This is code review number 3, for our Pygame RPG Series
As promised, we hold a Code Review about every 6 tutorials, where we compile together all the code for you to see. You will also find a download link at the bottom of the page, which contains a file with all the code + images and animations we have used uptil now.
Try running the code for yourself, and make your own changes.
Tutorials Covered:
Listed below are the 6 tutorials, whose source code has been added into the Code Review. Of course, the code from the previous code reviews is also included.
- “Next Stage” Display
- Experience and Mana
- Status Bar
- “Stage Clear” Display
- Adding Item Drops
- Pause and Home button
The Pygame RPG Code:
import pygame
from pygame.locals import *
import sys
import random
import time
from tkinter import filedialog
from tkinter import *
import numpy
#import coin
pygame.init() # Begin pygame
# 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))
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"), pygame.image.load("Player_Sprite2_R.png"),
pygame.image.load("Player_Sprite3_R.png"),pygame.image.load("Player_Sprite4_R.png"),
pygame.image.load("Player_Sprite5_R.png"),pygame.image.load("Player_Sprite6_R.png"),
pygame.image.load("Player_Sprite_R.png")]
# Run animation for the LEFT
run_ani_L = [pygame.image.load("Player_Sprite_L.png"), pygame.image.load("Player_Sprite2_L.png"),
pygame.image.load("Player_Sprite3_L.png"),pygame.image.load("Player_Sprite4_L.png"),
pygame.image.load("Player_Sprite5_L.png"),pygame.image.load("Player_Sprite6_L.png"),
pygame.image.load("Player_Sprite_L.png")]
# Attack animation for the RIGHT
attack_ani_R = [pygame.image.load("Player_Sprite_R.png"), pygame.image.load("Player_Attack_R.png"),
pygame.image.load("Player_Attack2_R.png"),pygame.image.load("Player_Attack2_R.png"),
pygame.image.load("Player_Attack3_R.png"),pygame.image.load("Player_Attack3_R.png"),
pygame.image.load("Player_Attack4_R.png"),pygame.image.load("Player_Attack4_R.png"),
pygame.image.load("Player_Attack5_R.png"),pygame.image.load("Player_Attack5_R.png"),
pygame.image.load("Player_Sprite_R.png")]
# 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"), pygame.image.load("heart.png"),
pygame.image.load("heart2.png"), pygame.image.load("heart3.png"),
pygame.image.load("heart4.png"), pygame.image.load("heart5.png")]
class Background(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.bgimage = pygame.image.load("Background.png")
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")
self.rect = self.image.get_rect(center = (350, 350))
self.bgX1 = 0
self.bgY1 = 285
def render(self):
displaysurface.blit(self.image, (self.bgX1, self.bgY1))
class Item(pygame.sprite.Sprite):
def __init__(self, itemtype):
super().__init__()
if itemtype == 1: self.image = pygame.image.load("heart.png")
elif itemtype == 2: self.image = pygame.image.load("coin.png")
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")
else:
self.image = pygame.image.load("fireball1_L.png")
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")
displaysurface.blit(self.image, self.rect)
else:
self.image = pygame.image.load("fireball1_L.png")
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")
self.rect = self.image.get_rect()
# Position and direction
self.vx = 0
self.pos = vec((340, 240))
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
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.midbottom = 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.pos.y < lowest.rect.bottom:
self.pos.y = lowest.rect.top + 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 attack frame has reached end of sequence, return to base frame
if self.attack_frame > 10:
self.attack_frame = 0
self.attacking = False
# 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()
pygame.display.update()
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Enemy.png")
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()
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")
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.stage = 1
self.money = 0
self.stage_enemies = []
for x in range(1, 21):
self.stage_enemies.append(int((x ** 2 / 2) + 1))
def stage_handler(self):
# Code for the Tkinter stage selection window
self.root = Tk()
self.root.geometry('200x170')
button1 = Button(self.root, text = "Twilight Dungeon", width = 18, height = 2,
command = self.world1)
button2 = Button(self.root, text = "Skyward 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
castle.hide = True
self.battle = True
def world2(self):
self.battle = True
button.imgdisp = 1
def world3(self):
self.battle = True
button.imgdisp = 1
def next_stage(self): # Code for when the next stage is clicked
button.imgdisp = 1
self.stage += 1
print("Stage: " + str(self.stage))
self.enemy_count = 0
self.dead_enemy_count = 0
pygame.time.set_timer(self.enemy_generation, 1500 - (50 * 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)
self.battle = False
self.enemy_count = 0
self.dead_enemy_count = 0
self.stage = 1
# 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")
ground.image = pygame.image.load("Ground.png")
class HealthBar(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("heart5.png")
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):
self.text = headingfont.render("STAGE CLEAR!", True , color_dark)
button.imgdisp = 0
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")
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")
elif (num == 1):
if cursor.wait == 0:
self.image = pygame.image.load("pause_small.png")
else:
self.image = pygame.image.load("play_small.png")
displaysurface.blit(self.image, self.vec)
Enemies = pygame.sprite.Group()
player = Player()
Playergroup = pygame.sprite.Group()
Playergroup.add(player)
background = Background()
button = PButton()
ground = Ground()
cursor = Cursor()
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()
hit_cooldown = pygame.USEREVENT + 1
while True:
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 and cursor.wait == 0:
if handler.enemy_count < handler.stage_enemies[handler.stage - 1]:
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] <= 350:
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)
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 entity in Enemies:
entity.update()
entity.move()
entity.render()
pygame.display.update()
FPS_CLOCK.tick(FPS)
Download Link & Next Section
This marks the end of the Pygame RPG – Code Review 3. Any suggestions or contributions for CodersLegacy are more than welcome. Questions regarding the RPG series can be asked in the comments section below.
My game crashes when I try to open the stage handler. What is the cause of this? Even changing the input to a different key does not fix this issue.
What’s the error exactly? Can you trying narrowing down the problem?
Hi, when I use this code and load up the file, the game will run at first. The game state begins with the hero at the beginning game state where they then are meant to go over to the castle to open the stage selection window. To open the stage selection window, you are meant to press q. However, when I do that, the game simply crashes upon pressing q. Im not sure if the issue is with tkinter interacting with pygame or if there is a bug in the code with the stage handler/tkinter. For reference, I am using a Mac with M1 Chip. I am not sure if tkinter has issues or compataibility problems with M1 Macs or Macs in general.