Reputation: 250
I am making a platformer type game but I have run into two problems.
My Sprite is confined to a small box in the centered in the window. How do I make it so he can cover the entire window?
When I move the old sprite is not removed. It make it appear that there is a tail following the sprite.
Help for either would be appreciated!
import random, sys, copy, os, pygame, time, math
from pygame.locals import *
TILESIZE = 20
WINDOWWIDTH = 1280
WINDOWHEIGHT = 720
FPS = 30
floorx = (WINDOWHEIGHT - (TILESIZE))
floory = (WINDOWWIDTH / TILESIZE)
TileOffset = 20
tilesNeeded = (WINDOWWIDTH / TILESIZE)
floorSize = TILESIZE * 2
OUTSIDE_DECORATION_PCT = 20
HALF_WINDOWHEIGHT = (WINDOWHEIGHT / 2)
HALF_WINDOWWIDTH = (WINDOWWIDTH / 2)
CAMERASLACK = 25
MOVERATE = 9
BOUNCERATE = 6
BOUNCEHEIGHT = 30
INVULTIME = 2
GAMEOVERTIME = 4
MAXHEALTH = 3
STARTSIZE = 30
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
LIGHTGRAY = (174, 174, 174)
DARKGRAY = ( 41, 41, 41)
MEDGRAY = (101, 101, 101)
SKYBLUE = (200, 210, 255)
DARKTURQUOISE = ( 3, 54, 73)
GREEN = ( 0, 92, 7)
LIGHTGREEN = ( 0, 135, 15)
BGCOLOR = LIGHTGRAY
TEXTCOLOR = BLACK
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, TILESIZE, floorx, floory, floorCovered, tilesNeeded, OUTSIDEDECOMAPPING, L_Monster, R_Monster, BGIMAGE
pygame.init()
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
FPSCLOCK = pygame.time.Clock()
pygame.display.set_caption('Alpha One')
# Set up the background image.
boardImage = pygame.image.load('bg.png')
# Use smoothscale() to stretch the board image to fit the entire board:
boardImageRect = boardImage.get_rect()
boardImageRect.topleft = (0, 0)
BGIMAGE = pygame.image.load('bg.png')
# Use smoothscale() to stretch the background image to fit the entire window:
BGIMAGE = pygame.transform.smoothscale(BGIMAGE, (WINDOWWIDTH, WINDOWHEIGHT))
BGIMAGE.blit(boardImage, boardImageRect)
#Draw the background
DISPLAYSURF.blit(BGIMAGE, BGIMAGE.get_rect())
#Draw the Floor
drawFloor()
L_Monster = pygame.image.load('monster.png')
L_Monster = pygame.transform.scale(L_Monster, (1000, 600))
R_Monster = pygame.transform.flip(L_Monster, True, False)
pygame.display.flip()
#Main Game Loop
while True:
runGame()
#pygame.display.update()
def runGame():
invulnerableMode = False
invulnerableStartTime = 0
gameOverMode = False
gameOverStartTime = 0
winMode = False
camerax = 0
cameray = 0
playerObj = {'surface': pygame.transform.scale(L_Monster,(STARTSIZE, STARTSIZE)),
'facing': LEFT,
'size': STARTSIZE,
'x': HALF_WINDOWWIDTH,
'y': HALF_WINDOWHEIGHT,
'bounce':0,
'health': MAXHEALTH}
moveLeft = False
moveRight = False
moveUp = False
moveDown = False
while True:
DISPLAYSURF.blit(BGIMAGE, BGIMAGE.get_rect())
drawFloor()
#DISPLAYSURF.fill(WHITE)
if invulnerableMode and time.time() - invulnerableStartTime > INVULNTIME:
invulnerableMode = False
playerCenterx = playerObj['x'] + int(playerObj['size'] / 2)
playerCentery = playerObj['y'] + int(playerObj['size'] / 2)
if (camerax + HALF_WINDOWWIDTH) - playerCenterx > CAMERASLACK:
camerax = playerCenterx + CAMERASLACK - HALF_WINDOWWIDTH
elif playerCenterx - (camerax +HALF_WINDOWWIDTH) > CAMERASLACK:
camerax = playerCenterx - CAMERASLACK - HALF_WINDOWWIDTH
if (cameray + HALF_WINDOWHEIGHT) - playerCentery > CAMERASLACK:
cameray = playerCentery + CAMERASLACK - HALF_WINDOWHEIGHT
elif playerCentery - (cameray +HALF_WINDOWHEIGHT) > CAMERASLACK:
cameray = playerCentery - CAMERASLACK - HALF_WINDOWHEIGHT
flashIsOn = round(time.time(), 1) * 10 % 2 == 1
if not gameOverMode and not (invulnerableMode and flashIsOn):
playerObj['rect'] = pygame.Rect((playerObj['x'] - camerax,
playerObj['y'] - cameray - getBounceAmount(playerObj['bounce'], BOUNCERATE, BOUNCEHEIGHT),
playerObj['size'],
playerObj['size']))
DISPLAYSURF.blit(playerObj['surface'], playerObj['rect'])
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if event.key in (K_UP, K_w):
moveDown = False
moveUp = True
elif event.key in (K_DOWN, K_s):
moveUp = False
moveDown = True
elif event.key in (K_LEFT, K_a):
moveRight = False
moveLeft = True
if playerObj['facing'] == RIGHT:
playerObj['surface'] = pygame.transform.scale(L_Monster, (playerObj['size'], playerObj['size']))
playerObj['facing'] == LEFT
elif event.key in (K_RIGHT, K_d):
moveLeft = False
moveRight = True
if playerObj['facing'] == LEFT:
playerObj['surface'] = pygame.transform.scale(R_Monster, (playerObj['size'], playerObj['size']))
playerObj['facing'] = RIGHT
elif winMode and event.key == K_r:
return
elif event.type == KEYUP:
if event.key in (K_LEFT, K_a):
moveLeft = False
elif event.key in (K_RIGHT, K_d):
moveRight = False
elif event.key in (K_UP, K_w):
moveUp = False
elif event.key in (K_DOWN, K_s):
moveDown = False
elif event.key == K_ESCAPE:
terminate()
if not gameOverMode:
if moveLeft:
playerObj['x'] -= MOVERATE
if moveRight:
playerObj['x'] += MOVERATE
if moveUp:
playerObj['y'] -= MOVERATE
if moveDown:
playerObj['y'] += MOVERATE
if (moveLeft or moveRight or moveUp or moveDown) or playerObj['bounce'] != 0:
playerObj['bounce'] += 1
if playerObj['bounce'] > BOUNCERATE:
playerObj['bounce'] = 0
else:
# game is over, show "game over" text
DISPLAYSURF.blit(gameOverSurf, gameOverRect)
if time.time() - gameOverStartTime > GAMEOVERTIME:
return
if winMode:
DISPLAYSURF.blit(winSurf, winRect)
DISPLAYSURF.blit(winSurf2, winRect2)
pygame.display.update()
FPSCLOCK.tick(FPS)
def getBounceAmount(currentBounce, bounceRate, bounceHeight):
return int(math.sin( (math.pi / float(bounceRate)) * currentBounce ) * bounceHeight)
def getRandomOffCameraPos(camerax, cameray, objWidth, objHeight):
# create a Rect of the camera view
cameraRect = pygame.Rect(camerax, cameray, WINDOWWIDTH, WINDOWHEIGHT)
while True:
x = random.randint(camerax - WINDOWWIDTH, camerax + (2 * WINDOWWIDTH))
y = random.randint(cameray - WINDOWHEIGHT, cameray + (2 * WINDOWHEIGHT))
# create a Rect object with the random coordinates and use colliderect()
# to make sure the right edge isn't in the camera view.
objRect = pygame.Rect(x, y, objWidth, objHeight)
if not objRect.colliderect(cameraRect):
return x, y
def isOutsideActiveArea(camerax, cameray, obj):
boundsLeftEdge = camerax - WINDOWWIDTH
boundsTopEdge = cameray - WINDOWHEIGHT
boundsRect = pygame.Rect(boundsLeftEdge, boundsTopEdge, WINDOWWIDTH * 3, WINDOWHEIGHT * 3)
objRect = pygame.Rect(obj['x'], obj['y'], obj['width'], obj['height'])
return not boundsRect.colliderect(objRect)
def checkForQuit():
for event in pygame.event.get(QUIT): # get all the QUIT events
terminate() # terminate if any QUIT events are present
for event in pygame.event.get(KEYUP): # get all the KEYUP events
if event.key == K_ESCAPE:
terminate() # terminate if the KEYUP event was for the Esc key
pygame.event.post(event)
def drawFloor():
#Open the image used for tiles and initialize N
floorTile = pygame.image.load('tile.png')
N = 0
while (N < tilesNeeded):
DISPLAYSURF.blit(floorTile,((20 * N, (floorx + (TILESIZE/4)) - TILESIZE)), )
DISPLAYSURF.blit(floorTile,(20 * N, (floorx + (TILESIZE/4))))
N = N + 1
#Updates the display
pygame.display.flip()
def checkCollide():
FLOOR_SURF = pygame.Rect( 0, (WINDOWHEIGHT - (TILESIZE * 2)), WINDOWWIDTH, WINDOWHEIGHT)
def terminate():
pygame.quit()
sys.exit()
if __name__ == '__main__':
main()
Upvotes: 1
Views: 859
Reputation: 2679
The reason you're getting the "tail" of your sprite is because you're not clearing the screen before you begin drawing a new frame. One way to handle this would be to enter something like the following at the beginning of runGame():
DISPLAYSURF.fill(white)
This will "clear" the surface by covering everything in white. When you begin drawing images for that frame, they will be drawn over a blank white surface. The caveat to this is that you will need to redraw every sprite on the screen, not just the ones that have moved in the last frame.
For the first question, if you're asking how to scale the size of the image, you would use the scale function from pygame.transform
L_monster = pygame.transform.scale(L_monster, (500, 500))
This creates a new surface by transforming the given surface to the new size given by the tuple.
http://www.pygame.org/docs/ref/transform.html#pygame.transform.scale
Upvotes: 3