Reputation: 275
I've been trying to create a game screen but I can't seem to add a boundary around the houses on the screen so that the player doesn't walk over them. Below is my code
import pygame
import sys
from pygame import mixer
pygame.init()
playerImg = pygame.image.load('player.png')
WalkFront = [pygame.image.load('B1.png'), pygame.image.load('B2.png'),pygame.image.load('B3.png'),
pygame.image.load('B4.png')]
WalkBack = [pygame.image.load('F1.png'), pygame.image.load('F2.png'), pygame.image.load('F3.png'),
pygame.image.load('F4.png')]
WalkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png')]
WalkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png')]
walkcount = 0
clock = pygame.time.Clock()
scr = pygame.display.set_mode((800, 600))
pygame.display.set_caption('Pokemon: Red')
logo = pygame.image.load('logo.png')
pygame.display.set_icon(logo)
background = pygame.image.load('BG.png')
pallet = pygame.image.load('pallet town.png')
mixer.music.load('Start menu.mp3')
mixer.music.play(100, 0, 0)
playerX = 200
playerY = 200
up = False
down = False
left = False
right = False
def redrawgamewindow():
global walkcount
scr.fill((0, 0, 0))
scr.blit(pallet, (60, 0))
if walkcount + 1 >= 29:
walkcount = 0
if up:
scr.blit(WalkFront[walkcount // 7], (playerX, playerY))
walkcount += 1
elif down:
scr.blit(WalkBack[walkcount // 7], (playerX, playerY))
walkcount += 1
elif left:
scr.blit(WalkLeft[walkcount // 7], (playerX, playerY))
walkcount += 1
elif right:
scr.blit(WalkRight[walkcount // 7], (playerX, playerY))
walkcount += 1
else:
player(playerX, playerY)
pygame.display.update()
def player(x, y):
scr.blit(playerImg, (x, y))
def start_menu():
while True:
scr.fill((255, 255, 255))
scr.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
game()
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
pygame.display.update()
def game():
global playerX
global playerY
clock.tick(12)
mixer.music.pause()
mixer.music.load('pallet_music.mp3')
mixer.music.play(100)
playerX_change = 0
playerY_change = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
global up
global down
global left
global right
up = True
down = False
playerY_change = -0.8
elif event.key == pygame.K_DOWN:
up = False
down = True
playerY_change = 0.8
else:
up = False
down = False
walkcount = 0
if event.key == pygame.K_LEFT:
playerX_change = -1
left = True
right = False
elif event.key == pygame.K_RIGHT:
playerX_change = 1
right = True
left = False
else:
left = False
right = False
walkcount = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
playerY_change = 0
up = False
down = False
left = False
right = False
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
playerX_change = 0
up = False
down = False
left = False
right = False
playerX += playerX_change
playerY += playerY_change
if playerX <= 90:
playerX = 90
elif playerX >= 670:
playerX = 670
if playerY <= 40:
playerY = 40
elif playerY >= 540:
playerY = 540
redrawgamewindow()
start_menu()
the background image has an area on it with a house in the top left. See the background image below so you can get a better idea. what I want is for the player to not be able to walk on the house so he gets blocked at the edge.
Upvotes: 2
Views: 605
Reputation: 210909
I recommend to define a rectangular area for the house. Use pygame.Rect
. You have to find the values for hx
, hy
, hw
and hh
:
house_rect = pygame.Rect(hx, hy, hw, hh)
Create a rectangle for the player after the position of the player is changed. The size of the rectangle can be get from the pygame.Surface
object which represents the player by get_rect()
. The position has to be set by an keyword argument (topleft = (playerX, playerY)
).
Use pygame.Rect.colliderect
to evaluate if the player collides with the house and restrict the position of the player to the area outside the house:
playerX += playerX_change
player_rect = playerImg.get_rect(topleft = (playerX, playerY))
if player_rect.colliderect(house_rect):
if playerX_change > 0:
player_rect.right = house_rect.left
elif playerX_change < 0:
player_rect.left = house_rect.right
playerX = player_rect.x
playerY += playerY_change
player_rect = playerImg.get_rect(topleft = (playerX, playerY))
if player_rect.colliderect(house_rect):
if playerY_change < 0:
player_rect.top = house_rect.bottom
elif playerY_change > 0:
player_rect.bottom = house_rect.top
playerY = player_rect.y
Upvotes: 2
Reputation: 442
I guess you have to patiently make the boundaries with x and y like this:
if x > boundaryX and y > boundaryY:
xOfThePlayer -= moving
It is an example you have to change this according to your needs.
Upvotes: 1