import pygame # Global constants # Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) RED = (255, 0, 0) BLUE = (0, 0, 255) # Screen dimensions SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 class Player(pygame.sprite.Sprite): """ This class represents the bar at the bottom that the player controls. """ # -- Methods def __init__(self): """ Constructor function """ # Call the parent's constructor super().__init__() # Create an image of the block, and fill it with a color. # This could also be an image loaded from the disk. width = 40 height = 60 self.image = pygame.Surface([width, height]) self.image.fill(RED) # Set a reference to the image rect. self.rect = self.image.get_rect() # Set speed vector of player self.change_x = 0 self.change_y = 0 # List of sprites we can bump against self.level = None def update(self): """ Move the player. """ # Move left/right self.rect.x += self.change_x # See if we hit anything block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False) for block in block_hit_list: # If we are moving right, # set our right side to the left side of the item we hit if self.change_x > 0: self.rect.right = block.rect.left elif self.change_x < 0: # Otherwise if we are moving left, do the opposite. self.rect.left = block.rect.right # Move up/down self.rect.y += self.change_y # Check and see if we hit anything block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False) for block in block_hit_list: # Reset our position based on the top/bottom of the object. if self.change_y > 0: self.rect.bottom = block.rect.top elif self.change_y < 0: self.rect.top = block.rect.bottom # Stop our vertical movement self.change_y = 0 if isinstance(block, MovingPlatform): self.rect.x += block.change_x def go_up(self): """ Called when user hits the up arrow. """ self.change_y = -6 def go_down(self): """ Called when user hits the down arrow. """ self.change_y = 6 # Player-controlled movement: def go_left(self): """ Called when the user hits the left arrow. """ self.change_x = -6 def go_right(self): """ Called when the user hits the right arrow. """ self.change_x = 6 def stop_x(self): """ Called when the user lets off the keyboard. """ self.change_x = 0 def stop_y(self): """ Called when the user lets off the keyboard. """ self.change_y = 0 class Platform(pygame.sprite.Sprite): """ Platform the user can jump on """ def __init__(self, width, height): """ Platform constructor. Assumes constructed with user passing in an array of 5 numbers like what's defined at the top of this code. """ super().__init__() self.image = pygame.Surface([width, height]) self.image.fill(GREEN) self.rect = self.image.get_rect() class MovingPlatform(Platform): """ This is a fancier platform that can actually move. """ change_x = 0 change_y = 0 boundary_top = 0 boundary_bottom = 0 boundary_left = 0 boundary_right = 0 player = None level = None def update(self): """ Move the platform. If the player is in the way, it will shove the player out of the way. This does NOT handle what happens if a platform shoves a player into another object. Make sure moving platforms have clearance to push the player around or add code to handle what happens if they don't. """ # Move left/right self.rect.x += self.change_x # See if we hit the player hit = pygame.sprite.collide_rect(self, self.player) if hit: # We did hit the player. Shove the player around and # assume he/she won't hit anything else. # If we are moving right, set our right side # to the left side of the item we hit if self.change_x < 0: self.player.rect.right = self.rect.left else: # Otherwise if we are moving left, do the opposite. self.player.rect.left = self.rect.right # Move up/down self.rect.y += self.change_y # Check and see if we the player hit = pygame.sprite.collide_rect(self, self.player) if hit: # We did hit the player. Shove the player around and # assume he/she won't hit anything else. # Reset our position based on the top/bottom of the object. if self.change_y < 0: self.player.rect.bottom = self.rect.top else: self.player.rect.top = self.rect.bottom # Check the boundaries and see if we need to reverse # direction. if self.rect.bottom > self.boundary_bottom or self.rect.top < self.boundary_top: self.change_y *= -1 cur_pos = self.rect.x - self.level.world_shift if cur_pos < self.boundary_left or cur_pos > self.boundary_right: self.change_x *= -1 class Level(object): """ This is a generic super-class used to define a level. Create a child class for each level with level-specific info. """ def __init__(self, player): """ Constructor. Pass in a handle to player. Needed for when moving platforms collide with the player. """ self.platform_list = pygame.sprite.Group() self.enemy_list = pygame.sprite.Group() self.player = player # Background image self.background = None # How far this world has been scrolled left/right self.world_shift = 0 self.level_limit = -1000 # Update everything on this level def update(self): """ Update everything in this level.""" self.platform_list.update() self.enemy_list.update() def draw(self, screen): """ Draw everything on this level. """ # Draw the background screen.fill(BLUE) # Draw all the sprite lists that we have self.platform_list.draw(screen) self.enemy_list.draw(screen) def shift_world(self, shift_x): """ When the user moves left/right and we need to scroll everything: """ # Keep track of the shift amount self.world_shift += shift_x # Go through all the sprite lists and shift for platform in self.platform_list: platform.rect.x += shift_x for enemy in self.enemy_list: enemy.rect.x += shift_x # Create platforms for the level class Level1(Level): """ Definition for level 1. """ def __init__(self, player): """ Create level 1. """ # Call the parent constructor Level.__init__(self, player) self.level_limit = -1500 # Array with width, height, x, and y of platform level = [[210, 70, 500, 500], [210, 70, 800, 400], [210, 70, 1000, 500], [210, 70, 1120, 280], ] # Go through the array above and add platforms for platform in level: block = Platform(platform[0], platform[1]) block.rect.x = platform[2] block.rect.y = platform[3] block.player = self.player self.platform_list.add(block) def main(): """ Main Program """ pygame.init() # Set the height and width of the screen size = [SCREEN_WIDTH, SCREEN_HEIGHT] screen = pygame.display.set_mode(size) pygame.display.set_caption("Platformer with moving platforms") # Create the player player = Player() # Create all the levels level_list = [Level1(player)] # Set the current level current_level_no = 0 current_level = level_list[current_level_no] active_sprite_list = pygame.sprite.Group() player.level = current_level player.rect.x = 340 player.rect.y = SCREEN_HEIGHT - player.rect.height active_sprite_list.add(player) # Loop until the user clicks the close button. done = False # Used to manage how fast the screen updates clock = pygame.time.Clock() # -------- Main Program Loop ----------- while not done: for event in pygame.event.get(): if event.type == pygame.QUIT: done = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: player.go_left() if event.key == pygame.K_d: player.go_right() if event.key == pygame.K_w: player.go_up() if event.key == pygame.K_s: player.go_down() if event.type == pygame.KEYUP: if event.key == pygame.K_a and player.change_x < 0: player.stop_x() if event.key == pygame.K_d and player.change_x > 0: player.stop_x() if event.key == pygame.K_w and player.change_y < 0: player.stop_y() if event.key == pygame.K_s and player.change_y > 0: player.stop_y() # Update the player. active_sprite_list.update() # Update items in the level current_level.update() # If the player gets near the right side, shift the world left (-x) if player.rect.right >= 500: diff = player.rect.right - 500 player.rect.right = 500 current_level.shift_world(-diff) # If the player gets near the left side, shift the world right (+x) if player.rect.left <= 120: diff = 120 - player.rect.left player.rect.left = 120 current_level.shift_world(diff) # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT current_level.draw(screen) active_sprite_list.draw(screen) # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT # Limit to 60 frames per second clock.tick(60) # Go ahead and update the screen with what we've drawn. pygame.display.flip() # Be IDLE friendly. If you forget this line, the program will 'hang' # on exit. pygame.quit() if __name__ == "__main__": main()