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Pygame player spawn
#1
Im making a game and player spawn is off Ive tried tutorials other forums stack overflow and I havent found anything here is a photo and my code
from pickle import FALSE
import pygame

from pygame.locals import *

pygame.init()
Clock = pygame.time.Clock()
fps = 60


screen_width =  800
screen_height = 800

screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Platformer')

#define game variables
tile_size = 40
#load images

bg_img = pygame.image.load("sky.png")
sun_img = pygame.image.load("sun.png")





#draw player onto the screen
class Player():
    def __init__(self, x, y):
        self.images_right = []
        self.images_left = []
        self.index = 0
        self.count = 0
        for num in range (1,3):
            img_right = pygame.image.load(f'guy{num}.png')
            img_right = pygame.transform.scale(img_right, (30, 60))
            img_left = pygame.transform.flip(img_right, True, False)
            self.images_right.append(img_right)
            self.images_left.append(img_left)
        self.image = self.images_right[self.index]
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.width = self.image.get_width()
        self.height = self.image.get_height()
        self.vel_y = 0
        self.jumped = False
        self.direction = 0
 
    def update(self):
        dx = 0        
        dy = 0
        walk_cooldown = 15

        #draw player onto the screen
        key = pygame.key.get_pressed()
        if key[pygame.K_SPACE] and self.jumped == False:
            self.vel_y = -15
            self.jumped = True
        if key[pygame.K_SPACE] == False: 
             self.jumped = False
        if key[pygame.K_RIGHT]:
            dx += 5
            self.count += 1
            self.direction = 1
        if key[pygame.K_LEFT]:
            dx -= 5
            self.count += 1
            self.direction = -1
        if key[pygame.K_LEFT] == False and key[pygame.K_RIGHT] == False:
            self.counter = 0
            self.index = 0
            if self.direction == 1:
                self.image = self.images_right[self.index]
            if self.direction == -1:
                self.image = self.images_left[self.index]

        #handle Animation
        
        if self.count > walk_cooldown:
            self.count = 0
            self.index += 1
            if self.index >= len(self.images_right):
                self.index = 0
            if self.direction == 1:
                self.image = self.images_right[self.index]
            if self.direction == -1:
                self.image = self.images_left[self.index]
           
            



        #add gravity
        self.vel_y += 1.5
        if self.vel_y > 10:
            self.vel_y = 10
        dy += self.vel_y
          

        #check for collision
        for tile in world.tile_list:                                                                      
            # check for collision in yt direction
            if tile[1].colliderect(self.rect.x, self.rect.y + dy, self.width, self.height):
                # check if below the ground i.e jumping
                if self.vel_y < 0:
                    dy = tile[1].bottom - self.rect.top    
                if self.vel_y >= 0:
                    dy = tile[1].top - self.rect.bottom 
                
             





        
        #update player coordinates
        self.rect.x += dx
        self.rect.y += dy
        if self.rect.bottom > screen_height:
            self.rect.bottom = screen_height
            dy = 0
        
            
        screen.blit(self.image, self.rect)
        pygame.draw.rect(screen, (255, 0, 255), self.rect, 2)




class World():
   def __init__(self, data):
        self.tile_list = []

        #load images
        dirt_img = pygame.image.load("dirt.png")
        grass_img = pygame.image.load("grass.png")
        
        row_count = 0
        for row in data: 
            col_count = 0
            for tile in row:
                if tile == 1:
                    img = pygame.transform.scale(dirt_img, (tile_size, tile_size)) 
                    img_rect = img.get_rect()
                    img_rect.x = col_count * tile_size
                    img_rect.y = row_count * tile_size
                    tile = (img, img_rect) 
                    self.tile_list.append(tile)              
                if tile == 2:
                    img = pygame.transform.scale(grass_img, (tile_size, tile_size)) 
                    img_rect = img.get_rect()
                    img_rect.x = col_count * tile_size
                    img_rect.y = row_count * tile_size
                    tile = (img, img_rect) 
                    self.tile_list.append(tile)              
                col_count += 1
            row_count += 1

   def draw(self):
        for tile in self.tile_list:
            screen.blit(tile[0], tile[1])
            pygame.draw.rect(screen, (255, 255, 255), tile[1], 2 )
         


    
 
world_data = world_data = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,], 
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,],
[1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 1,], 
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 2, 2, 1,], 
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 5, 0, 0, 0, 1,], 
[1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 1,], 
[1, 7, 0, 0, 2, 2, 2, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1,], 
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], 
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 7, 0, 0, 0, 0, 1,], 
[1, 0, 2, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,], 
[1, 0, 0, 2, 0, 0, 4, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 1,], 
[1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1,],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,],  
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0, 0, 1,], 
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 2, 2, 2, 2, 2, 1,], 
[1, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 6, 6, 1, 1, 1, 1, 1, 1,], 
[1, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,],  
[1, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,], 
[1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,]
]



player = Player(100, screen_height - 130)
world = World(world_data)



run = True
while run:
    
    Clock.tick(fps)

    screen.blit(bg_img, (0,0))
    screen.blit(sun_img, (100,100))

    world.draw()

    player.update()

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
            

    pygame.display.update()

pygame.quit()

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