def __init__(self, position,toon): gameObject.__init__(self, self.groups) self.toon = toon self.image = self.move_images[0] self.left = [] for image in self.move_images: self.left.append(pygame.transform.flip(image,1,0)) self.rect = self.image.get_rect(topleft=position) self.jumping = 0 self.breaker = 0 self.up = 0 self.direction = 1 self.pic = 0 self.save = 0 self.dead = 0 self.life = 1 self.invuln = 0 self.star = 0 self.no_clip = 0 self.woo = data.load_sound('star.wav') self.timer = 0 self.inc = .3 self.jumps = data.load_sound('jump.wav') self.bounces = data.load_sound('jump2.wav') self.hits = data.load_sound('hit.wav')
def __init__(self, pos, name, object_id): sprites.Collidable.__init__(self, pos, object_id=object_id) self.left_images = [] for i in self.right_images: self.left_images.append(pygame.transform.flip(i, 1, 0)) self.image = self.right_images[0] self.rect = self.image.get_rect(topleft = pos) self.frame = 0 self.direction = 1 self.angle = 0 self.dying = False self.shooting = False self.shoot_timer = 0 self.still_timer = 0 self.hp = 1 self.hit_timer = 0 self.jump_sound = data.load_sound("jump.ogg") self.hit_sound = data.load_sound("stomp.ogg") self.spring_sound = data.load_sound("jump2.ogg") self.springing = False self.dx = 1 self.speed = 0 self.won = False self.flag = None # self.JUMP_KEY = jumpKey #Images self.win_image = data.load_image("mariowin-%d.png" % (int(self.object_id)+1)) self.slide_image = data.load_image("mario_slide-%d.png" % (int(self.object_id)+1)) self.dead_image = data.load_image("mariodie-%d.png" % (int(self.object_id)+1)) self.thrust = NO_THRUST self.state = STILL self.name = name self.walking = False self.braking = False self.direction = 1 self.trying_to_walk = False self.jump_speed = 0 self.jump_accel = 0.3 self.jumping = False self.keep_jumping = False #This is for the dying animation self.life = 1 self.dead_step = -3 self.state_observers = [] #Collision group not in use right now self.collision_group = sprites.player_collision_group
def init(): SoundSystem._eat = [load_sound("eat1.wav"), load_sound("eat2.wav"), load_sound("eat3.wav")] SoundSystem._poop = [load_sound("poop.wav")] SoundSystem._water = [load_sound("water.wav")] SoundSystem._grunt = [load_sound(os.path.join("grunt", "grunt.oga")), load_sound(os.path.join("grunt", "grunt2.oga")), load_sound(os.path.join("grunt", "grunt3.oga")), load_sound(os.path.join("grunt", "grunt4.oga"))]
def __init__(self,position,orient): gameObject.__init__(self, self.groups) self.rect = self.image.get_rect(topleft=position) self.orientation = orient self.hits = -1 self.breaking = [data.load_image('break%s.png'%image)for image in xrange(1,4)] self.breaknoise = data.load_sound('break.wav')
def __init__(self, game, name, index, config=None): super(GameOverScene, self).__init__(game, name, index, config) gameovermessage = config['message'] if 'message' in config else 'Game Over' gameovermusic = config['music'] if 'music' in config else 'gameover.ogg' self.gameovertxt = data.render_text(data.FONT_TITLE, 30, gameovermessage, (255, 255, 255)) self.gameovertxtRect = self.gameovertxt.get_rect() self.background = data.load_image('gameover.png') self.music_bg = data.load_sound(gameovermusic) self.teaserText = data.render_text(data.FONT_MAIN, 17, 'Who\'s the rockstar with '+str(self.game.points)+' points ?', (255, 255, 255)) self.teaserTextrect = self.teaserText.get_rect() #temp self.teaserTextInputRect = self.teaserTextrect self.blinkInputCounter = 0 self.blinkInputTime = 400 self.userFilledStr = [] self.usernickText = None self.usernickTextRect = None self.userFillingTextField = True self.showUnderscore = True self.lScoreFile = None self.userscores = None self.orderedTabScore = [] self.buildTabScore()
def gameOver(self): choice = 1 lose = data.load_sound('gameover.wav',1) lose.play() while choice: self.clear_level() self.screen.fill((0,0,0)) text = self.font4.render('G A M E O V E R',1,(255,255,255)) self.screen.blit(text,(320-text.get_width()/2,230-text.get_height()/2)) if self.score >= 3000: text = self.font3.render('Press R to restart! (3000 points)',1,(255,255,255)) self.screen.blit(text,(320-text.get_width()/2,260)) text = self.font.render('Press Enter to quit.',1,(255,255,255)) self.screen.blit(text,(320-text.get_width()/2,290)) events = pygame.event.get() for event in events: if event.type == KEYDOWN: if event.key == K_RETURN: lose.stop() if self.score > self.highscore: Savefile('scores.txt').writescore(self.score) start.Menu(self.screen) if event.key == K_r: lose.stop() if self.score >= 3000: self.score -= 3000 self.lives = 3 choice = 0 self.redo() pygame.display.flip()
def __init__(self, game, name, index, config=None): super(HowtoScene, self).__init__(game, name, index, config) self.bg_text = data.load_image('howtoplay.png') self.bg_text = pygame.transform.scale(self.bg_text, (534, 400)) self.bg_textrect = self.bg_text.get_rect() fontText = data.load_font(data.FONT_MAIN, 20) fontText.set_bold(True) texts = [{ 'text': '1) The boss generates 1 to 9 sounds', 'top': 30, 'left': 50 }, { 'text': '2) You must copy the generated sequence', 'top': 250, 'left': 20 }] for phrase in texts: text = fontText.render(phrase['text'], True, (255, 255, 255)) textrect = text.get_rect() textrect.top = phrase['top'] textrect.left = phrase['left'] self.bg_text.blit(text, textrect) self.text = data.render_text(data.FONT_MAIN, 37, 'Push the button !', (255, 255, 255)) self.textrect = self.text.get_rect() # bg_text.blit(self.text, self.textrect) self.background = data.load_image('credits.png') self.music_bg = data.load_sound('credits.ogg')
def associateTheme(self, type, theme): self.activeImage = data.load_image('button-' + type + '-' + str(1 + self.name) + '.png') self.sound = data.load_sound( 'button-' + type + '-' + str(1 + self.name) + '.ogg', theme) self.sound.set_volume(0.4) self.channel = None
def __init__(self,position): gameObject.__init__(self,self.groups) self.rect = self.image.get_rect(topleft=position) self.name = 'Bowser' self.x = position[0] self.y = position[1]-2 #temp fix -.- self.up = data.load_image('bowserjump.png') self.down = data.load_image('bowser.png') self.shoot = data.load_image('bowserfire.png') self.pic = 0 self.dead = data.load_image('bowserdie.png') self.winner = data.load_sound('win.wav') self.ping = data.load_sound('bowserfire.wav') self.fall = data.load_sound('bowserdie.wav') self.fallsound = -1 self.victory = -1
def __init__(self, game, name, index, config=None): super(HowtoScene, self).__init__(game, name, index, config) self.bg_text = data.load_image('howtoplay.png') self.bg_text = pygame.transform.scale(self.bg_text, (534, 400)) self.bg_textrect = self.bg_text.get_rect() fontText = data.load_font(data.FONT_MAIN, 20) fontText.set_bold(True) texts = [ {'text':'1) The boss generates 1 to 9 sounds', 'top':30, 'left':50}, {'text':'2) You must copy the generated sequence', 'top':250, 'left':20} ] for phrase in texts: text = fontText.render(phrase['text'], True, (255, 255, 255)) textrect = text.get_rect() textrect.top = phrase['top'] textrect.left = phrase['left'] self.bg_text.blit(text, textrect) self.text = data.render_text(data.FONT_MAIN, 37, 'Push the button !', (255, 255, 255)) self.textrect = self.text.get_rect() # bg_text.blit(self.text, self.textrect) self.background = data.load_image('credits.png') self.music_bg = data.load_sound('credits.ogg')
def __init__(self): self.level = None self.difficulty = 4 self.points = 0 self.director = director.Director(self, { 'title' : 'Ninth Kind', 'show_fps' : False}) self.music = data.load_sound('intro.ogg') self.channel = None
def on_init(self): self.splash = pygame.image.load(data.filepath('law_and_order.png')) self.snd = data.load_sound(data.filepath('sfx/intro.wav')).play() self.played = False self.pos = Vec2D(400, -50) self.accel = Vec2D(0, 0.0025) self.vel = Vec2D(0, 0) self.run_time = 0.0 self.target_time = 900.0
def __init__(self, game, name, index, config=None): self.background = pygame.surface.Surface((640, 480), flags=pygame.SRCALPHA) self.background.fill((0, 0, 0, 95)) menus = (('Resume', self.cont), ('Back to Menu', self.back)) MenuScene.__init__(self, game, name, index, config, (320, 240), menus) self.music_bg = data.load_sound('pause.ogg')
def __init__(self,position): gameObject.__init__(self, self.groups) self.image = self.images[0] self.rect = self.image.get_rect(topleft=position) self.pic = 0 self.x = position[0] self.y = ((position[1]-32)/32)*31.8 self.coined = 0 self.hit = data.load_sound('bump.wav') self.done = data.load_image('qempty.png')
def get_sound(sound_code): ''' Devuelve el sonido asociado al código del sonido dado. ''' __check_initialize() if __sounds.has_key(sound_code): print "Sonido " + sound_code + " ya cargado" else: print "Sonido " + sound_code + " no cargado, cargado..." __sounds[sound_code] = data.load_sound(__sounds_info[sound_code]) return __sounds[sound_code]
def __init__(self, pos, dir, id, player): Collidable.__init__(self, pos) self.rect = self.image.get_rect(center=pos) self.move((28 - id * 12) * dir, 0) self.move(54 * dir, 0) self.player = player self.dir = dir self.id = id if dir < 0: self.image = pygame.transform.flip(self.image, 1, 0) self.life = 5 * id self.shoot_sound = data.load_sound("fireball.ogg") self.shoot_sound.play()
def update(self): self.pic+= 1 if self.flagged == 0: if self.speed > 0: self.image = self.right[self.pic/20%2] if self.speed < 0: self.image = self.images[self.pic/20%2] if self.pic%2 == 0: self.move(self.speed,1) else: GreenKoopaDeath((self.rect.left,self.rect.top+24)) self.kill() death = data.load_sound('stomp.wav') death.play()
def get_sound(sound_code): ''' @brief Función que devuelve el sonido asociado al código del sonido dado. @param sound_code Código del sonido a cargar. @return Referencia al sonido cargado. ''' __check_initialize() if __sounds.has_key(sound_code): print "Sonido " + sound_code + " ya cargado" else: print "Sonido " + sound_code + " no cargado, cargado..." __sounds[sound_code] = data.load_sound(__sounds_info[sound_code]) return __sounds[sound_code]
def get_sound(sound_code): ''' @brief Función que devuelve el sonido asociado al código del sonido dado. @param sound_code Código del sonido a cargar. @return Referencia al sonido cargado. ''' __check_initialize() if __sounds.has_key(sound_code): pass #print "Sonido " + sound_code + " ya cargado" else: #print "Sonido " + sound_code + " no cargado, cargado..." __sounds[sound_code] = data.load_sound(__sounds_info[sound_code]) return __sounds[sound_code]
def __init__(self, game, name, index, config=None): super(IntroScene, self).__init__(game, name, index, config) self.background = data.load_image('intro.png') self.music = data.load_sound('intro.ogg') self.endTime = None self.currentIntroIdx = None self.intros = [] self.intros.append(Intro(5000, True, ['2038. The Earth.', 'Sonore Aliens wade in !', 'With their ultrasonic sounds', 'they want to destroy humanity !'])) self.intros.append(Intro(7000, True, ['Thanks to', 'the found sumerian technology', 'dated 4000 years BC', 'human resistance can recreate', 'sonore attacks and defend the Earth.', '', 'Fight for the resistance !'])) self.blinkText = None self.blinkTextRect = None self.blinkInputCounter = 0 self.blinkInputTime = 500 self.showBlinkText = True
def update(self): if self.flagged == 0: self.pic+=1 self.image = self.images[self.pic/16%2] if self.rect.y > 460: self.kill() if self.rect.left < 0: self.rect.left = 0 self.speed = 1 self.move(self.speed,1) if self.speed == 1: self.x += 1 else: self.x -= 1 else: GoombaDie((self.rect.left,self.rect.top+14)) stomp = data.load_sound('stomp.wav') stomp.play() self.kill()
def __init__(self, game, name, index, config=None): super(CreditsScene, self).__init__(game, name, index, config) self.text = data.render_text(data.FONT_TITLE, 37, 'Thanks for Playing', (255, 255, 255)) self.textrect = self.text.get_rect() font = data.load_font(data.FONT_MAIN, 17) names = ('cyqui', 'gleuh', 'greg0ire', 'joksnet') self.designLabel = data.render_text(data.FONT_TITLE, 23, 'Design:', (255, 255, 127)) self.designLabelRect = self.designLabel.get_rect() self.design = data.render_text(data.FONT_MAIN, 21, 'tocab', (255, 255, 255)) self.designRect = self.design.get_rect() self.musicLabel = data.render_text(data.FONT_TITLE, 23, 'Music:', (255, 255, 127)) self.musicLabelRect = self.musicLabel.get_rect() self.music = data.render_text(data.FONT_MAIN, 21, 'TOTOleHero', (255, 255, 255)) self.musicRect = self.music.get_rect() self.namesLabel = data.render_text(data.FONT_TITLE, 23, 'Developers', (255, 255, 127)) self.namesLabelRect = self.namesLabel.get_rect() self.names = [] for name in names: rend = font.render(name, True, (255, 255, 255)) rect = rend.get_rect() self.names.append((rend, rect)) self.team = data.render_text(data.FONT_TITLE, 37, 'The Bouba Team', (60, 255, 60)) self.teamRect = self.team.get_rect() self.background = data.load_image('credits.png') self.music_bg = data.load_sound('credits.ogg')
def load_sfx(sound_on=True): class NoneSound: #taken from chimp linebyline tutorial def play(self): pass if sound_on: dc_sfx["revive"] = data.load_sound("revive.ogg") dc_sfx["cast"] = data.load_sound("revive.ogg") dc_sfx["lvlup"] = data.load_sound("lvlup.ogg") dc_sfx["mdeath"] = data.load_sound("monsterdth.ogg") dc_sfx["pdeath"] = data.load_sound("playerdth.ogg") dc_sfx["hit"] = data.load_sound("thud.ogg") dc_sfx["sel"] = data.load_sound("select.ogg") else: dc_sfx["revive"] = NoneSound() dc_sfx["lvlup"] = NoneSound() dc_sfx["cast"] = NoneSound() dc_sfx["mdeath"] = NoneSound() dc_sfx["pdeath"] = NoneSound() dc_sfx["hit"] = NoneSound() dc_sfx["sel"] = NoneSound()
def associateTheme(self, type, theme): self.activeImage = data.load_image('button-' + type + '-' + str(1+self.name) + '.png') self.sound = data.load_sound('button-' + type + '-' + str(1+self.name) + '.ogg', theme) self.sound.set_volume(0.4) self.channel = None
def __init__(self, game, name, index, config=None): super(LevelScene, self).__init__(game, name, index, config) self.font = data.load_font(data.FONT_FIX, 23) self.count = config['count'] if 'count' in config else 9 self.delta = config['delta'] if 'delta' in config else 1000 self.points = config['points'] if 'points' in config else 500 self.volume = config['volume'] if 'volume' in config else 0.3 self.pointsMulti = config[ 'pointsMulti'] if 'pointsMulti' in config else 1 self.pointsText = None self.sequence = button.SequenceButtonGroup((20, 20), (210, 100), 15, 5, self.count, self.delta) self.buttons = button.PlayableButtonGroup((50, 150), (35, 300), 20, 15, self.count, 750) self.seqindex = 0 self.sequencing = False self.play = [] self.playing = False self.background = data.load_image('background.png') self.ray = data.load_image('ray.png') self.piano = data.load_image('piano.png') self.music_bg = data.load_sound('background.ogg', self.name) self.music_bg.set_volume(self.volume) self.music_pre_bg = data.load_sound('pre-background.ogg', self.name) self.music_pre_bg.set_volume(0.3) self.sequence.associateTheme(self.name) self.buttons.associateTheme(self.name) self.pre_bg_channel = None self.bg_channel = None # step counter management self.stepElapsingInTime = 1 self.stepElapsedTimeCounter = 0 self.counterStepPerClick = config[ 'timetoclick'] if 'timetoclick' in config else 200 self.currentCounterStep = self.counterStepPerClick # counting only when button animation is over self.stepCountElapsingTime = False self.stepCounterText = None self.rectWidth = 0 boss = data.load_image('boss.png', self.name) boss.set_colorkey((255, 0, 255)) miniboss = data.load_image('boss_mini.png', self.name) miniboss.set_colorkey((255, 0, 255)) self.animMiniBossImage = miniboss # pygame.transform.scale(boss, (170, 170)) self.animMiniBossRect = self.animMiniBossImage.get_rect() self.animMiniBossRect.left = 302 self.animMiniBossRect.bottom = 243 self.animBossAction = 'scale' self.animBossActionCount = 0 self.animBossImage = boss # pygame.transform.scale(boss, (170, 170)) self.animBossRect = self.animBossImage.get_rect() self.animBossRect.left = 350 self.animBossRect.bottom = 280 self.animBossTime = 0 self.animBossShowRaw = False self.counterRect = [266, 250, 110, 8] self.counterRectDecSizePerStep = 110.0 / self.counterStepPerClick self.incrRedColorUnit = 255.0 / self.counterStepPerClick self.decrBlueColorUnit = 255.0 / self.counterStepPerClick self.bottomPanel = pygame.Surface((640, 240)) self.bottomPanel.fill((100, 100, 100)) self.bottomPanel.set_alpha(200) self.bottomText = data.render_text( data.FONT_MAIN, 30, self.name.replace('-', ' ') + " starting in...", (255, 0, 0)) self.bottomTextRect = self.bottomText.get_rect() self.bottomTextRect.center = (320, 360)
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, game, name, index, config=None): super(LevelScene, self).__init__(game, name, index, config) self.font = data.load_font(data.FONT_FIX, 23) self.count = config['count'] if 'count' in config else 9 self.delta = config['delta'] if 'delta' in config else 1000 self.points = config['points'] if 'points' in config else 500 self.volume = config['volume'] if 'volume' in config else 0.3 self.pointsMulti = config['pointsMulti'] if 'pointsMulti' in config else 1 self.pointsText = None self.sequence = button.SequenceButtonGroup((20, 20), (210, 100), 15, 5, self.count, self.delta) self.buttons = button.PlayableButtonGroup((50, 150), (35, 300), 20, 15, self.count, 750) self.seqindex = 0 self.sequencing = False self.play = [] self.playing = False self.background = data.load_image('background.png') self.ray = data.load_image('ray.png') self.piano = data.load_image('piano.png') self.music_bg = data.load_sound('background.ogg', self.name) self.music_bg.set_volume(self.volume) self.music_pre_bg = data.load_sound('pre-background.ogg', self.name) self.music_pre_bg.set_volume(0.3) self.sequence.associateTheme(self.name) self.buttons.associateTheme(self.name) self.pre_bg_channel = None self.bg_channel = None # step counter management self.stepElapsingInTime = 1 self.stepElapsedTimeCounter = 0 self.counterStepPerClick = config['timetoclick'] if 'timetoclick' in config else 200 self.currentCounterStep = self.counterStepPerClick # counting only when button animation is over self.stepCountElapsingTime = False self.stepCounterText = None self.rectWidth = 0 boss = data.load_image('boss.png', self.name) boss.set_colorkey((255, 0, 255)) miniboss = data.load_image('boss_mini.png', self.name) miniboss.set_colorkey((255, 0, 255)) self.animMiniBossImage = miniboss # pygame.transform.scale(boss, (170, 170)) self.animMiniBossRect = self.animMiniBossImage.get_rect() self.animMiniBossRect.left = 302 self.animMiniBossRect.bottom = 243 self.animBossAction = 'scale' self.animBossActionCount = 0 self.animBossImage = boss # pygame.transform.scale(boss, (170, 170)) self.animBossRect = self.animBossImage.get_rect() self.animBossRect.left = 350 self.animBossRect.bottom = 280 self.animBossTime = 0 self.animBossShowRaw = False self.counterRect = [266,250,110,8] self.counterRectDecSizePerStep = 110.0/self.counterStepPerClick self.incrRedColorUnit = 255.0/self.counterStepPerClick self.decrBlueColorUnit = 255.0/self.counterStepPerClick self.bottomPanel = pygame.Surface((640,240)) self.bottomPanel.fill((100, 100, 100)) self.bottomPanel.set_alpha(200) self.bottomText = data.render_text(data.FONT_MAIN, 30, self.name.replace('-', ' ') + " starting in...", (255, 0, 0)) self.bottomTextRect = self.bottomText.get_rect() self.bottomTextRect.center = (320, 360)
def __init__(self, snd_name): if not media.have_avbin: return self.sound = data.load_sound(snd_name) self.player = None
def __init__(self, *snd_names): if not media.have_avbin: return self.sounds = [data.load_sound(snd_name) for snd_name in snd_names] self.player = None
def loadSfx(): game_vars.ball_death = data.load_sound('ball_death.wav') game_vars.ball_hit_wall = data.load_sound('ball_hit_wall.wav') game_vars.ball_hit_wall.set_volume(.2) game_vars.battery_pickup = data.load_sound('battery.wav') game_vars.check = data.load_sound('checkpoint.wav') game_vars.heal = data.load_sound('heal.wav') game_vars.robot_death = data.load_sound('robot_death.wav') game_vars.robot_hit_wall = data.load_sound('robot_hit_wall.wav') game_vars.robot_hit_wall.set_volume(.2) game_vars.teleport = data.load_sound('teleport.wav') game_vars.throw = data.load_sound('throw.wav') game_vars.block_hit = data.load_sound('block_hit.wav') game_vars.jet_pack = data.load_sound('jetpack.wav')
def _load_assets(self): self._img = {name: data.load_image(filename) for name, filename in self.img_assets.items()} self._snd = {name: data.load_sound(filename) for name, filename in self.snd_assets.items()}
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 __init__(self, name): self.source = data.load_sound(name)
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()