Map Maker 1.2

In this version of the pygame app to create maps for a platform game, we can see the player in action into the map, while we build it like you can see in this video:

Code of Climber map maker 1.2

These images go in the folder imgs

Thes are the audio files that go in data\audio\

This music was made by me.

dawn.wav

grass_0.wav

jump.wav


from pygame.locals import *
import pygame
from time import sleep
from tkinter import messagebox
from tkinter import Tk

map0 ="""                             
                            
wssss  sss   sss  ss   ss  sw
w                           w
w                           w
w    wwwwww    sssss      www
www    w                  s w
w      w          w         w
w   wwwww     ssssw  ww  wwww
w      wwwwww     w     w   w
w    w      s   www  wwww   w
w      w          w     w   w
w   wwwwwwwwwwwww w     w   w
w      w          wwwwwww   w
w                           w
wwwwwwwwwwwwwwwwwwwwwwwwwwwww"""
start = "w"*29
map1 = "w" + " " * 27 + "w\n"
map1 = start + map1 * 15 + start
map2 = """w                          w
w                          w
w       ssswwwss     sssss w
wwsss      w w             w
ww         www   ss        w
ww         w w             w
ww ssss    www         sss w
ww         wwwsss          w
ww         w w           w w
ww         www     ws   sw w
ww         w w     w     s w
w   ssswsssssssss w        w
w      s          ssssss   w
w                          w
wwwwwwwwwwwwwwwwwwwwwwwwwwww"""

def map_to_list(map1=map1):
    if map1 == "":
        start = "w"*29
        map1 = "w" + " " * 27 + "w\n"
        map1 = start + map1 * 14 + start
    map1 = map1.splitlines()
    map2 = []
    for n, line in enumerate(map1):
        map2.append(list(map1[n]))
    return map2

map1 = map_to_list(map1)

def screen_init():
    "Creates globals for screen and map"
    global game_map, WINDOW_SIZE
    game_map = map1
    WINDOW_SIZE = (29 * 32, 16 * 32)


def music_init():
    "Initialize sounds avoiding delay"
    pygame.mixer.pre_init(44100, -16, 1, 512)
    pygame.init()
    pygame.mixer.quit()
    pygame.mixer.init(22050, -16, 2, 512)
    pygame.mixer.set_num_channels(32)


def game_sounds():
    "Loads the sounds for the game"
    sounds_list = "jump", "grass_0"
    sound_dic = {}
    for sound in sounds_list:
        sound_path = f"data/audio/{sound}.wav"
        sound_dic[sound] = pygame.mixer.Sound(sound_path)
    return sound_dic


def soundtrack():
    "Call this to put a soundtrack in the game"
    pygame.mixer.music.load('data/audio/dawn.mp3')
    pygame.mixer.music.play(-1)

screen_init()
music_init()
soundtrack()
sound_dic = game_sounds()


# ======== Game init, Clock and global vars ===
pygame.display.set_caption('Game')
screen = pygame.display.set_mode(WINDOW_SIZE, 0, 32)
display = pygame.Surface((WINDOW_SIZE[0] // 2, WINDOW_SIZE[1] // 2))
clock = pygame.time.Clock()
font = pygame.font.Font(None, 32)
font2 = pygame.font.Font(None, 16)
font3 = pygame.font.SysFont("Arial", 10)
# awareness of direction and position
moving_right = False
moving_left = False
# stay_right = True
gravity = 0
air_timer = 0

player_image = pygame.image.load('imgs\\player.png')
player_jump = pygame.image.load('imgs\\player_jump.png')
player_jumpl = pygame.transform.flip(player_jump, 1, 0)
player_climb = pygame.image.load('imgs\\player_climb.png')
player_climbl = pygame.transform.flip(player_climb, 1, 0)
player_stand = pygame.image.load('imgs\\player_stand.png')
# player_img.set_colorkey((255, 255, 255))
p_right = player_image
p_left = pygame.transform.flip(player_image, 1, 0)
player_img = p_right
bg = pygame.image.load("imgs\\bg.png")
# bg2 = pygame.image.load("imgs\\bg2.png")

# Rectangles for collisions
player_rect = pygame.Rect(100, 100, 5, 13)
starting_pos = 100
health = pygame.image.load("imgs\\health.png")
health_rect = pygame.Rect(150, 225, 16, 16)

# climber 5
stamina = 100


def load_tiles():
    #symbols and relative image
    symb_img = [
                # ("o", "dirt"),
                # ("x", "grass"),
                # ("<", "grassr"),
                # (">", "grassl"),
                (" ", "space"),
                # ("d", "door"),
                ("w", "brick2_16"),
                ("s", "brick2_16")]
    dr = "imgs\\"
    tl = {}
    for i in symb_img:
        tl[i[0]] = pygame.image.load(f'{dr}{i[1]}.png')
    return tl


tl = load_tiles()


# =============
#    Functions
# =============

def collision_test(rect, tiles):
    "Returns the Rect of the tile with which the player collides"
    global stamina

    hit_list = []
    for tile in tiles:
        if rect.colliderect(tile):
            hit_list.append(tile)
    if rect.colliderect(health_rect):
        if stamina < 100:
            stamina += 10
            print("Recovering")
    return hit_list

collision_types = {
        'top': False, 'bottom': False, 'right': False, 'left': False}
goingright = 0


def move(rect, movement, tiles):
    global player_img
    global air_timer, gravity, collision_types, moving_right, moving_left
    global goingright
    global stamina
    global player_altitude
    global starting_pos


    player_altitude = player_rect.y
    collision_types = {
        'top': False, 'bottom': False, 'right': False, 'left': False}

    rect.x += movement[0]
    tile = collision_test(rect, tiles)
    if tile != []:
        tile = tile[0]
        # ===================> MOVE RIGHT
        if moving_right:
            rect.right = tile.left
            collision_types['right'] = True
            goingright = 1
            gravity = -1
            player_img = player_climb
            stamina -= 0.02
            starting_pos = rect.y
        # ====================> MOVE LEFT
        elif moving_left:
            goingright = 0
            rect.left = tile.right
            collision_types['left'] = True
            gravity = -1
            player_img = player_climbl
            stamina -=0.02
            starting_pos = rect.y
    rect.y += movement[1]
    hit_list = collision_test(rect, tiles)
    for tile in hit_list:

        #              === DOWN: falls? ===

        if movement[1] > 0:
            # If it was falling down
            if not moving_left and not moving_right and gravity > 0:
                player_img = player_stand
            if (rect.bottom - starting_pos) > 50:
                stamina -= 30
                pygame.mixer.Sound.play(sound_dic['grass_0'])
                player_img = player_jump
                

            starting_pos = rect.bottom
            rect.bottom = tile.top
            collision_types['bottom'] = True
        elif movement[1] < 0:
            player_img = player_jump
            gravity = -3 # = -1 it attaches to the wall
            attached = rect.top = tile.bottom
            stamina -= 0.03
            #collision_types['top'] = False

    if collision_types['bottom']:
        air_timer = 0
        gravity = 0

    else:
        air_timer += 1
    return rect


def display_tiles():
    "Makes the Rects for the 'physics'"
    tile_rects = []
    y = 0
    for line_of_symbols in game_map:
        x = 0
        for symbol in line_of_symbols:
            display.blit(tl[symbol], (x * 16, y* 16))
            x += 1
        y += 1

def create_tile_rects(game_map):
    "Makes the Rects for the 'physics'"
    tile_rects = []
    y = 0
    for line_of_symbols in game_map:
        x = 0
        for symbol in line_of_symbols:
            if symbol != " ":
                tile_rects.append(pygame.Rect(x * 16, y * 16, 16, 15))
            x += 1
        y += 1
    return tile_rects





player_altitude = player_rect.y
def display_player(pim):
    global player_rect
    global starting_pos
    #player_img = p_right if stay_right else p_left
    display.blit(health, (150, 225))
    display.blit(pim, (player_rect.x, player_rect.y))
    h = str(player_rect.bottom - starting_pos) 
    highness = font3.render(h, 0, pygame.Color("blue"))
    display.blit(highness, (player_rect.x, player_rect.y-10))

# 500, 500, 50, 50
def display_stamina():
    #player_img = p_right if stay_right else p_left
    print("health")

def display_bg():
    "Displays the background"
    global WINDOW_SIZE
    display.blit(bg, (0, 0))


def _display(fnt, what, color, where):
    text_to_show = font.render(what, 0, pygame.Color(color))
    display.blit(text_to_show, where)

def display_text():
    # fps

    _display(
            font,
            what = str(int(clock.get_fps())),
            color = "white",
            where = (0,0)),
    
    _display(font2,
            what = "Wall climber",
            color = 'blue',
            where = (100,0))

    _display(font3,
            what = "Stamina: " + str(int(stamina)),
            color = 'coral',
            where = (300,0))


    _display(font3,
            what = "altitude: " + str(int(player_altitude)),
            color = 'blue',
            where = (300, 15))


def clear_screen():
    display.fill((73, 184, 250))


VELOCITY = 1

def jump():
    # MOVES THE PLAYER WHEN GOES RIGHT OR LEFT
    global moving_right, moving_left, gravity, stamina

    player_movement = [0, 0]
    if moving_right:
        player_movement[0] += VELOCITY
        stamina += 0.005
    if moving_left:
        player_movement[0] -= VELOCITY
        stamina += 0.005
    player_movement[1] += gravity
    return player_movement


def check_life():
    global stamina, player_rect
    if stamina < 0:
        player_rect.x, player_rect.y = 100, 100
        stamina = 100
        root = Tk()
        root.overrideredirect(1)
        root.withdraw()
        messagebox.showinfo("Showinfo", "So many windows!")
        root.destroy()



def move_player():
    global loop, player_rect, moving_right, air_timer, moving_left, gravity, collision_types, player_img, stamina
    global tile_rects
    check_life()
    player_movement = jump()

    gravity += 0.3
    if gravity > 3:
        gravity = 3

    player_rect = move(player_rect, player_movement, tile_rects)

    # ============ Keyboard pressing detection
    for event in pygame.event.get():
        if event.type == QUIT:
            loop = 0
        if event.type == KEYDOWN:
            if event.key == K_RIGHT:
                player_img = p_right
                moving_right = True
            if event.key == K_LEFT:
                player_img = p_left
                moving_left = True
            # ========
            #  JUMP
            # ========
            if event.key == K_UP:
                if air_timer < 6:
                    gravity = -5
                    stamina -= 3
                    pygame.mixer.Sound.play(sound_dic['jump'])
            # ==========
            #  DOWN
            # ==========
            if event.key == K_DOWN:
                if air_timer == 0:
                    player_img = player_jump
                gravity = +1


        elif event.type == KEYUP:
            if event.key == K_RIGHT:
                moving_right = False
            if event.key == K_LEFT:
                moving_left = False

        if pygame.mouse.get_pressed()[0]:
            mx, my = pygame.mouse.get_pos()
            mx, my = int(mx / 32), int(my / 32)
            row, col = my, mx            
            map1[row][col] = "w"
            tile_rects = create_tile_rects(map1)
        if pygame.mouse.get_pressed()[2]:
            mx, my = pygame.mouse.get_pos()
            mx, my = int(mx / 32), int(my / 32)
            row, col = my, mx 
            map1[row][col] = " "
            tile_rects = create_tile_rects(map1)

    return player_img


def scale_screen():
    screen.blit(pygame.transform.scale(display, WINDOW_SIZE), (0, 0))
    
tile_rects = create_tile_rects(map1)
loop = 1
while loop:
    stamina -= 0.001
    clear_screen()
    display_tiles()
    player_img = move_player()
    display_player(player_img)
    display_text()
    scale_screen()
    pygame.display.update()
    clock.tick(60)

pygame.quit()
print("Game over")
"""
------- new in pygame: The climber tutorial 5 -----------
diplay_text
    shows fps, title and stamina

"""

Another video with some experiments on the map maker app

Pygame's Platform Game

Other Pygame's posts

Published by pythonprogramming

Started with basic on the spectrum, loved javascript in the 90ies and python in the 2000, now I am back with python, still making some javascript stuff when needed.