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MyPySky.py
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MyPySky.py
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"""
MyPySky-web
created by mitradranirban
Pygame based platform scroller with sky fan art - web version
distributed under GNU All-Permissive licence
Copying and distribution of this file, with or without modification,
are permitted in any medium without royalty provided the copyright
notice and this notice are preserved. This file is offered as-is,
without any warranty.
"""
import asyncio
import pygame
from pygame.locals import *
import os
import random
# Initiate pygame modules
pygame.init()
pygame.mixer.init()
pygame.font.init()
# Colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
GRAY = ( 230, 230, 230)
GREY = ( 127, 127, 127)
# Screen and tiles dimensions
SCREEN_WIDTH = 1054
SCREEN_HEIGHT = 594
TILEX = 100
TILEY = 50
# pictures used for tiles
GRASS = 'grass.png'
STONE = 'stone.png'
ICE = 'ice.png'
SAND = 'sand.png'
CLOUD = 'cloud.png'
MANTA = 'manta.png'
JELLYFISH = 'jellyfish.png'
CANDLE = 'candle.png'
STAR = 'star.png'
KRILL = 'krill.png'
ROCK = 'rock.png'
ARC = 'arc.png'
STATUE = 'boy.png'
PLANT = 'plant.png'
# create the pygame font object
font_path = os.path.join(os.path.dirname(os.path.realpath(__file__)),"fonts","ani.ttf")
font_size = TILEY
myfont = pygame.font.Font(font_path, font_size)
# sounds used for effect
s = 'sounds'
tada = pygame.mixer.Sound(os.path.join(s, 'tada.OGG'))
wow = pygame.mixer.Sound(os.path.join(s, 'wow.OGG'))
tung = pygame.mixer.Sound(os.path.join(s, 'tung.OGG'))
"""
Create objects required
for the game
"""
class Player(pygame.sprite.Sprite):
""" This class represents the player at the bottom that the player
controls. """
# -- Attributes
# Set speed vector of player
change_x = 0
change_y = 0
# This holds all the images for the animated walk left/right
# of our player
walking_frames_l = []
walking_frames_r = []
# What direction is the player facing?
direction = "R"
# List of sprites we can bump against
level = None
# -- Methods
def __init__(self):
""" Constructor function """
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
# Load all the right facing images into a list
for i in range(1,9):
image = pygame.image.load(os.path.join('images','child'+str(i)+'.png'))
self.walking_frames_r.append(image)
# Load all the right facing images, then flip them
# to face left.
for i in range(1,9):
image = pygame.image.load(os.path.join('images','child'+str(i)+'.png'))
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
# Set the image the player starts with
self.image = self.walking_frames_r[0]
# Set a referance to the image rect.
self.rect = self.image.get_rect()
# Set Baseline score, health and collide delta
self.health = 1
self.damage = 0
self.collide_delta = 0
self.jump_delta = 6
self.score = 1
def update(self):
""" Move the player. """
# Gravity
self.calc_grav()
# Move left/right
self.rect.x += self.change_x
pos = self.rect.x + self.level.world_shift
if self.direction == "R":
frame = (pos // 30) % len(self.walking_frames_r)
self.image = self.walking_frames_r[frame]
else:
frame = (pos // 30) % len(self.walking_frames_l)
self.image = self.walking_frames_l[frame]
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# If we are moving right,
# set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# increase score by collecting candles
loot_hit_list = pygame.sprite.spritecollide(self, self.level.loot_list, False)
for loot in loot_hit_list:
self.level.loot_list.remove(loot)
pygame.mixer.Sound.play(tada)
self.score += 1
# increase health by collecting stars
star_hit_list = pygame.sprite.spritecollide(self, self.level.star_list, False)
for star in star_hit_list:
self.level.star_list.remove(star)
pygame.mixer.Sound.play(tung)
self.health += 1
# contact with enemy
enemy_hit_list = pygame.sprite.spritecollide(self, self.level.enemy_list, False)
if self.damage == 0:
for enemy in enemy_hit_list:
if not self.rect.contains(enemy):
self.damage = self.rect.colliderect(enemy)
if self.damage == 1:
idx = self.rect.collidelist(enemy_hit_list)
if idx == -1:
self.damage = 0 # set damage back to 0
pygame.mixer.Sound.play(wow)
self.health -= 1 # subtract 1 hp
# Move up/down
self.rect.y += self.change_y
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
if isinstance(block, MovingPlatform):
self.rect.x += block.change_x
def calc_grav(self):
""" Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
# See if we are on the ground.
if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = SCREEN_HEIGHT - self.rect.height
def jump(self):
""" Called when user hits 'jump' button. """
# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down 1
# when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
self.change_y = -7
# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self.change_x = -6
self.direction = "L"
def go_right(self):
""" Called when the user hits the right arrow. """
self.change_x = 6
self.direction = "R"
def stop(self):
""" Called when the user lets off the keyboard. """
self.change_x = 0
class Enemy(pygame.sprite.Sprite):
''' Spawn an enemy '''
def __init__(self,x,y,img):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join('images',img))
self.image.convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.counter = 0
self.change_x = 0
self.change_y = 0
self.boundary_top = 0
self.boundary_bottom = 0
self.boundary_left = 0
self.boundary_right = 0
def update(self):
''' enemy movement '''
# Move left/right
self.rect.x += self.change_x
# See if we hit the player
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
# We did hit the player. Shove the player around and
# assume he/she won't hit anything else.
# If we are moving right, set our right side
# to the left side of the item we hit
if self.change_x < 0:
self.player.rect.right = self.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.player.rect.left = self.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit the player
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
# We did hit the player. Shove the player around and
# assume he/she won't hit anything else.
# Reset our position based on the top/bottom of the object.
if self.change_y < 0:
self.player.rect.bottom = self.rect.top
else:
self.player.rect.top = self.rect.bottom
# Check the boundaries and see if we need to reverse
# direction.
if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top:
self.change_y *= -1
cur_pos = self.rect.x - self.level.world_shift
if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
self.change_x *= -1
def load_image(self, width, height):
""" load a single image from image folder and make a pygame sprite. """
# Create a new blank image
image = pygame.Surface([width, height]).convert()
# Load the sprite from images folder
pygame.image.load(os.path.join('images',image)).convert()
# Assuming black works as the transparent color
image.set_colorkey(BLACK)
# Return the image
return image
class Platform(pygame.sprite.Sprite):
""" Platform the user can jump on """
def __init__(self, xlocation, ylocation, imagewidth, imageheight, image):
""" Platform constructorfrom individual images. """
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join('images',image)).convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = ylocation
self.rect.x = xlocation
class MovingPlatform(Platform):
""" This is a fancier platform that can actually move. """
change_x = 0
change_y = 0
boundary_top = 0
boundary_bottom = 0
boundary_left = 0
boundary_right = 0
level = None
player = None
def update(self):
""" Move the platform.
If the player is in the way, it will shove the player
out of the way. This does NOT handle what happens if a
platform shoves a player into another object. Make sure
moving platforms have clearance to push the player around
or add code to handle what happens if they don't. """
# Move left/right
self.rect.x += self.change_x
# See if we hit the player
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
# We did hit the player. Shove the player around and
# assume he/she won't hit anything else.
# If we are moving right, set our right side
# to the left side of the item we hit
if self.change_x < 0:
self.player.rect.right = self.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.player.rect.left = self.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we the player
hit = pygame.sprite.collide_rect(self, self.player)
if hit:
# We did hit the player. Shove the player around and
# assume he/she won't hit anything else.
# Reset our position based on the top/bottom of the object.
if self.change_y < 0:
self.player.rect.bottom = self.rect.top
else:
self.player.rect.top = self.rect.bottom
# Check the boundaries and see if we need to reverse
# direction.
if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top:
self.change_y *= -1
cur_pos = self.rect.x - self.level.world_shift
if cur_pos < self.boundary_left or cur_pos > self.boundary_right:
self.change_x *= -1
class loot(Platform):
""" A special platform player will collect to increase score. """
level = None
player = None
class star(Platform):
""" A special platform player wil collect to increase health. """
level = None
player = None
class Level():
""" This is a generic super-class used to define a level.
Create a child class for each level with level-specific
info. """
# Lists of sprites used in all levels. Add or remove
# lists as needed for your game. """
platform_list = None
enemy_list = None
loot_list = None
star_list = None
# Background image
background = None
# How far this world has been scrolled left/right
world_shift = 0
level_limit = -1000
def __init__(self, player):
""" Constructor. Pass in a handle to player. Needed for when moving platforms collide with the player. """
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.loot_list = pygame.sprite.Group()
self.star_list = pygame.sprite.Group()
self.player = player
# Update everything on this level
def update(self):
""" Update everything in this level."""
self.platform_list.update()
self.enemy_list.update()
self.loot_list.update()
self.star_list.update()
def draw(self, screen):
""" Draw everything on this level. """
# Draw the background
# We don't shift the background as much as the sprites are shifted
# to give a feeling of depth.
screen.fill(WHITE)
screen.blit(self.background,(self.world_shift // 3,0))
# Draw all the sprite lists that we have
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
self.loot_list.draw(screen)
self.star_list.draw(screen)
def shift_world(self, shift_x):
""" When the user moves left/right and we need to scroll everything: """
# Keep track of the shift amount
self.world_shift += shift_x
# Go through all the sprite lists and shift
for platform in self.platform_list:
platform.rect.x += shift_x
for enemy in self.enemy_list:
enemy.rect.x += shift_x
for loot in self.loot_list:
loot.rect.x += shift_x
for star in self.star_list:
star.rect.x += shift_x
# Create platforms for the level
class Level_01(Level):
""" Definition for level 1. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"home.png")).convert()
self.background.set_colorkey(BLACK)
self.level_limit = -2500
# Array with type of platform, and x, y location of the platform.
level = [ [GRASS, 400, 500],
[SAND, 700, 500],
[ICE, 1800, 500],
[ICE, 1900, 500],
[STONE, 2200,500],
[STONE, 2800,500],
[STONE, 3200,500],
[STONE, 4000,500]
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add loot
level = [ [ CANDLE, 100, 400],
[ CANDLE, 1700, 500]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.loot_list.add(block)
# Create platforms for the level 2
class Level_02(Level):
""" Definition for level 2. """
def __init__(self, player):
""" Create level 2. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"isle.png")).convert()
self.background.set_colorkey( BLUE)
self.level_limit = -2600
# Array with type of platform, and x, y location of the platform.
level = [ [ SAND, 500, 550 ],
[ SAND, 600, 450],
[ SAND, 700, 350],
[ SAND, 900, 350],
[ STONE, 1100, 300],
[ GRASS, 2200, 400],
[ GRASS, 2400, 450]
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = MovingPlatform(1350,280, TILEX, TILEY, CLOUD)
block.rect.x = 2150
block.rect.y = 280
block.boundary_left = 1150
block.boundary_right = 2150
block.change_x = 1
block.player = self.player
block.level = self
self.platform_list.add(block)
# Add candles
level = [ [ CANDLE, 1700, 100],
[ CANDLE, 2400, 300]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.loot_list.add(block)
# Add star
level = [ [ STAR, 700, 300],
[ STAR, 2200, 300]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.star_list.add(block)
# Create platforms for the level 3
class Level_03(Level):
""" Definition for level 3. """
def __init__(self, player):
""" Create level 3. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"prairie.png")).convert()
self.background.set_colorkey( WHITE)
self.level_limit = -2500
# Array with type of platform, and x, y location of the platform.
level = [ [ STONE, 500, 500, ],
[ STONE, 700, 450],
[ STONE, 900, 450],
[ GRASS, 1100, 400],
[ GRASS, 1300, 350],
[ GRASS, 1500, 300],
[ GRASS, 2500, 300],
[ GRASS, 2700, 350],
[ STONE, 3000, 280],
[ STONE, 3200, 400],
[ STONE, 3400, 500],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = MovingPlatform(1950,280, TILEX, TILEY, MANTA)
block.rect.x = 1950
block.rect.y = 280
block.boundary_left = 1650
block.boundary_right = 2400
block.change_x = 1
block.player = self.player
block.level = self
self.platform_list.add(block)
# Add enemy
enemy = Enemy(600,400,"crab.png")
enemy.rect.x = 600
enemy.rect.y = 400
enemy.boundary_left = 500
enemy.boundary_right = 700
enemy.change_x = random.randint(3,5)
enemy.player = self.player
enemy.level = self
self.enemy_list.add(enemy)
# Add candles
level = [
[ CANDLE, 1200, 300],
[ PLANT, 2200, 200],
[ CANDLE, 2700, 300]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.loot_list.add(block)
# Add star
level = [ [ STAR, 500, 400],
[ STAR, 3200, 350]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.star_list.add(block)
# Create platforms for the level 4
class Level_04(Level):
""" Definition for level 4. """
def __init__(self, player):
""" Create level 4. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"forest.png")).convert()
self.background.set_colorkey(WHITE)
self.level_limit = -2500
# Array with type of platform, and x, y location of the platform.
level = [ [ STONE, 500, 500, ],
[ STONE, 700, 400],
[ GRASS, 900, 350],
[ GRASS, 1100, 300],
[ GRASS, 1300, 400],
[ STONE, 1600, 100],
[ STONE, 1700, 200],
[ STONE, 1800, 500],
[ GRASS, 2000,450],
[ GRASS, 2200,450],
[ GRASS, 2400,450],
[ GRASS, 2600,450],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = MovingPlatform(1500,300,TILEX,TILEY, JELLYFISH)
block.rect.x = 1500
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.change_y = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
# Add enemies
enemy = Enemy(1300,500,"rain.png")
enemy.rect.x = 800
enemy.rect.y = 500
enemy.boundary_top = 300
enemy.boundary_bottom = 550
enemy.change_y = random.randint(1,5)
enemy.player = self.player
enemy.level = self
self.enemy_list.add(enemy)
enemy = Enemy(1900,500,"crab.png")
enemy.rect.x = 1900
enemy.rect.y = 500
enemy.boundary_left = random.randint(1700,1850)
enemy.boundary_right = random.randint(1950,2000)
enemy.change_x = random.randint(1,5)
enemy.player = self.player
enemy.level = self
self.enemy_list.add(enemy)
# Add candles
level = [
[ PLANT, 800, 300],
[ CANDLE, 1200, 300],
[ PLANT, 2000, 400]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.loot_list.add(block)
# Add star
level = [ [ STAR, 1900, 450],
[ STAR, 1600, 50]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.star_list.add(block)
# Create platforms for the level 5
class Level_05(Level):
""" Definition for level 5. """
def __init__(self, player):
""" Create level 5. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"valley.png")).convert()
self.level_limit = -2000
level = [ [ SAND, 500, 550 ],
[ SAND, 600, 450],
[ SAND, 700, 350],
[ ICE, 900, 450],
[ ICE, 1100, 300],
[ ICE, 1300, 280],
[ STONE, 1650, 280],
[ STONE, 1750, 400],
[ STONE, 1850, 400],
[ SAND, 2000,450],
[ GRASS, 2200,400],
[ STONE, 2400,350],
[ STONE, 2600,350],
[ STONE, 2900,350],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add candles
level = [
[ CANDLE, 1100, 200],
[ CANDLE, 1900, 300],
[ CANDLE, 2700, 300]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.loot_list.add(block)
# Add star
level = [ [ STAR, 700, 300],
[ STAR, 1700, 300]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.star_list.add(block)
# Create platforms for the level 6
class Level_06(Level):
""" Definition for level 6. """
def __init__(self, player):
""" Create level 6. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"wasteland.png")).convert()
self.background.set_colorkey( WHITE)
self.level_limit = -2500
# Array with type of platform, and x, y location of the platform.
level = [ [ STONE, 500, 550],
[ STONE, 900, 500],
[ GRASS, 1100, 450],
[ GRASS, 1400, 450],
[ GRASS, 1600, 450],
[ GRASS, 1900, 400],
[ GRASS, 2200, 300],
[ GRASS, 2400, 200],
[ STONE, 2600, 100],
[ STONE, 2800, 500],
[ STONE, 3000, 400],
[ STONE, 3300, 350],
[ STONE, 3600, 300],
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = MovingPlatform(700,300,TILEX,TILEY, ARC)
block.rect.x = 700
block.rect.y = 300
block.boundary_top = 200
block.boundary_bottom = 550
block.change_y = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
# Add enemies
enemy = Enemy(2700,500,"krill.png")
enemy.rect.x = 2700
enemy.rect.y = 300
enemy.boundary_top = 100
enemy.boundary_bottom = 550
enemy.boundary_left = 2000
enemy.boundary_right = 2900
enemy.change_x = random.randint(3,5)
enemy.change_y = random.randint(3,5)
enemy.player = self.player
enemy.level = self
self.enemy_list.add(enemy)
enemy = Enemy(1900,500,"crab.png")
enemy.rect.x = 1400
enemy.rect.y = 500
enemy.boundary_left = random.randint(1300,1350)
enemy.boundary_right = random.randint(1450,1500)
enemy.change_x = random.randint(1,5)
enemy.player = self.player
enemy.level = self
self.enemy_list.add(enemy)
# Add candles
level = [
[ CANDLE, 1500, 300],
[ PLANT, 3000, 300],
[ PLANT, 2200, 350],
[ PLANT, 3700, 350],
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.loot_list.add(block)
# Add star
level = [ [ STAR, 700, 100],
[ STAR, 1300, 450],
[ STAR, 2600, 50],
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.star_list.add(block)
# Create platforms for the level 7
class Level_07(Level):
""" Definition for level 7. """
def __init__(self, player):
""" Create level 7. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"vault.png")).convert()
self.background.set_colorkey( WHITE)
self.level_limit = -2500
# Array with type of platform, and x, y location of the platform.
level = [ [ STONE, 600, 450],
[ STONE, 1800, 300],
[ STONE, 1500, 350],
[ STONE, 1900, 400],
[ STONE, 1700, 200],
[ STONE, 1400, 250],
[ STONE, 1200, 300],
[ STONE, 1900, 100],
[ STONE, 2300, 200],
[ STONE, 2600, 100],
[ STONE, 2800,100],
[ STONE, 3000, 100]
]
# Go through the array above and add platforms
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = MovingPlatform(1600,300,TILEX,TILEY, STONE)
block.rect.x = 1600
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.change_y = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
# Add candles
level = [
[ CANDLE, 600, 350],
[ CANDLE, 1200, 200],
[ CANDLE, 2700, 20]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.loot_list.add(block)
# Add star
level = [ [ STAR, 1900, 50],
[ STAR, 3200, 100]
]
for platform in level:
block = Platform(platform[1],platform[2], TILEX, TILEY,platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.star_list.add(block)
# Create platforms for the level 8
class Level_08(Level):
""" Definition for level 8. """
def __init__(self, player):
""" Create level 8. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load(os.path.join('images',"eden.png")).convert()
self.level_limit = -2500
level = [ [ STONE, 600, 450],
[ STONE, 800, 350],
[ STONE, 1000, 300],
[ STONE, 1200, 330],