(back to SCUBA24)
#import libraries import pygame #initialise pygame pygame.init() #set game window dimensions SCREEN_WIDTH = # SCREEN_HEIGHT = # #create game window screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Jumpy') #load images #game loop run = True while run: #draw background #event handler #update display window pygame.quit()
#import libraries import pygame #initialise pygame pygame.init() #set game window dimensions SCREEN_WIDTH = # SCREEN_HEIGHT = # #create game window screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Jumpy') #set frame rate varibles #set game variables White = (255,255,255) GRAVITY = # #load images (add the player image!) #player class class Player(): def __init__(self, x, y): self.image = pygame.transform.scale() self.width = # think about the pygame functions get_???? self.height = # think about the pygame functions get_???? self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = (x, y) self.vel_y = 0 self.flip = False def move(self): #reset the offset variables off_set_x = 0 off_set_y = 0 #check if a key is beig pressed using key = pygame.key.get_pressed() if key[pygame.K_a]: # Move x to the right and flip the image if key[pygame.K_d]: # Move x to the right and do not flip the image #gravity self.vel_y += GRAVITY off_set_y += self.vel_y #check player doesn't go off the edge of the screen using either self.rect.width/height or self.rect.left/right SCREEN_WIDTH = # if off_set_x #????? off_set_x = if self.rect.right + off_set_x #?????: off_set_x = #check player doesn't go off the edge of the screen using either self.rect.height or self.rect.bottom and SCREEN_HEIGHT = # if self.rect.bottom + off_set_y > SCREEN_HEIGHT: off_set_y = 0 self.vel_y = -20 #update rectangle position self.rect.x += #???? self.rect.y += #???? def draw(self): screen.blit(pygame.transform.flip(self.image, self.flip, False), (self.rect.x, self.rect.y)) pygame.draw.rect(screen, White , self.rect, 2) jumpy = Player(# fill in the arguments ) #game loop run = True while run: clock.tick(FPS) jumpy.move() #draw background screen.blit(bg_image, (0, 0)) #draw sprites jumpy.draw() #event handler for event in pygame.event.get(): if event.type == pygame.QUIT: run = False #update display window pygame.display.update() pygame.quit()
import pygame class Platform(pygame.sprite.Sprite): def __init__(self, x, y, width): pygame.sprite.Sprite.__init__(self) self.image = # using pygame.transform.scale() place the image # we need a rect object and its x and y coordinates # look back at the character object for ideas... if #check if platform has gone off the screen self.kill()
#import libraries import pygame #initialise pygame pygame.init() #set game window dimensions SCREEN_WIDTH = # SCREEN_HEIGHT = # #create game window screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Jumpy') #set frame rate varibles #set game variables White = (255,255,255) GRAVITY = # # MAX_PLATFORMS = 10 #load images (add the player image!) #player class class Player(): def __init__(self, x, y): self.image = pygame.transform.scale() self.width = # think about the pygame functions get_???? self.height = # think about the pygame functions get_???? self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = (x, y) self.vel_y = 0 self.flip = False def move(self): #reset the offset variables off_set_x = 0 off_set_y = 0 #check if a key is beig pressesd using key = pygame.key.get_pressed() if key[pygame.K_a]: # Move x to the right and flip the image if key[pygame.K_d]: # Move x to the left and do not flip the image #gravity self.vel_y += GRAVITY off_set_y += self.vel_y # check player doesn't go off the edge of the screen # using either self.rect.width/height or self.rect.left/right # SCREEN_WIDTH = # if off_set_x #????? off_set_x = if self.rect.right + off_set_x #?????: off_set_x = # check player doesn't go off the edge of the screen # using either self.rect.height or self.rect.bottom and # SCREEN_HEIGHT = # if self.rect.bottom + off_set_y > SCREEN_HEIGHT: off_set_y = 0 self.vel_y = -20 # update rectangle position self.rect.x += #???? self.rect.y += #???? def draw(self): screen.blit(pygame.transform.flip(self.image, self.flip, False), (self.rect.x, self.rect.y)) pygame.draw.rect(screen, White , self.rect, 2) jumpy = Player(# fill in the aruguments ) #create sprite groups platform_group = pygame.sprite.Group() #create temporary platforms for p in range(MAX_PLATFORMS): p_w = # create the width of the platform ( try a random number between 40 and 60) p_x = # find the x coordd of the platform p_y = #using p try to find a away to create a platform such that #it is 80 to 120 px away from the last one platform = # create an platform Object using Platform() platform_group.add(platform) #game loop run = True while run: clock.tick(FPS) jumpy.move() #draw background screen.blit(bg_image, (0, 0)) #draw sprites platform_group.draw(screen) jumpy.draw() #event handler for event in pygame.event.get(): if event.type == pygame.QUIT: run = False #update display window pygame.display.update() pygame.quit()
#import libraries import pygame import random #initialise pygame pygame.init() #set game window dimensions SCREEN_WIDTH = # SCREEN_HEIGHT = # #create game window screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Jumpy') #set frame rate varibles #set game variables (Gobal) White = (255,255,255) GRAVITY = # MAX_PLATFORMS = 10 scroll = # what should we first set the scroll to, since at first the player isnt moving bg_scroll = # what should we first set the scroll to, since at first the player isnt moving SCROLL_THRESH = 200 #load images jumpy_image = pygame.image.load('assets/jump.png') bg_image = pygame.image.load('assets/bg.png') platform_image = pygame.image.load('assets/wood.png') #function for drawing the background def draw_bg(bg_scroll): screen.blit(bg_image, (0, 0 + bg_scroll)) screen.blit(bg_image, (0, -600 + bg_scroll)) #player class class Player(): def __init__(self, x, y): self.image = pygame.transform.scale() self.width = # think about the pygame functions get_???? self.height = # think about the pygame functions get_???? self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = (x, y) self.vel_y = 0 self.flip = False def move(self,platform_group): #reset the offset variables scroll = 0 off_set_x = 0 off_set_y = 0 #check if a key is beig pressesd using key = pygame.key.get_pressed() if key[pygame.K_a]: # Move x to the right and flip the image if key[pygame.K_d]: # Move x to the left and do not flip the image #gravity self.vel_y += GRAVITY off_set_y += self.vel_y #check player doesn't go off the edge of the screen using either self.rect.width/height or self.rect.left/right SCREEN_WIDTH = # if off_set_x #????? off_set_x = if self.rect.right + off_set_x #?????: off_set_x = #check player doesn't go off the edge of the screen using either self.rect.height or self.rect.bottom and SCREEN_HEIGHT = # if self.rect.bottom + off_set_y > SCREEN_HEIGHT: off_set_y = 0 self.vel_y = -20 for platform in platform_group: #collision in the y direction if platform.rect.colliderect(, , , ): #check if above the platform if self.rect.bottom < platform.rect.centery: if self.vel_y > 0: self.rect.bottom = platform.rect.top off_set_y = 0 self.vel_y = -20 #check collision with ground if self.rect.bottom + off_set_y > SCREEN_HEIGHT: dy = 0 self.vel_y = -20 #check if the player has bounced to the top of the screen if self.rect.top <= SCROLL_THRESH: #if player is jumping if self.vel_y < 0: scroll = -off_set_y #update rectangle position self.rect.x += #???? self.rect.y += off_set_y + scroll return scroll def draw(self): screen.blit(pygame.transform.flip(self.image, self.flip, False), (self.rect.x, self.rect.y)) pygame.draw.rect(screen, White , self.rect, 2) jumpy = Player ( # fill in the aruguments ) #create sprite groups platform_group = pygame.sprite.Group() #create temporary platforms for p in range(MAX_PLATFORMS): p_w = # create the widith of the platform ( try a random number between 40 and 60) p_x = # find the x crod of the platform p_y = #using p try to find a away to create a platform such that it is 80 to 120 px away from the last one platform = # create an platform Object using Platform() platform_group.add(platform) #game loop run = True while run: clock.tick(FPS) #draw background bg_scroll += scroll if bg_scroll >= 600: bg_scroll = 0 draw_bg(bg_scroll) #update platforms platform_group.update(scroll) jumpy.move() #draw background screen.blit(bg_image, (0, 0)) #draw sprites platform_group.draw(screen) jumpy.draw() #update platforms platform_group.update(scroll) #event handler for event in pygame.event.get(): if event.type == pygame.QUIT: run = False #update display window pygame.display.update() pygame.quit()
import pygame class Platform(pygame.sprite.Sprite): def __init__(self, x, y, width): pygame.sprite.Sprite.__init__(self) self.image = # using pygame.transform.scale() place the image # we need a rect objects and its and a x and y postion look back at the character Object to get an idea self.width = # think about the pygame functions self.height = # think about the pygame functions self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = (x, y) def update(self): #update platform's vertical position self.rect.y += scroll if #check if platform has gone off the screen self.kill()