Reputation: 119
I have created a simple piano tiles game clone in pygame.
Everything working fine except the way i am generating tiles after every certain interval, but as the game speed increases this leaves a gap between two tiles.
In the original version of the game, there's no lag (0 distance ) between two incoming tiles.
Here's a preview of the game:
Currently I am generating tiles like this:
ADDBLOCK = pygame.USEREVENT + 1
ADDTIME = 650
pygame.time.set_timer(ADDBLOCK, ADDTIME)
if event.type == ADDBLOCK:
x_col = random.randint(0,3)
block = Block(win, (67.5 * x_col, -120))
block_group.add(block)
But with time, these tiles speed increase so there's remain a gap between generation of two tiles as shown by red line in the preview. Is there any way to generate tiles consecutively?
Upvotes: 1
Views: 610
Reputation: 1497
Use a variable number
to know how many tiles have been generated since the start. This variable will start with 0, then you will add 1 to this variable every time a tile is generated.
Then, you can use a variable like scrolling
which increases continuously. You will add this scrolling to every tile y
pos to render them.
Now you just have to add a tile which y
position is like -tile_height - tile_height * number
.
If that doesn't make sense to you, look at this MRE:
import pygame
from pygame.locals import *
from random import randint
pygame.init()
screen = pygame.display.set_mode((240, 480))
clock = pygame.time.Clock()
number_of_tiles = 0
tile_height = 150
tile_surf = pygame.Surface((60, tile_height))
tiles = [] # [column, y pos]
scrolling = 0
score = 0
speed = lambda: 200 + 5*score # increase with the score
time_passed = 0
while True:
click = None # used to click on a tile
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
if event.type == MOUSEBUTTONDOWN:
click = event.pos
screen.fill((150, 200, 255))
if scrolling > number_of_tiles * tile_height:
# new tile
# use "while" instead of "if" if you want to go at really high speed
tiles.append([randint(0, 3), -tile_height - number_of_tiles * tile_height])
number_of_tiles += 1
for x, y in tiles:
screen.blit(tile_surf, (60 * x, y + scrolling))
if y + scrolling > 480: # delete any tile that is no longer visible
tiles.remove([x, y])
if click is not None and Rect((60 * x, y + scrolling), tile_surf.get_size())
.collidepoint(click):
tiles.remove([x, y]) # delete any tile that has been clicked
score += 1 # used to calculate speed
scrolling += speed() * time_passed
pygame.display.flip()
time_passed = clock.tick() / 1000
Upvotes: 1