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main.py
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1023 lines (991 loc) · 56.7 KB
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import pygame
import GameObject
import Shop
import death
startGame = True
while startGame:
pygame.init()
# --------------------------------------------------------------------------------------------------
# ------------------------------------ SCREEN INITIALIZATION ---------------------------------------
# --------------------------------------------------------------------------------------------------
# set up images and icons
pygame.display.set_caption("Main Menu")
pygame.display.set_icon(pygame.image.load("mainScreenImages/gameicon.png"))
# main screen background
mainScreenImage = pygame.image.load("mainScreenImages/main.png")
mainScreenImageRect = mainScreenImage.get_rect()
# help screen background
helpScreenImage = pygame.image.load("mainScreenImages/helpScreen.png")
helpScreenImageRect = mainScreenImage.get_rect()
# level 1 background
backgroundImage_LvL1 = pygame.image.load("backgroundImages/lvl1background.png")
backgroundImage_Lvl1_rect = backgroundImage_LvL1.get_rect()
# level 2 background
backgroundImage_LvL2 = pygame.image.load("backgroundImages/lvl2background.png")
backgroundImage_LvL2_rect = backgroundImage_LvL2.get_rect()
# level 3 background
backgroundImage_LvL3 = pygame.image.load("backgroundImages/lvl3background.png")
backgroundImage_LvL3_rect = backgroundImage_LvL3.get_rect()
# set size of window screen
screen = pygame.display.set_mode((1200, 575))
screen_rect = screen.get_rect()
# --------------------------------------------------------------------------------------------------
# ------------------------------------ LEVEL ONE PLATFORMS -----------------------------------------
# --------------------------------------------------------------------------------------------------
# floor layout for level 1 (SPRITE GROUPS)
platForm_group1 = pygame.sprite.Group()
platForm_floor1 = pygame.sprite.Group()
movingPlatform_group1 = pygame.sprite.Group()
lavapool1 = pygame.sprite.Group()
vertMovingPlatform_group1 = pygame.sprite.Group()
# orange floor platform
platForm_floor1.add(GameObject.PlatForms(987, 337, "lvl1platformImages/largeorangestone.png"))
# brown floor platforms
platForm_floor1.add(GameObject.PlatForms(0, 480, "lvl1platformImages/largebrownstone.png"))
platForm_floor1.add(GameObject.PlatForms(324, 550, "lvl1platformImages/largebrownstone.png"))
platForm_floor1.add(GameObject.PlatForms(648, 550, "lvl1platformImages/largebrownstone.png"))
platForm_floor1.add(GameObject.PlatForms(972, 550, "lvl1platformImages/largebrownstone.png"))
# brown pillar
platForm_floor1.add(GameObject.PlatForms(500, 350, "lvl1platformImages/brownpillar.png"))
# sky platform 1
platForm_group1.add(GameObject.PlatForms(380, 420, "lvl1platformImages/orangeplatform.png"))
# sky platform 2
platForm_group1.add(GameObject.PlatForms(520, 250, "lvl1platformImages/brownplatform.png"))
# sky platform 3
platForm_group1.add(GameObject.PlatForms(680, 350, "lvl1platformImages/orangeplatform.png"))
# sky platform 4
platForm_group1.add(GameObject.PlatForms(850, 370, "lvl1platformImages/orangeplatform.png"))
# moving sky platform
movingPlatform_group1.add(GameObject.MovingPlatForms(720, 470, 3, 600, 900, "lvl1platformImages/brownplatform.png"))
# left sky flat platform
platForm_group1.add(GameObject.PlatForms(10, 190, "lvl1platformImages/leftskyplatform.png"))
# right sky flat platform
platForm_group1.add(GameObject.PlatForms(640, 180, "lvl1platformImages/rightskyplatform.png"))
# top side border brown stone for collisions
platForm_floor1.add(GameObject.PlatForms(0, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(137, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(274, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(411, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(548, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(685, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(822, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(959, 0, "lvl1platformImages/brownflatplatform.png"))
platForm_floor1.add(GameObject.PlatForms(1096, 0, "lvl1platformImages/brownflatplatform.png"))
# left side border brown stone for collisions
platForm_floor1.add(GameObject.PlatForms(-6, -70, "lvl1platformImages/brownborderplatform.png"))
platForm_floor1.add(GameObject.PlatForms(-6, 235, "lvl1platformImages/brownborderplatform.png"))
# right side border brown stone for collisions
platForm_floor1.add(GameObject.PlatForms(1175, -40, "lvl1platformImages/brownborderplatform.png"))
platForm_floor1.add(GameObject.PlatForms(1175, 190, "lvl1platformImages/brownborderplatform.png"))
platForm_floor1.add(GameObject.PlatForms(1175, 431, "lvl1platformImages/brownborderplatform.png"))
# lavapools
lavapool1.add(GameObject.LavaPool(320, 530, "lvl1platformImages/lava.png"))
lavapool1.add(GameObject.LavaPool(462, 530, "lvl1platformImages/lava.png"))
lavapool1.add(GameObject.LavaPool(605, 530, "lvl1platformImages/lava.png"))
lavapool1.add(GameObject.LavaPool(747, 530, "lvl1platformImages/lava.png"))
lavapool1.add(GameObject.LavaPool(889, 530, "lvl1platformImages/lava.png"))
# aesthetic images
destroyedbuilding1 = pygame.image.load("lvl1platformImages/destroyedbuilding1.png")
destroyedbuilding2 = pygame.image.load("lvl1platformImages/destroyedbuilding2.png")
destroyedbuilding3 = pygame.image.load("lvl1platformImages/destroyedbuilding3.png")
destroyedbuilding4 = pygame.image.load("lvl1platformImages/destroyedbuilding4.png")
destroyedcar = pygame.image.load("lvl1platformImages/destroyedcar.png")
tree = pygame.image.load("lvl1platformImages/deadtree.png")
# --------------------------------------------------------------------------------------------------
# ------------------------------------ LEVEL TWO PLATFORMS -----------------------------------------
# --------------------------------------------------------------------------------------------------
# floor layout for level 2 (SPRITE GROUPS)
platForm_group2 = pygame.sprite.Group()
platForm_floor2 = pygame.sprite.Group()
movingPlatform_group2 = pygame.sprite.Group()
vertMovingPlatform_group2 = pygame.sprite.Group()
# snow floor platforms
platForm_floor2.add(GameObject.PlatForms(0, 470, "lvl2platformImages/largeplatform.png"))
platForm_floor2.add(GameObject.PlatForms(324, 500, "lvl2platformImages/largeplatform.png"))
platForm_floor2.add(GameObject.PlatForms(648, 500, "lvl2platformImages/largeplatform.png"))
platForm_floor2.add(GameObject.PlatForms(972, 350, "lvl2platformImages/largeplatform.png"))
# moving up and down platform
vertMovingPlatform_group2.add(GameObject.VertMovingPlatForms(820, 450, 2, 120, 450, "lvl2platformImages/snowplatform.png"))
# top left sky platform
platForm_group2.add(GameObject.PlatForms(65, 130, "lvl2platformImages/iceplatform.png"))
# top middle sky platform
platForm_group2.add(GameObject.PlatForms(320, 130, "lvl2platformImages/iceplatform.png"))
# platform for enemy and key
platForm_group2.add(GameObject.PlatForms(560, 130, "lvl2platformImages/iceplatform.png"))
# platform for chest on right side
platForm_group2.add(GameObject.PlatForms(1000, 160, "lvl2platformImages/iceplatform.png"))
# enemy platform
platForm_group2.add(GameObject.PlatForms(24, 280, "lvl2platformImages/iceplatform.png"))
platForm_group2.add(GameObject.PlatForms(174, 280, "lvl2platformImages/iceplatform.png"))
platForm_group2.add(GameObject.PlatForms(324, 280, "lvl2platformImages/iceplatform.png"))
platForm_group2.add(GameObject.PlatForms(474, 280, "lvl2platformImages/iceplatform.png"))
platForm_group2.add(GameObject.PlatForms(624, 280, "lvl2platformImages/iceplatform.png"))
# top side border brown stone for collisions
platForm_floor2.add(GameObject.PlatForms(0, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(137, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(274, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(411, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(548, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(685, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(822, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(959, 0, "lvl2platformImages/borderplatform.png"))
platForm_floor2.add(GameObject.PlatForms(1096, 0, "lvl2platformImages/borderplatform.png"))
# left side border platforms (from bottom to top)
platForm_floor2.add(GameObject.PlatForms(-5, -30, "lvl2platformImages/sideborderplatforms.png"))
platForm_floor2.add(GameObject.PlatForms(-5, 281, "lvl2platformImages/sideborderplatforms.png"))
platForm_floor2.add(GameObject.PlatForms(-5, -225, "lvl2platformImages/sideborderplatforms.png"))
# right side border platforms (from bottom to top)
platForm_floor2.add(GameObject.PlatForms(1175, 350, "lvl2platformImages/sideborderplatforms.png"))
platForm_floor2.add(GameObject.PlatForms(1175, 40, "lvl2platformImages/sideborderplatforms.png"))
platForm_floor2.add(GameObject.PlatForms(1175, -230, "lvl2platformImages/sideborderplatforms.png"))
# --------------------------------------------------------------------------------------------------
# ------------------------------------ LEVEL THREE PLATFORMS ---------------------------------------
# --------------------------------------------------------------------------------------------------
platForm_group3 = pygame.sprite.Group()
platForm_floor3 = pygame.sprite.Group()
movingPlatform_group3 = pygame.sprite.Group()
vertMovingPlatForm1_Level3 = pygame.sprite.Group()
lavapool3 = pygame.sprite.Group()
# start platform
platForm_floor3.add(GameObject.PlatForms(-10, 490, "lvl3platFormImages/startingPlatForm.png"))
# middle 2 long platforms
platForm_group3.add(GameObject.PlatForms(130, 120, "lvl3platFormImages/level3MediumPlatForm.png"))
platForm_group3.add(GameObject.PlatForms(130, 300, "lvl3platFormImages/level3MediumPlatForm.png"))
# boss platform
platForm_floor3.add(GameObject.PlatForms(930, 150, "lvl3platFormImages/BossPlatForm.png"))
# top border
platForm_floor3.add(GameObject.PlatForms(-5, -5, "lvl3platFormImages/topBorder.png"))
platForm_floor3.add(GameObject.PlatForms(475, -5, "lvl3platFormImages/topBorder.png"))
platForm_floor3.add(GameObject.PlatForms(950, -5, "lvl3platFormImages/topBorder.png"))
# left border
platForm_floor3.add(GameObject.PlatForms(-6, 435, "lvl3platFormImages/leftBorder.png"))
platForm_floor3.add(GameObject.PlatForms(-5, -5, "lvl3platFormImages/leftBorder.png"))
# right border
platForm_floor3.add(GameObject.PlatForms(1175, 0, "lvl3platFormImages/rightBorder.png"))
# moving platforms
movingPlatform_group3.add(GameObject.MovingPlatForms(215, 490, 3, 215, 850, "lvl3platFormImages/Level3Floating.png"))
vertMovingPlatForm1_Level3.add(GameObject.VertMovingPlatForms(850, 300, 5, 300, 450, "lvl3platFormImages/Level3Floating.png"))
vertMovingPlatForm1_Level3.add(GameObject.VertMovingPlatForms(40, 300, 3, 120, 300, "lvl3platFormImages/Level3Floating.png"))
# lava pool
lavapool3.add(GameObject.LavaPool(180, 545, "lvl1platformImages/lava.png"))
lavapool3.add(GameObject.LavaPool(322, 545, "lvl1platformImages/lava.png"))
lavapool3.add(GameObject.LavaPool(464, 545, "lvl1platformImages/lava.png"))
lavapool3.add(GameObject.LavaPool(606, 545, "lvl1platformImages/lava.png"))
lavapool3.add(GameObject.LavaPool(748, 545, "lvl1platformImages/lava.png"))
lavapool3.add(GameObject.LavaPool(890, 545, "lvl1platformImages/lava.png"))
# --------------------------------------------------------------------------------------------------
# ------------------------------------ BOBBY INITIALIZATION ----------------------------------------
# --------------------------------------------------------------------------------------------------
# Main Character (BOBBY) (speed, health, armour, x, y, image, screen, plat1, plat2)
bobby = GameObject.Character(5, 10, 0, 60, 380, "Axe1/axe1R.png", screen, platForm_group1, platForm_floor1, movingPlatform_group1, vertMovingPlatform_group1)
# bullet group
bullet_group = pygame.sprite.Group()
bulletcooldown = 0
# bobby axe throw sound effect
bobbythrow = pygame.mixer.Sound("SoundEffects/axeThrow.mp3")
# --------------------------------------------------------------------------------------------------
# ------------------------------------ SOUND EFFECTS INITIALIZATION --------------------------------
# --------------------------------------------------------------------------------------------------
# coin collected
collected = pygame.mixer.Sound("SoundEffects/collectedCoin.mp3")
collected.set_volume(0.5)
# treasure collected
chestcollected = pygame.mixer.Sound("SoundEffects/chestOpenSound.mp3")
chestcollected.set_volume(0.5)
# key collected
keyCollected = pygame.mixer.Sound("SoundEffects/keyGrab.mp3")
keyCollected.set_volume(0.5)
# enemy hit sound effect
enemyHitSound = pygame.mixer.Sound("SoundEffects/enemyHitSound.mp3")
enemyHitSound.set_volume(0.2)
# door open sound
doorOpen = pygame.mixer.Sound("SoundEffects/doorOpen.mp3")
doorOpen.set_volume(0.5)
# death sound
lost = pygame.mixer.Sound("SoundEffects/deathSound.mp3")
lost.set_volume(5)
# --------------------------------------------------------------------------------------------------
# ------------------------------------ ENEMIES INITIALIZATION --------------------------------------
# --------------------------------------------------------------------------------------------------
# enemy bullet group
enemy_bullets1 = pygame.sprite.Group()
enemy_bullets2 = pygame.sprite.Group()
enemy_bullets3 = pygame.sprite.Group()
boss_bullets = pygame.sprite.Group()
# enemy coin
coins1 = pygame.sprite.Group()
coins2 = pygame.sprite.Group()
coins3 = pygame.sprite.Group()
# initialize level 1 Enemy Groups
enemies1 = pygame.sprite.Group()
enemies1.add(GameObject.Enemy(385, 334, screen, enemy_bullets1, "startingEnemy", coins1))
enemies1.add(GameObject.Enemy(855, 284, screen, enemy_bullets1, "level1", coins1))
enemies1.add(GameObject.Enemy(900, 94, screen, enemy_bullets1, "level1", coins1))
enemies1.add(GameObject.Enemy(90, 44, screen, enemy_bullets1, "level1", coins1))
# initialize level 2 Enemy Groups
enemies2 = pygame.sprite.Group()
enemies2.add(GameObject.Enemy(100, 205, screen, enemy_bullets2, "level2", coins2))
enemies2.add(GameObject.Enemy(100, 55, screen, enemy_bullets2, "level2", coins2))
enemies2.add(GameObject.Enemy(350, 55, screen, enemy_bullets2, "level2", coins2))
enemies2.add(GameObject.Enemy(570, 55, screen, enemy_bullets2, "level2", coins2))
# initialize level 3 Enemy Groups
enemies3 = pygame.sprite.Group()
enemies3.add(GameObject.Enemy(200, 225, screen, enemy_bullets3, "level3", coins3))
enemies3.add(GameObject.Enemy(280, 225, screen, enemy_bullets3, "level3", coins3))
enemies3.add(GameObject.Enemy(700, 45, screen, enemy_bullets3, "level3", coins3))
enemies3.add(GameObject.Enemy(620, 45, screen, enemy_bullets3, "level3", coins3))
enemies3.add(GameObject.Enemy(1035, 55, screen, boss_bullets, "boss", coins3))
# --------------------------------------------------------------------------------------------------
# ------------------------------------ SHOP INITIALIZATION -----------------------------------------
# --------------------------------------------------------------------------------------------------
shop = Shop.Shop(screen, bobby)
# --------------------------------------------------------------------------------------------------
# ------------------------------------ RENDER HELP SCREEN ------------------------------------------
# --------------------------------------------------------------------------------------------------
def renderHelpScreen():
help = True
screen.blit(helpScreenImage, helpScreenImageRect)
titles = pygame.font.Font("Fonts/Stats.ttf", 25)
texts = pygame.font.Font("Fonts/Stats.ttf", 15)
title1 = titles.render("Storyline", True, (255, 255, 255))
title2 = titles.render("Game Controls", True, (255, 255, 255))
title3 = titles.render("Game Rules", True, (255, 255, 255))
text1 = "In the town of Enginerea, where people are destined to become master builders, there lived a man named Bobby the Builder."
text2 = "From an early age, Bobby had a passion for building and designing. He spent countless years perfecting his craft and "
text3 = "becoming the Supreme Builder of the town. One day, a terrible earthquake struck Enginerea resulting in severe damage to "
text4 = "many of the town buildings including the Town hall. It is the job of the Supreme Builder to rebuild the town hall to "
text5 = "its former glory. However, in his endeavor to rebuild the town hall, he must face-off against countless other master "
text6 = "builders who want to take the title of the Supreme Builder."
text7 = "- Defeat every enemy in each level"
text8 = "- Collect keys to open chests and receive money"
text9 = "- Enter the doors to proceed to the next level once all enemies have been defeated"
text10 = "- Beat all three levels and the final boss"
text11 = "- Rebuild the town hall to its former glory and become the supreme town builder :)"
rendered_text1 = texts.render(text1, True, (255, 255, 255))
rendered_text2 = texts.render(text2, True, (255, 255, 255))
rendered_text3 = texts.render(text3, True, (255, 255, 255))
rendered_text4 = texts.render(text4, True, (255, 255, 255))
rendered_text5 = texts.render(text5, True, (255, 255, 255))
rendered_text6 = texts.render(text6, True, (255, 255, 255))
rendered_text7 = texts.render(text7, True, (255, 255, 255))
rendered_text8 = texts.render(text8, True, (255, 255, 255))
rendered_text9 = texts.render(text9, True, (255, 255, 255))
rendered_text10 = texts.render(text10, True, (255, 255, 255))
rendered_text11 = texts.render(text11, True, (255, 255, 255))
gcText1 = texts.render("[LEFT ARROW KEY] player moves left", True, (255, 255, 255))
gcText2 = texts.render("[RIGHT ARROW KEY] player moves right", True, (255, 255, 255))
gcText3 = texts.render("[UP ARROW KEY] player jumps", True, (255, 255, 255))
gcText4 = texts.render("[SPACE BAR] player shoots an axe", True, (255, 255, 255))
gcText5 = texts.render("[P KEY] open shop menu", True, (255, 255, 255))
screen.blit(title1, (40, 40))
screen.blit(title2, (40, 400))
screen.blit(title3, (40, 230))
screen.blit(rendered_text1, (40, 80))
screen.blit(rendered_text2, (40, 100))
screen.blit(rendered_text3, (40, 120))
screen.blit(rendered_text4, (40, 140))
screen.blit(rendered_text5, (40, 160))
screen.blit(rendered_text6, (40, 180))
screen.blit(rendered_text7, (40, 270))
screen.blit(rendered_text8, (40, 290))
screen.blit(rendered_text9, (40, 310))
screen.blit(rendered_text10, (40, 330))
screen.blit(rendered_text11, (40, 350))
screen.blit(gcText1, (40, 440))
screen.blit(gcText2, (40, 460))
screen.blit(gcText3, (40, 480))
screen.blit(gcText4, (40, 500))
screen.blit(gcText5, (40, 520))
while help:
pygame.display.set_caption("Help Menu")
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play(-1)
for event in pygame.event.get():
if event.type == pygame.QUIT:
help = False
pygame.display.flip()
# --------------------------------------------------------------------------------------------------
# ------------------------------------ RENDER MAIN SCREEN ------------------------------------------
# --------------------------------------------------------------------------------------------------
# mainScreenRender
fontForMainScreen = pygame.font.Font("Fonts/mainScreen.ttf", 50)
Title = fontForMainScreen.render("Bobby: The Town of Enginerea", True, (255, 255, 255))
playBtn = GameObject.GameObject(510, 200, "mainScreenImages/playbutton.png")
exitBtn = GameObject.GameObject(510, 260, "mainScreenImages/exitbutton.png")
helpBtn = GameObject.GameObject(510, 320, "mainScreenImages/helpbutton.png")
playBtnImage = pygame.image.load("mainScreenImages/playbutton.png")
exitBtnImage = pygame.image.load("mainScreenImages/exitbutton.png")
helpBtnImage = pygame.image.load("mainScreenImages/helpbutton.png")
mainScreen = True
sb = GameObject.SpeechBubble(bobby.rect.x, bobby.rect.y, bobby, screen)
# mainScreen Music
pygame.display.set_caption("Main Menu")
pygame.mixer.init()
pygame.mixer.music.load("GameMusic/mainScreenMusic.mp3")
pygame.mixer.music.set_volume(0.15)
pygame.mixer.music.play(-1)
# rendering the main screen
def renderMainScreen():
global mainScreen
while mainScreen:
pygame.display.set_caption("Main Menu")
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play(-1)
screen.blit(mainScreenImage, mainScreenImageRect)
screen.blit(Title, (180, 55))
screen.blit(playBtnImage, (510, 200))
screen.blit(exitBtnImage, (510, 260))
screen.blit(helpBtnImage, (505, 320))
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
if event.type == pygame.MOUSEBUTTONDOWN and playBtn.rect.collidepoint(event.pos):
pygame.mixer.music.stop()
pygame.time.delay(200)
pygame.mixer.music.load("GameMusic/level1music.mp3")
mainScreen = False
if event.type == pygame.MOUSEBUTTONDOWN and exitBtn.rect.collidepoint(event.pos):
quit()
if event.type == pygame.MOUSEBUTTONDOWN and helpBtn.rect.collidepoint(event.pos):
# place the render help here.
renderHelpScreen()
# --------------------------------------------------------------------------------------------------
# ------------------------------------ OTHER INITIALIZATION ----------------------------------------
# --------------------------------------------------------------------------------------------------
# death screen stuff
die = death.Death(screen, bobby, True)
startTime = pygame.time.get_ticks()
win = death.Death(screen, bobby, False)
numberOfKeys = []
shopEnabled = True
# instructions to move
playDialogue1 = True
# instructions to defeat enemies
playDialogue2 = True
# says "Good Work!"
playDialogue3 = True
# instructions to open shop
playDialogue4 = True
playDialogue5 = True
# good work for level 3
playDialogue6 = True
dialogueClock = 0
# --------------------------------------------------------------------------------------------------
# ------------------------------------ RENDER LEVEL 1 ----------------------------------------------
# --------------------------------------------------------------------------------------------------
# LEVEL 1 CHESTS AND KEYS
# door initialization
doorOpenRect = GameObject.GameObject(1040, 237, "lvl1platformImages/doorOpen.png")
doorClosedImage = pygame.image.load("lvl1platformImages/doorClosed.png")
doorOpenImage = pygame.image.load("lvl1platformImages/doorOpen.png")
# chest and key initialization
chestOpenImage = GameObject.GameObject(1090, 127, "chestImages/openedChest.png")
chestClosedImage = GameObject.GameObject(1090, 137, "chestImages/closedChest.png")
chestKeyRect = GameObject.GameObject(120, 140, "chestImages/chestKey.png")
chestKeyImage = GameObject.GameObject(120, 140, "chestImages/chestKey.png")
# boolean functions
Level1keyAlive = True
Level1ChestAlive = True
Level1 = True
# render level 1
def renderLevel1():
if Level1:
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play(-1)
pygame.display.set_caption("Bobby: The Town of Enginerea | LEVEL 1")
numberOfKeys.append(chestKeyImage)
screen.blit(backgroundImage_LvL1, backgroundImage_Lvl1_rect)
screen.blit(destroyedbuilding1, (35, 165)) # next to booby
screen.blit(destroyedbuilding2, (625, -135)) # top right corner
screen.blit(destroyedbuilding3, (335, 450)) # in the lava
screen.blit(destroyedbuilding4, (30, -209)) # top left corner
# car image on left sky platform
screen.blit(destroyedcar, (23, 88))
screen.blit(tree, (160, 302))
screen.blit(tree, (700, 15))
# if there are chests
if Level1ChestAlive:
screen.blit(chestClosedImage.image, chestClosedImage.rect)
# if there are no enemies, open the chest
elif len(enemies1) == 0:
screen.blit(chestOpenImage.image, chestOpenImage.rect)
# if there are keys
if Level1keyAlive:
screen.blit(chestKeyImage.image, chestKeyImage.rect)
lavapool1.draw(screen)
platForm_group1.draw(screen)
platForm_floor1.draw(screen)
screen.blit(doorClosedImage, (1040, 237))
movingPlatform_group1.update()
movingPlatform_group1.draw(screen)
for enemy in enemies1:
enemy.handleBehaviour(bobby)
enemy.update()
for coin in coins1:
coin.animate()
for bullet in bullet_group:
bullet.bulletTravel()
for bullet in enemy_bullets1:
bullet.bulletTravel()
else:
print("function is false")
# --------------------------------------------------------------------------------------------------
# ------------------------------------ RENDER LEVEL 2 ----------------------------------------------
# --------------------------------------------------------------------------------------------------
# LEVEL 2 CHEST AND KEYS
# door initialization
doorOpenRect2 = GameObject.GameObject(80, 370, "lvl1platformImages/doorOpen.png")
doorClosedImage2 = pygame.image.load("lvl1platformImages/doorClosed.png")
doorOpenImage2 = pygame.image.load("lvl1platformImages/doorOpen.png")
# chest and key 1 initialization
chestOpenImage2 = GameObject.GameObject(1050, 107, "chestImages/openedChest.png")
chestClosedImage2 = GameObject.GameObject(1050, 117, "chestImages/closedChest.png")
chestKeyRect2 = GameObject.GameObject(670, 60, "chestImages/chestKey.png")
chestKeyImage2 = GameObject.GameObject(670, 60, "chestImages/chestKey.png")
# chest and key 2 initialization
chestOpenImage3 = GameObject.GameObject(230, 417, "chestImages/openedChest.png")
chestClosedImage3 = GameObject.GameObject(230, 427, "chestImages/closedChest.png")
chestKeyRect3 = GameObject.GameObject(50, 220, "chestImages/chestKey.png")
chestKeyImage3 = GameObject.GameObject(50, 220, "chestImages/chestKey.png")
# boolean functions
Level2keyAlive = True
Level2keyAlive2 = True
Level2ChestAlive = True
Level2ChestAlive2 = True
Level2 = True
# render level 2
def renderLevel2():
if Level2:
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play(-1)
movingPlatform_group1.empty()
pygame.display.set_caption("Bobby: The Town of Enginerea | LEVEL 2")
screen.blit(backgroundImage_LvL2, backgroundImage_LvL2_rect)
if Level2ChestAlive:
screen.blit(chestClosedImage2.image, chestClosedImage2.rect)
# if there are no enemies, open the chest
elif len(enemies2) == 0:
screen.blit(chestOpenImage2.image, chestOpenImage2.rect)
if Level2ChestAlive2:
screen.blit(chestClosedImage3.image, chestClosedImage3.rect)
# if there are no enemies, open the chest
elif len(enemies2) == 0:
screen.blit(chestOpenImage3.image, chestOpenImage3.rect)
# if there are keys
if Level2keyAlive:
screen.blit(chestKeyImage2.image, chestKeyImage2.rect)
if Level2keyAlive2:
screen.blit(chestKeyImage3.image, chestKeyImage3.rect)
platForm_group2.draw(screen)
platForm_floor2.draw(screen)
vertMovingPlatform_group2.update()
vertMovingPlatform_group2.draw(screen)
screen.blit(doorClosedImage2, (80, 370))
for enemy in enemies2:
enemy.handleBehaviour(bobby)
enemy.update()
for coin in coins2:
coin.animate()
for bullet in bullet_group:
bullet.bulletTravel()
for bullet in enemy_bullets2:
bullet.bulletHoming(bobby)
else:
print("function is false")
# --------------------------------------------------------------------------------------------------
# ------------------------------------ RENDER LEVEL 3 ----------------------------------------------
# --------------------------------------------------------------------------------------------------
doorOpenRect3 = GameObject.GameObject(1050, 55, "lvl1platformImages/doorOpen.png")
doorClosedImage3 = pygame.image.load("lvl1platformImages/doorClosed.png")
doorOpenImage3 = pygame.image.load("lvl1platformImages/doorOpen.png")
Level3keyAlive = True
Level3ChestAlive = True
Level3 = True
# render level 3
def renderLevel3():
if Level3:
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play(-1)
pygame.display.set_caption("Bobby: The Town of Enginerea | LEVEL 3")
screen.blit(backgroundImage_LvL3, backgroundImage_LvL3_rect)
movingPlatform_group3.draw(screen)
movingPlatform_group3.update()
vertMovingPlatForm1_Level3.update()
vertMovingPlatForm1_Level3.draw(screen)
lavapool3.draw(screen)
platForm_floor3.draw(screen)
platForm_group3.draw(screen)
screen.blit(doorClosedImage3, (1050, 55))
for enemy in enemies3:
enemy.handleBehaviour(bobby)
enemy.update()
for coin in coins3:
coin.animate()
for bullet in bullet_group:
bullet.bulletTravel()
for bullet in enemy_bullets3:
bullet.bulletHoming(bobby)
for bullet in boss_bullets:
bullet.bulletHoming(bobby)
else:
print("function is false")
# --------------------------------------------------------------------------------------------------
# ------------------------------------ RENDER BOBBY'S STATS ----------------------------------------
# --------------------------------------------------------------------------------------------------
# Bobby's Stats (SPRITE) to set the images
bobbyStats = pygame.sprite.Group()
bobbyStats.add(GameObject.Stats(493, 2, "statsImages/heart.png"))
bobbyStats.add(GameObject.Stats(564, 5, "statsImages/strength.png"))
bobbyStats.add(GameObject.Stats(640, 7, "statsImages/coin.png"))
font = pygame.font.SysFont("arial.ttf", 26)
def rounded_rect(width, height, color, border_radius):
rect_surf = pygame.Surface((width, height), pygame.SRCALPHA)
pygame.draw.rect(rect_surf, color, rect_surf.get_rect(), border_radius=border_radius)
return rect_surf
# render stats
def renderStats():
heart = font.render(str(bobby.health), True, (255, 255, 255))
strength = font.render(str(bobby.attack), True, (255, 255, 255))
money = font.render(str(bobby.money), True, (255, 255, 255))
statBG = pygame.Rect(489, 0, 222, 42)
rect_surf = rounded_rect(222, 42, (*(0, 0, 0), 200), 12)
screen.blit(rect_surf, statBG)
bobbyStats.draw(screen)
screen.blit(heart, (535, 12))
screen.blit(strength, (608, 12))
screen.blit(money, (675, 12))
# --------------------------------------------------------------------------------------------------
# ------------------------------------------- GAME LOOP --------------------------------------------
# --------------------------------------------------------------------------------------------------
breakFromWin = False
current_level = 1
running = True
while running:
renderMainScreen()
pygame.time.Clock().tick(150)
# -------------------------------------------------------------------------------------------------
# -------------------------------- IF BOBBY IS DEAD -----------------------------------------------
# -------------------------------------------------------------------------------------------------
if bobby.health <= 0:
pygame.mixer.music.stop()
pygame.time.delay(200)
pygame.mixer.music.load("GameMusic/deathmusic.mp3")
# resetting the game
endTime = pygame.time.get_ticks()
elapsedTime = (endTime - startTime)/1000 # time in seconds.
minutesPlayed = int(elapsedTime // 60)
secondsPlayed = int(elapsedTime % 60)
if secondsPlayed < 10:
secondsPlayed = "0" + str(secondsPlayed)
die.renderDeathScreen(minutesPlayed, str(secondsPlayed))
dialogueClock = 0
break
if breakFromWin:
break
# -------------------------------------------------------------------------------------------------
# -------------------------------- IF BOBBY IS ON LEVEL 1 -----------------------------------------
# -------------------------------------------------------------------------------------------------
if current_level == 1:
renderLevel1()
renderStats()
keys = pygame.key.get_pressed()
direction = bobby.playerMovementControl(keys)
damage = 1
if keys[pygame.K_SPACE]:
if bulletcooldown >= 10:
if direction[1] == True:
bullet_group.add(GameObject.Bullet(8, damage, direction[1], direction[0].x - 25, direction[0].y + 20, screen))
else:
bullet_group.add(GameObject.Bullet(8, damage, direction[1], direction[0].x + 35, direction[0].y + 20, screen))
bulletcooldown = 0
die.axesChucked += 1
win.axesChucked += 1
bulletcooldown += 1
if bulletcooldown >= 10:
bulletcooldown = 10
for bullet in bullet_group:
bullet.bulletTravel()
enemyCollisions = pygame.sprite.spritecollide(bobby, enemies1, False)
for collision in enemyCollisions:
lost.play()
bobby.loseHp(1)
die.totalDamageTaken += 1
win.totalDamageTaken += 1
bobby.setLocation(60, 400)
bulletCollisions = pygame.sprite.spritecollide(bobby, enemy_bullets1, False)
for sprite in bulletCollisions:
lost.play()
damageTotal = bobby.loseHpWithArmour(2)
die.totalDamageTaken += damageTotal
win.totalDamageTaken += damageTotal
bobby.setLocation(60, 400)
sprite.kill()
del sprite
lavaCollisions = pygame.sprite.spritecollide(bobby, lavapool1, False)
if len(lavaCollisions) > 0:
lost.play()
bobby.loseHp(1)
die.totalDamageTaken += 1
win.totalDamageTaken += 1
die.lavaSpills += 1
win.lavaSpills += 1
bobby.setLocation(60, 400)
coinCollisions = pygame.sprite.spritecollide(bobby, coins1, False)
for coin in coinCollisions:
collected.play()
bobby.gainMoney(coin.value)
die.totalMoneyEarned += coin.value
win.totalMoneyEarned += coin.value
coin.kill()
del coin
collisions1 = pygame.sprite.groupcollide(bullet_group, platForm_floor1, True, False)
collisions2 = pygame.sprite.groupcollide(bullet_group, platForm_group1, True, False)
collisions3 = pygame.sprite.groupcollide(enemy_bullets1, platForm_floor1, True, False)
collisions4 = pygame.sprite.groupcollide(enemy_bullets1, platForm_group1, True, False)
collisions5 = pygame.sprite.groupcollide(bullet_group, enemy_bullets1, True, True)
collisions6 = pygame.sprite.groupcollide(enemy_bullets1, movingPlatform_group1, True, False)
collisions7 = pygame.sprite.groupcollide(bullet_group, movingPlatform_group1, True, False)
enemiesHit = pygame.sprite.groupcollide(enemies1, bullet_group, False, True)
# if enemy gets hit by bullet
for enemy in enemiesHit.keys():
enemyHitSound.play()
enemy.loseHp(bobby.attack)
if len(enemies1) == 0 and bobby.rect.colliderect(doorOpenRect):
sb.showsmallspeechbubble(bobby)
sb.showText(bobby, "Press [ENTER]", 32.5, 65)
# if chest key exist on level
if Level1keyAlive:
# and collides with the key rectangle and bobby has 0 key
if bobby.rect.colliderect(chestKeyRect):
# stop blitting key image and increase his key amount
Level1keyAlive = False
keyCollected.play()
bobby.keys += 1
# if chest is closed and enemies are killed
if Level1ChestAlive and len(enemies1) == 0:
# and if he collides with the closed chest with a key
if bobby.rect.colliderect(chestClosedImage.rect) and bobby.keys >= 1:
# blit the opened chest
Level1ChestAlive = False
chestcollected.play()
bobby.money += 20
die.totalMoneyEarned += 20
win.totalMoneyEarned += 20
bobby.keys -= 1
if len(enemies1) == 0 and playDialogue3 == True:
doorClosedImage = doorOpenImage
sb.showsmallspeechbubble(bobby)
sb.showText(bobby, "Good work!", 20, 65)
dialogueClock += 1
if dialogueClock == 50:
playDialogue3 = False
dialogueClock = 0
# -------------------------------------------------------------------------------------------------
# -------------------------------- IF BOBBY IS ON LEVEL 2 -----------------------------------------
# -------------------------------------------------------------------------------------------------
elif current_level == 2:
renderLevel2()
renderStats()
keys = pygame.key.get_pressed()
direction = bobby.playerMovementControl(keys)
if keys[pygame.K_SPACE]:
if bulletcooldown >= 10:
if direction[1] == True:
bullet_group.add(GameObject.Bullet(8, 1, direction[1], direction[0].x - 25, direction[0].y + 18, screen))
else:
bullet_group.add(GameObject.Bullet(8, 1, direction[1], direction[0].x + 35, direction[0].y + 18, screen))
bulletcooldown = 0
die.axesChucked += 1
win.axesChucked += 1
bulletcooldown += 1
if bulletcooldown >= 10:
bulletcooldown = 10
for bullet in bullet_group:
bullet.bulletTravel()
enemyCollisions = pygame.sprite.spritecollide(bobby, enemies2, False)
for collision in enemyCollisions:
lost.play()
bobby.loseHp(1)
die.totalDamageTaken += 1
win.totalDamageTaken += 1
bobby.setLocation(1040, 287)
bulletCollisions = pygame.sprite.spritecollide(bobby, enemy_bullets2, False)
for sprite in bulletCollisions:
lost.play()
#bobby.loseHpWithArmour(4)
damageTotal = bobby.loseHpWithArmour(4)
die.totalDamageTaken += damageTotal
win.totalDamageTaken += damageTotal
bobby.setLocation(1040, 287)
sprite.kill()
del sprite
coinCollisions = pygame.sprite.spritecollide(bobby, coins2, False)
for coin in coinCollisions:
collected.play()
bobby.gainMoney(coin.value)
die.totalMoneyEarned += coin.value
win.totalMoneyEarned += coin.value
coin.kill()
del coin
collisions1 = pygame.sprite.groupcollide(bullet_group, platForm_floor2, True, False)
collisions2 = pygame.sprite.groupcollide(bullet_group, platForm_group2, True, False)
collisions3 = pygame.sprite.groupcollide(enemy_bullets2, platForm_floor2, True, False)
collisions4 = pygame.sprite.groupcollide(enemy_bullets2, platForm_group2, True, False)
collisions5 = pygame.sprite.groupcollide(bullet_group, enemy_bullets2, True, True)
collisions6 = pygame.sprite.groupcollide(enemy_bullets2, vertMovingPlatform_group2, True, False)
collisions7 = pygame.sprite.groupcollide(bullet_group, vertMovingPlatform_group2, True, False)
enemiesHit = pygame.sprite.groupcollide(enemies2, bullet_group, False, True)
# if enemy gets hit by bullet
for enemy in enemiesHit.keys():
enemyHitSound.play()
enemy.loseHp(bobby.attack)
if len(enemies2) == 0 and bobby.rect.colliderect(doorOpenRect2):
sb.showsmallspeechbubble(bobby)
sb.showText(bobby, "Press [ENTER]", 32.5, 65)
# if chest key exist on level
if Level2keyAlive:
# and collides with the key rectangle
if bobby.rect.colliderect(chestKeyRect2):
# stop blitting key image and increase his key amount
Level2keyAlive = False
keyCollected.play()
bobby.keys += 1
# if chest key exist on level
if Level2keyAlive2:
# and collides with the key rectangle
if bobby.rect.colliderect(chestKeyRect3):
# stop blitting key image and increase his key amount
Level2keyAlive2 = False
keyCollected.play()
bobby.keys += 1
# if chest is closed and enemies are killed
if Level2ChestAlive and len(enemies2) == 0:
# and if he collides with the closed chest with a key
if bobby.rect.colliderect(chestClosedImage2.rect) and bobby.keys >= 1:
# blit the opened chest
Level2ChestAlive = False
chestcollected.play()
bobby.money += 20
die.totalMoneyEarned += 20
win.totalMoneyEarned += 20
bobby.keys -= 1
# if chest is closed and enemies are killed
if Level2ChestAlive2 and len(enemies2) == 0:
# and if he collides with the closed chest with a key
if bobby.rect.colliderect(chestClosedImage3.rect) and bobby.keys >= 1:
# blit the opened chest
Level2ChestAlive2 = False
chestcollected.play()
bobby.money += 20
bobby.keys -= 1
if len(enemies2) == 0 and playDialogue5 == True:
doorClosedImage2 = doorOpenImage2
sb.showsmallspeechbubble(bobby)
sb.showText(bobby, "Good work!", 20, 65)
dialogueClock += 1
if dialogueClock == 50:
playDialogue5 = False
dialogueClock = 0
# -------------------------------------------------------------------------------------------------
# -------------------------------- IF BOBBY IS ON LEVEL 3 -----------------------------------------
# -------------------------------------------------------------------------------------------------
elif current_level == 3:
renderLevel3()
renderStats()
keys = pygame.key.get_pressed()
direction = bobby.playerMovementControl(keys)
if keys[pygame.K_SPACE]:
if bulletcooldown >= 10:
if direction[1] == True:
bullet_group.add(GameObject.Bullet(8, 1, direction[1], direction[0].x - 25, direction[0].y + 18, screen))
else:
bullet_group.add(GameObject.Bullet(8, 1, direction[1], direction[0].x + 35, direction[0].y + 18, screen))
bulletcooldown = 0
die.axesChucked += 1
win.axesChucked += 1
bulletcooldown += 1
if bulletcooldown >= 10:
bulletcooldown = 10
for bullet in bullet_group:
bullet.bulletTravel()
enemyCollisions = pygame.sprite.spritecollide(bobby, enemies3, False)
for collision in enemyCollisions:
lost.play()
bobby.loseHp(1)
die.totalDamageTaken += 1
win.totalDamageTaken += 1
bobby.setLocation(60, 375)
bulletCollisions = pygame.sprite.spritecollide(bobby, enemy_bullets3, False)
for sprite in bulletCollisions:
lost.play()
damageTotal = bobby.loseHpWithArmour(6)
die.totalDamageTaken += damageTotal
win.totalDamageTaken += damageTotal
bobby.setLocation(60, 375)
sprite.kill()
del sprite
bulletCollisions1 = pygame.sprite.spritecollide(bobby, boss_bullets, False)
for sprite in bulletCollisions1:
lost.play()
bobby.loseHpWithArmour(6)
die.totalDamageTaken += 1
win.totalDamageTaken += 1
bobby.setLocation(60, 375)
sprite.kill()
del sprite
lavaCollisions3 = pygame.sprite.spritecollide(bobby, lavapool3, False)
if len(lavaCollisions3) > 0:
lost.play()
bobby.loseHp(1)
die.totalDamageTaken += 1
win.totalDamageTaken += 1
die.lavaSpills += 1
win.lavaSpills += 1
bobby.setLocation(60, 375)
coinCollisions = pygame.sprite.spritecollide(bobby, coins3, False)
for coin in coinCollisions:
collected.play()
bobby.gainMoney(coin.value)
die.totalMoneyEarned += coin.value
win.totalMoneyEarned += coin.value
coin.kill()
del coin
collisions1 = pygame.sprite.groupcollide(bullet_group, platForm_floor3, True, False)
collisions2 = pygame.sprite.groupcollide(bullet_group, platForm_group3, True, False)
collisions3 = pygame.sprite.groupcollide(enemy_bullets3, platForm_floor3, True, False)
collisions4 = pygame.sprite.groupcollide(enemy_bullets3, platForm_group3, True, False)
collisions5 = pygame.sprite.groupcollide(bullet_group, enemy_bullets3, True, True)
collisions6 = pygame.sprite.groupcollide(bullet_group, vertMovingPlatForm1_Level3, True, False)
collisions7 = pygame.sprite.groupcollide(bullet_group, movingPlatform_group3, True, False)
collisions8 = pygame.sprite.groupcollide(enemy_bullets3, movingPlatform_group3, True, False)
collisions9 = pygame.sprite.groupcollide(enemy_bullets3, vertMovingPlatForm1_Level3, True, False)
collisions10 = pygame.sprite.groupcollide(boss_bullets, bullet_group, True, True)
enemiesHit = pygame.sprite.groupcollide(enemies3, bullet_group, False, True)
# if enemy gets hit by bullet
for enemy in enemiesHit.keys():
enemyHitSound.play()
enemy.loseHp(bobby.attack)
if len(enemies3) == 0 and bobby.rect.colliderect(doorOpenRect3):
sb.showsmallspeechbubble(bobby)
sb.showText(bobby, "Press [ENTER]", 32.5, 65)
if len(enemies3) == 0 and playDialogue6 == True:
doorClosedImage3 = doorOpenImage3
sb.showsmallspeechbubble(bobby)
sb.showText(bobby, "Good work!", 20, 65)
dialogueClock += 1
if dialogueClock == 50:
playDialogue6 = False
dialogueClock = 0
# -------------------------------------------------------------------------------------------------
# -------------------------------------- EVENT LOOP -----------------------------------------------
# -------------------------------------------------------------------------------------------------
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_p and shopEnabled == True:
shop.isOpen = True
bobby = shop.renderShop()
damage = bobby.attack
if current_level == 1:
renderLevel1()
renderStats()
if current_level == 2:
renderLevel2()
renderStats()
if current_level == 3:
renderLevel3()
renderStats()
elif event.type == pygame.KEYDOWN and current_level == 1:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_RETURN:
if bobby.rect.colliderect(doorOpenRect) and len(enemies1) == 0:
pygame.mixer.music.stop()
pygame.time.delay(200)
pygame.mixer.music.load("GameMusic/level2music.mp3")
doorOpen.play()
current_level += 1
Level1 = False
dialogueClock = 0
bobby.changeLevel(platForm_group2, platForm_floor2, movingPlatform_group2, vertMovingPlatform_group2)
elif event.type == pygame.KEYDOWN and current_level == 2:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_RETURN:
if bobby.rect.colliderect(doorOpenRect2) and len(enemies2) == 0:
pygame.mixer.music.stop()
pygame.time.delay(200)
pygame.mixer.music.load("GameMusic/level3music.mp3")
doorOpen.play()
current_level += 1
Level2 = False
dialogueClock = 0
bobby.changeLevel(platForm_group3, platForm_floor3, movingPlatform_group3, vertMovingPlatForm1_Level3)
elif event.type == pygame.KEYDOWN and current_level == 3:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_RETURN:
if bobby.rect.colliderect(doorOpenRect3) and len(enemies3) == 0:
doorOpen.play()
pygame.mixer.music.stop()
pygame.time.delay(200)
pygame.mixer.music.load("GameMusic/winmusic.mp3")
Level3 = False
endTime = pygame.time.get_ticks()
# time in seconds.
elapsedTime = (endTime - startTime)/1000
minutesPlayed = int(elapsedTime // 60)
secondsPlayed = int(elapsedTime % 60)
if secondsPlayed < 10:
secondsPlayed = "0" + str(secondsPlayed)
pygame.display.set_caption("Bobby: The Town of Enginerea | YOU WIN!")
win.renderDeathScreen(minutesPlayed, str(secondsPlayed))
breakFromWin = True
break
# -------------------------------------------------------------------------------------------------
# -------------------------------------- DIALOGUE SECTION -----------------------------------------
# -------------------------------------------------------------------------------------------------
if current_level == 1 and playDialogue2 == True:
if playDialogue1 == True and dialogueClock == 0:
saved_speed = bobby.defaultSpeed
bobby.defaultSpeed = 0
shopEnabled = False
if playDialogue1 == True:
sb.showSpeechBubbleLevel1(bobby)
sb.showText(bobby, "Move and jump with [ARROW]", 20, 130)
sb.showText(bobby, "keys. Press [SPACE] key to", 20, 110)
sb.showText(bobby, "attack and deflect enemy", 20, 90)
sb.showText(bobby, "bullets.", 20, 70)
dialogueClock += 1
if dialogueClock >= 100:
playDialogue1 = False
playDialogue2 == True
sb.showSpeechBubbleLevel1(bobby)
sb.showText(bobby, "Defeat all enemies to collect", 20, 130)
sb.showText(bobby, "chests and proceed to next", 20, 110)
sb.showText(bobby, "level.", 20, 90)
dialogueClock += 1
if dialogueClock == 150: