Welcome back, let us continue with our previous pygame project. In this article we will first create a text file which will be used to store the game level. This text file will be called level.txt which will be stored within the project folder. We need to create this text file by hand and type in 1 which is the first level of the game onto it, this level number will be rewritten each and every time the user has pressed the home button on the pause scene to go back to the homepage of the game. The reason why we are not letting the program to create the level.txt file for us is because when we have installed the game on our pc later on our computer’s os might not let the game program to create that text file on it’s won folder due to the security reason, therefore it is always the best practice for the game developer to create our own text file even if it is an empty file so the program will be able to edit that file later on. OK so much for that, lets create the text file first and write the starting level onto it.

The next thing we need to do is to edit the level manager class. Now the level variable will directly get the level number from the text file.
import os class LevelManager(object): def __init__(self, gm): self.game_manager = gm try: f = open("level.txt", "r") try: if f.mode == 'r': f1 = f.readlines() for x in f1: self.level = int(x) finally: f.close() except IOError: print('Error') self.MAX_LEVEL = 3 def increase_level(self): self.level += 1 if(self.level > self.MAX_LEVEL): self.game_manager.state = self.game_manager.WIN self.level = 1 self.game_manager.setup(self.level) else: self.game_manager.state = self.game_manager.NEXT self.game_manager.setup(self.level) def get_level(self): return self.level
One thing you might have noticed from the top program is that we actually do not need to create loop when reading the content of the text file because it only consists of one line, the reason why we have created a loop is because we will have more than one line of game level in the future so we do need this loop and we will further modify this loop content in the future.
The last part is to edit the game manager class which will rewrite the game level to the text file each time the user has clicked on the home button on the pause scene to get back to the main game page.
from Player import Player from Background import Background from EnemyManager import EnemyManager from Overlap import Overlap from ExplosionManager import ExplosionManager from Score import Score from StartScene import StartScene from pygame.locals import * from LevelManager import LevelManager import pygame import webbrowser import os class GameManager(object): def __init__(self, scene): self.scene = scene self.start_scene = StartScene(scene) self.load_music() self.play_music() self.overlap_manager = Overlap() self.level_manager = LevelManager(self) self.setup(self.level_manager.get_level()) self.pause = False # flag to pause the game #game state self.LOAD = 0 self.GAME = 1 self.OVER = 2 self.NEXT = 3 self.WIN = 4 self.ABOUT = 5 self.MANUAL = 6 self.PAUSE = 7 self.state = self.LOAD def setup(self, game_level): self.game_level = game_level self.score_manager = Score(self.scene) self.background = Background(self.scene) self.player = Player(self.scene) self.enemy_manager = EnemyManager(self.scene, self.player, game_level) self.explosion_manager = ExplosionManager(self.scene) def loop(self): if(self.state == self.LOAD or self.state == self.OVER or self.state == self.NEXT or self.state == self.WIN or self.state == self.ABOUT or self.state == self.MANUAL): self.start_scene.draw(self.state) elif(self.state == self.GAME): self.update() self.draw() elif(self.state == self.PAUSE): self.start_scene.draw(self.state) def isAreaClick(self, pos): if (self.state == self.LOAD or self.state == self.OVER or self.state == self.NEXT or self.state == self.WIN or self.state == self.ABOUT or self.state == self.MANUAL or self.state == self.PAUSE): self.rect = Rect(177, 274, 306, 112) # the position of the play button on the scene self.rect_play = Rect(229, 200, 200, 53) # the position of the play button on the home scene self.rect_about = Rect(229, 263, 200, 53) # the position of the about button on the home scene self.rect_pause_home = Rect(229, 263, 200, 53) # the position of the home button on pause scene self.rect_manual = Rect(229, 393, 200, 53) # the position of the manual button on the home scene self.rect_back = Rect(10, 620, 40, 30) # the position of the back button on the home scene self.rect_sound = Rect(10, 620, 29, 30) # the position of the sound button on the home scene x, y = pos if(self.rect.collidepoint(x, y) and (self.state == self.OVER or self.state == self.NEXT or self.state == self.WIN)): self.state = self.GAME elif(self.rect_play.collidepoint(x,y) and self.state == self.LOAD): self.state = self.GAME elif (self.rect_play.collidepoint(x, y) and self.state == self.PAUSE): self.state = self.GAME elif (self.rect_about.collidepoint(x, y) and self.state == self.LOAD): self.state = self.ABOUT elif (self.rect_pause_home.collidepoint(x, y) and self.state == self.PAUSE): self.state = self.LOAD self.setup(self.level_manager.get_level()) try: f = open("level.txt", "w+") try: f.write(str(self.level_manager.get_level())) finally: f.close() except IOError: print ('cannot open the file') elif (self.rect_manual.collidepoint(x, y) and self.state == self.LOAD): webbrowser.open_new('http://gamingdirectional.com/') elif (self.rect_back.collidepoint(x, y) and (self.state == self.ABOUT or self.state == self.MANUAL)): self.state = self.LOAD elif (self.rect_sound.collidepoint(x, y) and self.state == self.LOAD): if(self.start_scene.soundon == True): self.start_scene.soundon = False pygame.mixer_music.pause() else: self.start_scene.soundon = True pygame.mixer_music.unpause() def set_pause(self, pause): self.pause = pause if(self.pause == True): self.state = self.PAUSE def load_music(self): pygame.mixer_music.load('Music/winternight.ogg') def play_music(self): pygame.mixer_music.play(-1) #play the music infinite time def set_player_x(self, _x): if (self.state == self.GAME): self.player.setX(_x) def set_player_y(self, _y): if (self.state == self.GAME): self.player.setY(_y) def set_missile_strike(self, strike): if (self.state == self.GAME): self.player.setStrike(strike) def update(self): self.player.update() self.enemy_manager.update() self.isOverlap() self.explosion_manager.explosion_update() # check for player, enemy, missiles overlap def isOverlap(self): self.overlap_manager.isOverlap(self.player, self.enemy_manager, self.explosion_manager, self.score_manager, self) def draw(self): if(self.state == self.GAME): self.background.draw() self.player.draw() self.enemy_manager.draw() self.explosion_manager.draw() self.score_manager.draw() pygame.display.flip()
That is basically it, in the next chapter we will work on the score scene where the program will list out 5 highest levels that the player has achieved with the help of the level.text file which we have just created earlier in this chapter.