I make a tile game in python using the library PyGame. The essence of the game: there is a square that we control and enemies that will appear on all sides. I have a problem with the appearance of enemies, I can not make the enemies along the X coordinate appear exactly on the tile. Now they appear at a random point along the X coordinate, but they need to be on the tiles.
Here is the code:
import sys
import pygame as pg
import random
WHITE = (255, 255, 255,)
BLACK = (0, 0, 0)
DARKGREY = (40, 40, 40)
LIGHTGREY = (100, 100, 100)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
WIDTH = 1008 # 16 * 64 или 32 * 32 или 64 * 16
HEIGHT = 768 # 16 * 48 или 32 * 24 или 64 * 12
FPS = 60
TITLE = "TITLE GAME"
BGCOLOR = DARKGREY
TILESIZE = 48
GRIDWIDTH = WIDTH / TILESIZE
GRIDHEIGHT = HEIGHT / TILESIZE
class Player(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.x = x
self.y = y
def move(self, dx=0, dy=0):
if not self.colide_with_walls(dx, dy):
self.x += dx
self.y += dy
def colide_with_walls(self, dx=0, dy=0):
for wall in self.game.walls:
if wall.x == self.x + dx and wall.y == self.y + dy:
return True
return False
def update(self):
self.rect.x = self.x * TILESIZE
self.rect.y = self.y * TILESIZE
class Wall(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.all_sprites, game.walls
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.x, self.y = x, y
self.rect.x = x * TILESIZE
self.rect.y = y * TILESIZE
class Mob(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(6, 9)
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT + TILESIZE:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(6, 9)
class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
pg.key.set_repeat(1, 15)
def new(self):
self.all_sprites = pg.sprite.Group()
self.walls = pg.sprite.Group()
self.mobs = pg.sprite.Group()
self.player = Player(self, 10, 10)
for i in range(10):
m = Mob()
self.all_sprites.add(m)
self.mobs.add(m)
for x in range(-1, 22):
Wall(self, x, -1)
for x in range(-1, 22):
Wall(self, x, 16)
for x in range(-1, 17):
Wall(self, -1, x)
for x in range(-1, 17):
Wall(self, 21, x)
def run(self):
self.playing = True
while self.playing:
self.dt = self.clock.tick(FPS) / 1000
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
self.all_sprites.update()
def draw_grid(self):
for x in range(0, WIDTH, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
for y in range(0, HEIGHT, TILESIZE):
pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
def draw(self):
self.screen.fill(BGCOLOR)
self.draw_grid()
self.all_sprites.draw(self.screen)
pg.display.flip()
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
if event.key == pg.K_LEFT:
self.player.move(dx=-1)
if event.key == pg.K_RIGHT:
self.player.move(dx=1)
if event.key == pg.K_UP:
self.player.move(dy=-1)
if event.key == pg.K_DOWN:
self.player.move(dy=1)
g = Game()
while True:
g.new()
g.run()
You can use third argument of randrange
which is step
. In the Mob
class, set x value of rect object like this:
self.rect.x = random.randrange(0, WIDTH, TILESIZE)
And they will be perfectly aligned with the tiles.