"""
Sample Python/Pygame Programs
Simpson College Computer Science
http://programarcadegames.com/
http://simpson.edu/computer-science/
Main module for platform scroller example.
From:
http://programarcadegames.com/python_examples/sprite_sheets/
Explanation video: http://youtu.be/czBDKWJqOao
Part of a series:
http://programarcadegames.com/python_examples/f.php?file=move_with_walls_example.py
http://programarcadegames.com/python_examples/f.php?file=maze_runner.py
http://programarcadegames.com/python_examples/f.php?file=platform_jumper.py
http://programarcadegames.com/python_examples/f.php?file=platform_scroller.py
http://programarcadegames.com/python_examples/f.php?file=platform_moving.py
http://programarcadegames.com/python_examples/sprite_sheets/
Game art from Kenney.nl:
http://opengameart.org/content/platformer-art-deluxe
"""
import pygame
from pygame.locals import *
import constants
import levels
from player import Player
print(FULLSCREEN)
def main():
""" Main Program """
pygame.init()
# Set the height and width of the screen
size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Platformer with sprite sheets")
# Create the player
player = Player()
# Create all the levels
level_list = []
level_list.append(levels.Level_01(player))
level_list.append(levels.Level_02(player))
# Set the current level
current_level_no = 0
current_level = level_list[current_level_no]
active_sprite_list = pygame.sprite.Group()
player.level = current_level
player.rect.x = 340
player.rect.y = constants.SCREEN_HEIGHT - player.rect.height
active_sprite_list.add(player)
#Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.go_left()
if event.key == pygame.K_RIGHT:
player.go_right()
if event.key == pygame.K_UP:
player.jump()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and player.change_x < 0:
player.stop()
if event.key == pygame.K_RIGHT and player.change_x > 0:
player.stop()
# Update the player.
active_sprite_list.update()
# Update items in the level
current_level.update()
# If the player gets near the right side, shift the world left (-x)
if player.rect.right >= 500:
diff = player.rect.right - 500
player.rect.right = 500
current_level.shift_world(-diff)
# If the player gets near the left side, shift the world right (+x)
if player.rect.left <= 120:
diff = 120 - player.rect.left
player.rect.left = 120
current_level.shift_world(diff)
# If the player gets to the end of the level, go to the next level
current_position = player.rect.x + current_level.world_shift
if current_position < current_level.level_limit:
player.rect.x = 120
if current_level_no < len(level_list)-1:
current_level_no += 1
current_level = level_list[current_level_no]
player.level = current_level
# ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
current_level.draw(screen)
active_sprite_list.draw(screen)
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Limit to 60 frames per second
clock.tick(60)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Be IDLE friendly. If you forget this line, the program will 'hang'
# on exit.
pygame.quit()
if __name__ == "__main__":
main()
"""
Global constants
"""
# Colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
BLUE = ( 0, 0, 255)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
import pygame
import constants
import platforms
class Level():
""" This is a generic super-class used to define a level.
Create a child class for each level with level-specific
info. """
def __init__(self, player):
""" Constructor. Pass in a handle to player. Needed for when moving platforms
collide with the player. """
# Lists of sprites used in all levels. Add or remove
# lists as needed for your game.
self.platform_list = None
self.enemy_list = None
# Background image
self.background = None
# How far this world has been scrolled left/right
self.world_shift = 0
self.level_limit = -1000
self.platform_list = pygame.sprite.Group()
self.enemy_list = pygame.sprite.Group()
self.player = player
# Update everythign on this level
def update(self):
""" Update everything in this level."""
self.platform_list.update()
self.enemy_list.update()
def draw(self, screen):
""" Draw everything on this level. """
# Draw the background
# We don't shift the background as much as the sprites are shifted
# to give a feeling of depth.
screen.fill(constants.BLUE)
screen.blit(self.background,(self.world_shift // 3,0))
# Draw all the sprite lists that we have
self.platform_list.draw(screen)
self.enemy_list.draw(screen)
def shift_world(self, shift_x):
""" When the user moves left/right and we need to scroll everything: """
# Keep track of the shift amount
self.world_shift += shift_x
# Go through all the sprite lists and shift
for platform in self.platform_list:
platform.rect.x += shift_x
for enemy in self.enemy_list:
enemy.rect.x += shift_x
# Create platforms for the level
class Level_01(Level):
""" Definition for level 1. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load("background_01.png").convert()
self.background.set_colorkey(constants.WHITE)
self.level_limit = -2500
# Array with type of platform, and x, y location of the platform.
level = [ [platforms.GRASS_LEFT, 500, 500],
[platforms.GRASS_MIDDLE, 570, 500],
[platforms.GRASS_RIGHT, 640, 500],
[platforms.GRASS_LEFT, 800, 400],
[platforms.GRASS_MIDDLE, 870, 400],
[platforms.GRASS_RIGHT, 940, 400],
[platforms.GRASS_LEFT, 1000, 500],
[platforms.GRASS_MIDDLE, 1070, 500],
[platforms.GRASS_RIGHT, 1140, 500],
[platforms.STONE_PLATFORM_LEFT, 1120, 280],
[platforms.STONE_PLATFORM_MIDDLE, 1190, 280],
[platforms.STONE_PLATFORM_RIGHT, 1260, 280],
]
# Go through the array above and add platforms
for platform in level:
block = platforms.Platform(platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = platforms.MovingPlatform(platforms.STONE_PLATFORM_MIDDLE)
block.rect.x = 1350
block.rect.y = 280
block.boundary_left = 1350
block.boundary_right = 1600
block.change_x = 1
block.player = self.player
block.level = self
self.platform_list.add(block)
# Create platforms for the level
class Level_02(Level):
""" Definition for level 2. """
def __init__(self, player):
""" Create level 1. """
# Call the parent constructor
Level.__init__(self, player)
self.background = pygame.image.load("background_02.png").convert()
self.background.set_colorkey(constants.WHITE)
self.level_limit = -1000
# Array with type of platform, and x, y location of the platform.
level = [ [platforms.STONE_PLATFORM_LEFT, 500, 550],
[platforms.STONE_PLATFORM_MIDDLE, 570, 550],
[platforms.STONE_PLATFORM_RIGHT, 640, 550],
[platforms.GRASS_LEFT, 800, 400],
[platforms.GRASS_MIDDLE, 870, 400],
[platforms.GRASS_RIGHT, 940, 400],
[platforms.GRASS_LEFT, 1000, 500],
[platforms.GRASS_MIDDLE, 1070, 500],
[platforms.GRASS_RIGHT, 1140, 500],
[platforms.STONE_PLATFORM_LEFT, 1120, 280],
[platforms.STONE_PLATFORM_MIDDLE, 1190, 280],
[platforms.STONE_PLATFORM_RIGHT, 1260, 280],
]
# Go through the array above and add platforms
for platform in level:
block = platforms.Platform(platform[0])
block.rect.x = platform[1]
block.rect.y = platform[2]
block.player = self.player
self.platform_list.add(block)
# Add a custom moving platform
block = platforms.MovingPlatform(platforms.STONE_PLATFORM_MIDDLE)
block.rect.x = 1500
block.rect.y = 300
block.boundary_top = 100
block.boundary_bottom = 550
block.change_y = -1
block.player = self.player
block.level = self
self.platform_list.add(block)
"""
This module is used to hold the Player class. The Player represents the user-
controlled sprite on the screen.
"""
import pygame
import constants
from platforms import MovingPlatform
from spritesheet_functions import SpriteSheet
class Player(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the player
controls. """
# -- Methods
def __init__(self):
""" Constructor function """
# Call the parent's constructor
super().__init__()
# -- Attributes
# Set speed vector of player
self.change_x = 0
self.change_y = 0
# This holds all the images for the animated walk left/right
# of our player
self.walking_frames_l = []
self.walking_frames_r = []
# What direction is the player facing?
self.direction = "R"
# List of sprites we can bump against
self.level = None
sprite_sheet = SpriteSheet("p1_walk.png")
# Load all the right facing images into a list
image = sprite_sheet.get_image(0, 0, 66, 90)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(66, 0, 66, 90)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(132, 0, 67, 90)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(0, 93, 66, 90)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(66, 93, 66, 90)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(132, 93, 72, 90)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(0, 186, 70, 90)
self.walking_frames_r.append(image)
# Load all the right facing images, then flip them
# to face left.
image = sprite_sheet.get_image(0, 0, 66, 90)
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(66, 0, 66, 90)
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(132, 0, 67, 90)
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(0, 93, 66, 90)
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(66, 93, 66, 90)
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(132, 93, 72, 90)
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
image = sprite_sheet.get_image(0, 186, 70, 90)
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
# Set the image the player starts with
self.image = self.walking_frames_r[0]
# Set a reference to the image rect.
self.rect = self.image.get_rect()
def update(self):
""" Move the player. """
# Gravity
self.calc_grav()
# Move left/right
self.rect.x += self.change_x
pos = self.rect.x + self.level.world_shift
if self.direction == "R":
frame = (pos // 30) % len(self.walking_frames_r)
self.image = self.walking_frames_r[frame]
else:
frame = (pos // 30) % len(self.walking_frames_l)
self.image = self.walking_frames_l[frame]
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# If we are moving right,
# set our right side to the left side of the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
elif self.change_x < 0:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
elif self.change_y < 0:
self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
if isinstance(block, MovingPlatform):
self.rect.x += block.change_x
def calc_grav(self):
""" Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
# See if we are on the ground.
if self.rect.y >= constants.SCREEN_HEIGHT - self.rect.height and self.change_y >= 0:
self.change_y = 0
self.rect.y = constants.SCREEN_HEIGHT - self.rect.height
def jump(self):
""" Called when user hits 'jump' button. """
# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down 1
# when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= constants.SCREEN_HEIGHT:
self.change_y = -10
# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self.change_x = -6
self.direction = "L"
def go_right(self):
""" Called when the user hits the right arrow. """
self.change_x = 6
self.direction = "R"
def stop(self):
""" Called when the user lets off the keyboard. """
self.change_x = 0
"""
This module is used to pull individual sprites from sprite sheets.
"""
import pygame
import constants
class SpriteSheet(object):
""" Class used to grab images out of a sprite sheet. """
def __init__(self, file_name):
""" Constructor. Pass in the file name of the sprite sheet. """
# Load the sprite sheet.
self.sprite_sheet = pygame.image.load(file_name).convert()
def get_image(self, x, y, width, height):
""" Grab a single image out of a larger spritesheet
Pass in the x, y location of the sprite
and the width and height of the sprite. """
# Create a new blank image
image = pygame.Surface([width, height]).convert()
# Copy the sprite from the large sheet onto the smaller image
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
# Assuming black works as the transparent color
image.set_colorkey(constants.BLACK)
# Return the image
return image