pygame from pygame.locals import * pygame.init() clock = pygame.time.Clock() fps = 60 screen_width = 1000 screen_height = 1000 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('plaltformer') #define game variables tile_size = 50 #load images sun_img = pygame.image.load('sun.png') bg_img = pygame.image.load('sky.png') def draw_grid(): for line in range(0, 20): pygame.draw.line(screen, (255,255,255), (0, line * tile_size), (screen_width, line * tile_size)) pygame.draw.line(screen, (255,255,255), (line * tile_size,0), (line * tile_size, screen_height)) class Player(): def __init__(self, x, y): self.images_right = [] self.images_left = [] self.index = 0 self.counter = 0 for num in range(1, 5): img_right = pygame.image.load(f'guy{num}.png') img_right = pygame.transform.scale(img_right, (40, 80)) img_left = pygame.transform.flip(img_right, True, False) self.images_right.append(img_right) self.images_left.append(img_left) self.image = self.images_right[self.index] self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.width = self.image.get_width() self.height = self.image.get_height() self.vel_y = 0 self.jumped = False self.direction = 0 def update(self): dx = 0 dy = 0 walk_cooldown = 5 #get keypresses key = pygame.key.get_pressed() if key[pygame.K_SPACE] and self.jumped == False: self.vel_y = -15 self.jumped = True if key[pygame.K_SPACE]== False: self.jumped = False if key[pygame.K_LEFT]: dx -= 5 self.counter += 1 self.direction = -1 if key[pygame.K_RIGHT]: dx += 5 self.counter += 1 self.direction = 1 if key[pygame.K_LEFT] == False and key[pygame.K_RIGHT] == False: self.counter self.index = 0 if self.direction == 1: self.image = self.images_right[self.index] if self.direction == -1: self.image = self.images_left[self.index] #handle animation if self .counter > walk_cooldown: self.counter = 0 self.index += 1 if self.index >= len(self.images_right): self.index = 0 if self.direction == 1: self.image = self.images_right[self.index] if self.direction == -1: self.image = self.images_left[self.index] #add gravity self.vel_y += 1 if self.vel_y > 10: self.vel_y = 10 dy += self.vel_y #check for collusion for tile in world.tile_list: #check for collusion in x diret if tile[1].colliderect(self.rect.x + dx, self.rect.y, self.width, self.height): dx = 0 #cjeck for collusion in y direction if tile[1].colliderect(self.rect.x, self.rect.y + dy, self.width, self.height): #checj below the ground jumping if self.vel_y < 0: dy = tile[1].bottom - self.rect.top self.vel_y = 0 #falling elif self.vel_y >= 0: dy = tile[1].top - self.rect.bottom self.vel_y = 0 #update player coordinates self.rect.x += dx self.rect.y += dy if self.rect.bottom > screen_height: self.rect.bottom = screen_height dy = 0 #draw player onto scrreen screen.blit(self.image, self.rect) pygame.draw.rect(screen, (255, 255, 255), self.rect, 2) class World(): def __init__(self, data): self.tile_list = [] #load images dirt_img = pygame.image.load('dirt.png') grass_img = pygame.image.load('grass.png') row_count = 0 for row in data: col_count = 0 for tile in row: if tile == 1: img = pygame.transform.scale(dirt_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size title = (img, img_rect) self.tile_list.append(title) if tile == 2: img = pygame.transform.scale(grass_img, (tile_size, tile_size)) img_rect = img.get_rect() img_rect.x = col_count * tile_size img_rect.y = row_count * tile_size title = (img, img_rect) self.tile_list.append(title) col_count += 1 row_count += 1 def draw(self): for tile in self .tile_list: screen.blit(tile[0], tile[1]) pygame.draw.rect(screen, (255, 255, 255), tile[1],2) class enemy(pygame.sprite.Sprite): def __init world_data = [ [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, 1], [1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 1], [1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 2, 2, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 7, 0, 5, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 1], [1, 7, 0, 0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 2, 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, 7, 0, 0, 7, 0, 0, 0, 0, 1], [1, 0, 2, 0, 0, 7, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 2, 0, 0, 4, 0, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 1], [1, 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, 7, 0, 7, 0, 0, 0, 0, 2, 0, 1], [1, 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, 2, 0, 2, 0, 2, 2, 2, 2, 2, 1], [1, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 6, 6, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] ] player = Player(100, screen_height - 130) world = World(world_data) run = True while run: clock.tick(fps) screen.blit(bg_img,(0,0)) screen.blit(sun_img, (100, 100)) world.draw() player.update() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.display.update() pygame.quit()