import pygame import sys from pygame.locals import * pygame.init() vec = pygame.math.Vector2 # 2 for two dimensional HEIGHT = 450 WIDTH = 400 ACC = 0.5 FRIC = -0.12 FPS = 60 FramePerSec = pygame.time.Clock() display_surface = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("game") class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((30, 30)) self.surf.fill((128, 255, 40)) self.rect = self.surf.get_rect(center=(50, 420)) self.pos = vec(50, 420) self.vel = vec(0, 0) self.acc = vec(0, 0) def move(self): self.acc = vec(0, 0.5) keys = pygame.key.get_pressed() if keys[K_LEFT]: self.acc.x = -ACC if keys[K_RIGHT]: self.acc.x = ACC # equations of motion self.acc.x += self.vel.x * FRIC self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos def check_collision(self, platforms): hits = pygame.sprite.spritecollide(self, platforms, False) if hits: self.vel.y = 0 self.pos.y = hits[0].rect.top + 1 self.rect.midbottom = self.pos class Platform(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((WIDTH, 20)) self.surf.fill((255, 0, 0)) self.rect = self.surf.get_rect(center=(WIDTH / 2, HEIGHT - 10)) PT1 = Platform() P1 = Player() all_sprites = pygame.sprite.Group() all_sprites.add(PT1) all_sprites.add(P1) platforms = pygame.sprite.Group() platforms.add(PT1) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() display_surface.fill((0, 0, 0)) P1.move() P1.check_collision(platforms) # Draw all sprites for entity in all_sprites: display_surface.blit(entity.surf, entity.rect) pygame.display.update() FramePerSec.tick(FPS)