Explaining the code
I found this code by dafluffypotato and tried to make some type of game out of it. At the moment I got this. I made a “random generated map” with this code, instead of having to make the map by myself.
def load_map():
d = [
"110011",
"010111",
"011011",
"010111",
"110111",
"000111",
"111011",
"010000",
"110101",
"011001",
"000000",
"000000",
"000000",
"000000",
"110100"]
data = [choice(d) * 2 for x in range(20)]
game_map = []
for row in data:
game_map.append(list(row))
return game_map
To generate a new map you have to (if you press space you generate a new one)
game_map = load_map()
so that the map is showed in the while loop with this
tile_rects = tilerects()[0]
that blits the tiles with this function
def tilerects():
tile_rects = []
y = 0
for layer in game_map:
x = 0
for tile in layer:
if tile == '1':
display.blit(dirt_img,(x*16-scroll[0],y*16-scroll[1]))
if tile == '2':
display.blit(grass_img,(x*16-scroll[0],y*16-scroll[1]))
if tile != '0':
tile_rects.append(pygame.Rect(x*16,y*16,16,16))
x += 1
y += 1
For every line in game map, if the tile is 1 shows a brick, otherwise it creates a Rect object in place of the 0s.
This is called for every frame in the while loop. I made a function for conveniense, so that the code i more clean and readable.
The collision is checked with this code
player_rect, collisions = move(player_rect, player_movement, tile_rects)
If the collision is at the bottom (if the player has a dirt_img “under” his feet, it stops falling down
if collisions['bottom'] == True:
air_timer = 0
vertical_momentum = 0
else:
air_timer += 1
The whole code
We will eventually get a game out of this starting point. For the moment, here is the whole code. The github repo is here.
import pygame, sys, os
from random import choice
clock = pygame.time.Clock()
from pygame.locals import *
pygame.init() # initiates pygame
pygame.display.set_caption('Pygame Platformer')
WINDOW_SIZE = (600,800)
screen = pygame.display.set_mode(WINDOW_SIZE,0,32) # initiate the window
display = pygame.Surface((300,400)) # used as the surface for rendering, which is scaled
moving_right = False
moving_left = False
vertical_momentum = 0
air_timer = 0
true_scroll = [0,0]
def load_map():
d = [
"110011",
"010111",
"011011",
"010111",
"110111",
"000111",
"111011",
"010000",
"110101",
"011001",
"000000",
"000000",
"000000",
"000000",
"110100"]
data = [choice(d) * 2 for x in range(20)]
game_map = []
for row in data:
game_map.append(list(row))
return game_map
global animation_frames
animation_frames = {}
def load_animation(path,frame_durations):
global animation_frames
animation_name = path.split('/')[-1]
animation_frame_data = []
n = 0
for frame in frame_durations:
animation_frame_id = animation_name + '_' + str(n)
img_loc = path + '/' + animation_frame_id + '.png'
# player_animations/idle/idle_0.png
animation_image = pygame.image.load(img_loc).convert()
animation_image.set_colorkey((255,255,255))
animation_frames[animation_frame_id] = animation_image.copy()
for i in range(frame):
animation_frame_data.append(animation_frame_id)
n += 1
return animation_frame_data
def change_action(action_var,frame,new_value):
if action_var != new_value:
action_var = new_value
frame = 0
return action_var,frame
animation_database = {}
animation_database['run'] = load_animation('player_animations/run',[7,7])
animation_database['idle'] = load_animation('player_animations/idle',[7,7,40])
game_map = load_map()
grass_img = pygame.image.load('grass.png')
dirt_img = pygame.image.load('dirt.png')
player_action = 'idle'
player_frame = 0
player_flip = False
player_rect = pygame.Rect(100,100,5,13)
background_objects = [[0.25,[120,10,70,400]],[0.25,[280,30,40,400]],[0.5,[30,40,40,400]],[0.5,[130,90,100,400]],[0.5,[300,80,120,400]]]
def collision_test(rect,tiles):
hit_list = []
for tile in tiles:
if rect.colliderect(tile):
hit_list.append(tile)
return hit_list
def move(rect,movement,tiles):
collision_types = {'top':False,'bottom':False,'right':False,'left':False}
rect.x += movement[0]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[0] > 0:
rect.right = tile.left
collision_types['right'] = True
elif movement[0] < 0:
rect.left = tile.right
collision_types['left'] = True
rect.y += movement[1]
hit_list = collision_test(rect,tiles)
for tile in hit_list:
if movement[1] > 0:
rect.bottom = tile.top
collision_types['bottom'] = True
elif movement[1] < 0:
rect.top = tile.bottom
collision_types['top'] = True
return rect, collision_types
def tilerects():
tile_rects = []
y = 0
for layer in game_map:
x = 0
for tile in layer:
if tile == '1':
display.blit(dirt_img,(x*16-scroll[0],y*16-scroll[1]))
if tile == '2':
display.blit(grass_img,(x*16-scroll[0],y*16-scroll[1]))
if tile != '0':
tile_rects.append(pygame.Rect(x*16,y*16,16,16))
x += 1
y += 1
return tile_rects, x, y
while True: # game loop
display.fill((146,244,255)) # clear screen by filling it with blue
true_scroll[0] += (player_rect.x-true_scroll[0]-152)/20
true_scroll[1] += (player_rect.y-true_scroll[1]-106)/20
scroll = true_scroll.copy()
scroll[0] = int(scroll[0])
scroll[1] = int(scroll[1])
# pygame.draw.rect(display,(7,80,75),pygame.Rect(0,120,300,80))
# for background_object in background_objects:
# obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
# if background_object[0] == 0.5:
# pygame.draw.rect(display,(14,222,150),obj_rect)
# else:
# pygame.draw.rect(display,(9,91,85),obj_rect)
tile_rects = tilerects()[0]
player_movement = [0,0]
if moving_right == True:
player_movement[0] += 2
if moving_left == True:
player_movement[0] -= 2
player_movement[1] += vertical_momentum
vertical_momentum += 0.2
if vertical_momentum > 3:
vertical_momentum = 3
if player_movement[0] == 0:
player_action,player_frame = change_action(player_action,player_frame,'idle')
if player_movement[0] > 0:
player_flip = False
player_action,player_frame = change_action(player_action,player_frame,'run')
if player_movement[0] < 0:
player_flip = True
player_action,player_frame = change_action(player_action,player_frame,'run')
player_rect, collisions = move(player_rect, player_movement, tile_rects)
if collisions['bottom'] == True:
air_timer = 0
vertical_momentum = 0
else:
air_timer += 1
player_frame += 1
if player_frame >= len(animation_database[player_action]):
player_frame = 0
player_img_id = animation_database[player_action][player_frame]
player_img = animation_frames[player_img_id]
display.blit(pygame.transform.flip(player_img,player_flip,False),(player_rect.x-scroll[0],player_rect.y-scroll[1]))
for event in pygame.event.get(): # event loop
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_SPACE:
game_map = load_map()
if event.key == K_RIGHT:
moving_right = True
if event.key == K_LEFT:
moving_left = True
if event.key == K_UP:
if air_timer < 6:
vertical_momentum = -5
if event.type == KEYUP:
if event.key == K_RIGHT:
moving_right = False
if event.key == K_LEFT:
moving_left = False
screen.blit(pygame.transform.scale(display,WINDOW_SIZE),(0,0))
pygame.display.update()
clock.tick(60)
The video of the output
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