Hi!
I've been making this game for fun and have run into a few problems, a friend recommended me to ask you guys for help.
I have three problems:
The player doesn't recongnize when it's not on a platform and because of this it won't fall down. I've narrowed it down to the game not checking for vertical collision all the time but I don't know how I would solve this.
If the player is colliding with a wall and you try to use thrusters it'll fall out of the level. I have no idea why this happens, it's probably something with the collision.
I'm not sure what the best way to implement a camera that follows the player would be. (Note that I'll be adding enemies later and I'd rather not have to change their coordinates based on the camera.
I apologize for so many questions in one post but I figured it would be better to ask all three in one post rather than spamming you with three different posts.
I really hope someone will be able to help me! I've attached the code below.
import pygame, sys, time, random, math
from pygame.locals import *
BACKGROUNDCOLOR = (255, 255, 255)
WINDOWW = 800
WINDOWH = 600
PLAYERW = 66
PLAYERH = 22
FPS = 60
MOVESPEED = 3
YACCEL = 0.13
GRAVITY = 2
BLOCKSIZE = 30
pygame.init()
screen = pygame.display.set_mode((WINDOWW, WINDOWH), 0, 32)
mainClock = pygame.time.Clock()
testLevel = [
(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,),
(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,)]
def createblock(length, height, color):
tmpblock = pygame.Surface((length, height))
tmpblock.fill(color)
tmpblock.convert()
return tmpblock
def terminate(): # Used to shut down the software
pygame.quit()
sys.exit()
def add_level(lvl, bSize): # Creates the level based on a map (lvl) and the size of blocks
bList = [] # List of every block
bListDisp = [] # List of every block to display
bTypeList = [] # List with corresponding type of block(wall, air, etc.)
for y in range(len(lvl)):
for x in range(len(lvl[0])):
if lvl[y][x] == 0: # If the block type on lvl[y][x] is '0', write "air" down in the type list
bTypeList.append("air")
elif lvl[y][x] == 1: # If the block type on lvl[y][x] is '1', write "wall" down in the type list
bTypeList.append("solid")
bList.append(pygame.Rect((bSize * x), (bSize * y), bSize, bSize)) #Append every block that is registered
bListDisp.append(pygame.Rect((bSize * x), (bSize * y), bSize, bSize)) #Append every block to display that is registered
return bList, bListDisp, bTypeList
player = pygame.Rect((WINDOWW/2), (WINDOWH - BLOCKSIZE*3), PLAYERW, PLAYERH)
wallblock = createblock(BLOCKSIZE, BLOCKSIZE,(20,0,50))
lastTime = pygame.time.get_ticks()
isGrounded = False
vx = 0
vy = 0
allLevels = [testLevel] # A list containing all lvls(only one for now)
maxLevel = len(allLevels) # Checks which level is the last
currLevel = allLevels[0] # Current level(start with the first lvl)
blockList, blockListDisp, blockTypeList = add_level(currLevel, BLOCKSIZE) # A list with every block and another list with the blocks types
thrusters = True
jumping = False
falling = True
while True:
"""COLLISION"""
for i in range(len(blockTypeList)): # Go through every block...
if blockTypeList[i] == "solid": # ...and check what kind of block it is
if player.colliderect(blockList[i]): #Apply necessary influences from the block(e.g. a solid block prevents the player from moving into it)
if vx > 0 and not falling:
player.right = blockListDisp[i].left
print 'Collide Right'
if vx < 0 and not falling:
player.left = blockListDisp[i].right
print 'Collide Left'
if vy > 0:
player.bottom = blockListDisp[i].top
isGrounded = True
falling = False
vy = 0
print 'Collide Bottom'
if vy < 0:
player.top = blockListDisp[i].bottom
print 'Collide Top'
# Input
pressedKeys = pygame.key.get_pressed() # Checks which keys are being pressed
timeDiff = pygame.time.get_ticks() - lastTime # Calculates time difference
lastTime += timeDiff # Last time checked reset to current time
# Shut-down if the ESC-key is pressed or the window is "crossed down"
for event in pygame.event.get():
if event.type == QUIT or event.type == KEYDOWN and event.key == K_ESCAPE:
terminate()
"""X-axis control"""
if pressedKeys[ord('a')]:
vx = -MOVESPEED
if pressedKeys[ord('d')]:
vx = MOVESPEED
if not pressedKeys[ord('d')] and not pressedKeys[ord('a')]:
vx = 0
"""Y-axis control"""
# Controls for jumping
if pressedKeys[ord('w')] and thrusters == True:
vy -= YACCEL * timeDiff; # Accelerate along the y-xis when "jumping", but not above/below max speed
if vy <= -4:
vy = -4
isGrounded = False # You are airborne
jumping = True # You are jumping
if event.type == KEYUP: # If you let go of the "jump"-button, stop jumping
if event.key == ord('w') and vy < 0 and not isGrounded:
jumping = False
falling = True
player.x += vx
player.y += vy
# Gravity
if not isGrounded or falling:
vy += 0.3
if vy > 80:
vy = 80
screen.fill(BACKGROUNDCOLOR)
for i in range(len(blockTypeList)):
if blockTypeList[i] == "solid":
screen.blit(wallblock, (blockListDisp[i].x, blockListDisp[i].y)) #blit the wall-block graphics
pygame.draw.rect(screen, (0, 0, 0), player)
pygame.display.update()
mainClock.tick(FPS)