This the 4th and Last Code Review for our Pygame RPG Series. With this, we have completed our basic RPG Fighter. You can find the code availible in written form here, as well as availible as a download at the bottom of the page, combined with the all the images and sounds used for our game.
If you liked this series and want to see a better and more improved version, go to our YouTube channel, where you will find the newer version of this series with new and improved mechanics and features.
Code Review
This is the complete code from all previous tutorials combined:
import pygame
from pygame.locals import *
import sys
import random
import time
from tkinter import filedialog
from tkinter import *
import numpy
from music_manager import MusicManager
#import coin
# freq, size, channel, buffsize
pygame.mixer.pre_init(44100, -16, 1, 512)
pygame.init() # Begin pygame
#flags = FULLSCREEN | DOUBLEBUF
# Music and Sound
soundtrack = ["background_village.wav", "battle_music.wav", "gameover.wav"]
swordtrack = [pygame.mixer.Sound("sword1.wav"), pygame.mixer.Sound("sword2.wav")]
fsound = pygame.mixer.Sound("fireball_sound.wav")
hit = pygame.mixer.Sound("enemy_hit.wav")
mmanager = MusicManager()
mmanager.playsoundtrack(soundtrack[0], -1, 0.05)
# Declaring variables to be used through the program
vec = pygame.math.Vector2
HEIGHT = 350
WIDTH = 700
ACC = 0.3
FRIC = -0.10
FPS = 60
FPS_CLOCK = pygame.time.Clock()
COUNT = 0
# Create the display
#displaysurface = pygame.display.set_mode((WIDTH, HEIGHT), flags, 32)
displaysurface = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Game")
# light shade of the button
color_light = (170,170,170)
color_dark = (100,100,100)
color_white = (255,255,255)
# defining a font
headingfont = pygame.font.SysFont("Verdana", 40)
regularfont = pygame.font.SysFont('Corbel',25)
smallerfont = pygame.font.SysFont('Corbel',16)
text = regularfont.render('LOAD' , True , color_light)
# Run animation for the RIGHT
run_ani_R = [pygame.image.load("Player_Sprite_R.png").convert_alpha(), pygame.image.load("Player_Sprite2_R.png").convert_alpha(),
pygame.image.load("Player_Sprite3_R.png").convert_alpha(), pygame.image.load("Player_Sprite4_R.png").convert_alpha(),
pygame.image.load("Player_Sprite5_R.png").convert_alpha(), pygame.image.load("Player_Sprite6_R.png").convert_alpha(),
pygame.image.load("Player_Sprite_R.png").convert_alpha()]
# Run animation for the LEFT
run_ani_L = [pygame.image.load("Player_Sprite_L.png").convert_alpha(), pygame.image.load("Player_Sprite2_L.png").convert_alpha(),
pygame.image.load("Player_Sprite3_L.png").convert_alpha(), pygame.image.load("Player_Sprite4_L.png").convert_alpha(),
pygame.image.load("Player_Sprite5_L.png").convert_alpha(), pygame.image.load("Player_Sprite6_L.png").convert_alpha(),
pygame.image.load("Player_Sprite_L.png").convert_alpha()]
# Attack animation for the RIGHT
attack_ani_R = [pygame.image.load("Player_Sprite_R.png").convert_alpha(), pygame.image.load("Player_Attack_R.png").convert_alpha(),
pygame.image.load("Player_Attack2_R.png").convert_alpha(), pygame.image.load("Player_Attack2_R.png").convert_alpha(),
pygame.image.load("Player_Attack3_R.png").convert_alpha(), pygame.image.load("Player_Attack3_R.png").convert_alpha(),
pygame.image.load("Player_Attack4_R.png").convert_alpha(), pygame.image.load("Player_Attack4_R.png").convert_alpha(),
pygame.image.load("Player_Attack5_R.png").convert_alpha(), pygame.image.load("Player_Attack5_R.png").convert_alpha(),
pygame.image.load("Player_Sprite_R.png").convert_alpha()]
# Attack animation for the LEFT
attack_ani_L = [pygame.image.load("Player_Sprite_L.png"), pygame.image.load("Player_Attack_L.png"),
pygame.image.load("Player_Attack2_L.png"),pygame.image.load("Player_Attack2_L.png"),
pygame.image.load("Player_Attack3_L.png"),pygame.image.load("Player_Attack3_L.png"),
pygame.image.load("Player_Attack4_L.png"),pygame.image.load("Player_Attack4_L.png"),
pygame.image.load("Player_Attack5_L.png"),pygame.image.load("Player_Attack5_L.png"),
pygame.image.load("Player_Sprite_L.png")]
# Animations for the Health Bar
health_ani = [pygame.image.load("heart0.png").convert_alpha(), pygame.image.load("heart.png").convert_alpha(),
pygame.image.load("heart2.png").convert_alpha(), pygame.image.load("heart3.png").convert_alpha(),
pygame.image.load("heart4.png").convert_alpha(), pygame.image.load("heart5.png").convert_alpha()]
class Background(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.bgimage = pygame.image.load("Background.png").convert_alpha()
self.rectBGimg = self.bgimage.get_rect()
self.bgY = 0
self.bgX = 0
def render(self):
displaysurface.blit(self.bgimage, (self.bgX, self.bgY))
class Ground(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Ground.png").convert_alpha()
self.rect = self.image.get_rect(center = (350, 340))
def render(self):
displaysurface.blit(self.image, self.rect)
class Item(pygame.sprite.Sprite):
def __init__(self, itemtype):
super().__init__()
if itemtype == 1: self.image = pygame.image.load("heart.png").convert_alpha()
elif itemtype == 2: self.image = pygame.image.load("coin.png").convert_alpha()
self.rect = self.image.get_rect()
self.type = itemtype
self.posx = 0
self.posy = 0
def render(self):
self.rect.x = self.posx
self.rect.y = self.posy
displaysurface.blit(self.image, self.rect)
def update(self):
hits = pygame.sprite.spritecollide(self, Playergroup, False)
# Code to be activated if item comes in contact with player
if hits:
if player.health < 5 and self.type == 1:
player.health += 1
health.image = health_ani[player.health]
self.kill()
if self.type == 2:
handler.money += 1
self.kill()
class FireBall(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.direction = player.direction
if self.direction == "RIGHT":
self.image = pygame.image.load("fireball1_R.png").convert_alpha()
else:
self.image = pygame.image.load("fireball1_L.png") .convert_alpha()
self.rect = self.image.get_rect(center = player.pos)
self.rect.x = player.pos.x
self.rect.y = player.pos.y - 40
def fire(self):
player.magic_cooldown = 0
# Runs while the fireball is still within the screen w/ extra margin
if -10 < self.rect.x < 710:
if self.direction == "RIGHT":
self.image = pygame.image.load("fireball1_R.png").convert_alpha()
displaysurface.blit(self.image, self.rect)
else:
self.image = pygame.image.load("fireball1_L.png").convert_alpha()
displaysurface.blit(self.image, self.rect)
if self.direction == "RIGHT":
self.rect.move_ip(12, 0)
else:
self.rect.move_ip(-12, 0)
else:
self.kill()
player.magic_cooldown = 1
player.attacking = False
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Player_Sprite_R.png").convert_alpha()
self.rect = self.image.get_rect()
# Position and direction
self.vx = 0
self.pos = vec((340, 180))
self.vel = vec(0,0)
self.acc = vec(0,0)
self.direction = "RIGHT"
# Movement
self.jumping = False
self.running = False
self.move_frame = 0
#Combat
self.attacking = False
self.cooldown = False
self.immune = False
self.special = False
self.experiance = 0
self.attack_frame = 0
self.health = 5
self.magic_cooldown = 1
self.mana = 0
# Sound
self.slash = 0
def move(self):
if cursor.wait == 1: return
# Keep a constant acceleration of 0.5 in the downwards direction (gravity)
self.acc = vec(0,0.5)
# Will set running to False if the player has slowed down to a certain extent
if abs(self.vel.x) > 0.3:
self.running = True
else:
self.running = False
# Returns the current key presses
pressed_keys = pygame.key.get_pressed()
# Accelerates the player in the direction of the key press
if pressed_keys[K_LEFT]:
self.acc.x = -ACC
if pressed_keys[K_RIGHT]:
self.acc.x = ACC
# Formulas to calculate velocity while accounting for friction
self.acc.x += self.vel.x * FRIC
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc # Updates Position with new values
# This causes character warping from one point of the screen to the other
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
self.rect.topleft = self.pos # Update rect with new pos
def gravity_check(self):
hits = pygame.sprite.spritecollide(player ,ground_group, False)
if self.vel.y > 0:
if hits:
lowest = hits[0]
if self.rect.bottom >= lowest.rect.top:
self.rect.y = lowest.rect.top - self.rect.height + 1
self.pos.y = lowest.rect.top- self.rect.height + 1
self.vel.y = 0
self.jumping = False
def update(self):
if cursor.wait == 1: return
# Return to base frame if at end of movement sequence
if self.move_frame > 6:
self.move_frame = 0
return
# Move the character to the next frame if conditions are met
if self.jumping == False and self.running == True:
if self.vel.x > 0:
self.image = run_ani_R[self.move_frame]
self.direction = "RIGHT"
else:
self.image = run_ani_L[self.move_frame]
self.direction = "LEFT"
self.move_frame += 1
# Returns to base frame if standing still and incorrect frame is showing
if abs(self.vel.x) < 0.2 and self.move_frame != 0:
self.move_frame = 0
if self.direction == "RIGHT":
self.image = run_ani_R[self.move_frame]
elif self.direction == "LEFT":
self.image = run_ani_L[self.move_frame]
def attack(self):
if cursor.wait == 1: return
# If attack frame has reached end of sequence, return to base frame
if self.attack_frame > 10:
self.attack_frame = 0
self.attacking = False
if self.attack_frame == 0:
mmanager.playsound(swordtrack[self.slash], 0.05)
self.slash += 1
if self.slash >= 2:
self.slash = 0
# Check direction for correct animation to display
if self.direction == "RIGHT":
self.image = attack_ani_R[self.attack_frame]
elif self.direction == "LEFT":
self.correction()
self.image = attack_ani_L[self.attack_frame]
# Update the current attack frame
self.attack_frame += 1
def jump(self):
self.rect.x += 1
# Check to see if payer is in contact with the ground
hits = pygame.sprite.spritecollide(self, ground_group, False)
self.rect.x -= 1
# If touching the ground, and not currently jumping, cause the player to jump.
if hits and not self.jumping:
self.jumping = True
self.vel.y = -12
def correction(self):
# Function is used to correct an error
# with character position on left attack frames
if self.attack_frame == 1:
self.pos.x -= 20
if self.attack_frame == 10:
self.pos.x += 20
def player_hit(self):
if self.cooldown == False:
self.cooldown = True # Enable the cooldown
pygame.time.set_timer(hit_cooldown, 1000) # Resets cooldown in 1 second
self.health = self.health - 1
health.image = health_ani[self.health]
if self.health <= 0:
self.kill()
mmanager.stop()
mmanager.playsoundtrack(soundtrack[2], -1, 0.1)
pygame.display.update()
class Bolt(pygame.sprite.Sprite):
def __init__(self, x, y, d):
super().__init__()
self.image = pygame.image.load("bolt.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y + 20
self.direction = d
if self.direction == 0:
self.rect.x += 20
else:
self.rect.x -= 20
def fire(self):
# Runs while the fireball is still within the screen w/ extra margin
if -10 < self.rect.x < 710:
if self.direction == 0:
self.image = pygame.image.load("bolt.png").convert_alpha()
displaysurface.blit(self.image, self.rect)
else:
self.image = pygame.image.load("bolt.png").convert_alpha()
displaysurface.blit(self.image, self.rect)
if self.direction == 0 and cursor.wait == 0:
self.rect.move_ip(10, 0)
elif self.direction == 1 and cursor.wait == 0:
self.rect.move_ip(-10, 0)
else:
self.kill()
# Checks for collision with the Player
hits = pygame.sprite.spritecollide(self, Playergroup, False)
if hits:
player.player_hit()
self.kill()
class Enemy2(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.pos = vec(0,0)
self.vel = vec(0,0)
self.wait = 0
self.wait_status = False
self.turning = 0
self.direction = random.randint(0,1) # 0 for Right, 1 for Left
self.vel.x = random.randint(2,6) / 3 # Randomised velocity of the generated enemy
self.mana = random.randint(2, 3) # Randomised mana amount obtained upon
if self.direction == 0: self.image = pygame.image.load("enemy2.png").convert_alpha()
if self.direction == 1: self.image = pygame.image.load("enemy2_L.png").convert_alpha()
self.rect = self.image.get_rect()
# Sets the intial position of the enemy
if self.direction == 0:
self.pos.x = 0
self.pos.y = 250
if self.direction == 1:
self.pos.x = 700
self.pos.y = 250
def turn(self):
if self.wait > 0:
self.wait -= 1
return
elif int(self.wait) <= 0:
self.turning = 0
if (self.direction):
self.direction = 0
self.image = pygame.image.load("enemy2.png").convert_alpha()
else:
self.direction = 1
self.image = pygame.image.load("enemy2_L.png").convert_alpha()
def move(self):
if cursor.wait == 1: return
if self.turning == 1:
self.turn()
return
# Causes the enemy to change directions upon reaching the end of screen
if self.pos.x >= (WIDTH-20):
self.direction = 1
elif self.pos.x <= 0:
self.direction = 0
#print(self.wait)
# Updates positon with new values
if self.wait > 60:
self.wait_status = True
elif int(self.wait) <= 0:
self.wait_status = False
if (self.direction_check()):
self.turn()
self.wait = 90
self.turning = 1
if self.wait_status == True:
rand_num = numpy.random.uniform(0, 60) # inc/dec to dec/inc chance
if int(rand_num) == 30:
bolt = Bolt(self.pos.x, self.pos.y, self.direction)
Bolts.add(bolt)
self.wait -= 1 # increase to lower waiting period
#(will also lower chance of firing a bolt)
elif self.direction == 0:
self.pos.x += self.vel.x
self.wait += self.vel.x
elif self.direction == 1:
self.pos.x -= self.vel.x
self.wait += self.vel.x
self.rect.topleft = self.pos # Updates rect
def direction_check(self):
if (player.pos.x - self.pos.x < 0 and self.direction == 0):
return 1
if (player.pos.x - self.pos.x > 0 and self.direction == 1):
return 1
def update(self):
# Checks for collision with the Player
hits = pygame.sprite.spritecollide(self, Playergroup, False)
# Checks for collision with Fireballs
f_hits = pygame.sprite.spritecollide(self, Fireballs, False)
# Activates upon either of the two expressions being true
if hits and player.attacking == True or f_hits:
self.kill()
mmanager.playsound(hit, 0.05)
handler.dead_enemy_count += 1
if player.mana < 100: player.mana += self.mana # Release mana
player.experiance += 1 # Release expeiriance
rand_num = numpy.random.uniform(0, 100)
item_no = 0
if rand_num >= 0 and rand_num <= 5: # 1 / 20 chance for an item (health) drop
item_no = 1
elif rand_num > 5 and rand_num <= 15:
item_no = 2
if item_no != 0:
# Add Item to Items group
item = Item(item_no)
Items.add(item)
# Sets the item location to the location of the killed enemy
item.posx = self.pos.x
item.posy = self.pos.y
def render(self):
# Displayed the enemy on screen
displaysurface.blit(self.image, self.rect)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Enemy.png").convert_alpha()
self.rect = self.image.get_rect()
self.pos = vec(0,0)
self.vel = vec(0,0)
self.direction = random.randint(0,1) # 0 for Right, 1 for Left
self.vel.x = random.randint(2,6) / 2 # Randomised velocity of the generated enemy
self.mana = random.randint(1, 3) # Randomised mana amount obtained upon
# Sets the intial position of the enemy
if self.direction == 0:
self.pos.x = 0
self.pos.y = 235
if self.direction == 1:
self.pos.x = 700
self.pos.y = 235
def move(self):
if cursor.wait == 1: return
# Causes the enemy to change directions upon reaching the end of screen
if self.pos.x >= (WIDTH-20):
self.direction = 1
elif self.pos.x <= 0:
self.direction = 0
# Updates positon with new values
if self.direction == 0:
self.pos.x += self.vel.x
if self.direction == 1:
self.pos.x -= self.vel.x
self.rect.topleft = self.pos # Updates rect
def update(self):
# Checks for collision with the Player
hits = pygame.sprite.spritecollide(self, Playergroup, False)
# Checks for collision with Fireballs
f_hits = pygame.sprite.spritecollide(self, Fireballs, False)
# Activates upon either of the two expressions being true
if hits and player.attacking == True or f_hits:
self.kill()
mmanager.playsound(hit, 0.05)
handler.dead_enemy_count += 1
if player.mana < 100: player.mana += self.mana # Release mana
player.experiance += 1 # Release expeiriance
rand_num = numpy.random.uniform(0, 100)
item_no = 0
if rand_num >= 0 and rand_num <= 5: # 1 / 20 chance for an item (health) drop
item_no = 1
elif rand_num > 5 and rand_num <= 15:
item_no = 2
if item_no != 0:
# Add Item to Items group
item = Item(item_no)
Items.add(item)
# Sets the item location to the location of the killed enemy
item.posx = self.pos.x
item.posy = self.pos.y
# If collision has occured and player not attacking, call the "hit" func.
elif hits and player.attacking == False:
player.player_hit()
def render(self):
# Displayed the enemy on screen
displaysurface.blit(self.image, self.rect)
class Castle(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.hide = False
self.image = pygame.image.load("castle.png").convert_alpha()
def update(self):
if self.hide == False:
displaysurface.blit(self.image, (400, 80))
class EventHandler():
def __init__(self):
self.enemy_count = 0
self.dead_enemy_count = 0
self.battle = False
self.enemy_generation = pygame.USEREVENT + 2
self.enemy_generation2 = pygame.USEREVENT + 3
self.stage = 1
self.money = 0
self.world = 0
#Method 1 (Only for one level)
self.stage_enemies = []
for x in range(1, 21):
self.stage_enemies.append(int((x ** 2 / 2) + 1))
#Method 2 (Both levels)
#self.stage_enemies = [ [0]*20 for i in range(1, 3)]
#print(self.stage_enemies)
#for i in range(0,2):
#for j in range(0, 20):
#self.stage_enemies[i][j] = (int( ( j ** 2/2 ) / 2 ) * (i + 1) + 1 )
print(self.stage_enemies)
def stage_handler(self):
# Code for the Tkinter stage selection window
self.root = Tk()
self.root.geometry('200x170')
button1 = Button(self.root, text = "Skyward Dungeon", width = 18, height = 2,
command = self.world1)
button2 = Button(self.root, text = "Gerudo Dungeon", width = 18, height = 2,
command = self.world2)
button3 = Button(self.root, text = "Hell Dungeon", width = 18, height = 2,
command = self.world3)
button1.place(x = 40, y = 15)
button2.place(x = 40, y = 65)
button3.place(x = 40, y = 115)
self.root.mainloop()
def world1(self):
self.root.destroy()
pygame.time.set_timer(self.enemy_generation, 2000)
button.imgdisp = 1
self.world = 1
castle.hide = True
self.battle = True
mmanager.playsoundtrack(soundtrack[1], -1, 0.05)
def world2(self):
self.root.destroy()
background.bgimage = pygame.image.load("desert.jpg").convert_alpha()
ground.image = pygame.image.load("desert_ground.png").convert_alpha()
pygame.time.set_timer(self.enemy_generation2, 2000)
self.world = 2
button.imgdisp = 1
castle.hide = True
self.battle = True
mmanager.playsoundtrack(soundtrack[1], -1, 0.05)
def world3(self):
self.root.destroy()
self.world = 3
button.imgdisp = 1
castle.hide = True
self.battle = True
mmanager.playsoundtrack(soundtrack[1], -1, 0.05)
def next_stage(self): # Code for when the next stage is clicked
self.stage += 1
#print("Stage: " + str(self.stage))
self.enemy_count = 0
self.dead_enemy_count = 0
if self.world == 1:
pygame.time.set_timer(self.enemy_generation, 1500 - (50 * self.stage))
elif self.world == 2:
pygame.time.set_timer(self.enemy_generation2, 2200 - (30 * self.stage))
def update(self):
if self.dead_enemy_count == self.stage_enemies[self.stage - 1]:
self.dead_enemy_count = 0
stage_display.clear = True
stage_display.stage_clear()
def home(self):
# Reset Battle code
pygame.time.set_timer(self.enemy_generation, 0)
pygame.time.set_timer(self.enemy_generation2, 0)
self.battle = False
self.enemy_count = 0
self.dead_enemy_count = 0
self.stage = 1
self.world = 0
# Destroy any enemies or items lying around
for group in Enemies, Items:
for entity in group:
entity.kill()
# Bring back normal backgrounds
castle.hide = False
background.bgimage = pygame.image.load("Background.png").convert_alpha()
ground.image = pygame.image.load("Ground.png").convert_alpha()
class HealthBar(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("heart5.png").convert_alpha()
def render(self):
displaysurface.blit(self.image, (10,10))
class StageDisplay(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.text = headingfont.render("STAGE: " + str(handler.stage), True, color_dark)
self.rect = self.text.get_rect()
self.posx = -100
self.posy = 100
self.display = False
self.clear = False
def move_display(self):
# Create the text to be displayed
self.text = headingfont.render("STAGE: " + str(handler.stage), True, color_dark)
if self.posx < 720:
self.posx += 6
displaysurface.blit(self.text, (self.posx, self.posy))
else:
self.display = False
self.posx = -100
self.posy = 100
def stage_clear(self):
button.imgdisp = 0
self.text = headingfont.render("STAGE CLEAR!", True , color_dark)
if self.posx < 720:
self.posx += 10
displaysurface.blit(self.text, (self.posx, self.posy))
else:
self.clear = False
self.posx = -100
self.posy = 100
class StatusBar(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((90, 66))
self.rect = self.surf.get_rect(center = (500, 10))
self.exp = player.experiance
def update_draw(self):
# Create the text to be displayed
text1 = smallerfont.render("STAGE: " + str(handler.stage) , True , color_white)
text2 = smallerfont.render("EXP: " + str(player.experiance) , True , color_white)
text3 = smallerfont.render("MANA: " + str(player.mana) , True , color_white)
text4 = smallerfont.render("FPS: " + str(int(FPS_CLOCK.get_fps())) , True , color_white)
self.exp = player.experiance
# Draw the text to the status bar
displaysurface.blit(text1, (585, 7))
displaysurface.blit(text2, (585, 22))
displaysurface.blit(text3, (585, 37))
displaysurface.blit(text4, (585, 52))
class Cursor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("cursor.png").convert_alpha()
self.rect = self.image.get_rect()
self.wait = 0
def pause(self):
if self.wait == 1:
self.wait = 0
else:
self.wait = 1
def hover(self):
if 620 <= mouse[0] <= 660 and 300 <= mouse[1] <= 345:
pygame.mouse.set_visible(False)
cursor.rect.center = pygame.mouse.get_pos() # update position
displaysurface.blit(cursor.image, cursor.rect)
else:
pygame.mouse.set_visible(True)
class PButton(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.vec = vec(620, 300)
self.imgdisp = 0
def render(self, num):
if (num == 0):
self.image = pygame.image.load("home_small.png").convert_alpha()
elif (num == 1):
if cursor.wait == 0:
self.image = pygame.image.load("pause_small.png").convert_alpha()
else:
self.image = pygame.image.load("play_small.png").convert_alpha()
displaysurface.blit(self.image, self.vec)
Enemies = pygame.sprite.Group()
player = Player()
Playergroup = pygame.sprite.Group()
Playergroup.add(player)
background = Background()
ground = Ground()
cursor = Cursor()
button = PButton()
ground_group = pygame.sprite.Group()
ground_group.add(ground)
castle = Castle()
handler = EventHandler()
health = HealthBar()
stage_display = StageDisplay()
status_bar = StatusBar()
Fireballs = pygame.sprite.Group()
Items = pygame.sprite.Group()
Bolts = pygame.sprite.Group()
hit_cooldown = pygame.USEREVENT + 1
while 1:
player.gravity_check()
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == hit_cooldown:
player.cooldown = False
# Will run when the close window button is clicked
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == handler.enemy_generation:
if handler.enemy_count < handler.stage_enemies[handler.stage - 1]:
enemy = Enemy()
Enemies.add(enemy)
handler.enemy_count += 1
if event.type == handler.enemy_generation2:
if handler.enemy_count < handler.stage_enemies[handler.stage - 1]:
if handler.enemy_count % 2:
enemy = Enemy2()
else:
enemy = Enemy()
Enemies.add(enemy)
handler.enemy_count += 1
# For events that occur upon clicking the mouse (left click)
if event.type == pygame.MOUSEBUTTONDOWN:
if 620 <= mouse[0] <= 660 and 300 <= mouse[1] <= 345:
if button.imgdisp == 1:
cursor.pause()
elif button.imgdisp == 0:
handler.home()
# Event handling for a range of different key presses
if event.type == pygame.KEYDOWN and cursor.wait == 0:
if event.key == pygame.K_m and player.magic_cooldown == 1:
if player.mana >= 6:
player.mana -= 6
player.attacking = True
fireball = FireBall()
Fireballs.add(fireball)
mmanager.playsound(fsound, 0.3)
if event.key == pygame.K_n:
if handler.battle == True and len(Enemies) == 0:
handler.next_stage()
stage_display = StageDisplay()
stage_display.display = True
if event.key == pygame.K_q and 450 < player.rect.x < 550:
handler.stage_handler()
if event.key == pygame.K_SPACE:
player.jump()
if event.key == pygame.K_RETURN:
if player.attacking == False:
player.attack()
player.attacking = True
# Player related functions
player.update()
if player.attacking == True:
player.attack()
player.move()
# Display and Background related functions
background.render()
ground.render()
button.render(button.imgdisp)
cursor.hover()
# Render stage display
if stage_display.display == True:
stage_display.move_display()
if stage_display.clear == True:
stage_display.stage_clear()
# Rendering Sprites
castle.update()
if player.health > 0:
displaysurface.blit(player.image, player.rect)
health.render()
# Status bar update and render
displaysurface.blit(status_bar.surf, (580, 5))
status_bar.update_draw()
handler.update()
for i in Items:
i.render()
i.update()
for ball in Fireballs:
ball.fire()
for bolt in Bolts:
bolt.fire()
for entity in Enemies:
entity.update()
entity.move()
entity.render()
pygame.display.update()
FPS_CLOCK.tick(FPS)
Download Link
Use the button below to download the related code and materials.
Download “Code Review 4” Pygame-RPG-Final.zip – Downloaded 2702 times – 46.92 MBThis marks the end of the Pygame RPG Series Code Review 4. Any suggestions or contributions for CodersLegacy are more than welcome. Questions regarding the tutorial content can be asked in the comments section below.

Thanks, this cleared up some of the previous issues I had, but now this came up. I am relatively new to coding and have been trying to figure out how to use this, since I love RPG games!
Maybe you’ve forgotton to download the code and the resources (including the music_manager module)?
I just downloaded the file (again) to be sure. I can see the music_manager.py File included in there. Seems to be no problem there.
Are you sure you didn’t move the main file anywhere and forgot to move the music_manager file?
Run–>
pip install music_manager
in your terminal
Thank you for the code! I switched it to a multi-language content, which means defining the multi-language dictionary and the language-switching window (like the code, it’s made by tkinter) and also the pygame key event (I switched it to F5). But here are some problems that disturbed me always:
1. No next level.
2. You can only switch your language only 1 time! -_-
3. No hearts (or bloods in my opinion) or coins to fetch. After fighting about 3 levels, I am dead.
Do you guys know how to fix these problems? Please HELP ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Code Reviewing:
import pygame from pygame.locals import * import sys import random import time from tkinter import filedialog from tkinter import * import numpy, locale from music_manager import MusicManager #import coin # freq, size, channel, buffsize pygame.mixer.pre_init(44100, -16, 1, 512) pygame.init() # Begin pygame #flags = FULLSCREEN | DOUBLEBUF CUR_LANG = locale.getdefaultlocale()[0] print(CUR_LANG) # Language Dictionary LANG_DICT = { "zh_CN": ["加载", "天空地牢", "龙多地下城", "地狱地牢", "舞台:", "经验值:", "领导:", "帧速:", "舞台清空!", "选择RPG舞台", "选择显示语言"], "zh_TW": ["加載", "空中地牢", "龍多地下城", "地獄地牢", "舞臺:", "經驗值:", "領導:", "幀速:", "舞臺清空!", "選擇RPG舞臺", "選擇顯示語言"], "ja_JP": ["ロード#ロード#", "空の地下牢", "ロンドダンジョン" , "地獄のダンジョン", "ステージ:", "経験値:", "リーダー人:", "フレームレート:", "ステージクリア!", "RPGの舞台を選ぶ", "表示言語の選択"], "ko_KR": ["로드", "하늘 지하 감옥", "론도 지하도", "지옥지옥", "무대:", "경험치:", "지도자:", "프레임 속도:", "무대 비워!", "RPG 스테이지 선택", "표시 언어 선택"], "en_US": ["LOAD", "Skyward Dungeon", "Gerudo Dungeon", "Hell Dungeon", "STAGE: ", "EXP: ", "MANA: ", "FPS: ", "STAGE CLEAR!", "Select RPG Stage", "Select Display Language"] } # Music and Sound soundtrack = ["background_village.wav", "battle_music.wav", "gameover.wav"] swordtrack = [pygame.mixer.Sound("sword1.wav"), pygame.mixer.Sound("sword2.wav")] fsound = pygame.mixer.Sound("fireball_sound.wav") hit = pygame.mixer.Sound("enemy_hit.wav") mmanager = MusicManager() mmanager.playsoundtrack(soundtrack[0], -1, 0.05) # Declaring variables to be used through the program vec = pygame.math.Vector2 HEIGHT = 350 WIDTH = 700 ACC = 0.3 FRIC = -0.10 FPS = 60 FPS_CLOCK = pygame.time.Clock() COUNT = 0 # Create the display #displaysurface = pygame.display.set_mode((WIDTH, HEIGHT), flags, 32) displaysurface = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Pygame RPG Battle 2022") # light shade of the button color_light = (170,170,170) color_dark = (100,100,100) color_white = (255,255,255) # defining a font headingfont = pygame.font.Font('SiYuanHei.otf', 40) regularfont = pygame.font.Font('SiYuanHei.otf',25) smallerfont = pygame.font.Font('SiYuanHei.otf',16) text = regularfont.render(LANG_DICT[CUR_LANG][0], True , color_light) # Run animation for the RIGHT run_ani_R = [pygame.image.load("Player_Sprite_R.png").convert_alpha(), pygame.image.load("Player_Sprite2_R.png").convert_alpha(), pygame.image.load("Player_Sprite3_R.png").convert_alpha(), pygame.image.load("Player_Sprite4_R.png").convert_alpha(), pygame.image.load("Player_Sprite5_R.png").convert_alpha(), pygame.image.load("Player_Sprite6_R.png").convert_alpha(), pygame.image.load("Player_Sprite_R.png").convert_alpha()] # Run animation for the LEFT run_ani_L = [pygame.image.load("Player_Sprite_L.png").convert_alpha(), pygame.image.load("Player_Sprite2_L.png").convert_alpha(), pygame.image.load("Player_Sprite3_L.png").convert_alpha(), pygame.image.load("Player_Sprite4_L.png").convert_alpha(), pygame.image.load("Player_Sprite5_L.png").convert_alpha(), pygame.image.load("Player_Sprite6_L.png").convert_alpha(), pygame.image.load("Player_Sprite_L.png").convert_alpha()] # Attack animation for the RIGHT attack_ani_R = [pygame.image.load("Player_Sprite_R.png").convert_alpha(), pygame.image.load("Player_Attack_R.png").convert_alpha(), pygame.image.load("Player_Attack2_R.png").convert_alpha(), pygame.image.load("Player_Attack2_R.png").convert_alpha(), pygame.image.load("Player_Attack3_R.png").convert_alpha(), pygame.image.load("Player_Attack3_R.png").convert_alpha(), pygame.image.load("Player_Attack4_R.png").convert_alpha(), pygame.image.load("Player_Attack4_R.png").convert_alpha(), pygame.image.load("Player_Attack5_R.png").convert_alpha(), pygame.image.load("Player_Attack5_R.png").convert_alpha(), pygame.image.load("Player_Sprite_R.png").convert_alpha()] # Attack animation for the LEFT attack_ani_L = [pygame.image.load("Player_Sprite_L.png"), pygame.image.load("Player_Attack_L.png"), pygame.image.load("Player_Attack2_L.png"),pygame.image.load("Player_Attack2_L.png"), pygame.image.load("Player_Attack3_L.png"),pygame.image.load("Player_Attack3_L.png"), pygame.image.load("Player_Attack4_L.png"),pygame.image.load("Player_Attack4_L.png"), pygame.image.load("Player_Attack5_L.png"),pygame.image.load("Player_Attack5_L.png"), pygame.image.load("Player_Sprite_L.png")] # Animations for the Health Bar health_ani = [pygame.image.load("heart0.png").convert_alpha(), pygame.image.load("heart.png").convert_alpha(), pygame.image.load("heart2.png").convert_alpha(), pygame.image.load("heart3.png").convert_alpha(), pygame.image.load("heart4.png").convert_alpha(), pygame.image.load("heart5.png").convert_alpha()] class Background(pygame.sprite.Sprite): def __init__(self): super().__init__() self.bgimage = pygame.image.load("Background.png").convert_alpha() self.rectBGimg = self.bgimage.get_rect() self.bgY = 0 self.bgX = 0 def render(self): displaysurface.blit(self.bgimage, (self.bgX, self.bgY)) class Ground(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("Ground.png").convert_alpha() self.rect = self.image.get_rect(center = (350, 340)) def render(self): displaysurface.blit(self.image, self.rect) class Item(pygame.sprite.Sprite): def __init__(self, itemtype): super().__init__() if itemtype == 1: self.image = pygame.image.load("heart.png").convert_alpha() elif itemtype == 2: self.image = pygame.image.load("coin.png").convert_alpha() self.rect = self.image.get_rect() self.type = itemtype self.posx = 0 self.posy = 0 def render(self): self.rect.x = self.posx self.rect.y = self.posy displaysurface.blit(self.image, self.rect) def update(self): hits = pygame.sprite.spritecollide(self, Playergroup, False) # Code to be activated if item comes in contact with player if hits: if player.health < 5 and self.type == 1: player.health += 1 health.image = health_ani[player.health] self.kill() if self.type == 2: handler.money += 1 self.kill() class FireBall(pygame.sprite.Sprite): def __init__(self): super().__init__() self.direction = player.direction if self.direction == "RIGHT": self.image = pygame.image.load("fireball1_R.png").convert_alpha() else: self.image = pygame.image.load("fireball1_L.png") .convert_alpha() self.rect = self.image.get_rect(center = player.pos) self.rect.x = player.pos.x self.rect.y = player.pos.y - 40 def fire(self): player.magic_cooldown = 0 # Runs while the fireball is still within the screen w/ extra margin if -10 < self.rect.x < 710: if self.direction == "RIGHT": self.image = pygame.image.load("fireball1_R.png").convert_alpha() displaysurface.blit(self.image, self.rect) else: self.image = pygame.image.load("fireball1_L.png").convert_alpha() displaysurface.blit(self.image, self.rect) if self.direction == "RIGHT": self.rect.move_ip(12, 0) else: self.rect.move_ip(-12, 0) else: self.kill() player.magic_cooldown = 1 player.attacking = False class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("Player_Sprite_R.png").convert_alpha() self.rect = self.image.get_rect() # Position and direction self.vx = 0 self.pos = vec((340, 180)) self.vel = vec(0,0) self.acc = vec(0,0) self.direction = "RIGHT" # Movement self.jumping = False self.running = False self.move_frame = 0 #Combat self.attacking = False self.cooldown = False self.immune = False self.special = False self.experiance = 0 self.attack_frame = 0 self.health = 5 self.magic_cooldown = 1 self.mana = 0 # Sound self.slash = 0 def move(self): if cursor.wait == 1: return # Keep a constant acceleration of 0.5 in the downwards direction (gravity) self.acc = vec(0,0.5) # Will set running to False if the player has slowed down to a certain extent if abs(self.vel.x) > 0.3: self.running = True else: self.running = False # Returns the current key presses pressed_keys = pygame.key.get_pressed() # Accelerates the player in the direction of the key press if pressed_keys[K_LEFT]: self.acc.x = -ACC if pressed_keys[K_RIGHT]: self.acc.x = ACC # Formulas to calculate velocity while accounting for friction self.acc.x += self.vel.x * FRIC self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # Updates Position with new values # This causes character warping from one point of the screen to the other if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.topleft = self.pos # Update rect with new pos def gravity_check(self): hits = pygame.sprite.spritecollide(player ,ground_group, False) if self.vel.y > 0: if hits: lowest = hits[0] if self.rect.bottom >= lowest.rect.top: self.rect.y = lowest.rect.top - self.rect.height + 1 self.pos.y = lowest.rect.top- self.rect.height + 1 self.vel.y = 0 self.jumping = False def update(self): if cursor.wait == 1: return # Return to base frame if at end of movement sequence if self.move_frame > 6: self.move_frame = 0 return # Move the character to the next frame if conditions are met if self.jumping == False and self.running == True: if self.vel.x > 0: self.image = run_ani_R[self.move_frame] self.direction = "RIGHT" else: self.image = run_ani_L[self.move_frame] self.direction = "LEFT" self.move_frame += 1 # Returns to base frame if standing still and incorrect frame is showing if abs(self.vel.x) < 0.2 and self.move_frame != 0: self.move_frame = 0 if self.direction == "RIGHT": self.image = run_ani_R[self.move_frame] elif self.direction == "LEFT": self.image = run_ani_L[self.move_frame] def attack(self): if cursor.wait == 1: return # If attack frame has reached end of sequence, return to base frame if self.attack_frame > 10: self.attack_frame = 0 self.attacking = False if self.attack_frame == 0: mmanager.playsound(swordtrack[self.slash], 0.05) self.slash += 1 if self.slash >= 2: self.slash = 0 # Check direction for correct animation to display if self.direction == "RIGHT": self.image = attack_ani_R[self.attack_frame] elif self.direction == "LEFT": self.correction() self.image = attack_ani_L[self.attack_frame] # Update the current attack frame self.attack_frame += 1 def jump(self): self.rect.x += 1 # Check to see if payer is in contact with the ground hits = pygame.sprite.spritecollide(self, ground_group, False) self.rect.x -= 1 # If touching the ground, and not currently jumping, cause the player to jump. if hits and not self.jumping: self.jumping = True self.vel.y = -12 def correction(self): # Function is used to correct an error # with character position on left attack frames if self.attack_frame == 1: self.pos.x -= 20 if self.attack_frame == 10: self.pos.x += 20 def player_hit(self): if self.cooldown == False: self.cooldown = True # Enable the cooldown pygame.time.set_timer(hit_cooldown, 1000) # Resets cooldown in 1 second self.health = self.health - 1 health.image = health_ani[self.health] if self.health <= 0: self.kill() mmanager.stop() mmanager.playsoundtrack(soundtrack[2], -1, 0.1) pygame.display.update() class Bolt(pygame.sprite.Sprite): def __init__(self, x, y, d): super().__init__() self.image = pygame.image.load("bolt.png").convert_alpha() self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y + 20 self.direction = d if self.direction == 0: self.rect.x += 20 else: self.rect.x -= 20 def fire(self): # Runs while the fireball is still within the screen w/ extra margin if -10 < self.rect.x < 710: if self.direction == 0: self.image = pygame.image.load("bolt.png").convert_alpha() displaysurface.blit(self.image, self.rect) else: self.image = pygame.image.load("bolt.png").convert_alpha() displaysurface.blit(self.image, self.rect) if self.direction == 0 and cursor.wait == 0: self.rect.move_ip(10, 0) elif self.direction == 1 and cursor.wait == 0: self.rect.move_ip(-10, 0) else: self.kill() # Checks for collision with the Player hits = pygame.sprite.spritecollide(self, Playergroup, False) if hits: player.player_hit() self.kill() class Enemy2(pygame.sprite.Sprite): def __init__(self): super().__init__() self.pos = vec(0,0) self.vel = vec(0,0) self.wait = 0 self.wait_status = False self.turning = 0 self.direction = random.randint(0,1) # 0 for Right, 1 for Left self.vel.x = random.randint(2,6) / 3 # Randomised velocity of the generated enemy self.mana = random.randint(2, 3) # Randomised mana amount obtained upon if self.direction == 0: self.image = pygame.image.load("enemy2.png").convert_alpha() if self.direction == 1: self.image = pygame.image.load("enemy2_L.png").convert_alpha() self.rect = self.image.get_rect() # Sets the intial position of the enemy if self.direction == 0: self.pos.x = 0 self.pos.y = 250 if self.direction == 1: self.pos.x = 700 self.pos.y = 250 def turn(self): if self.wait > 0: self.wait -= 1 return elif int(self.wait) <= 0: self.turning = 0 if (self.direction): self.direction = 0 self.image = pygame.image.load("enemy2.png").convert_alpha() else: self.direction = 1 self.image = pygame.image.load("enemy2_L.png").convert_alpha() def move(self): if cursor.wait == 1: return if self.turning == 1: self.turn() return # Causes the enemy to change directions upon reaching the end of screen if self.pos.x >= (WIDTH-20): self.direction = 1 elif self.pos.x <= 0: self.direction = 0 #print(self.wait) # Updates positon with new values if self.wait > 60: self.wait_status = True elif int(self.wait) <= 0: self.wait_status = False if (self.direction_check()): self.turn() self.wait = 90 self.turning = 1 if self.wait_status == True: rand_num = numpy.random.uniform(0, 60) # inc/dec to dec/inc chance if int(rand_num) == 30: bolt = Bolt(self.pos.x, self.pos.y, self.direction) Bolts.add(bolt) self.wait -= 1 # increase to lower waiting period #(will also lower chance of firing a bolt) elif self.direction == 0: self.pos.x += self.vel.x self.wait += self.vel.x elif self.direction == 1: self.pos.x -= self.vel.x self.wait += self.vel.x self.rect.topleft = self.pos # Updates rect def direction_check(self): if (player.pos.x - self.pos.x < 0 and self.direction == 0): return 1 if (player.pos.x - self.pos.x > 0 and self.direction == 1): return 1 def update(self): # Checks for collision with the Player hits = pygame.sprite.spritecollide(self, Playergroup, False) # Checks for collision with Fireballs f_hits = pygame.sprite.spritecollide(self, Fireballs, False) # Activates upon either of the two expressions being true if hits and player.attacking == True or f_hits: self.kill() mmanager.playsound(hit, 0.05) handler.dead_enemy_count += 1 if player.mana < 100: player.mana += self.mana # Release mana player.experiance += 1 # Release expeiriance rand_num = numpy.random.uniform(0, 100) item_no = 0 if rand_num >= 0 and rand_num <= 5: # 1 / 20 chance for an item (health) drop item_no = 1 elif rand_num > 5 and rand_num <= 15: item_no = 2 if item_no != 0: # Add Item to Items group item = Item(item_no) Items.add(item) # Sets the item location to the location of the killed enemy item.posx = self.pos.x item.posy = self.pos.y def render(self): # Displayed the enemy on screen displaysurface.blit(self.image, self.rect) class Enemy(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("Enemy.png").convert_alpha() self.rect = self.image.get_rect() self.pos = vec(0,0) self.vel = vec(0,0) self.direction = random.randint(0,1) # 0 for Right, 1 for Left self.vel.x = random.randint(2,6) / 2 # Randomised velocity of the generated enemy self.mana = random.randint(1, 3) # Randomised mana amount obtained upon # Sets the intial position of the enemy if self.direction == 0: self.pos.x = 0 self.pos.y = 235 if self.direction == 1: self.pos.x = 700 self.pos.y = 235 def move(self): if cursor.wait == 1: return # Causes the enemy to change directions upon reaching the end of screen if self.pos.x >= (WIDTH-20): self.direction = 1 elif self.pos.x <= 0: self.direction = 0 # Updates positon with new values if self.direction == 0: self.pos.x += self.vel.x if self.direction == 1: self.pos.x -= self.vel.x self.rect.topleft = self.pos # Updates rect def update(self): # Checks for collision with the Player hits = pygame.sprite.spritecollide(self, Playergroup, False) # Checks for collision with Fireballs f_hits = pygame.sprite.spritecollide(self, Fireballs, False) # Activates upon either of the two expressions being true if hits and player.attacking == True or f_hits: self.kill() mmanager.playsound(hit, 0.05) handler.dead_enemy_count += 1 if player.mana < 100: player.mana += self.mana # Release mana player.experiance += 1 # Release expeiriance rand_num = numpy.random.uniform(0, 100) item_no = 0 if rand_num >= 0 and rand_num <= 5: # 1 / 20 chance for an item (health) drop item_no = 1 elif rand_num > 5 and rand_num <= 15: item_no = 2 if item_no != 0: # Add Item to Items group item = Item(item_no) Items.add(item) # Sets the item location to the location of the killed enemy item.posx = self.pos.x item.posy = self.pos.y # If collision has occured and player not attacking, call the "hit" func. elif hits and player.attacking == False: player.player_hit() def render(self): # Displayed the enemy on screen displaysurface.blit(self.image, self.rect) class Castle(pygame.sprite.Sprite): def __init__(self): super().__init__() self.hide = False self.image = pygame.image.load("castle.png").convert_alpha() def update(self): if self.hide == False: displaysurface.blit(self.image, (400, 80)) class EventHandler(): def __init__(self): self.enemy_count = 0 self.dead_enemy_count = 0 self.battle = False self.enemy_generation = pygame.USEREVENT + 2 self.enemy_generation2 = pygame.USEREVENT + 3 self.stage = 1 self.money = 0 self.world = 0 #Method 1 (Only for one level) self.stage_enemies = [] for x in range(1, 21): self.stage_enemies.append(int((x ** 2 / 2) + 1)) #Method 2 (Both levels) #self.stage_enemies = [ [0]*20 for i in range(1, 3)] #print(self.stage_enemies) #for i in range(0,2): #for j in range(0, 20): #self.stage_enemies[i][j] = (int( ( j ** 2/2 ) / 2 ) * (i + 1) + 1 ) print(self.stage_enemies) def stage_handler(self): # Code for the Tkinter stage selection window global LANG_DICT, CUR_LANG self.root = Tk() self.root.title(LANG_DICT[CUR_LANG][9]) self.root.geometry('280x170') button1 = Button(self.root, text = LANG_DICT[CUR_LANG][1], width = 18, height = 2, command = self.world1) button2 = Button(self.root, text = LANG_DICT[CUR_LANG][2], width = 18, height = 2, command = self.world2) button3 = Button(self.root, text = LANG_DICT[CUR_LANG][3], width = 18, height = 2, command = self.world3) button1.place(x = 40, y = 15) button2.place(x = 40, y = 65) button3.place(x = 40, y = 115) self.root.mainloop() def world1(self): self.root.destroy() pygame.time.set_timer(self.enemy_generation, 2000) button.imgdisp = 1 self.world = 1 castle.hide = True self.battle = True mmanager.playsoundtrack(soundtrack[1], -1, 0.05) def world2(self): self.root.destroy() background.bgimage = pygame.image.load("desert.jpg").convert_alpha() ground.image = pygame.image.load("desert_ground.png").convert_alpha() pygame.time.set_timer(self.enemy_generation2, 2000) self.world = 2 button.imgdisp = 1 castle.hide = True self.battle = True mmanager.playsoundtrack(soundtrack[1], -1, 0.05) def world3(self): self.root.destroy() self.world = 3 button.imgdisp = 1 castle.hide = True self.battle = True mmanager.playsoundtrack(soundtrack[1], -1, 0.05) def next_stage(self): # Code for when the next stage is clicked self.stage += 1 #print("Stage: " + str(self.stage)) self.enemy_count = 0 self.dead_enemy_count = 0 if self.world == 1: pygame.time.set_timer(self.enemy_generation, 1500 - (50 * self.stage)) elif self.world == 2: pygame.time.set_timer(self.enemy_generation2, 2200 - (30 * self.stage)) def update(self): if self.dead_enemy_count == self.stage_enemies[self.stage - 1]: self.dead_enemy_count = 0 stage_display.clear = True stage_display.stage_clear() def home(self): # Reset Battle code pygame.time.set_timer(self.enemy_generation, 0) pygame.time.set_timer(self.enemy_generation2, 0) self.battle = False self.enemy_count = 0 self.dead_enemy_count = 0 self.stage = 1 self.world = 0 # Destroy any enemies or items lying around for group in Enemies, Items: for entity in group: entity.kill() # Bring back normal backgrounds castle.hide = False background.bgimage = pygame.image.load("Background.png").convert_alpha() ground.image = pygame.image.load("Ground.png").convert_alpha() class HealthBar(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("heart5.png").convert_alpha() def render(self): displaysurface.blit(self.image, (10,10)) class StageDisplay(pygame.sprite.Sprite): def __init__(self): global LANG_DICT, CUR_LANG super().__init__() self.text = headingfont.render(LANG_DICT[CUR_LANG][9] + str(handler.stage), True, color_dark) self.rect = self.text.get_rect() self.posx = -100 self.posy = 100 self.display = False self.clear = False def move_display(self, msg): # Create the text to be displayed global CUR_LANG, LANG_DICT self.text = headingfont.render(msg, True, color_dark) if self.posx < 720: self.posx += 6 displaysurface.blit(self.text, (self.posx, self.posy)) else: self.display = False self.posx = -100 self.posy = 100 def stage_clear(self): global CUR_LANG, LANG_DICT button.imgdisp = 0 self.text = headingfont.render(LANG_DICT[CUR_LANG][8], True, color_dark) if self.posx < 720: self.posx += 10 displaysurface.blit(self.text, (self.posx, self.posy)) else: self.clear = False self.posx = -100 self.posy = 100 class StatusBar(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((180, 85)) self.rect = self.surf.get_rect(center = (500, 10)) self.exp = player.experiance def update_draw(self): # Create the text to be displayed global LANG_DICT, CUR_LANG text1 = smallerfont.render(LANG_DICT[CUR_LANG][4] + str(handler.stage) , True , color_white) text2 = smallerfont.render(LANG_DICT[CUR_LANG][5] + str(player.experiance) , True , color_white) text3 = smallerfont.render(LANG_DICT[CUR_LANG][6] + str(player.mana) , True , color_white) text4 = smallerfont.render(LANG_DICT[CUR_LANG][7] + str(int(FPS_CLOCK.get_fps())) , True , color_white) self.exp = player.experiance # Draw the text to the status bar displaysurface.blit(text1, (585, 7)) displaysurface.blit(text2, (585, 27)) displaysurface.blit(text3, (585, 47)) displaysurface.blit(text4, (585, 67)) class Cursor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("cursor.png").convert_alpha() self.rect = self.image.get_rect() self.wait = 0 def pause(self): if self.wait == 1: self.wait = 0 else: self.wait = 1 def hover(self): if 620 <= mouse[0] <= 660 and 300 <= mouse[1] <= 345: pygame.mouse.set_visible(False) cursor.rect.center = pygame.mouse.get_pos() # update position displaysurface.blit(cursor.image, cursor.rect) else: pygame.mouse.set_visible(True) class PButton(pygame.sprite.Sprite): def __init__(self): super().__init__() self.vec = vec(620, 300) self.imgdisp = 0 def render(self, num): if (num == 0): self.image = pygame.image.load("home_small.png").convert_alpha() elif (num == 1): if cursor.wait == 0: self.image = pygame.image.load("pause_small.png").convert_alpha() else: self.image = pygame.image.load("play_small.png").convert_alpha() displaysurface.blit(self.image, self.vec) class LangSwitcher: def __init__(self): global CUR_LANG, LANG_DICT self.root = Tk() self.root.title(LANG_DICT[CUR_LANG][10]) self.root.geometry('270x280') self.zh_CN = Button(self.root, text="简体中文", width=18, height=2, command=self.switch_zhCN) self.zh_TW = Button(self.root, text="繁體中文", width=18, height=2, command=self.switch_zhTW) self.ja_JP = Button(self.root, text="日本語", width=18, height=2, command=self.switch_jaJP) self.ko_KR = Button(self.root, text="한국어", width=18, height=2, command=self.switch_koKR) self.en_US = Button(self.root, text="English (US)", width=18, height=2, command=self.switch_enUS) self.zh_CN.place(x = 40, y = 15) self.zh_TW.place(x = 40, y = 65) self.ja_JP.place(x = 40, y = 115) self.ko_KR.place(x = 40, y = 165) self.en_US.place(x = 40, y = 215) def switch_zhCN(self): global CUR_LANG CUR_LANG = "zh_CN" self.closetk() def switch_zhTW(self): global CUR_LANG CUR_LANG = "zh_TW" self.closetk() def switch_jaJP(self): global CUR_LANG CUR_LANG = "ja_JP" self.closetk() def switch_koKR(self): global CUR_LANG CUR_LANG = "ko_KR" self.closetk() def switch_enUS(self): global CUR_LANG CUR_LANG = "en_US" self.closetk() def closetk(self): self.root.destroy() Enemies = pygame.sprite.Group() player = Player() Playergroup = pygame.sprite.Group() Playergroup.add(player) background = Background() ground = Ground() cursor = Cursor() button = PButton() ground_group = pygame.sprite.Group() ground_group.add(ground) castle = Castle() handler = EventHandler() langswitcher = LangSwitcher() health = HealthBar() stage_display = StageDisplay() status_bar = StatusBar() Fireballs = pygame.sprite.Group() Items = pygame.sprite.Group() Bolts = pygame.sprite.Group() hit_cooldown = pygame.USEREVENT + 1 while 1: player.gravity_check() mouse = pygame.mouse.get_pos() for event in pygame.event.get(): if event.type == hit_cooldown: player.cooldown = False # Will run when the close window button is clicked if event.type == QUIT: pygame.quit() sys.exit() if event.type == handler.enemy_generation: if handler.enemy_count < handler.stage_enemies[handler.stage - 1]: enemy = Enemy() Enemies.add(enemy) handler.enemy_count += 1 if event.type == handler.enemy_generation2: if handler.enemy_count < handler.stage_enemies[handler.stage - 1]: if handler.enemy_count % 2: enemy = Enemy2() else: enemy = Enemy() Enemies.add(enemy) handler.enemy_count += 1 # For events that occur upon clicking the mouse (left click) if event.type == pygame.MOUSEBUTTONDOWN: if 620 <= mouse[0] <= 660 and 300 <= mouse[1] <= 345: if button.imgdisp == 1: cursor.pause() elif button.imgdisp == 0: handler.home() # Event handling for a range of different key presses if event.type == pygame.KEYDOWN and cursor.wait == 0: if event.key == pygame.K_m and player.magic_cooldown == 1: if player.mana >= 6: player.mana -= 6 player.attacking = True fireball = FireBall() Fireballs.add(fireball) mmanager.playsound(fsound, 0.3) if event.key == pygame.K_n: if handler.battle == True and len(Enemies) == 0: handler.next_stage() stage_display = StageDisplay() stage_display.display = True if event.key == pygame.K_q and 450 < player.rect.x < 550: handler.stage_handler() if event.key == pygame.K_F5: langswitcher.root.mainloop() if event.key == pygame.K_SPACE: player.jump() if event.key == pygame.K_RETURN: if player.attacking == False: player.attack() player.attacking = True # Player related functions player.update() if player.attacking == True: player.attack() player.move() # Display and Background related functions background.render() ground.render() button.render(button.imgdisp) cursor.hover() # Render stage display if stage_display.display == True: stage_display.move_display("你输了/你輸了/君は負けた/네가 졌다/YOU LOST" if player.health <= 0 else (LANG_DICT[CUR_LANG][4] + str(handler.stage))) if stage_display.clear == True: stage_display.stage_clear() # Rendering Sprites castle.update() if player.health > 0: displaysurface.blit(player.image, player.rect) health.render() # Status bar update and render displaysurface.blit(status_bar.surf, (580, 5)) status_bar.update_draw() handler.update() for i in Items: i.render() i.update() for ball in Fireballs: ball.fire() for bolt in Bolts: bolt.fire() for entity in Enemies: entity.update() entity.move() entity.render() pygame.display.update() FPS_CLOCK.tick(FPS)And here’s my gaming video:
(Sorry, I just noticed the website can’t upload videos, so, I’ll just make some screenshots)
So, that’s the end of my subscribation (I don’t know if I used the wrong word).
Anyhow, I’m from China (East Asia). So that’s why you’ll see Simplefied Chinese Language on the language-switching window made by tkinter.
Er, there’s 1 thing I have forgotton to say:
I also switched the font so this game can be Simplefied Chinese, Traditional Chinese, Japanese, and Korean. It’s called SiYuanHei.otf.
And English (SORRY, I ALWAYS FORGET THINGS).