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main.py
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881 lines (771 loc) · 38.5 KB
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import pygame
import sys
import os
import math
import random
from enum import Enum
# Initialize Pygame
pygame.init()
pygame.mixer.init()
# Import game modules
from game_engine import (
SCREEN_WIDTH, SCREEN_HEIGHT, FPS, TILE_SIZE, GameState,
Dimension, Button, TextEffect, Camera, ParallaxBackground,
SaveSystem, load_image, load_sound
)
from game_objects import Player, Wall, Platform, DimensionPortal, Collectible
from level_manager import LevelManager
from customization import CustomizationMenu
# Create assets directories if they don't exist
os.makedirs("assets/images", exist_ok=True)
os.makedirs("assets/sounds", exist_ok=True)
os.makedirs("assets/fonts", exist_ok=True)
class Game:
def __init__(self):
# Set up display
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Dimensional Shift Puzzle")
self.clock = pygame.time.Clock()
# Load fonts
self.font_large = pygame.font.SysFont(None, 64)
self.font_medium = pygame.font.SysFont(None, 36)
self.font_small = pygame.font.SysFont(None, 24)
# Load sounds
self.menu_sound = load_sound("menu_select.wav")
self.level_complete_sound = load_sound("level_complete.wav")
self.game_over_sound = load_sound("game_over.wav")
self.game_complete_sound = load_sound("game_complete.wav")
# Set up game state
self.game_state = GameState.MAIN_MENU
self.level_manager = LevelManager()
self.player = None
self.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT)
self.text_effects = []
self.message_timer = 0
self.total_score = 0
self.collected_items = 0
self.total_items = 0
self.save_system = SaveSystem()
# Background and character settings
self.current_bg_style = "default"
self.current_character = "default"
# Game enhancement attributes
self.difficulty_level = 1 # 1=Easy, 2=Medium, 3=Hard
self.enable_particles = True
self.enable_sound_effects = True
self.enable_music = True
self.show_fps = False
self.fullscreen = False
# Create customization menu
self.customization_menu = CustomizationMenu(self.screen, self.font_large, self.font_medium)
self.show_customization = False
# Create buttons for main menu with improved colors
self.main_menu_buttons = [
Button(SCREEN_WIDTH//2 - 150, 180, 300, 50, "Start Game", (50, 100, 200), (100, 150, 255)),
Button(SCREEN_WIDTH//2 - 150, 240, 300, 50, "Customize", (50, 150, 50), (100, 200, 100)),
Button(SCREEN_WIDTH//2 - 150, 300, 300, 50, "Tutorial", (150, 100, 50), (200, 150, 100)),
Button(SCREEN_WIDTH//2 - 150, 360, 300, 50, "Controls", (150, 50, 150), (200, 100, 200)),
Button(SCREEN_WIDTH//2 - 150, 420, 300, 50, "Settings", (100, 100, 150), (150, 150, 200)),
Button(SCREEN_WIDTH//2 - 150, 480, 300, 50, "Quit", (150, 50, 50), (200, 100, 100))
]
# Create buttons for pause menu with improved colors
self.pause_menu_buttons = [
Button(SCREEN_WIDTH//2 - 150, 200, 300, 50, "Resume", (50, 100, 200), (100, 150, 255)),
Button(SCREEN_WIDTH//2 - 150, 260, 300, 50, "Customize", (50, 150, 50), (100, 200, 100)),
Button(SCREEN_WIDTH//2 - 150, 320, 300, 50, "Controls", (150, 50, 150), (200, 100, 200)),
Button(SCREEN_WIDTH//2 - 150, 380, 300, 50, "Settings", (100, 100, 150), (150, 150, 200)),
Button(SCREEN_WIDTH//2 - 150, 440, 300, 50, "Main Menu", (150, 50, 50), (200, 100, 100))
]
# Create buttons for controls screen
self.controls_buttons = [
Button(SCREEN_WIDTH//2 - 100, 500, 200, 50, "Back", (100, 100, 150), (150, 150, 200))
]
# Create buttons for settings screen
self.settings_buttons = [
Button(SCREEN_WIDTH//2 - 150, 160 + i*70, 300, 50, text, color, hover)
for i, (text, color, hover) in enumerate([
("Difficulty: Easy", (50, 100, 200), (100, 150, 255)),
("Particles: On", (50, 150, 50), (100, 200, 100)),
("Sound Effects: On", (150, 100, 50), (200, 150, 100)),
("Music: On", (100, 100, 150), (150, 150, 200)),
("Show FPS: Off", (150, 50, 150), (200, 100, 200)),
("Back", (150, 50, 50), (200, 100, 100)),
])
]
# Create buttons for credits screen
self.credits_buttons = [
Button(SCREEN_WIDTH//2 - 100, 500, 200, 50, "Back", (100, 100, 150), (150, 150, 200))
]
# Create buttons for tutorial screen
self.tutorial_buttons = [
Button(SCREEN_WIDTH//2 - 100, 500, 200, 50, "Back", (100, 100, 150), (150, 150, 200))
]
# Create background
self.load_background()
# Count total collectibles across all levels
self.count_total_collectibles()
# Initialize music
try:
if self.enable_music:
pygame.mixer.music.load("assets/sounds/menu_music.mp3")
pygame.mixer.music.play(-1) # Loop indefinitely
except:
pass
def draw_controls(self):
self.screen.fill((20, 20, 50))
# Draw title
title_text = "Game Controls"
title_surf = self.font_large.render(title_text, True, (255, 255, 255))
self.screen.blit(title_surf, (SCREEN_WIDTH//2 - title_surf.get_width()//2, 50))
controls_info = [
"Movement Controls:",
"- Arrow Keys or WASD: Move left/right",
"- Space or Up Arrow or W: Jump",
"- ESC: Pause game",
"",
"Dimension Information:",
"- Blue (Normal): Standard physics",
"- Red (Inverse): Gravity is reversed",
"- Purple (Ethereal): Pass through special walls",
"- Yellow (Time): Slowed physics for precision",
"- Cyan (Magnetic): Attracted to metal objects",
"",
"Game Objectives:",
"- Collect all items in each level",
"- Reach the exit portal",
"- Use dimension portals to change your physics",
"- Avoid hazards and obstacles"
]
y_offset = 120
for text in controls_info:
if text == "":
y_offset += 10
continue
if ":" in text and text[-1] == ":":
text_surf = self.font_medium.render(text, True, (255, 255, 100))
else:
text_surf = self.font_small.render(text, True, (255, 255, 255))
self.screen.blit(text_surf, (SCREEN_WIDTH//2 - text_surf.get_width()//2, y_offset))
y_offset += 30
# Draw back button
for button in self.controls_buttons:
button.draw(self.screen)
# Draw "Back" button in-game if in controls screen
# (Optional: Only show if called from pause menu or in-game)
# You can add a hint or highlight if needed
def load_background(self):
try:
# Try to load background based on current style
if self.current_bg_style == "default":
bg_images = [
"assets/images/bg_layer1.png",
"assets/images/bg_layer2.png",
"assets/images/bg_layer3.png"
]
else:
bg_images = [
f"assets/images/bg_{self.current_bg_style}_layer1.png",
f"assets/images/bg_{self.current_bg_style}_layer2.png",
f"assets/images/bg_{self.current_bg_style}_layer3.png"
]
self.background = ParallaxBackground(bg_images, [0.2, 0.5, 0.8])
except Exception as e:
print(f"Failed to load background: {e}")
# Create a simple gradient background if images not found
self.background = None
def count_total_collectibles(self):
self.total_items = 0
for level in self.level_manager.levels:
self.total_items += len(level.collectibles)
def start_game(self):
self.game_state = GameState.PLAYING
self.level_manager.current_level = 0
self.init_level()
self.total_score = 0
self.collected_items = 0
# Change music to level music
try:
current_level = self.level_manager.get_current_level()
if current_level.music_path and os.path.exists(current_level.music_path):
pygame.mixer.music.load(current_level.music_path)
pygame.mixer.music.play(-1)
except:
pass
def init_level(self):
current_level = self.level_manager.get_current_level()
self.player = Player(*current_level.start_pos)
# Set character type
self.player.character_type = self.current_character
self.player.load_animations()
# Set ethereal objects for player
self.player.ethereal_objects = []
for wall in current_level.ethereal_walls:
self.player.ethereal_objects.append(wall)
# Set metal objects for player
self.player.metal_objects = []
for wall in current_level.metal_walls:
self.player.metal_objects.append(wall)
def handle_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
# Handle customization menu if active
if self.show_customization:
character, bg_style, action = self.customization_menu.handle_events(event)
if character:
self.current_character = character
if self.player:
self.player.character_type = character
self.player.load_animations()
if bg_style:
self.current_bg_style = bg_style
self.load_background()
if action == "back":
self.show_customization = False
continue
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if self.game_state == GameState.PLAYING:
self.game_state = GameState.PAUSED
elif self.game_state == GameState.PAUSED:
self.game_state = GameState.PLAYING
elif self.game_state in [GameState.CONTROLS, GameState.SETTINGS, GameState.CREDITS, GameState.TUTORIAL]:
self.game_state = GameState.MAIN_MENU
else:
return False
if event.key == pygame.K_SPACE:
if self.game_state == GameState.LEVEL_COMPLETE:
self.next_level()
elif self.game_state == GameState.GAME_COMPLETE or self.game_state == GameState.GAME_OVER:
self.game_state = GameState.MAIN_MENU
try:
if self.enable_music:
pygame.mixer.music.load("assets/sounds/menu_music.mp3")
pygame.mixer.music.play(-1)
except:
pass
elif self.game_state == GameState.TUTORIAL:
self.game_state = GameState.MAIN_MENU
if event.key == pygame.K_F3:
self.show_fps = not self.show_fps
if event.key == pygame.K_F11:
self.fullscreen = not self.fullscreen
if self.fullscreen:
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN)
else:
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if self.game_state == GameState.MAIN_MENU:
for i, button in enumerate(self.main_menu_buttons):
if button.is_clicked(event):
self.menu_sound.play()
if i == 0: # Start Game
self.start_game()
elif i == 1: # Customize
self.show_customization = True
elif i == 2: # Tutorial
self.game_state = GameState.TUTORIAL
elif i == 3: # Controls
self.game_state = GameState.CONTROLS
elif i == 4: # Settings
self.game_state = GameState.SETTINGS
self.update_settings_buttons()
elif i == 5: # Quit
return False
elif self.game_state == GameState.PAUSED:
for i, button in enumerate(self.pause_menu_buttons):
if button.is_clicked(event):
self.menu_sound.play()
if i == 0: # Resume
self.game_state = GameState.PLAYING
elif i == 1: # Customize
self.show_customization = True
elif i == 2: # Controls
self.game_state = GameState.CONTROLS
elif i == 3: # Settings
self.game_state = GameState.SETTINGS
self.update_settings_buttons()
elif i == 4: # Main Menu
self.game_state = GameState.MAIN_MENU
try:
if self.enable_music:
pygame.mixer.music.load("assets/sounds/menu_music.mp3")
pygame.mixer.music.play(-1)
except:
pass
elif self.game_state == GameState.SETTINGS:
for i, button in enumerate(self.settings_buttons):
if button.is_clicked(event):
self.menu_sound.play()
if i == 0: # Difficulty
self.difficulty_level = (self.difficulty_level % 3) + 1
elif i == 1: # Particles
self.enable_particles = not self.enable_particles
elif i == 2: # Sound Effects
self.enable_sound_effects = not self.enable_sound_effects
elif i == 3: # Music
self.enable_music = not self.enable_music
if self.enable_music:
try:
pygame.mixer.music.load("assets/sounds/menu_music.mp3")
pygame.mixer.music.play(-1)
except:
pass
else:
pygame.mixer.music.stop()
elif i == 4: # Show FPS
self.show_fps = not self.show_fps
elif i == 5: # Back
self.game_state = GameState.MAIN_MENU
self.update_settings_buttons()
elif self.game_state == GameState.CREDITS:
for button in self.credits_buttons:
if button.is_clicked(event):
self.menu_sound.play()
self.game_state = GameState.MAIN_MENU
elif self.game_state == GameState.CONTROLS:
for button in self.controls_buttons:
if button.is_clicked(event):
self.menu_sound.play()
self.game_state = GameState.MAIN_MENU
elif self.game_state == GameState.TUTORIAL:
for button in self.tutorial_buttons:
if button.is_clicked(event):
self.menu_sound.play()
self.game_state = GameState.MAIN_MENU
# Handle player controls when playing
if self.game_state == GameState.PLAYING:
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] or keys[pygame.K_a]:
self.player.move_left()
if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
self.player.move_right()
if (keys[pygame.K_SPACE] or keys[pygame.K_UP] or keys[pygame.K_w]) and self.player.can_jump:
self.player.jump()
# Update button hover states
mouse_pos = pygame.mouse.get_pos()
if self.game_state == GameState.MAIN_MENU:
for button in self.main_menu_buttons:
button.update(mouse_pos)
elif self.game_state == GameState.PAUSED:
for button in self.pause_menu_buttons:
button.update(mouse_pos)
elif self.game_state == GameState.SETTINGS:
for button in self.settings_buttons:
button.update(mouse_pos)
elif self.game_state == GameState.CREDITS:
for button in self.credits_buttons:
button.update(mouse_pos)
elif self.game_state == GameState.TUTORIAL:
for button in self.tutorial_buttons:
button.update(mouse_pos)
return True
def update_settings_buttons(self):
"""Update settings button text based on current settings"""
difficulty_names = ["Easy", "Medium", "Hard"]
self.settings_buttons[0].text = f"Difficulty: {difficulty_names[self.difficulty_level-1]}"
self.settings_buttons[1].text = f"Particles: {'On' if self.enable_particles else 'Off'}"
self.settings_buttons[2].text = f"Sound Effects: {'On' if self.enable_sound_effects else 'Off'}"
self.settings_buttons[3].text = f"Music: {'On' if self.enable_music else 'Off'}"
self.settings_buttons[4].text = f"Show FPS: {'On' if self.show_fps else 'Off'}"
def update(self):
if self.game_state == GameState.PLAYING:
current_level = self.level_manager.get_current_level()
# Update level elements
current_level.update()
# Update player
old_score = self.player.score
old_collectibles = len(current_level.collectibles)
self.player.update(
current_level.walls,
current_level.platforms + current_level.moving_platforms,
current_level.dimension_portals,
current_level.collectibles,
current_level.hazards,
current_level.powerups
)
# Check if player collected items
if len(current_level.collectibles) < old_collectibles:
self.collected_items += old_collectibles - len(current_level.collectibles)
# Create text effect for score
score_gained = self.player.score - old_score
if score_gained > 0:
self.text_effects.append(
TextEffect(f"+{score_gained}",
self.player.x + self.player.width // 2,
self.player.y - 20,
(255, 255, 0))
)
# Update camera to follow player
self.camera.update(self.player.x + self.player.width // 2,
self.player.y + self.player.height // 2)
# Check if player reached the end
if pygame.Rect(self.player.x, self.player.y, self.player.width, self.player.height).colliderect(current_level.end_rect):
if len(current_level.collectibles) == 0: # All collectibles must be collected
self.game_state = GameState.LEVEL_COMPLETE
self.message_timer = 180 # Show message for 3 seconds
self.level_complete_sound.play()
self.total_score += self.player.score
# Check if player died
if self.player.health <= 0 or self.player.y > SCREEN_HEIGHT + 100 or self.player.y < -100:
self.game_state = GameState.GAME_OVER
self.message_timer = 180
self.game_over_sound.play()
# Update text effects
for effect in self.text_effects[:]:
if not effect.update():
self.text_effects.remove(effect)
# Update timers
if self.message_timer > 0:
self.message_timer -= 1
def draw(self):
self.screen.fill((0, 0, 0))
# Draw appropriate screen based on game state
if self.game_state == GameState.MAIN_MENU:
self.draw_main_menu()
elif self.game_state == GameState.PLAYING:
self.draw_game()
elif self.game_state == GameState.PAUSED:
self.draw_game() # Draw game in background
self.draw_pause_menu()
elif self.game_state == GameState.LEVEL_COMPLETE:
self.draw_game() # Draw game in background
self.draw_level_complete()
elif self.game_state == GameState.GAME_OVER:
self.draw_game() # Draw game in background
self.draw_game_over()
elif self.game_state == GameState.GAME_COMPLETE:
self.draw_game_complete()
elif self.game_state == GameState.TUTORIAL:
self.draw_tutorial()
elif self.game_state == GameState.CONTROLS:
self.draw_controls()
elif self.game_state == GameState.SETTINGS:
self.draw_settings()
elif self.game_state == GameState.CREDITS:
self.draw_credits()
# Draw customization menu if active
if self.show_customization:
self.customization_menu.draw()
# Draw FPS counter if enabled
if self.show_fps:
fps = int(self.clock.get_fps())
fps_text = f"FPS: {fps}"
fps_surf = self.font_small.render(fps_text, True, (255, 255, 0))
self.screen.blit(fps_surf, (SCREEN_WIDTH - fps_surf.get_width() - 10, 10))
pygame.display.flip()
def draw_main_menu(self):
# Draw background
if self.background:
self.background.draw(self.screen)
else:
# Draw gradient background
for y in range(SCREEN_HEIGHT):
color_val = int(y / SCREEN_HEIGHT * 100)
pygame.draw.line(self.screen, (0, 0, color_val), (0, y), (SCREEN_WIDTH, y))
# Draw title
title_text = "Dimensional Shift Puzzle"
title_surf = self.font_large.render(title_text, True, (255, 255, 255))
self.screen.blit(title_surf, (SCREEN_WIDTH//2 - title_surf.get_width()//2, 80))
# Draw buttons
for button in self.main_menu_buttons:
button.draw(self.screen)
# Draw version and credits
version_text = "Version 1.0"
version_surf = self.font_small.render(version_text, True, (200, 200, 200))
self.screen.blit(version_surf, (10, SCREEN_HEIGHT - 30))
def draw_settings(self):
self.screen.fill((30, 40, 60))
title_text = "Game Settings"
title_surf = self.font_large.render(title_text, True, (255, 255, 255))
self.screen.blit(title_surf, (SCREEN_WIDTH//2 - title_surf.get_width()//2, 80))
descriptions = [
"Changes game difficulty (enemy speed, hazard damage)",
"Toggles visual particle effects (impacts performance)",
"Toggles sound effects during gameplay",
"Toggles background music",
"Shows current frames per second (FPS)"
]
for i, button in enumerate(self.settings_buttons):
# Draw description above the first 5 buttons
if i < len(descriptions):
desc_surf = self.font_small.render(descriptions[i], True, (200, 200, 200))
desc_y = button.rect.top - desc_surf.get_height() - 4
self.screen.blit(desc_surf, (SCREEN_WIDTH//2 - desc_surf.get_width()//2, desc_y))
button.draw(self.screen)
# Draw keyboard shortcuts at the bottom
shortcuts_text = "Keyboard Shortcuts: F3 - Toggle FPS, F11 - Toggle Fullscreen"
shortcuts_surf = self.font_small.render(shortcuts_text, True, (200, 200, 200))
self.screen.blit(shortcuts_surf, (SCREEN_WIDTH//2 - shortcuts_surf.get_width()//2, SCREEN_HEIGHT - 40))
def draw_credits(self):
# Draw background
self.screen.fill((30, 20, 40))
# Draw title
title_text = "Credits"
title_surf = self.font_large.render(title_text, True, (255, 255, 255))
self.screen.blit(title_surf, (SCREEN_WIDTH//2 - title_surf.get_width()//2, 50))
# Draw credits information
credits_info = [
"Dimensional Shift Puzzle",
"",
"Game Design and Programming:",
"- Created as a unique puzzle platformer with dimensional shifting mechanics",
"",
"Graphics:",
"- Procedurally generated graphics and animations",
"- Character designs and background styles",
"",
"Sound Effects:",
"- Jump, collect, and dimension shift sounds",
"",
"Music:",
"- Menu and level background music",
"",
"Special Thanks:",
"- To all players for enjoying this game!",
"",
"© 2025 Dimensional Shift Puzzle"
]
y_offset = 120
for text in credits_info:
if text == "":
y_offset += 10
continue
if ":" in text and text[-1] == ":":
# Section header
text_surf = self.font_medium.render(text, True, (255, 200, 100))
elif text == credits_info[0]:
# Game title
text_surf = self.font_medium.render(text, True, (100, 200, 255))
elif text == credits_info[-1]:
# Copyright
text_surf = self.font_small.render(text, True, (200, 200, 200))
else:
# Regular text
text_surf = self.font_small.render(text, True, (255, 255, 255))
self.screen.blit(text_surf, (SCREEN_WIDTH//2 - text_surf.get_width()//2, y_offset))
y_offset += 30
# Draw back button
for button in self.credits_buttons:
button.draw(self.screen)
def draw_game(self):
current_level = self.level_manager.get_current_level()
# Draw background
if self.background:
self.background.draw(self.screen)
else:
# Always draw a base color first
self.screen.fill((0, 0, 50)) # Dark blue background
# Try to load level-specific background
try:
import os
base_path = os.path.dirname(os.path.abspath(__file__))
# Try style-specific background first
if self.current_bg_style != "default":
bg_path = os.path.join(base_path, "assets", "images",
f"background_{self.current_bg_style}_{self.level_manager.current_level + 1}.png")
else:
bg_path = os.path.join(base_path, "assets", "images",
f"background_{self.level_manager.current_level + 1}.png")
if os.path.exists(bg_path):
print(f"Loading level background: {bg_path}")
bg_image = pygame.image.load(bg_path)
bg_image = pygame.transform.scale(bg_image, (SCREEN_WIDTH, SCREEN_HEIGHT))
self.screen.blit(bg_image, (0, 0))
except Exception as e:
print(f"Failed to load level background: {e}")
# Draw level
current_level.draw(self.screen, self.camera)
# Draw player
self.player.draw(self.screen, self.camera)
# Draw text effects
for effect in self.text_effects:
effect.draw(self.screen)
# Draw UI
self.draw_ui()
def draw_ui(self):
# Draw current dimension
dimension_text = f"Dimension: {self.player.dimension.name}"
dimension_surf = self.font_small.render(dimension_text, True, (255, 255, 255))
self.screen.blit(dimension_surf, (10, 10))
# Draw health bar
health_width = 150
health_height = 15
health_x = 10
health_y = 40
health_fill = max(0, min(self.player.health / self.player.max_health, 1)) * health_width
pygame.draw.rect(self.screen, (100, 100, 100), (health_x, health_y, health_width, health_height))
pygame.draw.rect(self.screen, (255, 0, 0), (health_x, health_y, health_fill, health_height))
pygame.draw.rect(self.screen, (255, 255, 255), (health_x, health_y, health_width, health_height), 1)
health_text = f"Health: {self.player.health}/{self.player.max_health}"
health_surf = self.font_small.render(health_text, True, (255, 255, 255))
self.screen.blit(health_surf, (health_x + health_width + 10, health_y))
# Draw collectibles count
current_level = self.level_manager.get_current_level()
collectibles_text = f"Collectibles: {len(current_level.collectibles)} remaining"
collectibles_surf = self.font_small.render(collectibles_text, True, (255, 255, 255))
self.screen.blit(collectibles_surf, (10, 70))
# Draw score
score_text = f"Score: {self.player.score}"
score_surf = self.font_small.render(score_text, True, (255, 255, 255))
self.screen.blit(score_surf, (10, 100))
# Draw level number
level_text = f"Level: {self.level_manager.current_level + 1}/{len(self.level_manager.levels)}"
level_surf = self.font_small.render(level_text, True, (255, 255, 255))
self.screen.blit(level_surf, (SCREEN_WIDTH - level_surf.get_width() - 10, 40))
# Draw difficulty level if not on easy
if self.difficulty_level > 1:
difficulty_names = ["", "Easy", "Medium", "Hard"]
diff_text = f"Difficulty: {difficulty_names[self.difficulty_level]}"
diff_surf = self.font_small.render(diff_text, True, (255, 200, 100))
self.screen.blit(diff_surf, (SCREEN_WIDTH - diff_surf.get_width() - 10, 70))
# Draw controls reminder
controls_text = "Controls: Arrow Keys/WASD to move, SPACE to jump, ESC to pause"
controls_surf = self.font_small.render(controls_text, True, (200, 200, 200))
self.screen.blit(controls_surf, (SCREEN_WIDTH//2 - controls_surf.get_width()//2, SCREEN_HEIGHT - 30))
def draw_pause_menu(self):
# Draw semi-transparent overlay
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 150))
self.screen.blit(overlay, (0, 0))
# Draw pause title
pause_text = "Game Paused"
pause_surf = self.font_large.render(pause_text, True, (255, 255, 255))
self.screen.blit(pause_surf, (SCREEN_WIDTH//2 - pause_surf.get_width()//2, 100))
# Draw buttons
for button in self.pause_menu_buttons:
button.draw(self.screen)
def draw_level_complete(self):
# Draw semi-transparent overlay
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 150))
self.screen.blit(overlay, (0, 0))
# Draw level complete message
complete_text = "Level Complete!"
complete_surf = self.font_large.render(complete_text, True, (255, 255, 255))
self.screen.blit(complete_surf, (SCREEN_WIDTH//2 - complete_surf.get_width()//2, 100))
# Draw score
score_text = f"Score: {self.player.score}"
score_surf = self.font_medium.render(score_text, True, (255, 255, 255))
self.screen.blit(score_surf, (SCREEN_WIDTH//2 - score_surf.get_width()//2, 180))
# Draw continue message
if self.level_manager.current_level < len(self.level_manager.levels) - 1:
continue_text = "Press SPACE to continue to next level"
else:
continue_text = "Press SPACE to complete the game"
self.game_state = GameState.GAME_COMPLETE
self.game_complete_sound.play()
continue_surf = self.font_medium.render(continue_text, True, (255, 255, 255))
self.screen.blit(continue_surf, (SCREEN_WIDTH//2 - continue_surf.get_width()//2, 250))
def draw_game_over(self):
# Draw semi-transparent overlay
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 150))
self.screen.blit(overlay, (0, 0))
# Draw game over message
over_text = "Game Over"
over_surf = self.font_large.render(over_text, True, (255, 0, 0))
self.screen.blit(over_surf, (SCREEN_WIDTH//2 - over_surf.get_width()//2, 100))
# Draw score
score_text = f"Final Score: {self.total_score + self.player.score}"
score_surf = self.font_medium.render(score_text, True, (255, 255, 255))
self.screen.blit(score_surf, (SCREEN_WIDTH//2 - score_surf.get_width()//2, 180))
# Draw continue message
continue_text = "Press SPACE to return to main menu"
continue_surf = self.font_medium.render(continue_text, True, (255, 255, 255))
self.screen.blit(continue_surf, (SCREEN_WIDTH//2 - continue_surf.get_width()//2, 250))
def draw_game_complete(self):
# Draw background
if self.background:
self.background.draw(self.screen)
else:
# Draw celebratory background
for y in range(SCREEN_HEIGHT):
color_val = int(y / SCREEN_HEIGHT * 255)
pygame.draw.line(self.screen, (0, color_val, color_val), (0, y), (SCREEN_WIDTH, y))
# Draw completion message
complete_text = "Congratulations!"
complete_surf = self.font_large.render(complete_text, True, (255, 255, 0))
self.screen.blit(complete_surf, (SCREEN_WIDTH//2 - complete_surf.get_width()//2, 100))
# Draw secondary message
secondary_text = "You have completed all levels!"
secondary_surf = self.font_medium.render(secondary_text, True, (255, 255, 255))
self.screen.blit(secondary_surf, (SCREEN_WIDTH//2 - secondary_surf.get_width()//2, 170))
# Draw score
score_text = f"Final Score: {self.total_score + self.player.score}"
score_surf = self.font_medium.render(score_text, True, (255, 255, 255))
self.screen.blit(score_surf, (SCREEN_WIDTH//2 - score_surf.get_width()//2, 220))
# Draw collectibles
collectibles_text = f"Collectibles: {self.collected_items}/{self.total_items}"
collectibles_surf = self.font_medium.render(collectibles_text, True, (255, 255, 255))
self.screen.blit(collectibles_surf, (SCREEN_WIDTH//2 - collectibles_surf.get_width()//2, 270))
# Draw continue message
continue_text = "Press SPACE to return to main menu"
continue_surf = self.font_medium.render(continue_text, True, (255, 255, 255))
self.screen.blit(continue_surf, (SCREEN_WIDTH//2 - continue_surf.get_width()//2, 350))
def draw_tutorial(self):
# Draw background
self.screen.fill((0, 0, 30))
# Draw title
title_text = "How to Play"
title_surf = self.font_large.render(title_text, True, (255, 255, 255))
self.screen.blit(title_surf, (SCREEN_WIDTH//2 - title_surf.get_width()//2, 50))
# Draw tutorial text
tutorial_texts = [
"Welcome to Dimensional Shift Puzzle!",
"",
"Controls:",
"- Arrow Keys or WASD: Move left/right",
"- Space or Up: Jump",
"- ESC: Pause game",
"",
"Dimensions:",
"- Blue (Normal): Standard physics",
"- Red (Inverse): Gravity is reversed",
"- Purple (Ethereal): Pass through special walls",
"- Yellow (Time): Slowed physics for precision",
"- Cyan (Magnetic): Attracted to metal objects",
"",
"Collect all items before reaching the exit!",
"",
"Press SPACE or click Back to return to main menu"
]
y_offset = 120
for text in tutorial_texts:
text_surf = self.font_medium.render(text, True, (255, 255, 255))
self.screen.blit(text_surf, (SCREEN_WIDTH//2 - text_surf.get_width()//2, y_offset))
y_offset += 30
# Draw Back button
for button in self.tutorial_buttons:
button.draw(self.screen)
def next_level(self):
if self.level_manager.next_level():
self.init_level()
self.game_state = GameState.PLAYING
# Change music to level music
try:
current_level = self.level_manager.get_current_level()
if current_level.music_path and os.path.exists(current_level.music_path):
pygame.mixer.music.load(current_level.music_path)
pygame.mixer.music.play(-1)
except:
pass
else:
self.game_state = GameState.GAME_COMPLETE
self.game_complete_sound.play()
def run(self):
running = True
while running:
running = self.handle_events()
self.update()
self.draw()
self.clock.tick(FPS)
# Main function
def main():
game = Game()
game.run()
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()