Example #1
0
    def draw(self):
        clock.tick()
        screen = display.get_surface()

        screen.fill(GB_SCREEN_COLOR)
        screen.blit(self.background, ((-self.camera.x/2) % 160, 0))
        screen.blit(self.background, (((-self.camera.x/2) - 160) % -160, 0))
        screen.blit(self.background, (((-self.camera.x/2) + 160) % 160, 0))

        # screen.blit(self.image, (self.rect.x - camera.x + self.offsetx,
        #     self.rect.y - camera.y + self.offsety))

        for object in self.objects:
            object.draw(screen, self.camera)

        ren = self.font.render("score    level      x%d" % self.lives)
        screen.blit(ren, (4, 4))
        ren = self.font.render("%06d    %d-1" % (self.score, self.level-1))
        screen.blit(ren, (4, 14))
        #screen.blit(self.lifeicon, (160-30, 2))

        if self.levelCompleted:
            self.levelCompleted = False
            self.level += 1
            print "lvl", self.level
            if self.level == len(LEVELS):

            self.startLevel(LEVELS[self.level])

        display.update()
Example #2
0
def run_menu():
    timer = 0
    play_music("data/title.ogg")
    game = Game()
    set_global_sound_volume(0.75)
    while True:
        clock.tick()
        button.handle_input()

        # If we pressed start, begin the game
        if button.is_pressed(START):

            play_music("data/algar-orka.xm", -1)
            # Creates text box
            whitefont = font.Font(GAMEBOY_FONT, GB_SCREEN_COLOR)
            box = dialog.DialogBox((152, 46), (50, 50, 50),
                GB_SCREEN_COLOR, whitefont)
            box.set_dialog([
                "Spin to \
                win.",
                "- Garen 2008"
            ])
            # Updates box when Z is pressed
            box.set_scrolldelay(2)
            while not box.over():
                clock.tick()
                button.handle_input()
                if button.is_pressed(A_BUTTON):
                    box.progress()
                screen = display.get_surface()
                screen.fill(GB_SCREEN_COLOR)
                screen.blit(game.background, (0, 0))
                box.draw(screen, (4, 4))
                display.update()

            game.won = True
            #game.level = 1
            game.lives = 3
            game.score = 0

            #Play each level
            for lvl in LEVELS:
                game.startLevel(lvl)
                #game.level += 1
                game.loop()
                #if not game.player.alive():
                #    break

        screen = display.get_surface()
        screen.fill(GB_SCREEN_COLOR)
        screen.blit(load_image("data/bg.png"), (0, 0))
        ren = game.font.render("Press Start")
        timer += 1
        timer = timer % 30
        if timer < 15:
            screen.blit(ren, (80-ren.get_width()/2,
                104-ren.get_height()/2))
        display.update()
 def win(self):
     splash = display.get_surface().copy()
     pos = 0
     time = 50
     while 1:
         button.handle_input()
         clock.tick()
         if pos < 74:
             pos += 2
         else:
             time -= 1
             if time <= 0:
                 break
         screen = display.get_surface()
         screen.blit(splash, (0, 0))
         ren = self.font.render("You reached Oliland!")
         screen.blit(ren, (80-ren.get_width()/2, pos))
         display.update()
     self.playing = False
Example #4
0
 def win(self):
     splash = display.get_surface().copy()
     pos = 0
     time = 50
     while 1:
         button.handle_input()
         clock.tick()
         if pos < 74:
             pos += 2
         else:
             time -= 1
             if time <= 0:
                 break
         screen = display.get_surface()
         screen.blit(splash, (0, 0))
         ren = self.font.render("You reached Oliland!")
         screen.blit(ren, (80 - ren.get_width() / 2, pos))
         display.update()
     self.playing = False
Example #5
0
# Create a font
nesfont = font.Font(NES_FONT, (255, 255, 255))

dialogbox = dialog.DialogBox((240, 51), (0, 0, 0), (255, 255, 255), nesfont)
dialogbox.set_dialog([
    "This is a dialog box! Press the a button to go to the next page.",
    "Press it again and this box will close."
])
menu = dialog.Menu(nesfont, ["Close", "Pause", "Exit"])
# dialogbox.close()

while 1:

    # Tick, tock, at 30 frames per second
    clock.tick()

    # Handle button and key input
    button.handle_input()

    # If displaying dialog, do events for dialog!
    if not dialogbox.over():
        if button.is_pressed(A_BUTTON):
            dialogbox.progress()

    # Otherwise, play the "game"
    else:

        # Move if LEFT or RIGHT is being pressed.
        if button.is_held(LEFT):
            player.pos[0] -= 3
Example #6
0
# Create a font
nesfont = font.Font(NES_FONT, (255, 255, 255))

dialogbox = dialog.DialogBox((240, 51), (0, 0, 0), 
    (255, 255, 255), nesfont)
dialogbox.set_dialog([
"This is a dialog box! Press the a button to go to the next page.", 
"Press it again and this box will close."])
menu = dialog.Menu(nesfont, ["Close", "Pause", "Exit"])
#dialogbox.close()

while 1:
    
    # Tick, tock, at 30 frames per second
    clock.tick()
    
    # Handle button and key input
    button.handle_input()
    
    # If displaying dialog, do events for dialog!
    if not dialogbox.over():
        if button.is_pressed(A_BUTTON):
            dialogbox.progress()
    
    # Otherwise, play the "game"
    else:
        
        # Move if LEFT or RIGHT is being pressed.
        if button.is_held(LEFT):
            player.pos[0] -= 3
    def update(self):
        clock.tick()
        for object in self.objects:
            if (object.rect.right >= self.camera.left and \
                object.rect.left <= self.camera.right) or \
                object.always_update == True:
                object.update(self.engine.tiles)
                object.always_update = True
        
        # Move the camera
        self.camera.centerx = self.player.rect.centerx
        if self.camera.left < 0:
            self.camera.left = 0
        if self.camera.right > len(self.engine.tiles[0])*16:
            self.camera.right = len(self.engine.tiles[0])*16
        
        # Check if we won the level
        if self.player.rect.left > len(self.engine.tiles[0])*16:
            if len(LEVELS) == self.level-1:
                self.win()
            else:
                self.playing = False
        
        # Check if we fell off a cliff
        if self.player.rect.top > len(self.engine.tiles)*16:
            self.kill_player()
        
        # Make sure we don't move off the far left of the level
        if self.player.rect.left < 0:
            self.player.rect.left = 0
        
        # Get rich quick!
        for c in self.coins:
            if self.player.rect.colliderect(c.rect):
                c.kill()
                self.score += 25
                Poof(c.rect.center)
                play_sound("data/coin.ogg")

        # Who knew these blocks broke so easily!
        for c in self.blocks:
            if self.player.rect.colliderect(c.rect):
                c.kill()
                Poof(c.rect.center)

        # Will you live, or die?
        for b in self.baddies:
            if self.player.rect.colliderect(b.rect):
                if self.player.jump_speed > 0 and \
                    self.player.rect.bottom < b.rect.top+10 and \
                    b.alive():
                    b.kill()
                    Poof(b.rect.center)
                    self.player.jump_speed = -3
                    self.player.rect.bottom = b.rect.top-1
                    play_sound("data/pounce.ogg")
                    self.score += 50
                    Points(50, b.rect.center, self.font)
                else:
                    if b.alive():
                        self.kill_player()

        # Will you live, or die?
        for b in self.baddiestwo:
            if self.player.rect.colliderect(b.rect):
                if self.player.jump_speed > 0 and \
                    self.player.rect.bottom < b.rect.top+10 and \
                    b.alive():
                    b.kill()
                    Poof(b.rect.center)
                    self.player.jump_speed = -3
                    self.player.rect.bottom = b.rect.top-1
                    play_sound("data/pounce.ogg")
                    self.score += 50
                    Points(50, b.rect.center, self.font)
                else:
                    if b.alive():
                        self.kill_player()
        
        # Boinnnng!
        for s in self.springs:
            if self.player.rect.colliderect(s.rect):
                if self.player.jump_speed > 0:
                    self.player.jump_speed = -8
                    if not s.bouncing:
                        play_sound("data/bounce.ogg")
                    s.bounce()
                    self.player.jumping = True
Example #8
0
def main():
    display.init(3.0, "Kontra")
    play_music("data/nes6.xm")

    objects = retrogamelib.gameobject.Group()
    platforms = retrogamelib.gameobject.Group()
    bullets = retrogamelib.gameobject.Group()

    Bullet.groups = [objects, bullets]
    Player.groups = [objects]
    Player.platforms = platforms
    Player.objects = objects
    Platform.groups = [objects, platforms]
    Tile.groups = [objects]
    Bullet.platforms = platforms

    x = 0
    y = 0
    for row in level.split("\n"):
        for col in row:
            if col == "T":
                Platform((x, y))
            if col == "-":
                Platform((x, y))
                platforms[-1].allow_fall_through = False
            if col == "L":
                Platform((x, y), -45)
            if col == "R":
                Platform((x, y), 45)
            if col == "r":
                Platform((x, y), 30)
            if col == "B":
                Tile((x, y))
            if col == "h":
                Helicopter((x, y))
            x += 16
        x = 0
        y += 16
    player = Player()
    turret = Turret()
    turret.rect.topleft = [0, 100]
    camera = Camera()
    camera.follow(player)

    while 1:
        clock.tick()
        button.handle_input()
        aliencount = 0
        for o in objects:
            if isinstance(o, Alien):
                aliencount += 1
            o.update()

        player.controls()
        camera.update()

        surface = display.surface
        surface.fill((175, 200, 255))
        for object in objects:
            translated = camera.translate(object.rect)
            surface.blit(object.image, translated)
            if translated.x < -16 or translated.x > 300:
                if hasattr(object, "offscreen"):
                    object.offscreen(camera)
            else:
                if hasattr(object, "onscreen"):
                    object.onscreen(camera)
        display.update()

        if aliencount < 2:
            if random.randint(0, 100) > 95:
                if random.randint(0, 1) == 1:
                    alien = Alien()
                    alien.rect.topleft = [
                        258 - camera.offset[0],
                        random.randint(0, 200)
                    ]
                    alien.direction.x = -1
                else:
                    alien = Alien()
                    alien.rect.topleft = [
                        -5 - camera.offset[0],
                        random.randint(0, 200)
                    ]
                    alien.direction.x = 1
Example #9
0
def run_menu():
	play_music("sfx/title_screen.ogg")
	timer = 0
	game = Game()
	set_global_sound_volume(0.75)
	
	while True:
		clock.tick()
		button.handle_input()
		
		if button.is_pressed(START):
			
			play_music("sfx/ChibiNinja.ogg", -1)
			whitefont = font.Font(GAMEBOY_FONT, GB_SCREEN_COLOR)
			box = dialog.DialogBox((152, 46), (50, 50, 50), 
				GB_SCREEN_COLOR, whitefont)
			box.set_dialog([
				"GET THEM DARN ALIENS!"
			])
			box.set_scrolldelay(2)
			while not box.over():
				clock.tick()
				button.handle_input()
				if button.is_pressed(A_BUTTON):
					box.progress()
				screen = display.get_surface()
				screen.fill(GB_SCREEN_COLOR)
				screen.blit(game.background, (0, 0))
				box.draw(screen, (4, 4))
				display.update()
			
			
			game.won = True
			game.level = 1
			game.lives = 5
			game.score = 0

			# Play each level
			for lvl in LEVELS:
				game.start_level(lvl)
				game.level += 1
				game.loop()
				if not game.player.alive():
					break
			
			# If we got to the end of the game, display credits
			if game.won:
				pos = 144
				credits = [
					"Credits",
					"",
					"",
					"Programming by",
					"Tommy Brunn",
					"pymike",
					"saluk",
					"",
					"",
					"Art by",
					"Tommy Brunn",
					"",
					"",
					"Sound Mixing",
					"Tommy Brunn",
					"",
					"",
					"Music",
					"Eric Skiff",
					"thechad1138",
					"",
					"",
					"Special Thanks To",
					"SFXR by DrPetter",
					"pymike",
					"saluk",
					"",
					"",
					"",
					"",
					"",
					"",
					"",
					"",
					"",
					"",
					"",
					"",
					"",
					" Thanks for playing!"]
				while pos > -144-(len(credits)*7):
					button.handle_input()
					if button.is_pressed(START):
						break
					screen = display.get_surface()
					screen.fill(GB_SCREEN_COLOR)
					screen.blit(game.background, (0, 0))
					
					clock.tick()
					pos -= 0.5
					y = 0
					for c in credits:
						ren = game.font.render(c)
						screen.blit(ren, (80-ren.get_width()/2, pos+y))
						y += 10
					display.update()
		   
			play_music("sfx/title_screen.ogg")
			
		#Draw main menu
		screen = display.get_surface()
		screen.fill(GB_SCREEN_COLOR)
		#screen.blit(load_image("gfx/menu.png"), (0, 0))
		ren = game.font.render("Press Start")
		timer += 1
		timer = timer % 30
		if timer < 15:
			screen.blit(ren, (80-ren.get_width()/2, 
				104-ren.get_height()/2))
		display.update()
Example #10
0
    def update(self):
        clock.tick()
        for object in self.objects:
            if (object.rect.right >= self.camera.left and \
                object.rect.left <= self.camera.right) or \
                object.always_update == True:
                object.update(self.engine.tiles)
                object.always_update = True

        # Move the camera
        self.camera.centerx = self.player.rect.centerx
        if self.camera.left < 0:
            self.camera.left = 0
        if self.camera.right > len(self.engine.tiles[0]) * 16:
            self.camera.right = len(self.engine.tiles[0]) * 16

        # Check if we won the level
        if self.player.rect.left > len(self.engine.tiles[0]) * 16:
            if len(LEVELS) == self.level - 1:
                self.win()
            else:
                self.playing = False

        # Check if we fell off a cliff
        if self.player.rect.top > len(self.engine.tiles) * 16:
            self.kill_player()

        # Make sure we don't move off the far left of the level
        if self.player.rect.left < 0:
            self.player.rect.left = 0

        # Get rich quick!
        for c in self.coins:
            if self.player.rect.colliderect(c.rect):
                c.kill()
                self.score += 25
                Poof(c.rect.center)
                play_sound("data/coin.ogg")

        # Will you live, or die?
        for b in self.baddies:
            if self.player.rect.colliderect(b.rect):
                if self.player.jump_speed > 0 and \
                    self.player.rect.bottom < b.rect.top+10 and \
                    b.alive():
                    b.kill()
                    Poof(b.rect.center)
                    self.player.jump_speed = -3
                    self.player.rect.bottom = b.rect.top - 1
                    play_sound("data/pounce.ogg")
                    self.score += 50
                    Points(50, b.rect.center, self.font)
                else:
                    if b.alive():
                        self.kill_player()

        # Boinnnng!
        for s in self.springs:
            if self.player.rect.colliderect(s.rect):
                if self.player.jump_speed > 0:
                    self.player.jump_speed = -9000
                    if not s.bouncing:
                        play_sound("data/bounce.ogg")
                    s.bounce()
                    self.player.jumping = True
Example #11
0
def run_menu():
    timer = 0
    play_music("data/title.ogg")
    game = Game()
    set_global_sound_volume(0.75)

    while 1:
        clock.tick()
        button.handle_input()

        # If we pressed start, begin the game
        if button.is_pressed(START):

            play_music("data/algar-orka.xm", -1)
            whitefont = font.Font(GAMEBOY_FONT, GB_SCREEN_COLOR)
            box = dialog.DialogBox((152, 46), (50, 50, 50), GB_SCREEN_COLOR,
                                   whitefont)
            box.set_dialog([
                "bubbman was on his way to oliland,",
                "when his car broke down in the dododu mountains!",
                "can bubbman cross the monster-infested mountain range?"
            ])
            box.set_scrolldelay(2)
            while not box.over():
                clock.tick()
                button.handle_input()
                if button.is_pressed(A_BUTTON):
                    box.progress()
                screen = display.get_surface()
                screen.fill(GB_SCREEN_COLOR)
                screen.blit(game.background, (0, 0))
                box.draw(screen, (4, 4))
                display.update()

            game.won = True
            game.level = 1
            game.lives = 5
            game.score = 0

            # Play each level
            for lvl in LEVELS:
                game.start_level(lvl)
                game.level += 1
                game.loop()
                if not game.player.alive():
                    break

            # If we got to the end of the game, display credits
            if game.won:
                pos = 144
                credits = [
                    "Credits", "", "", "Programmers", "pymike", "saluk", "",
                    "", "Sound Mixing", "pymike", "", "", "Music",
                    "ModArchive.org", "DrPetter", "", "", "Special Thanks To",
                    "SFXR by DrPetter", "The Gimp 2", "Geany", "", "", "", "",
                    "", "", "", "", "", "", "", "", "", " Thanks for playing!!"
                ]
                while pos > -144 - (len(credits) * 7):
                    button.handle_input()
                    if button.is_pressed(START):
                        break
                    screen = display.get_surface()
                    screen.fill(GB_SCREEN_COLOR)
                    screen.blit(game.background, (0, 0))

                    clock.tick()
                    pos -= 0.5
                    y = 0
                    for c in credits:
                        ren = game.font.render(c)
                        screen.blit(ren, (80 - ren.get_width() / 2, pos + y))
                        y += 10
                    display.update()

            play_music("data/title.ogg")

        # Draw the main menu
        screen = display.get_surface()
        screen.fill(GB_SCREEN_COLOR)
        screen.blit(load_image("data/bubbman-menu.png"), (0, 0))
        ren = game.font.render("Press Start")
        timer += 1
        timer = timer % 30
        if timer < 15:
            screen.blit(ren,
                        (80 - ren.get_width() / 2, 104 - ren.get_height() / 2))
        display.update()
Example #12
0
    def update(self):
        clock.tick()
        for object in self.objects:
            if (object.rect.right >= self.camera.left and \
                object.rect.left <= self.camera.right) or \
                object.always_update == True:
                object.update(self.engine.tiles)
                object.always_update = True

        self.camera.centerx = self.player.rect.centerx
        if self.camera.left < 0:
            self.camera.left = 0
        if self.camera.right > len(self.engine.tiles[0])*16:
            self.camera.right = len(self.engine.tiles[0])*16

        # Make sure we don't move off the far left of the level
        if self.player.rect.left < 0:
            self.player.rect.left = 0

        if self.player.rect.bottom > 144:
            self.player.rect.bottom = 144

        # Get rich quick!

        if button.is_pressed(B_BUTTON):
            self.player.falling = True
            (x, y) = (self.player.rect.left, self.player.rect.top)
            (newX, newY) = self.engine.rotateLeftTile((x, y), 144)
            self.player.rect.left = newX
            self.player.rect.top = newY
            for obj in self.objects:
                if not obj == self.player:
                    obj.kill()
            self.matrix = self.engine.rotateLeft()
            self.engine.parseMatrix(self.matrix)

        if button.is_pressed(A_BUTTON):
            self.player.falling = True
            (x, y) = (self.player.rect.left, self.player.rect.top)
            (newX, newY) = self.engine.rotateLeftTile((x, y), 144)
            self.player.rect.left = newX
            self.player.rect.top = newY
            for obj in self.objects:
                if not obj == self.player:
                    obj.kill()
            self.matrix = self.engine.rotateRight()
            self.engine.parseMatrix(self.matrix)

        for c in self.coins:
            if self.player.rect.colliderect(c.rect):
                c.kill()
                c.looted = True
                self.score += 25
                play_sound("data/coin.ogg")

        for s in self.solids:
            if self.player.rect.colliderect(s.rect):
                cX = s.rect.centerx
                cY = s.rect.centery
                pX = self.player.rect.centerx
                pY = self.player.rect.centery
                if (pX-cX) == 0:
                    self.player.rect.bottom = s.rect.top
                else:
                    slope = (pY-cY)/(pX-cX)
                    if slope == 0:
                        if pX>cX:
                            self.player.rect.left = s.rect.right
                        else:
                            self.player.rect.right = s.rect.left
                    elif slope > 0 and slope <= 16.0/11:
                        #slu4ai I
                        self.player.rect.left = s.rect.right
                    elif slope < 0 and slope >= -16.0/11:
                        #slu4ai III
                        self.player.rect.right = s.rect.left
                    else:
                        #slu4ai II
                        self.player.rect.bottom = s.rect.top

        for s in self.dropBs:
            if self.player.rect.colliderect(s.rect):
                cX = s.rect.centerx
                cY = s.rect.centery
                pX = self.player.rect.centerx
                pY = self.player.rect.centery
                if (pX-cX) == 0:
                    self.player.rect.bottom = s.rect.top
                else:
                    slope = (pY-cY)/(pX-cX)
                    if slope == 0:
                        if pX>cX:
                            self.player.rect.left = s.rect.right
                        else:
                            self.player.rect.right = s.rect.left
                    elif slope > 0 and slope <= 16.0/11:
                        #slu4ai I
                        self.player.rect.left = s.rect.right
                    elif slope < 0 and slope >= -16.0/11:
                        #slu4ai III
                        self.player.rect.right = s.rect.left
                    else:
                        #slu4ai II
                        self.player.rect.bottom = s.rect.top

        for db in self.dropBs:
            print "tile", self.matrix[db.x][db.y], db.x, db.y
            if(db.y + 1 < len(self.matrix)):
                if self.matrix[db.x][db.y + 1] == '.' or self.matrix[db.x][db.y + 1] == 'C':
                    temp = self.matrix[db.x][db.y + 1]
                    self.matrix[db.x][db.y+1] = 'D'
                    self.matrix[db.x][db.y] = temp
                    db.y = db.y + 1


        for g in self.gates:
            if self.player.rect.colliderect(g.rect):
                self.levelCompleted = True
                '''
def run_menu():
        
    timer = 0
    play_music("data/title.ogg")
    game = Game()
    set_global_sound_volume(0.75)
    
    while 1:
        clock.tick()
        button.handle_input()
        
        # If we pressed start, begin the game
        if button.is_pressed(START):

            play_music("data/algar-orka.xm", -1)
            whitefont = font.Font(GAMEBOY_FONT, GB_SCREEN_COLOR)
            box = dialog.DialogBox((152, 46), (50, 50, 50), 
                GB_SCREEN_COLOR, whitefont)
            box.set_dialog([
                "johnny the adventurer discovered a huge tower,",
                "and, being the manly man he is, must explore it!",
                "can you help him climb the perilous tower??"
            ])
            box.set_scrolldelay(2)
            while not box.over():
                clock.tick()
                button.handle_input()
                if button.is_pressed(A_BUTTON):
                    box.progress()
                screen = display.get_surface()
                screen.fill(GB_SCREEN_COLOR)
                screen.blit(game.background, (0, 0))
                box.draw(screen, (4, 4))
                display.update()
            
            
            game.won = True
            game.level = 1
            game.lives = 5
            game.score = 0

            # Play each level
            for lvl in LEVELS:
                game.start_level(lvl)
                game.level += 1
                game.loop()
                if not game.player.alive():
                    break
            
            # If we got to the end of the game, display credits
            if game.won:
                pos = 144
                credits = [
                    "Credits",
                    "",
                    "",
                    "Programmers",
                    "pymike",
                    "saluk",
                    "",
                    "",
                    "Sound Mixing",
                    "pymike",
                    "",
                    "",
                    "Music",
                    "ModArchive.org",
                    "DrPetter",
                    "",
                    "",
                    "Special Thanks To",
                    "SFXR by DrPetter",
                    "The Gimp 2",
                    "Geany",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    "",
                    " Thanks for playing!!"]
                while pos > -144-(len(credits)*7):
                    button.handle_input()
                    if button.is_pressed(START):
                        break
                    screen = display.get_surface()
                    screen.fill(GB_SCREEN_COLOR)
                    screen.blit(game.background, (0, 0))
                    
                    clock.tick()
                    pos -= 0.5
                    y = 0
                    for c in credits:
                        ren = game.font.render(c)
                        screen.blit(ren, (80-ren.get_width()/2, pos+y))
                        y += 10
                    display.update()
           
            play_music("data/title.ogg")
        
        # Draw the main menu
        screen = display.get_surface()
        screen.fill(GB_SCREEN_COLOR)
        screen.blit(load_image("data/bubbman-menu.png"), (0, 0))
        ren = game.font.render("Press Start")
        timer += 1
        timer = timer % 30
        if timer < 15:
            screen.blit(ren, (80-ren.get_width()/2, 
                104-ren.get_height()/2))
        display.update()
Example #14
0
	def update(self):
		clock.tick()
		for object in self.objects:
			if (object.rect.right >= self.camera.left and \
				object.rect.left <= self.camera.right) or \
				object.always_update == True:
				object.update(self.engine.tiles)
				object.always_update = True
		
		# Move the camera
		self.camera.centerx = self.player.rect.centerx
		if self.camera.left < 0:
			self.camera.left = 0
		if self.camera.right > len(self.engine.tiles[0])*16:
			self.camera.right = len(self.engine.tiles[0])*16
		
		# Check if we won the level
		if self.player.rect.right > len(self.engine.tiles[0])*16:
			if len(LEVELS) == self.level-1:
				self.win()
			else:
				self.playing = False
		
		# Check if we fell off a cliff
		if self.player.rect.top > len(self.engine.tiles)*16:
			self.kill_player()
		
		# Make sure we don't move off the far left of the level
		if self.player.rect.left < 0:
			self.player.rect.left = 0
			
		#Subtract fuel if we're flying
		if self.player.flying:
			self.change_fuel(1, mode=-1)
		
		# Get rich quick!
		for c in self.coins:
			if self.player.rect.colliderect(c.rect):
				c.kill()
				self.score += 25
				self.change_fuel(1, mode=1)
				Poof(c.rect.center)
				play_sound("sfx/coin.ogg")
				
		# Extra lives!
		for l in self.extralives:
			if self.player.rect.colliderect(l.rect):
				l.kill()
				self.lives += 1
				Poof(l.rect.center)
				#Play 1-up sound
		
		# Will you live, or die?
		for b in self.baddies:
			if self.player.rect.colliderect(b.rect):
				if self.player.jump_speed > 0 and \
					self.player.rect.bottom < b.rect.top+10 and \
					b.alive():
					b.kill()
					Poof(b.rect.center)
					self.player.jump_speed = -3
					self.player.rect.bottom = b.rect.top-1
					play_sound("sfx/pounce.ogg")
					self.score += 50
					Points(50, b.rect.center, self.font)
				else:
					if b.alive():
						self.kill_player()
		
		# Boinnnng!
		for s in self.springs:
			if self.player.rect.colliderect(s.rect):
				if self.player.jump_speed > 0:
					self.player.jump_speed = -8
					if not s.bouncing:
						play_sound("sfx/bounce.ogg")
					s.bounce()
					self.player.jumping = True
					
		# Check if the player is standing on a collapsible platform!
		for p in self.FallingPlatforms:
			if p.touched:
				continue
			for i in range(p.rect.left, p.rect.left+p.rect.width):
				if self.player.rect.collidepoint(i , p.rect.top-1):
					p.touched = True
					break
		
		# Check if the player is on a horizontally moving platform
		for p in self.MovingPlatforms:
			if p.axis == 2:
				continue
			for i in range(p.rect.left, p.rect.left+p.rect.width):
				if self.player.rect.collidepoint(i , p.rect.top-1):
					if p.dir == 1:
						self.player.move(p.speed,0,self.engine.tiles)
					else:
						self.player.move(p.speed,0, self.engine.tiles)