CSSE1001/7030 Semester 2, 2019 Version 1.0.0 20 marks Due Friday 18th October, 2019, 20:30 Introduction The goal of this assignment is to extend the existing support code of a mario style 2D-platformer written in Python using tkinter. To be...


Semester 2, 2019

Version 1.0.0

20 marks

Due Friday 18th October, 2019, 20:30


The goal of this assignment is to extend the existing support code of a mario style 2D-platformer written in Python using


To be successful in completing this assignment you will have to use the concepts and skills that you have learnt. Specifically,

you will need to have a good understanding of GUI programming, inter-class interactions, extending classes and file IO.

This document outlines the tasks that you will need to implement for this assignment.

Getting Started

The archive file contains all the necessary files to start this assignment. A significant amount of support code

has been provided to allow for the basic working game functionality to be implemented relatively easily.

The main assignment file is , which contains an incomplete implementation of , the top-level GUI

application class. You should add code to and modify to implement the necessary functionality.

All features and code you write should be placed inside . You are not permitted to modify any other file. Your

assignment must be able to be launched by running

Basic Running of the Game


app.py MarioApp

app.py MarioApp



Because this assignment deals with multiple files, while not required, you may wish to investigate a more sophisticated IDE.

One option is PyCharm, which is free for students.

Pymunk Library

Physics is implemented in the game using the Pymunk library. It may be useful in completing the assignment to have an

understanding of some of the components of the Pymunk library as you may need to refer to these libraries.

You will need to install this library in order to implement your tasks for this assignment. Pymunk can be installed by

running the included .


The assignment is broken down into three main tasks:

1. The first task involves modifying the app.py file to implement basic launching of the game and some additional


2. The second task involves extending the game mechanics to add more functionality to the game

3. The third task is for you to independently design and implement a sufficiently complex feature of your choosing

For postgraduates: There is an additional task for you to complete. You will need to appropriately implement animations

using sprite sheets in the folder.

Task 1 - Basic GUI

1.1 - Working Game

For this task, you will need to write code in , which will start the game when the file is run. This will require you to write

the function to launch the GUI.

You should modify so that the window title is something appropriate (e.g. "Mario")

Once the game runs, you will need to implement keyboard bindings. You should find an appropriate location in the class to

make calls for each of the keyboard presses to the appropriate method. The binds should behave as follows:

Key Action

L / LEFT Moves the player to the left (Hint: see ).

R / RIGHT Moves the player to the right (Hint: see ).

W / UP / Spacebar Makes the player jump (Hint: see ).

S / DOWN Makes the player duck (Hint: see ).

1.2 - File Menu and Dialogs

Implement a menu for the game which has a top level "File" menu. Within the "File" menu, you will need the following buttons:

Button Purpose



Prompts the user with a popup text input dialog. When the player inputs a level filename, load that level

replacing the currently loaded level.




main MarioApp







Button Purpose


Level Reset all player progress (e.g. health, score, etc) in the current level.

Exit Exits the game.

When a player runs out of health, you should show a dialogue asking whether they want to restart the current level or exit the


Note: On Mac OS X, the file menu should appear in the global menu bar (top of the screen).

1.3 - Status Display

Implement a custom tkinter widget (i.e. a class which inherits from ) which displays the score and health of the

player at the bottom of the window.

The player's score should be shown as a single number. The health of the player should be displayed as a 'health bar' (similar

to the image below). The health bar should be coloured as follows:

When the player has greater than or equal to 50% of their maximum health, it should be coloured green.

When the player has between 25% and 50% of their maximum health, it should be coloured orange.

When the player has less than or equal to 25% of their maximum health, it should be coloured red.

This widget needs to be updated when the score and health of the player updates during gameplay.

1.4 - Bounce Block

Implement a type of block which will propel the player into the air when they walk over or jump on top of the block.

The velocity with which you propel the player should be sensible but noticeable.

Hint: You should implement a bounce block by making a new class which extends .

You may (and should) utilise the image files found in

The bounce block is represented by the character, in level files.

1.5 - Mushroom Mob

Implement a new type of mob which has the following properties:


Animated Health Bar Example


bounce_block a3_files.zip


The mob should move at a reasonably slow rate

When the mob collides with a block, player, or other mob it should reverse its direction (HINT: )

When the mob collides with the side of a player, the player should lose 1 health point and be slightly repelled away from

the mob

When a player lands on top of the mob, the player should bounce off the top of the mob and the mob should be


You may find it useful to look at the existing mob classes and collision handling methods before commencing this task.

You may (and should) utilise the image files found in

The mushroom mob is represented by the character, in level files.

Task 2 - Extending the Game

2.1 - Star Item

Implement a type of item that makes the player invincible for 10 seconds (that is, they should not be able to take any damage

during this time). Any mobs that the player collides with during this time should be immediately destroyed.

During the time the player is invincible, the player's health bar should be coloured yellow.

You should utilise the image files found in

The star is represented by the character, in level files.

2.2 - Goals

Implement a new type of block that acts as a goal and allows changing between levels. The block should be constructed with

an id and the name of the next level file. Your must include at least the following two types of goals:

Type Sprite Purpose

Flagpole When a player collides with this, immediately take the player to the next level. If the player lands on

top of the flag pole, their health should be increased.

Tunnel By default this should act as a normal block. However, if the player presses the down key while

standing on top of this block, the player should be taken to another level.

A player's current state (coins, health, etc) should not change when the level changes, apart from their position.

You may find the constant defined in useful in determining the size of the various goal types.

You may also find the and image files in useful.

The flags and tunnels are represented by the characters, and respectively in level files.

The levels loaded by the flag and tunnel may be hardcoded until the next task is completed

2.3 - Loading Configuration

Implement the ability to load a configuration file for a game of mario. When the game is launched the user should be prompted

to enter the file path for a configuration file.

The configuration file will be in a similar format to the example given below.


mushroom a3_files.zip


star a3_files.zip



flag tunnel a3_files.zip

I =

At the minimum, a configuration file will include a tag, a tag and a tag for the level specified as start


A tag should have a property which will set the gravity of a world when it is constructed. It should also

contain a property which will be the filepath of the first level to load.

A tag should have the following properties:

character: This can be either mario or luigi and will change the image displayed in game.

x: This is the starting x co-ordinate of the player.

y: This is the starting y co-ordinate of the player.

mass: This is the weight of the player set when adding the player to the world.

health: This is the maximum amount of health a player will have.

max_velocity: This is the maximum x velocity that a player can reach when moving.

Each of the levels should have it's own tag, e.g. where level is the file path of that level.

A level tag should have a property which is the filename of the level to load when the player reaches a flag goal block.

If the next level is END then it should prompt the user that the game is over and close the game window.

A level tag may also have a property which is the filename of the level to load when the player enters a tunnel block.

If the configuration file is invalid, or missing and cannot be parsed, you should alert the user via a error message

box and then exit the game.

2.4 - Switches

Implement a new type of block that acts like a switch. When a player lands on-top of a switch, all bricks within a close radius of

the switch should disappear. A player should not be able to trigger a switch by walking into the side of it (the player should stop

moving as if it were any other block).

When a switch is pressed, it should remain in a 'pressed' state ( ) for 10 seconds. During this time, the player should not be

able to collide with this block (HINT: returning from a collision handler will turn off collisions). After this time, the switch

should revert to its original state and all invisible bricks should become visible again.

It is up to you to pick a sensible radius for the switch. It needs to be noticable when playing with the supplied level files.

You may (and should) utilise the and image files found in

The switch is represented by the character, in level files.

2.5 - High Scores

In this task you should implement a way to store the high scores for each level in a file.

The highscore information should be stored in (a) txt file(s) in a reasonable format. The exact format of the file(s) and way the

data is stored is up to you but marks may be deducted for inappropriate save format.

When a player reaches a goal (and therefore finishes a level), prompt the user via a dialog for their name and store the score

they had at the end of the level to the relevant file for the level (creating it if it doesn't exist). Adding a new entry to the file

shouldn't remove any existing entries already in it.

Add a button to the file menu called "High Scores". When clicked this will open a new custom window

displaying the names and scores of the top ten highest scorers for the current level, sorted in descending order by score. Note

that the file might have more or less than ten entries, but you shouldn't display more than the top ten entries in the window. If

the file doesn't exist, the dialog shouldn't display any entries.

Task 3 - Over to You

For this task you are expected to demonstrate your ability to intelligently extend the features of the base game. The features

that you choose to implement are left up to you. For full marks in this task your features will need to be of sufficient complexity.

For example, sound effects are generally not deemed to be of 'sufficient complexity'.

It is highly encouraged that you only attempt this task if you feel confident in your programming ability. You will need to discuss

your plans for this task with a tutor in a practical or via a private question on Piazza. The tutor will be able to advise you as to

whether your intended feature is of sufficient complexity to gain marks.

If you are attempting to implement this task then you must submit a feature PDF which outlines exactly what features you have

implemented and how to use them when running your assignment. The PDF should include screenshots of the features and a

brief description of how the features were implemented.

Postgraduate Task

The task for postgraduate students is to implement a class which is able to load images from a sprite

sheet. A sprite sheet is an image which consists of multiple smaller images, see the spritesheets folder for reference. The

should be able to load one of the smaller images from a sprite sheet based on the smaller images

location and position within the sheet.

Hint: To implement this, you will want to investigate using the Pillow library

Hint: To implement this, you may also want to investigate making a new subclass to handle sprite sheets.

Ensure that loaded images are stores in the dictionary within the new subclass.

In addition to loading images from a spritesheet, you will need to implement animations for the following entities.

Player: When the player is walking, jumping or falling animate the player with the appropriate sprites from the

 sprite sheet.

Mushroom Mob: When the mushroom mob is walking, animate the walk using the appropriate sprites from the

sprite sheet.

Mushroom Mob: When the mushroom mob is jumped on, animate the squishing using the appropriate sprites from the

 sprite sheet.

switch switch_pressed a3_files.zip






self._images ViewRenderer




Coins: Animate the coin to be spinning using the appropriate sprites from the sprite sheet.

Bounce Block: When the bounce block is used, animate the extension of the bounce block using the sprites in the

 sprite sheet.

Assignment Submission

Your assignment must be submitted via the assignment three submission link on Blackboard. You must submit a python file,

, containing your implementation of the assignment. If you attempted task 3 then you must also submit a PDF file,

, containing a description of your features. Both files should be uploaded individually to blackboard. Once

submitted download the support code and your app.py submission from blackboard and place the app.py in the extracted

support code file to ensure everything works as expected.

Late submission of the assignment will not be accepted. Do not wait until the last minute to submit your assignment, as the

time to upload it may make it late. Multiple submissions are allowed, so ensure that you have submitted an almost complete

version of the assignment well before the submission deadline. Your latest on-time, submission will be marked. Ensure that

you submit the correct version of your assignment. An incorrect version that does not work will be marked as your final


In the event of exceptional circumstances, you may submit a request for an extension. See the course profile for details of how

to apply for an extension. Requests for extensions must be made no later than 48 hours prior to the submission deadline. The

expectation is that with less than 48 hours before an assignment is due it should be substantially completed and submittable.

Applications for extension, and any supporting documentation (e.g. medical certificate), must be submitted via my.UQ. You

must retain the original documentation for a minimum period of six months to provide as verification should you be requested

to do so.

Change Log

Any changes to this document will be listed here.





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