(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()



