 125)) self.clock = pygame.time.Clock() pygame.display.set_caption('Super Mario Bros. 3') data.play_music('title.wav') event = pygame.event.get() self.menu.create(self.screen) self.menu.choose(event) self.main_loop()
def __init__(self, screen): self.screen = screen self.clock = pygame.time.Clock() self.image = pygame.image.load(data.filepath('save.bmp')) data.play_music('save.wav') self.font = pygame.font.Font(data.filepath('smb256.ttf'), 28) self.font2 = pygame.font.Font(data.filepath('smb256.ttf'), 24) self.saves = savefile.Savefile().read() #MAX read of 3 at the moment pygame.display.set_caption('Load Game') if self.makeMenu() != False: self.state = True else: self.state = self.makeMenu() if self.state: self.menu.changeFont('smb256.ttf', 28) self.menu.position(200, 120) self.menu.defaultColor((0, 0, 0)) self.menu.choiceColor((255, 0, 125)) self.main_loop()
def __init__(self, screen): self.screen = screen self.title = pygame.transform.scale(data.load_image('select.png'), (640, 460)) self.menu = charMenu(['Mario', lambda: playMario(screen)], ['Luigi', lambda: playLuigi(screen)], ['Toad', lambda: playToad(screen)], ['Yoshi', lambda: playPokemonTrainer(screen)]) self.menu.changeFont('smb256.ttf', 28) self.menu.position(100, 375) self.menu.setSpace(15) self.menu.choiceColor((255, 0, 125)) self.font = pygame.font.Font(data.filepath('smb256.ttf'), 28) self.clock = pygame.time.Clock() events = pygame.event.get() data.play_music('characterselect.wav') event = pygame.event.get() pygame.display.set_caption('Character Selection') self.menu.create(self.screen) self.menu.choose(event) self.main_loop()
def redo(self): ######################################### # REINITIALIZES THE GAME WITH 1 LESS LIFE. ######################################### pygame.display.flip() self.clear_level() self.level = Level(self.lvl) self.bg = self.bgcolor[self.lvl][0] self.player = Player((0,0),self.toon) self.camera = Camera(self.player,self.level.width()) self.screen.fill((0,0,0)) pygame.display.flip() data.play_music(self.bgcolor[self.lvl][1]) self.mworld = 1 + (self.lvl-1)/4 if self.lvl != 9: pygame.display.set_caption('World %s-%s'%(self.mworld,self.lvl)) else: pygame.display.set_caption('Princess Peach\'s Castle') self.info() self.diefix = 0 self.flagged = 0
def playMario(screen): data.play_music('pickmario.wav', 1, 1) game.Game(screen, 'Mario') pass
def playPokemonTrainer(screen): data.play_music('pickyoshi.wav', 1, 1) game.Game(screen, 'Yoshi') pass
def playToad(screen): data.play_music('picktoad.wav', 1, 1) game.Game(screen, 'Toad') pass
def playLuigi(screen): data.play_music('pickluigi.wav', 1, 1) game.Game(screen, 'Luigi') pass
def playMario(screen): print 'Player chose Mario!' data.play_music('pickmario.wav',1,1) transition.TransitionScreen('Mario',screen) pass
def __init__(self, screen,toon, level=1,lives=3): ######################################### # SET UP SCREEN, FPS MONITOR (CLOCK), AND SPRITES ######################################### self.screen = screen self.clock = pygame.time.Clock() self.sprites = pygame.sprite.OrderedUpdates() self.character = pygame.sprite.OrderedUpdates() self.flags = pygame.sprite.OrderedUpdates() self.death = pygame.sprite.OrderedUpdates() self.platforms = pygame.sprite.OrderedUpdates() self.enemies = pygame.sprite.OrderedUpdates() self.mushrooms = pygame.sprite.OrderedUpdates() self.coins = pygame.sprite.OrderedUpdates() self.questions = pygame.sprite.OrderedUpdates() self.stationary = pygame.sprite.OrderedUpdates() self.traps = pygame.sprite.OrderedUpdates() self.movingplatforms = pygame.sprite.OrderedUpdates() self.cannons = pygame.sprite.OrderedUpdates() self.bases = pygame.sprite.OrderedUpdates() self.coinquestions = pygame.sprite.OrderedUpdates() self.upplat = pygame.sprite.OrderedUpdates() self.brickquestions = pygame.sprite.OrderedUpdates() self.breakable = pygame.sprite.OrderedUpdates() self.powerup = pygame.sprite.OrderedUpdates() self.starquestions = pygame.sprite.OrderedUpdates() self.missles = pygame.sprite.OrderedUpdates() self.fire = pygame.sprite.OrderedUpdates() self.bridges = pygame.sprite.OrderedUpdates() self.switches = pygame.sprite.OrderedUpdates() self.hazards = pygame.sprite.OrderedUpdates() self.flares = pygame.sprite.OrderedUpdates() ######################################### # IMAGES - all images cited in citations.txt ######################################### if toon == 'Mario': Player.move_images = [data.load_image('mario1.png'), data.load_image('mario2.png'), data.load_image('mario3.png'), data.load_image('mario4.png'), data.load_image('mario1.png'), data.load_image('mario5.png')] if toon == 'Luigi': Player.move_images = [data.load_image('luigi1.png',1.435), data.load_image('luigi2.png',1.513), data.load_image('luigi3.png',1.513), data.load_image('luigi4.png',1.47), data.load_image('luigi1.png',1.435), data.load_image('luigi5.png',1.55)] if toon == 'Yoshi': Player.move_images = [data.load_image('yoshi1.png',1.75), data.load_image('yoshi2.png',1.694), data.load_image('yoshi3.png',1.696), data.load_image('yoshi4.png',1.694), data.load_image('yoshi1.png',1.75), data.load_image('yoshirand.png',1.6)] if toon == 'Toad': Player.move_images = [data.load_image('toad1.png'), data.load_image('toad2.png'), data.load_image('toad3.png'), data.load_image('toad4.png'), data.load_image('toad1.png'), data.load_image('toad5.png')] Cloud.image = data.load_image('cloud.png') Question.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] MushroomQuestion.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] StarBox.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] BrickQuestion.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] CoinQuestion.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] Coin.images = [data.load_image('coin%s.png'%image) for image in xrange(1,9)] Platform.image = data.load_image('platform-top.png') Brick.image = data.load_image('platform-brick.png') Bush.image = data.load_image('bush-1.png') Goomba.images = [data.load_image('goomba%s.png'%image)for image in xrange(1,4)] JumpPlatform.image = data.load_image('platform-air.png') OneUp.image = data.load_image('1up2.png') Pipe.image = data.load_image('pipe.png') Hill.image = data.load_image('hill.png') Flag.images = [data.load_image('flagpole%s.png' %image) for image in xrange(1,5)] Castle.image = data.load_image('castle.png') VenusFlyTrap.images = [data.load_image('redvenus%s.png' % image) for image in xrange(1,3)] BigPipe.image = data.load_image('bigpipe.png') RedKoopa.images = [data.load_image('redkoopa%s.png'%image) for image in xrange(1,4)] GreenKoopa.images = [data.load_image('greenkoopa%s.png'%image) for image in xrange(1,4)] DoubleCloud.image = data.load_image('doublecloud.png') BigTree.image = data.load_image('bigtree.png') Tree.image = data.load_image('tree.png') Fence.image = data.load_image('fence.png') RedKoopa.images = [data.load_image('redkoopa%s.png'%image) for image in xrange(1,4)] GrassLeft.image = data.load_image('grassleft.png') GrassMiddle.image = data.load_image('grassmiddle.png') GrassRight.image = data.load_image('grassright.png') GrassSupport.images = [data.load_image('grasssupport%s.png'%image) for image in xrange(0,4)] CrossGrass.images = [data.load_image('grass%s.png'%image)for image in xrange(1,4)] Wall.image = data.load_image('wall.png') Moving.image = data.load_image('moving.png') BigMoving.image = data.load_image('bigmoving.png') BigCannon.images = [data.load_image('cannonbig%s.png'%image) for image in xrange(1,3)] SmallCannon.images = [data.load_image('smallcannon%s.png'%image) for image in xrange(1,3)] Cannon.images = [data.load_image('cannon%s.png' % image) for image in xrange(1,3)] GrabCoin.images = [data.load_image('c%s.png' % image) for image in xrange(1,4)] GreenVenusFlyTrap.images = [data.load_image('vblue%s.png'%image)for image in xrange(0,2)] GrabShroom.images = [data.load_image('c%s.png' % image) for image in xrange(1,4)] BrickShroom.image = data.load_image('brickbreaker.png') Star.images = [data.load_image('star%s.png'%image)for image in xrange(0,8)] Bullet.image = data.load_image('bullet.png') CastleBrick.image = data.load_image('cbrick.png') Lava.images = [data.load_image('lava%s.png'%image)for image in xrange(0,2)] if level == 9: Lava.images = [data.load_image('water%s.png'%image)for image in xrange(0,2)] FireBlock.image = data.load_image('qempty.png') Bridge.image = data.load_image('bridge.png') Switch.image = data.load_image('switch.png') Bowser.image = data.load_image('bowser.png') FireBall.images = [data.load_image('fireball%s.png'%image,1.5)for image in xrange(0,6)] GoombaDie.image = data.load_image('goomba3.png') BowserCastle.image = data.load_image('bigcastle.png') Spike.image = data.load_image('spike.png') PeachCastle.image = data.load_image('peach.png',1) Flare.images = [data.load_image('flare%s.png'%image)for image in xrange(0,4)] ######################################### # SPRITE GROUPS ######################################### Flare.groups = self.flares, self.sprites PeachCastle.groups = self.sprites BowserCastle.groups = self.sprites Player.groups = self.sprites, self.character,self.death Cloud.groups = self.sprites, Question.groups = self.sprites, self.platforms, self.questions, self.stationary MushroomQuestion.groups = self.sprites, self.platforms, self.questions, self.stationary, self.upplat CoinQuestion.groups = self.sprites, self.platforms, self.questions, self.stationary, self.coinquestions BrickQuestion.groups = self.sprites, self.platforms, self.questions, self.stationary, self.brickquestions StarBox.groups = self.sprites, self.platforms, self.questions, self.stationary, self.starquestions Coin.groups = self.sprites,self.coins, Platform.groups = self.sprites,self.platforms,self.stationary,self.bases CastleBrick.groups = self.sprites,self.platforms,self.stationary Brick.groups = self.sprites, self.platforms, self.stationary, self.breakable Bush.groups = self.sprites Goomba.groups = self.sprites, self.enemies JumpPlatform.groups = self.sprites, self.platforms, self.stationary OneUp.groups = self.sprites, self.mushrooms Pipe.groups = self.sprites, self.platforms, self.stationary Hill.groups = self.sprites Flag.groups = self.sprites, self.flags Castle.groups = self.sprites VenusFlyTrap.groups = self.sprites, self.traps BigPipe.groups = self.sprites, self.platforms, self.stationary RedKoopa.groups = self.sprites, self.enemies GreenKoopa.groups = self.sprites, self.enemies DoubleCloud.groups = self.sprites Tree.groups = self.sprites BigTree.groups = self.sprites Fence.groups = self.sprites RedKoopa.groups = self.sprites, self.enemies GrassLeft.groups = self.sprites, self.platforms, self.stationary GrassMiddle.groups = self.sprites, self.platforms, self.stationary GrassRight.groups = self.sprites, self.platforms, self.stationary GrassSupport.groups = self.sprites, self.platforms, self.stationary CrossGrass.groups = self.sprites Wall.groups = self.sprites Moving.groups = self.sprites, self.platforms, self.movingplatforms BigMoving.groups = self.sprites, self.platforms, self.movingplatforms BigCannon.groups = self.sprites, self.platforms, self.stationary, self.cannons Cannon.groups = self.sprites, self.platforms, self.stationary, self.cannons SmallCannon.groups = self.sprites, self.platforms, self.stationary, self.cannons Death.groups = self.sprites,self.death GrabShroom.groups = self.sprites GrabCoin.groups = self.sprites, GreenVenusFlyTrap.groups = self.sprites, self.traps BrickShroom.groups = self.sprites, self.mushrooms Spike.groups = self.sprites, self.hazards Star.groups = self.sprites, self.powerup Bullet.groups = self.sprites, self.missles Lava.groups = self.sprites FireBlock.groups = self.sprites,self.platforms,self.stationary Bridge.groups = self.sprites,self.platforms,self.stationary,self.bridges Switch.groups = self.sprites,self.platforms,self.stationary,self.switches Bowser.groups = self.sprites,self.enemies FireBall.groups = self.sprites,self.fire GoombaDie.groups = self.sprites GreenKoopaDeath.groups = self.sprites Message.groups = self.sprites VenusDie.groups = self.sprites GreenVenusDie.groups = self.sprites RedKoopaDeath.groups = self.sprites # self.sprites = sprites w/ no interactions # self.character = the player # self.flags = flags @ end of level # self.death = keep track of death pictures # self.platforms = everything that you can stand on # self.enemies = all the enemies # self.mushrooms = powerups etc # self.coins = coins... # self.questions = question blocks # self.stationary = sprites which do not move # self.traps = the plants that eat you # self.movingplatforms = self explanatory # self.cannons = cannons # self.bases = floors for the plants # self.coinquestions = questions that spit coins # self.upplat = questions that spit 1up # self.brickquestions = questions that spit brickbreater /megamushroom # self.breakable = sprites that can be destroyed # self.powerup = ... power ups # self.starquestions = invincibility questions # self.missles = bullet bills # self.fire = bowser fire # self.bridges = bowser bridge # self.switches = bowser switch # self.hazards = bowser spikes ######################################### # SOUNDS ######################################### self.coinsound = data.load_sound('coin.wav',1) self.power = data.load_sound('getshroom.wav',1) self.complete = data.load_sound('flag.wav',1) ######################################### # MENUS ######################################### self.menu = genmenu(['Resume', lambda: self.placeholder()],['Save Game', lambda: self.placeholder1()],['Quit Game',lambda: self.placeholder2(self.screen)]) self.menu.changeFont('Raleway Thin.ttf',28) self.menu.position(320,200) self.menu.defaultColor((255,255,255)) self.menu.choiceColor((0,255,0)) self.menu2 = genmenu(['FILE OPEN', lambda: self.save1(self.toon,self.lvl,self.lives)],['FILE OPEN', lambda: self.save2(self.toon,self.lvl,self.lives)],['FILE OPEN',lambda: self.save3(self.toon,self.lvl,self.lives)]) self.save_menu() self.menu2.changeFont('smb256.ttf',28) self.menu2.position(320,200) self.menu2.defaultColor((0,0,0)) self.menu2.choiceColor((255,0,125)) ######################################### # FONTS ######################################### self.font = pygame.font.Font(data.filepath('smb256.ttf'),20) self.font4 = pygame.font.Font(data.filepath('smb256.ttf'),36) self.font2 = pygame.font.Font(data.filepath('Raleway Thin.ttf'),14) self.font3 = pygame.font.Font(data.filepath('Raleway Thin.ttf'),24) ######################################### # FLAGS / GAME VALUES ######################################### self.start = 1 self.saving = 0 self.diefix = 0 self.paused = 0 self.toon = toon self.score = 000 self.chill = 0 self.record = '' self.flagged = 0 self.lives = lives self.powertracker = 0 self.cheat_enabled = 0 ######################################### # LEVEL CREATION ######################################### self.lvl = level self.bgcolor = get_bg() self.level = Level(self.lvl) self.player = Player((000,00),toon) self.bg = self.bgcolor[self.lvl][0] data.play_music(self.bgcolor[self.lvl][1]) self.camera = Camera(self.player,self.level.width()) ######################################### # LOAD SCORES ######################################### if Savefile('scores.txt').readscore() == None: self.highscore = 0 else: self.highscore = int(Savefile('scores.txt').readscore()) ######################################### # AESTHETIC CHANGES ######################################### self.mworld = 1 + (self.lvl-1)/4 self.stage = (self.lvl-1)%4+1 if level != 9: pygame.display.set_caption('World %s-%s'%(self.mworld,self.stage)) else: pygame.display.set_caption('Princess Peach\'s Castle') ######################################### # INITIALIZE GAME ######################################### self.main_loop()
def playPokemonTrainer(screen): print 'Player chose Dinosaur!' data.play_music('pickyoshi.wav',1,1) transition.TransitionScreen('Yoshi',screen) pass
def playToad(screen): print 'Player chose Toad!' data.play_music('picktoad.wav',1,1) transition.TransitionScreen('Toad',screen) pass
def playLuigi(screen): print 'Player chose Luigi!' data.play_music('pickluigi.wav',1,1) transition.TransitionScreen('Luigi',screen) pass
def main_loop(self): while self.start: if not self.paused: self.clock.tick(60) self.camera.update() # for guy in self.character: # guy.update() ######################################### # HANDLES NO CLIPPING TOGGLING ######################################### if self.cheat_enabled: self.player.no_clip = 1 self.player.clear_collisions() else: self.player.no_clip = 0 ######################################### # DEALS WITH NO CLIP INVICIBILITY ######################################### if self.record == 'konami' and not self.chill and self.lvl != 9: print 'C H E A T E N A B L E D' self.cheat_enabled = 1 self.chill = 1 data.stop_music() data.play_music('winner.wav') if self.lvl == 9 and self.cheat_enabled: self.cheat_enabled = 0 print 'C H E A T D I S A B L E D' print 'You no longer need to cheat. You cannot die in this sanctuary.' ######################################### # FIX FOR MULTIPLE DYING SOUNDS, DYING IN GENERAL ######################################### if self.flagged: if self.diefix == 0: die = data.load_sound('die.wav') die.play() self.diefix += 1 self.playerdie() ######################################### # PRECAUTION IF FLAG DOES NOT CATCH YOU FOR SOME REASON ######################################### if self.player.rect.right > self.level.size: self.player.rect.right = self.level.size ######################################### # KILLS YOU/SAVES YOU IF YOU FALL ######################################### if self.player.rect.top > 460 and not self.player.invuln: self.player.life -= 1 self.flagged = 1 self.playerdie() elif self.player.rect.bottom > 460 and self.player.invuln and not self.cheat_enabled: self.player.rect.bottom = 460 self.player.save = 1 ######################################### # HANDLES INVULNERABILITY ######################################### for toon in self.sprites: toon.update() if not self.cheat_enabled: if self.player.invuln: self.player.timer += 1 if self.player.timer > 250000: self.player.invuln = 0 self.player.timer = 0 self.player.save = 0 ######################################### # CANNOT LOSE VICTORY LEVEL ######################################### if self.lvl == 9 or self.cheat_enabled: self.player.invuln = 1 for platform in self.platforms: platform.update() if self.player.no_clip != 1: self.player.collide(self.platforms) for banner in self.flags: banner.update() if self.player.rect.centerx >= banner.rect.centerx and self.lvl !=9: pygame.mixer.music.stop() self.complete.play() self.score += 460-self.player.rect.bottom self.finish() elif self.player.rect.centerx >= banner.rect.centerx: self.score += 1000 self.win_game() ######################################### # HANDLES CANNON FIRING ######################################### for weapon in self.cannons: if abs(weapon.rect.centerx-self.player.rect.centerx) < 400: if self.player.rect.centerx < weapon.rect.centerx: weapon.chance() ######################################### # COIN EXTRACTION ######################################### for block in self.coinquestions: if block.rect.bottom == self.player.rect.top and (block.rect.left-15 < self.player.rect.centerx < block.rect.right+15): block.bing() ######################################### # HANDLES BULLET BILLS ######################################### for bomb in self.missles: if (bomb.rect.left - 20 < self.player.rect.centerx < bomb.rect.right + 20) and (0 < bomb.rect.top-self.player.rect.bottom < 5): self.score += 245 self.player.up = -6 GrabCoin((bomb.rect.left,bomb.rect.top)) bomb.kill() self.player.rect.bottom = bomb.rect.top-1 elif self.player.rect.colliderect(bomb.rect): if self.player.invuln: self.score += 20 GrabCoin((bomb.rect.left,bomb.rect.top)) bomb.kill() else: self.player.life -= 1 self.flagged = 1 self.playerdie() bomb.update() ######################################### # HANDLES BOWSER FIRE AND FLARES ######################################### for heat in self.fire: heat.update() if self.player.rect.colliderect(heat.rect): if self.player.invuln != 1: self.player.life -= 1 self.flagged = 1 self.playerdie() else: heat.kill() for flare in self.flares: if self.player.rect.colliderect(flare.rect): if self.player.invuln: flare.kill() else: self.player.life -= 1 self.flagged = 1 self.playerdie() ######################################### # HANDLES QUESTIONBLOCK EXTRACTION ######################################### for block in self.upplat: if block.rect.bottom == self.player.rect.top and (block.rect.left-15 < self.player.rect.centerx < block.rect.right+15): block.bing() for block in self.brickquestions: if block.rect.bottom == self.player.rect.top and (block.rect.left-15 < self.player.rect.centerx < block.rect.right+15): block.bing() for block in self.starquestions: if block.rect.bottom == self.player.rect.top and (block.rect.left-15 < self.player.rect.centerx < block.rect.right+15): block.bing() ######################################### # HANDLES BRICK DEMOLITION ######################################### for block in self.breakable: if block.rect.bottom == self.player.rect.top and (block.rect.left-15 < self.player.rect.centerx < block.rect.right+15): if self.player.breaker == 1: block.bing() if block.hits >= 9: block.kill() self.score += 10 ######################################### # HANDLES MUSHROOMS ######################################### for shroom in self.mushrooms: shroom.update() shroom.collide(self.platforms) if self.player.rect.colliderect(shroom.rect): shroom.kill() self.power.play() if shroom.name == 'brick': self.player.breaker = 1 self.score += 45 #self.player.magic() if shroom.name == 'life': self.lives += 1 self.score += 30 GrabShroom(shroom.rect.topleft,shroom.name) ######################################### # HANDLES STARS ######################################### for star in self.powerup: star.update() if self.player.rect.colliderect(star.rect): star.kill() self.power.play() if self.player.invuln == 0: self.player.invuln = 1 GrabShroom(star.rect.topleft,star.name) ######################################### # HANDLES COINS ######################################### for coin in self.coins: if self.player.rect.colliderect(coin.rect): coin.kill() self.score += 50 self.coinsound.play() GrabCoin(coin.rect.topleft) ######################################### # HANDLES SPIKES ######################################### for dagger in self.hazards: if self.player.rect.colliderect(dagger.rect): if self.player.invuln != 1: self.player.life -= 1 self.flagged = 1 self.playerdie() else: dagger.kill() ######################################### # HANDLES ENEMY COLLISIONS AND BOWSER BEHAVIOR ######################################### for enemy in self.enemies: enemy.update() enemy.collide(self.stationary) if enemy.name == 'Bowser': if self.player.rect.centerx+3000 >= enemy.x: if self.player.rect.right - enemy.rect.left < -75: enemy.play((self.player.rect.right,self.player.rect.top)) elif self.player.rect.right - enemy.rect.left > -75: enemy.defeat() if self.player.rect.colliderect(enemy.rect): if not self.player.invuln: self.player.life -=1 self.flagged = 1 self.playerdie() if enemy.name != 'Bowser': if (enemy.rect.left - 17 < self.player.rect.centerx < enemy.rect.right + 17) and (0 < enemy.rect.top-self.player.rect.bottom < 8): if enemy.name == 'Goomba': self.score += 100 if enemy.name == 'RedKoopa': self.score += 195 if enemy.name == 'GreenKoopa': self.score += 165 self.player.up = -6 enemy.flag() self.player.rect.bottom = enemy.rect.top-1 elif self.player.rect.colliderect(enemy.rect): if self.player.invuln: self.score += 20 enemy.flag() else: if self.player.breaker == 0: self.player.life -= 1 self.flagged = 1 self.playerdie() else: enemy.flag() self.player.rect.bottom = enemy.rect.top-1 self.player.breaker = 0 #self.player.magic() ######################################### # HANDLES BOWSER SWITCH KILLER ######################################### for operator in self.switches: if self.player.rect.bottom == operator.rect.top and (operator.rect.left-16 < self.player.rect.centerx < operator.rect.right+16): for piece in self.bridges: piece.kill() for enemy in self.enemies: if enemy.name == 'Bowser': enemy.die() if self.player.rect.centerx > operator.rect.right: for piece in self.bridges: piece.kill() for enemy in self.enemies: if enemy.name == 'Bowser': enemy.die() if self.player.rect.left > operator.rect.right+50 and operator.dead == 0: x = operator.x y = operator.y for mult in xrange(0,8): CastleBrick((x,y-32*mult),None) win = data.load_sound('break.wav',1) win.play() self.score += 500 operator.dead += 1 ######################################### # HANDLES PLANTS ######################################### for venus in self.traps: venus.update() venus.collide(self.bases) if self.player.rect.colliderect(venus.rect): die = data.load_sound('stomp.wav',1) if self.player.invuln: venus.die() else: if self.player.breaker == 0: self.player.life -= 1 self.flagged = 1 self.playerdie() else: self.player.breaker = 0 venus.die() ######################################### # HANDLES EVENTS AND CHEAT CODES ######################################### events = pygame.event.get() for event in events: if event.type == QUIT: sys.exit() return if event.type == KEYDOWN: if event.key == K_ESCAPE: self.paused = 1 if event.key == K_SPACE: if not self.player.no_clip: self.player.jump() if self.record == '': if event.key == K_k: self.record += 'k' if event.key == K_o and self.record == 'k': self.record += 'o' if event.key == K_n and self.record == 'ko': self.record += 'n' if event.key == K_a and self.record == 'kon': self.record += 'a' if event.key == K_m and self.record == 'kona': self.record += 'm' if event.key == K_i and self.record == 'konam': self.record += 'i' if self.record == 'konami': if event.key == K_BACKQUOTE: okay = 1 for sprite in self.platforms: if self.player.rect.colliderect(sprite.rect): okay = 0 if okay: self.record = '' self.chill = 0 self.cheat_enabled = 0 self.player.invuln = 0 print 'C H E A T D I S A B L E D' data.stop_music() data.play_music(self.bgcolor[self.lvl][1]) else: print 'This is not a valid location to turn on clipping!' ######################################### # HANDLES SCREEN CREATION ######################################### if not self.paused: self.screen.blit(self.bg, ((-self.camera.rect.x/1)%640, 0)) self.screen.blit(self.bg, ((-self.camera.rect.x/1)%640 + 640, 0)) self.screen.blit(self.bg, ((-self.camera.rect.x/1)%640 - 640, 0)) self.camera.create_world(self.screen, self.sprites) self.info() pygame.display.flip() ######################################### # HANDLES PAUSE SCREEN ######################################### elif self.paused and not self.saving: events = pygame.event.get() pause = data.load_image('pausescreen.png',1) self.screen.blit(pause,(0,0)) self.menu.create(self.screen) self.menu.choose(events) text = self.font.render('NOTE :',1,(255,0,0)) self.screen.blit(text,(320-text.get_width()/2,360)) text = self.font.render('If you quit without saving,',1,(255,255,255)) self.screen.blit(text,(320-text.get_width()/2,390)) text = self.font.render('your progress will be lost.',1,(255,255,255)) self.screen.blit(text,(320-text.get_width()/2,420)) for event in events: if event.type == QUIT: sys.exit() return if event.type == KEYDOWN: if event.key == K_ESCAPE: self.paused = 0 pygame.display.flip() ######################################### # HANDLES SAVES ETC. ######################################### elif self.paused and self.saving: events = pygame.event.get() save = data.load_image('save.bmp',1) self.screen.blit(save,(0,0)) saves = Savefile().read() if saves == []: self.menu2.create(self.screen) self.menu2.choose(events) else: self.menu3.create(self.screen) self.menu3.choose(events) for event in events: if event.type == QUIT: sys.exit() return if event.type == KEYDOWN: if event.key == K_ESCAPE: self.saving = 0 pygame.display.flip() if self.lvl == 9: if self.player.rect.top < 100: self.player.save = 0
def __init__(self, screen,toon, level=1,lives=3): ######################################### # SET UP SCREEN, FPS MONITOR (CLOCK), AND SPRITES ######################################### self.screen = screen self.clock = pygame.time.Clock() self.sprites = pygame.sprite.OrderedUpdates() self.character = pygame.sprite.OrderedUpdates() self.flags = pygame.sprite.OrderedUpdates() self.death = pygame.sprite.OrderedUpdates() self.platforms = pygame.sprite.OrderedUpdates() self.enemies = pygame.sprite.OrderedUpdates() self.mushrooms = pygame.sprite.OrderedUpdates() self.coins = pygame.sprite.OrderedUpdates() self.questions = pygame.sprite.OrderedUpdates() self.stationary = pygame.sprite.OrderedUpdates() self.traps = pygame.sprite.OrderedUpdates() self.movingplatforms = pygame.sprite.OrderedUpdates() self.cannons = pygame.sprite.OrderedUpdates() self.bases = pygame.sprite.OrderedUpdates() self.coinquestions = pygame.sprite.OrderedUpdates() self.upplat = pygame.sprite.OrderedUpdates() self.brickquestions = pygame.sprite.OrderedUpdates() self.breakable = pygame.sprite.OrderedUpdates() self.powerup = pygame.sprite.OrderedUpdates() self.starquestions = pygame.sprite.OrderedUpdates() self.missles = pygame.sprite.OrderedUpdates() self.fire = pygame.sprite.OrderedUpdates() self.bridges = pygame.sprite.OrderedUpdates() self.switches = pygame.sprite.OrderedUpdates() self.hazards = pygame.sprite.OrderedUpdates() self.flares = pygame.sprite.OrderedUpdates() ######################################### # IMAGES - all images cited in citations.txt ######################################### if toon == 'Mario': Player.move_images = [data.load_image('mario1.png'), data.load_image('mario2.png'), data.load_image('mario3.png'), data.load_image('mario4.png'), data.load_image('mario1.png'), data.load_image('mario5.png')] if toon == 'Luigi': Player.move_images = [data.load_image('luigi1.png',1.435), data.load_image('luigi2.png',1.513), data.load_image('luigi3.png',1.513), data.load_image('luigi4.png',1.47), data.load_image('luigi1.png',1.435), data.load_image('luigi5.png',1.55)] if toon == 'Yoshi': Player.move_images = [data.load_image('yoshi1.png',1.75), data.load_image('yoshi2.png',1.694), data.load_image('yoshi3.png',1.696), data.load_image('yoshi4.png',1.694), data.load_image('yoshi1.png',1.75), data.load_image('yoshirand.png',1.6)] if toon == 'Toad': Player.move_images = [data.load_image('toad1.png'), data.load_image('toad2.png'), data.load_image('toad3.png'), data.load_image('toad4.png'), data.load_image('toad1.png'), data.load_image('toad5.png')] Cloud.image = data.load_image('cloud.png') Question.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] MushroomQuestion.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] StarBox.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] BrickQuestion.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] CoinQuestion.images = [data.load_image('q%s.png'%image) for image in xrange(0,4)] Coin.images = [data.load_image('coin%s.png'%image) for image in xrange(1,9)] Platform.image = data.load_image('platform-top.png') Brick.image = data.load_image('platform-brick.png') Bush.image = data.load_image('bush-1.png') Goomba.images = [data.load_image('goomba%s.png'%image)for image in xrange(1,4)] JumpPlatform.image = data.load_image('platform-air.png') OneUp.image = data.load_image('1up2.png') Pipe.image = data.load_image('pipe.png') Hill.image = data.load_image('hill.png') Flag.images = [data.load_image('flagpole%s.png' %image) for image in xrange(1,5)] Castle.image = data.load_image('castle.png') VenusFlyTrap.images = [data.load_image('redvenus%s.png' % image) for image in xrange(1,3)] BigPipe.image = data.load_image('bigpipe.png') RedKoopa.images = [data.load_image('redkoopa%s.png'%image) for image in xrange(1,4)] GreenKoopa.images = [data.load_image('greenkoopa%s.png'%image) for image in xrange(1,4)] DoubleCloud.image = data.load_image('doublecloud.png') BigTree.image = data.load_image('bigtree.png') Tree.image = data.load_image('tree.png') Fence.image = data.load_image('fence.png') RedKoopa.images = [data.load_image('redkoopa%s.png'%image) for image in xrange(1,4)] GrassLeft.image = data.load_image('grassleft.png') GrassMiddle.image = data.load_image('grassmiddle.png') GrassRight.image = data.load_image('grassright.png') GrassSupport.images = [data.load_image('grasssupport%s.png'%image) for image in xrange(0,4)] CrossGrass.images = [data.load_image('grass%s.png'%image)for image in xrange(1,4)] Wall.image = data.load_image('wall.png') Moving.image = data.load_image('moving.png') BigMoving.image = data.load_image('bigmoving.png') BigCannon.images = [data.load_image('cannonbig%s.png'%image) for image in xrange(1,3)] SmallCannon.images = [data.load_image('smallcannon%s.png'%image) for image in xrange(1,3)] Cannon.images = [data.load_image('cannon%s.png' % image) for image in xrange(1,3)] GrabCoin.images = [data.load_image('c%s.png' % image) for image in xrange(1,4)] GreenVenusFlyTrap.images = [data.load_image('vblue%s.png'%image)for image in xrange(0,2)] GrabShroom.images = [data.load_image('c%s.png' % image) for image in xrange(1,4)] BrickShroom.image = data.load_image('brickbreaker.png') Star.images = [data.load_image('star%s.png'%image)for image in xrange(0,8)] Bullet.image = data.load_image('bullet.png') CastleBrick.image = data.load_image('cbrick.png') Lava.images = [data.load_image('lava%s.png'%image)for image in xrange(0,2)] if level == 9: Lava.images = [data.load_image('water%s.png'%image)for image in xrange(0,2)] FireBlock.image = data.load_image('qempty.png') Bridge.image = data.load_image('bridge.png') Switch.image = data.load_image('switch.png') Bowser.image = data.load_image('bowser.png') FireBall.images = [data.load_image('fireball%s.png'%image,1.5)for image in xrange(0,6)] GoombaDie.image = data.load_image('goomba3.png') BowserCastle.image = data.load_image('bigcastle.png') Message.image = data.load_image('castleend.png') Spike.image = data.load_image('spike.png') PeachCastle.image = data.load_image('peach.png',1) Flare.images = [data.load_image('flare%s.png'%image)for image in xrange(0,4)] ######################################### # SPRITE GROUPS ######################################### Flare.groups = self.flares, self.sprites PeachCastle.groups = self.sprites BowserCastle.groups = self.sprites Player.groups = self.sprites, self.character,self.death Cloud.groups = self.sprites, Question.groups = self.sprites, self.platforms, self.questions, self.stationary MushroomQuestion.groups = self.sprites, self.platforms, self.questions, self.stationary, self.upplat CoinQuestion.groups = self.sprites, self.platforms, self.questions, self.stationary, self.coinquestions BrickQuestion.groups = self.sprites, self.platforms, self.questions, self.stationary, self.brickquestions StarBox.groups = self.sprites, self.platforms, self.questions, self.stationary, self.starquestions Coin.groups = self.sprites,self.coins, Platform.groups = self.sprites,self.platforms,self.stationary,self.bases CastleBrick.groups = self.sprites,self.platforms,self.stationary Brick.groups = self.sprites, self.platforms, self.stationary, self.breakable Bush.groups = self.sprites Goomba.groups = self.sprites, self.enemies JumpPlatform.groups = self.sprites, self.platforms, self.stationary OneUp.groups = self.sprites, self.mushrooms Pipe.groups = self.sprites, self.platforms, self.stationary Hill.groups = self.sprites Flag.groups = self.sprites, self.flags Castle.groups = self.sprites VenusFlyTrap.groups = self.sprites, self.traps BigPipe.groups = self.sprites, self.platforms, self.stationary RedKoopa.groups = self.sprites, self.enemies GreenKoopa.groups = self.sprites, self.enemies DoubleCloud.groups = self.sprites Tree.groups = self.sprites BigTree.groups = self.sprites Fence.groups = self.sprites RedKoopa.groups = self.sprites, self.enemies GrassLeft.groups = self.sprites, self.platforms, self.stationary GrassMiddle.groups = self.sprites, self.platforms, self.stationary GrassRight.groups = self.sprites, self.platforms, self.stationary GrassSupport.groups = self.sprites, self.platforms, self.stationary CrossGrass.groups = self.sprites Wall.groups = self.sprites Moving.groups = self.sprites, self.platforms, self.movingplatforms BigMoving.groups = self.sprites, self.platforms, self.movingplatforms BigCannon.groups = self.sprites, self.platforms, self.stationary, self.cannons Cannon.groups = self.sprites, self.platforms, self.stationary, self.cannons SmallCannon.groups = self.sprites, self.platforms, self.stationary, self.cannons Death.groups = self.sprites,self.death GrabShroom.groups = self.sprites GrabCoin.groups = self.sprites, GreenVenusFlyTrap.groups = self.sprites, self.traps BrickShroom.groups = self.sprites, self.mushrooms Spike.groups = self.sprites, self.hazards Star.groups = self.sprites, self.powerup Bullet.groups = self.sprites, self.missles Lava.groups = self.sprites FireBlock.groups = self.sprites,self.platforms,self.stationary Bridge.groups = self.sprites,self.platforms,self.stationary,self.bridges Switch.groups = self.sprites,self.platforms,self.stationary,self.switches Bowser.groups = self.sprites,self.enemies FireBall.groups = self.sprites,self.fire GoombaDie.groups = self.sprites GreenKoopaDeath.groups = self.sprites Message.groups = self.sprites VenusDie.groups = self.sprites GreenVenusDie.groups = self.sprites RedKoopaDeath.groups = self.sprites # self.sprites = sprites w/ no interactions # self.character = the player # self.flags = flags @ end of level # self.death = keep track of death pictures # self.platforms = everything that you can stand on # self.enemies = all the enemies # self.mushrooms = powerups etc # self.coins = coins... # self.questions = question blocks # self.stationary = sprites which do not move # self.traps = the plants that eat you # self.movingplatforms = self explanatory # self.cannons = cannons # self.bases = floors for the plants # self.coinquestions = questions that spit coins # self.upplat = questions that spit 1up # self.brickquestions = questions that spit brickbreater /megamushroom # self.breakable = sprites that can be destroyed # self.powerup = ... power ups # self.starquestions = invincibility questions # self.missles = bullet bills # self.fire = bowser fire # self.bridges = bowser bridge # self.switches = bowser switch # self.hazards = bowser spikes ######################################### # SOUNDS ######################################### self.coinsound = data.load_sound('coin.wav',1) self.power = data.load_sound('getshroom.wav',1) self.complete = data.load_sound('flag.wav',1) ######################################### # MENUS ######################################### self.menu = genmenu(['Resume', lambda: self.placeholder()],['Save Game', lambda: self.placeholder1()],['Quit Game',lambda: self.placeholder2(self.screen)]) self.menu.changeFont('Raleway Thin.ttf',28) self.menu.position(320,200) self.menu.defaultColor((255,255,255)) self.menu.choiceColor((0,255,0)) self.menu2 = genmenu(['FILE OPEN', lambda: self.save1(self.toon,self.lvl,self.lives)],['FILE OPEN', lambda: self.save2(self.toon,self.lvl,self.lives)],['FILE OPEN',lambda: self.save3(self.toon,self.lvl,self.lives)]) self.save_menu() self.menu2.changeFont('smb256.ttf',28) self.menu2.position(320,200) self.menu2.defaultColor((0,0,0)) self.menu2.choiceColor((255,0,125)) ######################################### # FONTS ######################################### self.font = pygame.font.Font(data.filepath('smb256.ttf'),20) self.font4 = pygame.font.Font(data.filepath('smb256.ttf'),36) self.font2 = pygame.font.Font(data.filepath('Raleway Thin.ttf'),14) self.font3 = pygame.font.Font(data.filepath('Raleway Thin.ttf'),24) ######################################### # FLAGS / GAME VALUES ######################################### self.start = 1 self.saving = 0 self.diefix = 0 self.paused = 0 self.toon = toon self.score = 000 self.chill = 0 self.record = '' self.flagged = 0 self.lives = lives self.powertracker = 0 self.cheat_enabled = 0 ######################################### # LEVEL CREATION ######################################### self.lvl = level self.bgcolor = get_bg() self.level = Level(self.lvl) self.player = Player((000,00),toon) self.bg = self.bgcolor[self.lvl][0] data.play_music(self.bgcolor[self.lvl][1]) self.camera = Camera(self.player,self.level.width()) ######################################### # LOAD SCORES ######################################### if Savefile('scores.txt').readscore() == None: self.highscore = 0 else: self.highscore = int(Savefile('scores.txt').readscore()) ######################################### # AESTHETIC CHANGES ######################################### self.mworld = 1 + (self.lvl-1)/4 self.stage = (self.lvl-1)%4+1 if level != 9: pygame.display.set_caption('World %s-%s'%(self.mworld,self.stage)) else: pygame.display.set_caption('Princess Peach\'s Castle') ######################################### # INITIALIZE GAME ######################################### self.main_loop()