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)
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Download “Code Review 4” Pygame-RPG-Final.zip – Downloaded 2163 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.