Text Practice Mode
Python Platformer game
created Aug 4th 2020, 13:07 by Red Cube Gamedev
0
417 words
2 completed
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Rating visible after 3 or more votes
00:00
import pygame, sys
clock = pygame.time.Clock()
from pygame.locals import *
pygame.init() # initiates pygame
pygame.display.set_caption('Pygame Platformer')
WINDOW_SIZE = (800,600)
screen = pygame.display.set_mode(WINDOW_SIZE,0,32) # initiate the window
display = pygame.Surface((300,200)) # used as the surface for rendering, which is scaled
moving_right = False
moving_left = False
moving_down = False
vertical_momentum = 0
air_timer = 0
scroll = [0,0]
game_map = [['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','2','2','2','2','2','2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','2','2','2','2','2','2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','2','1','2','2','2','2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2','2','0','0','2','2','0','0','0','0','0','0'],
['1','1','2','2','2','2','2','2','2','2','2','2','2','2','2','2','2','1','1','0','0','1','1','2','0','0','0','0','0'],
['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','0','0','1','1','1','2','3','3','2','2'],
['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','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','0','0','0','0','1','1','0','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'],
['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']]
grass_img = pygame.image.load('grassTile.png')
dirt_img = pygame.image.load('dirtTile.png')
spikes_img = pygame.image.load('spikes.png')
player_img = pygame.image.load('player1.png')
player_rect = pygame.Rect(100,100,16,32)
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 player_died():
print("A")
while True: # game loop
display.fill((146,244,255)) # clear screen by filling it with blue
scroll[0] += (player_rect.x-scroll[0]-152)
scroll[1] += (player_rect.y-scroll[1]-86)/2
tile_rects = []
spikes_rects = []
y = 0
for layer in game_map:
x = 0
for tile in layer:
if tile == '1':
display.blit(dirt_img,(x*16 - int(scroll[0]),y*16 - int(scroll[1])))
if tile == '2':
display.blit(grass_img,(x*16 - int(scroll[0]),y*16 - int(scroll[1])))
if tile == '3':
display.blit(spikes_img,(x*16 - int(scroll[0]),y*16 - int(scroll[1])))
if tile != '0' and tile != '3':
tile_rects.append(pygame.Rect(x*16,y*16,16,16))
if tile == '3':
spikes_rects.append(pygame.Rect(x*16,y*16,16,16))
x += 1
y += 1
player_movement = [0,0]
if moving_down and moving_left:
player_movement[0] -= 0.5
#elif moving_left:
# player_movement[0] -= 2
if moving_right and moving_down:
player_movement[0] += 0.5
elif moving_right:
player_movement[0] += 2
if not moving_down:
player_rect.height = 32
if moving_down:
player_rect.height = 16
player_movement[1] += vertical_momentum
vertical_momentum += 0.2
if vertical_momentum > 3:
vertical_momentum = 3
player_rect,collisions = move(player_rect,player_movement,tile_rects)
for spike in spikes_rects:
if player_rect.colliderect(spike):
player_died()
if collisions['bottom'] == True:
air_timer = 0
vertical_momentum = 0
else:
air_timer += 1
display.blit(player_img,(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_RIGHT:
moving_right = True
if event.key == K_LEFT:
moving_left = True
if event.key == K_DOWN:
moving_down = True
if event.key == K_UP and not moving_down:
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
if event.key == K_DOWN:
moving_down = False
screen.blit(pygame.transform.scale(display,WINDOW_SIZE),(0,0))
pygame.display.update()
clock.tick(60)
clock = pygame.time.Clock()
from pygame.locals import *
pygame.init() # initiates pygame
pygame.display.set_caption('Pygame Platformer')
WINDOW_SIZE = (800,600)
screen = pygame.display.set_mode(WINDOW_SIZE,0,32) # initiate the window
display = pygame.Surface((300,200)) # used as the surface for rendering, which is scaled
moving_right = False
moving_left = False
moving_down = False
vertical_momentum = 0
air_timer = 0
scroll = [0,0]
game_map = [['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','2','2','2','2','2','2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','2','2','2','2','2','2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','2','1','2','2','2','2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0'],
['2','2','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','2','2','0','0','2','2','0','0','0','0','0','0'],
['1','1','2','2','2','2','2','2','2','2','2','2','2','2','2','2','2','1','1','0','0','1','1','2','0','0','0','0','0'],
['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','0','0','1','1','1','2','3','3','2','2'],
['1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','1','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','0','0','0','0','1','1','0','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'],
['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']]
grass_img = pygame.image.load('grassTile.png')
dirt_img = pygame.image.load('dirtTile.png')
spikes_img = pygame.image.load('spikes.png')
player_img = pygame.image.load('player1.png')
player_rect = pygame.Rect(100,100,16,32)
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 player_died():
print("A")
while True: # game loop
display.fill((146,244,255)) # clear screen by filling it with blue
scroll[0] += (player_rect.x-scroll[0]-152)
scroll[1] += (player_rect.y-scroll[1]-86)/2
tile_rects = []
spikes_rects = []
y = 0
for layer in game_map:
x = 0
for tile in layer:
if tile == '1':
display.blit(dirt_img,(x*16 - int(scroll[0]),y*16 - int(scroll[1])))
if tile == '2':
display.blit(grass_img,(x*16 - int(scroll[0]),y*16 - int(scroll[1])))
if tile == '3':
display.blit(spikes_img,(x*16 - int(scroll[0]),y*16 - int(scroll[1])))
if tile != '0' and tile != '3':
tile_rects.append(pygame.Rect(x*16,y*16,16,16))
if tile == '3':
spikes_rects.append(pygame.Rect(x*16,y*16,16,16))
x += 1
y += 1
player_movement = [0,0]
if moving_down and moving_left:
player_movement[0] -= 0.5
#elif moving_left:
# player_movement[0] -= 2
if moving_right and moving_down:
player_movement[0] += 0.5
elif moving_right:
player_movement[0] += 2
if not moving_down:
player_rect.height = 32
if moving_down:
player_rect.height = 16
player_movement[1] += vertical_momentum
vertical_momentum += 0.2
if vertical_momentum > 3:
vertical_momentum = 3
player_rect,collisions = move(player_rect,player_movement,tile_rects)
for spike in spikes_rects:
if player_rect.colliderect(spike):
player_died()
if collisions['bottom'] == True:
air_timer = 0
vertical_momentum = 0
else:
air_timer += 1
display.blit(player_img,(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_RIGHT:
moving_right = True
if event.key == K_LEFT:
moving_left = True
if event.key == K_DOWN:
moving_down = True
if event.key == K_UP and not moving_down:
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
if event.key == K_DOWN:
moving_down = False
screen.blit(pygame.transform.scale(display,WINDOW_SIZE),(0,0))
pygame.display.update()
clock.tick(60)
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