Reputation: 47
I am attempting to create a game that lets a block move "jump" and land on a platform above it. Then, jump again to the next platform.
Unfortunately, my code currently just stops when the block touches the bottom of the platform and moves no further. I am unsure why as i believe it should only stop when the bottom of the block hits the line
Specifically am looking at this bit of code, but full code below for context:
#the floor landing code
def hasJumperLanded(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]:
if isFloorTouching(a.bottom, b):
return True
def isFloorTouching(y, rect):
if (y > rect.top) and (y < rect.bottom):
return True
else:
return False
snip
#stop when land on floor
for n in range(len(floors)):
if (hasJumperLanded(j['rect'], floors[n]['line'])):
j['jump'] = STILL
Full code context:
import pygame, sys, time
from pygame.locals import *
#the deadzone collision code
def doRectsOverlap(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]:
if ((isPointInsideRect(a.left, a.top, b)) or
(isPointInsideRect(a.left, a.bottom, b)) or
(isPointInsideRect(a.right, a.top, b)) or
(isPointInsideRect(a.right, a.bottom, b))):
return True
return False
def isPointInsideRect(x, y, rect):
if (x > rect.left) and (x < rect.right) and (y > rect.top) and (y < rect.bottom):
return True
else:
return False
#the floor landing code
def hasJumperLanded(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]:
if isFloorTouching(a.bottom, b):
return True
def isFloorTouching(y, rect):
if (y > rect.top) and (y < rect.bottom):
return True
else:
return False
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
WINDOWWIDTH = 480
WINDOWHEIGHT = 800
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32)
pygame.display.set_caption('Jumper')
#Directions
LEFT = 4
RIGHT = 6
UP = 8
DOWN = 2
STILL = 5
#blocks location for jumping
#BLOCKLOCY = 700
#Binary for stopping movement
#STOPPER = 0
MOVESPEED = 1
# set up the colors
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
j = {'rect':pygame.Rect(240, 700, 20, 20), 'color':GREEN, 'dir':LEFT, 'jump':STILL}
f1 = {'line':pygame.Rect(0,720,480,2), 'color':GREEN, 'dir':STILL}
f2 = {'line':pygame.Rect(0,650,480,2), 'color':GREEN, 'dir':STILL}
floors = [f1,f2]
# run the game loop
while True:
# check for the QUIT event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# draw the black background onto the surface
windowSurface.fill(BLACK)
# This way or that way. Speed Code
if j['dir'] == LEFT:
j['rect'].left -= MOVESPEED
if j['dir'] == RIGHT:
j['rect'].left += MOVESPEED
#JUST JUMP ALREADY!
if j['jump'] == UP:
j['rect'].bottom -= MOVESPEED
#BLOCKLOCY -= MOVESPEED
#Bouce when side hitting
if j['rect'].left < 0:
j['dir'] = RIGHT
if j['rect'].left > WINDOWWIDTH-j['rect'].width:
j['dir'] = LEFT
#Press to Jump
if event.type == KEYDOWN:
if event.key == K_SPACE:
j['jump'] = UP
#stop when land on floor
for n in range(len(floors)):
if (hasJumperLanded(j['rect'], floors[n]['line'])):
j['jump'] = STILL
#Floor controll code for moving level - not working currently
for f in floors:
#if f['dir'] == DOWN:
# f['line'].y += MOVESPEED
# if event.type == KEYDOWN:
# if event.key == K_SPACE:
# f['dir'] = DOWN
# if f['line'].top == BLOCKLOCY:
# f['dir'] = STILL
# STOPPER = 1
#if f['line'].bottom == BLOCKLOCY:
# f['dir'] = STILL
# STOPPER = 1
# draw the block onto the surface
pygame.draw.rect(windowSurface, j['color'], j['rect'])
pygame.draw.rect(windowSurface, f['color'], f['line'])
# draw the window onto the screen
pygame.display.update()
mainClock.tick(1000)
Upvotes: 0
Views: 89
Reputation: 374
#the floor landing code
def hasJumperLanded(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]: ## **
if isFloorTouching(a.bottom, b):
return True
Take a look at the line I marked in this snippet.
Here You are checking the rects to collide both ways.
So you loose the meaning of which one is the floor and which one is moving.
If you just check (rect1, rect2) you will see the difference.
--
EDIT:
Check this out
def hasJumperLanded(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]:
if isFloorTouching(rect1, rect2):
return True
def isFloorTouching(y, rect):
if (y.bottom > rect.top) and (y.bottom < rect.bottom):
return True
else:
return False
It is more logical to handle the meaning of the floor inside the isFloorTouching() function.
Upvotes: 1