So I been trying make my enemy move at the same spot while my player moves the camera but it's not working, when the screen moves my enemy will slowly move from its original spot but once its out of its original spot it will start glitching. Also when my player collides with a side of a platform my enemy will move the same way as my player but faster e.g.: https://gyazo.com/926207e82cd9849266decd68c08ea84d
A part of my camera movement(Not working)
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
My full code
import pygame
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")
move = pygame.image.load("WASD.png")
# Playerman
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.isJump = False
self.JumpCount = 10
self.idle =[pygame.image.load("player_idel_1.png"),
pygame.image.load("player_idel_2.png"),
pygame.image.load("player_idel_3.png"),
pygame.image.load("player_idel_4.png"),
pygame.image.load("player_idel_5.png"),
pygame.image.load("player_idel_6.png"),
pygame.image.load("player_idel_7.png"),
pygame.image.load("player_idel_8.png")
]
self.idlel = [pygame.image.load("Player_idel_left1.png"),
pygame.image.load("Player_idel_left2.png"),
pygame.image.load("Player_idel_left3.png"),
pygame.image.load("Player_idel_left4.png"),
pygame.image.load("Player_idel_left5.png"),
pygame.image.load("Player_idel_left6.png"),
pygame.image.load("Player_idel_left7.png"),
pygame.image.load("Player_idel_left8.png")
]
self.right = [pygame.image.load("Player_walk_right1.png"),
pygame.image.load("Player_walk_right2.png"),
pygame.image.load("Player_walk_right3.png")]
self.left = [pygame.image.load("Player_walk_left1.png"),
pygame.image.load("Player_walk_left2.png"),
pygame.image.load("Player_walk_left3.png")]
self.jump1 = [pygame.image.load("Player_jump5.png")]
self.jump2 = [
pygame.image.load("Player_rjump1.png")]
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
self.idle = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idle]
self.idlel = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idlel]
self.right = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.right]
self.left = [pygame.transform.scale(image,(image.get_width()*2, image.get_height()*2)) for image in self.left]
self.jump1 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump1]
self.jump2 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump2]
self.fps = 10
self.clock = pygame.time.Clock()
self.anim_index = 0
self.direction = "idle"
self.direction = "right"
self.direction = "left"
self.dierection = "idleleft"
self.dierection = "jump1"
self.dierection = "jump2"
self.next_frame_time = 0
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
pygame.draw.rect(self.color,self.rect)
def draw(self):
if self.direction == "idle":
image_list = self.idle
if self.direction == "right":
image_list = self.right
if self.direction == "left":
image_list = self.left
if self.direction == "idlel":
image_list = self.idlel
if self.direction == "jump1":
image_list = self.jump1
if self.direction == "jump2":
image_list = self.jump2
# Is it time to show the next animation frame?
time_now = pygame.time.get_ticks()
if ( time_now > self.next_frame_time ):
# set the time for the next animation-frame
inter_frame_delay = 1000 // self.fps
self.next_frame_time = time_now + inter_frame_delay # in the future
# move the current image to the next (with wrap-around)
self.anim_index += 1
if self.anim_index >= len( image_list ):
self.anim_index = 0
if self.anim_index >= len(image_list):
self.anim_index = 0
player_image = image_list[self.anim_index]
pygame.draw.rect( window, self.color, self.get_rect(), 2 )
player_image = image_list[self.anim_index]
player_rect = player_image.get_rect(center = self.get_rect().center)
player_rect.centerx += 3
player_rect.centery -= 13
window.blit(player_image, player_rect)
class Snake:
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.path = [x, end]
self.walkCount = 0
self.vel = 3
self.visible = True
self.no = pygame.image.load("Player_jump5.png")
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.move()
self.rect.topleft = (self.x,self.y)
window.blit(self.no,self.rect)
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x + self.vel
if ( proposed_move < self.path[0] or proposed_move > self.path[1] ):
# Move hits a boundary, so we need to turn around
self.vel = -self.vel
self.Walking_index = 0
# now make the correct move
self.x += self.vel # add +/- velocity
def scroll(self,sx,sy):
self.x += sx
self.y += sy
self.path[0] += sx
self.path[1] += sx
class Platform:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.rect.topleft = (self.x,self.y)
# Colors for hitbox
white = (255,255,255)
green = (0,255,0)
# Drawing Player
playerman = Player(350,445,40,40,white)
#Drawing Platforms
platform1 = Platform(300,-9.1,40,500,green)
platform2 = Platform(330,451,2000,40,green)
platform3 = Platform(2300,-9.1,40,500,green)
# Drawing Rule
rule1 = Rule(340,-9.1,220,500,green)
rule2 = Rule(20000,-9,1,5,green)
snake1 = Snake(100, 110, 64, 64, 300)
# List
platforms = [platform1,platform2,platform3]
rules = [rule1,rule2]
snakes = [snake1]
# draws map
platformGroup = pygame.sprite.Group
Level = [
" 1 1",
" 1 ",
" 1 1 111 1 ",
" 1 1 1 1 ",
" 11 1 1 1 11 ",
" 1 1 1 1 ",
" 1 1 1 11 1 ",
" 1 1 111 1 11 1 1 ",
" 1 1 11111 1 1 ",]
for iy,row in enumerate(Level):
for ix, col in enumerate(row):
if col == "1":
new_platforms = Platform(ix*50,iy*50.2,50,50,(255,255,255))
platforms.append(new_platforms)
# Windows color
def redrawwindow():
window.fill((0,0,0))
# Drawing the player and other stuff to the screen
playerman.draw()
for Platform in platforms:
Platform.draw()
for Rule in rules:
Rule.draw()
for Snake in snakes:
Snake.draw()
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# part of player screen movment
if playerman.y < 250:
playerman.y += 1
for Platform in platforms:
Platform.y += playerman.speed
for Snake in snakes:
Snake.scroll(0, +playerman.speed)
if playerman.y > 410:
playerman.y -= playerman.fall
for Platform in platforms:
Platform.y -= playerman.fall
for Snake in snakes:
Snake.scroll(0, -playerman.fall)
# part of side colliding
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
for Snake in snakes:
Snake.scroll(playerman.speed,0)
if event.key == pygame.K_a:
x_change = 7
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_a:
x_change = 0
x += x_change
if x > 500 - playerman.width or x < 0:
x = old_x
# lets player move
keys = pygame.key.get_pressed()
px, py = playerman.x, playerman.y
for Platform in platforms:
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed
if not playerman.isJump:
playerman.direction = "left"
for Snake in snakes:
Snake.scroll(playerman.speed,0)
else:
if playerman.direction == "left" and playerman.direction == "idlel":
playerman.direction = "idlel"
else:
if playerman.direction == "right" and playerman.direction == "idle":
playerman.direction = "idle"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
move_right = keys[pygame.K_d]
move_left = keys[pygame.K_a]
if move_right:
for Platform in platforms:
Platform.x -= playerman.speed
for Rule in rules:
Rule.x -= playerman.speed # <---
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
if move_left:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed # <---
for Snake in snakes:
Snake.scroll(playerman.speed,0)
platform_rect_list = [p.get_rect() for p in platforms] # get_rect()
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
cI = player_rect.collidelist(platform_rect_list)
if cI >= 0:
# undo movement of platforms dependent on the direction and intersection distance
dx = 0
if move_right:
dx = platform_rect_list[cI].left - player_rect.right
if move_left:
dx = platform_rect_list[cI].right - player_rect.left
for Platform in platforms:
Platform.x -= dx
Platform.get_rect() # update rectangle
for Rule in rules:
Rule.x -= dx # <---
for Snake in snakes:
Snake.x -= dx
##############
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
if playerman.get_rect().colliderect(Platform.rect):
collide = True
playerman.isJump = False
playerman.y = Platform.rect.top - playerman.height
if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
playerman.x = Platform.rect.left - playerman.width
if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
playerman.x = Platform.rect.right
# colliding with floor
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
py -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()
pygame.quit()
Improve the robustness of your code. Make sure that the movement of a Snake
works even if the position of the snake is far out of the path
. If proposed_move
is less than self.path[0]-self.vel
or self.path[1]+self.vel
, then the Snake
will never return to the path, because self.vel
will be inverted continuously. Make sure that the direction of movement is always set to the right if proposed_move < self.path[0]
and make sure that the direction of movement is always set to the left if proposed_move > self.path[1]
:
class Snake:
# [...]
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x + self.vel
# Move hits a boundary, so we need to turn around
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# now make the correct move
self.x += self.vel # add +/- velocity
Do the same for Bat
:
class Bat:
# [...]
def move(self):
if self.visible:
# relizes when it hits bounds
proposed_move = self.x + self.vel
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# starting movment
self.x += self.vel
You have to simplify your code.
Store the initial position of the player (start_x
, start_y
) and a to methods to the class player that return the current position of the player in relation to the start position (get_x
, get_y
):
class Player:
def __init__(self,x,y,width,height,color):
self.start_x = x
self.start_y = y
self.x = x
self.y = y
#[...]
def get_x(self):
return self.x - self.start_x
def get_y(self):
return self.y - self.start_y
Compute the positions of Snake
, Bat
, Platform
and Rule
in relation to the player:
class Snake:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no,self.rect)
class Bat:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no, self.rect)
class Platform:
# [...]
def get_rect(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
# [...]
def draw(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
Get rid of player movement compensation (scroll
etc.). This is no longer necessary as the objects are drawn in relation to the player. Complete main loop:
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# lets player move
keys = pygame.key.get_pressed()
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment x
if keys[pygame.K_d]:
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
if not playerman.isJump:
playerman.direction = "left"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left" and keys[pygame.K_SPACE]:
playerman.direction = "jump2"
px, py = playerman.x, playerman.y
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if keys[pygame.K_d]:
playerman.x += playerman.speed
if keys[pygame.K_a]:
playerman.x -= playerman.speed
if player_rect.collidelist(platform_rect_list) > 0:
playerman.x = px
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
player_rect = playerman.get_rect()
player_rect.topleft = (playerman.x, playerman.y)
platform_rect = Platform.get_rect()
if playerman.get_rect().colliderect(platform_rect):
collide = True
playerman.isJump = False
if platform_rect.top > playerman.x:
playerman.y = platform_rect.top - playerman.height
if player_rect.right > platform_rect.left and player_rect.left < platform_rect.left:
playerman.x = platform_rect.left - playerman.width
if player_rect.left < platform_rect.right and player_rect.right > platform_rect.right:
playerman.x = platform_rect.right
# colliding with floor
if player_rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.y -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()