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.


This 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.

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