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- import pygame
- # Global constants
- # Colors
- BLACK = ( 0, 0, 0)
- WHITE = ( 255, 255, 255)
- BLUE = ( 0, 0, 255)
- RED = ( 255, 0, 0)
- GREEN = ( 0, 255, 0)
- # Screen dimensions
- SCREEN_WIDTH = 800
- SCREEN_HEIGHT = 600
- class Player(pygame.sprite.Sprite):
- """ This class represents the bar at the bottom that the player
- controls. """
- # -- Methods
- def __init__(self):
- """ Constructor function """
- # Call the parent's constructor
- super().__init__()
- # Create an image of the block, and fill it with a color.
- # This could also be an image loaded from the disk.
- width = 40
- height = 60
- self.image = pygame.Surface([width, height])
- self.image.fill(RED)
- # Set a referance to the image rect.
- self.rect = self.image.get_rect()
- # Set speed vector of player
- self.change_x = 0
- self.change_y = 0
- # List of sprites we can bump against
- self.level = None
- def update(self):
- """ Move the player. """
- # Gravity
- self.calc_grav()
- # Move left/right
- self.rect.x += self.change_x
- # See if we hit anything
- block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
- for block in block_hit_list:
- # If we are moving right,
- # set our right side to the left side of the item we hit
- if self.change_x > 0:
- self.rect.right = block.rect.left
- elif self.change_x < 0:
- # Otherwise if we are moving left, do the opposite.
- self.rect.left = block.rect.right
- # Move up/down
- self.rect.y += self.change_y
- # Check and see if we hit anything
- block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
- for block in block_hit_list:
- # Reset our position based on the top/bottom of the object.
- if self.change_y > 0:
- self.rect.bottom = block.rect.top
- elif self.change_y < 0:
- self.rect.top = block.rect.bottom
- # Stop our vertical movement
- self.change_y = 0
- def calc_grav(self):
- """ Calculate effect of gravity. """
- if self.change_y == 0:
- self.change_y = 1
- else:
- self.change_y += .35
- # See if we are on the ground.
- if self.rect.y >= SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
- self.change_y = 0
- self.rect.y = SCREEN_HEIGHT - self.rect.height
- def jump(self):
- """ Called when user hits 'jump' button. """
- # move down a bit and see if there is a platform below us.
- # Move down 2 pixels because it doesn't work well if we only move down 1
- # when working with a platform moving down.
- self.rect.y += 2
- platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
- self.rect.y -= 2
- # If it is ok to jump, set our speed upwards
- if len(platform_hit_list) > 0 or self.rect.bottom >= SCREEN_HEIGHT:
- self.change_y = -10
- # Player-controlled movement:
- def go_left(self):
- """ Called when the user hits the left arrow. """
- self.change_x = -6
- def go_right(self):
- """ Called when the user hits the right arrow. """
- self.change_x = 6
- def stop(self):
- """ Called when the user lets off the keyboard. """
- self.change_x = 0
- class Platform(pygame.sprite.Sprite):
- """ Platform the user can jump on """
- def __init__(self, width, height):
- """ Platform constructor. Assumes constructed with user passing in
- an array of 5 numbers like what's defined at the top of this
- code. """
- super().__init__()
- self.image = pygame.Surface([width, height])
- self.image.fill(GREEN)
- self.rect = self.image.get_rect()
- class Level(object):
- """ This is a generic super-class used to define a level.
- Create a child class for each level with level-specific
- info. """
- # Lists of sprites used in all levels. Add or remove
- # lists as needed for your game.
- platform_list = None
- enemy_list = None
- # Background image
- background = None
- def __init__(self, player):
- """ Constructor. Pass in a handle to player. Needed for when moving platforms
- collide with the player. """
- self.platform_list = pygame.sprite.Group()
- self.enemy_list = pygame.sprite.Group()
- self.player = player
- # Update everythign on this level
- def update(self):
- """ Update everything in this level."""
- self.platform_list.update()
- self.enemy_list.update()
- def draw(self, screen):
- """ Draw everything on this level. """
- # Draw the background
- screen.fill(BLUE)
- # Draw all the sprite lists that we have
- self.platform_list.draw(screen)
- self.enemy_list.draw(screen)
- # Create platforms for the level
- class Level_01(Level):
- """ Definition for level 1. """
- def __init__(self, player):
- """ Create level 1. """
- # Call the parent constructor
- Level.__init__(self, player)
- # Array with width, height, x, and y of platform
- level = [[210, 70, 500, 500],
- [210, 70, 200, 400],
- [210, 70, 600, 300],
- ]
- # Go through the array above and add platforms
- for platform in level:
- block = Platform(platform[0], platform[1])
- block.rect.x = platform[2]
- block.rect.y = platform[3]
- block.player = self.player
- self.platform_list.add(block)
- def main():
- """ Main Program """
- pygame.init()
- # Set the height and width of the screen
- size = [SCREEN_WIDTH, SCREEN_HEIGHT]
- screen = pygame.display.set_mode(size)
- pygame.display.set_caption("Platformer Jumper")
- # Create the player
- player = Player()
- # Create all the levels
- level_list = []
- level_list.append( Level_01(player) )
- # Set the current level
- current_level_no = 0
- current_level = level_list[current_level_no]
- active_sprite_list = pygame.sprite.Group()
- player.level = current_level
- player.rect.x = 340
- player.rect.y = SCREEN_HEIGHT - player.rect.height
- active_sprite_list.add(player)
- #Loop until the user clicks the close button.
- done = False
- # Used to manage how fast the screen updates
- clock = pygame.time.Clock()
- # -------- Main Program Loop -----------
- while not done:
- for event in pygame.event.get(): # User did something
- if event.type == pygame.QUIT: # If user clicked close
- done = True # Flag that we are done so we exit this loop
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_LEFT:
- player.go_left()
- if event.key == pygame.K_RIGHT:
- player.go_right()
- if event.key == pygame.K_UP:
- player.jump()
- print(player.rect.y)
- if event.type == pygame.KEYUP:
- if event.key == pygame.K_LEFT and player.change_x < 0:
- player.stop()
- if event.key == pygame.K_RIGHT and player.change_x > 0:
- player.stop()
- # Update the player.
- active_sprite_list.update()
- # Update items in the level
- current_level.update()
- # If the player gets near the right side, shift the world left (-x)
- if player.rect.right > SCREEN_WIDTH:
- player.rect.right = SCREEN_WIDTH
- # If the player gets near the left side, shift the world right (+x)
- if player.rect.left < 0:
- player.rect.left = 0
- # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
- current_level.draw(screen)
- active_sprite_list.draw(screen)
- # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
- # Limit to 60 frames per second
- clock.tick(60)
- # Go ahead and update the screen with what we've drawn.
- pygame.display.flip()
- # Be IDLE friendly. If you forget this line, the program will 'hang'
- # on exit.
- pygame.quit()
- if __name__ == "__main__":
- main()
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