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"""
Basic moving platforms using only rectangle collision.
-Written by Sean J. McKiernan 'Mekire'
"""
import os
import sys
import pygame as pg
CAPTION = "Moving Platforms"
SCREEN_SIZE = (700,500)
class _Physics(object):
"""A simplified physics class. Psuedo-gravity is often good enough."""
def __init__(self):
"""You can experiment with different gravity here."""
self.x_vel = self.y_vel = 0
self.grav = 0.4
self.fall = False
def physics_update(self):
"""If the player is falling, add gravity to the current y velocity."""
if self.fall:
self.y_vel += self.grav
else:
self.y_vel = 0
class Player(_Physics, pg.sprite.Sprite):
"""Class representing our player."""
def __init__(self,location,speed):
"""
The location is an (x,y) coordinate pair, and speed is the player's
speed in pixels per frame. Speed should be an integer.
"""
_Physics.__init__(self)
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((30,55)).convert()
self.image.fill(pg.Color("red"))
self.rect = self.image.get_rect(topleft=location)
self.speed = speed
self.jump_power = -9.0
self.jump_cut_magnitude = -3.0
self.on_moving = False
self.collide_below = False
def check_keys(self, keys):
"""Find the player's self.x_vel based on currently held keys."""
self.x_vel = 0
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.x_vel -= self.speed
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.x_vel += self.speed
def get_position(self, obstacles):
"""Calculate the player's position this frame, including collisions."""
if not self.fall:
self.check_falling(obstacles)
else:
self.fall = self.check_collisions((0,self.y_vel), 1, obstacles)
if self.x_vel:
self.check_collisions((self.x_vel,0), 0, obstacles)
def check_falling(self, obstacles):
"""If player is not contacting the ground, enter fall state."""
if not self.collide_below:
self.fall = True
self.on_moving = False
def check_moving(self,obstacles):
"""
Check if the player is standing on a moving platform.
If the player is in contact with multiple platforms, the prevously
detected platform will take presidence.
"""
if not self.fall:
now_moving = self.on_moving
any_moving, any_non_moving = [], []
for collide in self.collide_below:
if collide.type == "moving":
self.on_moving = collide
any_moving.append(collide)
else:
any_non_moving.append(collide)
if not any_moving:
self.on_moving = False
elif any_non_moving or now_moving in any_moving:
self.on_moving = now_moving
def check_collisions(self, offset, index, obstacles):
"""
This function checks if a collision would occur after moving offset
pixels. If a collision is detected, the position is decremented by one
pixel and retested. This continues until we find exactly how far we can
safely move, or we decide we can't move.
"""
unaltered = True
self.rect[index] += offset[index]
while pg.sprite.spritecollideany(self, obstacles):
self.rect[index] += (1 if offset[index]<0 else -1)
unaltered = False
return unaltered
def check_above(self, obstacles):
"""When jumping, don't enter fall state if there is no room to jump."""
self.rect.move_ip(0, -1)
collide = pg.sprite.spritecollideany(self, obstacles)
self.rect.move_ip(0, 1)
return collide
def check_below(self, obstacles):
"""Check to see if the player is contacting the ground."""
self.rect.move_ip((0,1))
collide = pg.sprite.spritecollide(self, obstacles, False)
self.rect.move_ip((0,-1))
return collide
def jump(self, obstacles):
"""Called when the user presses the jump button."""
if not self.fall and not self.check_above(obstacles):
self.y_vel = self.jump_power
self.fall = True
self.on_moving = False
def jump_cut(self):
"""Called if player releases the jump key before maximum height."""
if self.fall:
if self.y_vel < self.jump_cut_magnitude:
self.y_vel = self.jump_cut_magnitude
def pre_update(self, obstacles):
"""Ran before platforms are updated."""
self.collide_below = self.check_below(obstacles)
self.check_moving(obstacles)
def update(self, obstacles, keys):
"""Everything we need to stay updated; ran after platforms update."""
self.check_keys(keys)
self.get_position(obstacles)
self.physics_update()
def draw(self, surface):
"""Blit the player to the target surface."""
surface.blit(self.image, self.rect)
class Block(pg.sprite.Sprite):
"""A class representing solid obstacles."""
def __init__(self, color, rect):
"""The color is an (r,g,b) tuple; rect is a rect-style argument."""
pg.sprite.Sprite.__init__(self)
self.rect = pg.Rect(rect)
self.image = pg.Surface(self.rect.size).convert()
self.image.fill(color)
self.type = "normal"
class MovingBlock(Block):
"""A class to represent horizontally and vertically moving blocks."""
def __init__(self, color, rect, end, axis, delay=500, speed=2, start=None):
"""
The moving block will travel in the direction of axis (0 or 1)
between rect.topleft and end. The delay argument is the amount of time
(in miliseconds) to pause when reaching an endpoint; speed is the
platforms speed in pixels/frame; if specified start is the place
within the blocks path to start (defaulting to rect.topleft).
"""
Block.__init__(self, color, rect)
self.start = self.rect[axis]
if start:
self.rect[axis] = start
self.axis = axis
self.end = end
self.timer = 0.0
self.delay = delay
self.speed = speed
self.waiting = False
self.type = "moving"
def update(self, player, obstacles):
"""Update position. This should be done before moving any actors."""
obstacles = obstacles.copy()
obstacles.remove(self)
now = pg.time.get_ticks()
if not self.waiting:
speed = self.speed
start_passed = self.start >= self.rect[self.axis]+speed
end_passed = self.end <= self.rect[self.axis]+speed
if start_passed or end_passed:
if start_passed:
speed = self.start-self.rect[self.axis]
else:
speed = self.end-self.rect[self.axis]
self.change_direction(now)
self.rect[self.axis] += speed
self.move_player(now, player, obstacles, speed)
elif now-self.timer > self.delay:
self.waiting = False
def move_player(self, now, player, obstacles, speed):
"""
Moves the player both when on top of, or bumped by the platform.
Collision checks are in place to prevent the block pushing the player
through a wall.
"""
if player.on_moving is self or pg.sprite.collide_rect(self,player):
axis = self.axis
offset = (speed, speed)
player.check_collisions(offset, axis, obstacles)
if pg.sprite.collide_rect(self, player):
if self.speed > 0:
self.rect[axis] = player.rect[axis]-self.rect.size[axis]
else:
self.rect[axis] = player.rect[axis]+player.rect.size[axis]
self.change_direction(now)
def change_direction(self, now):
"""Called when the platform reaches an endpoint or has no more room."""
self.waiting = True
self.timer = now
self.speed *= -1
class Control(object):
"""Class for managing event loop and game states."""
def __init__(self):
"""Initalize the display and prepare game objects."""
self.screen = pg.display.get_surface()
self.screen_rect = self.screen.get_rect()
self.clock = pg.time.Clock()
self.fps = 60.0
self.keys = pg.key.get_pressed()
self.done = False
self.player = Player((50,875), 4)
self.viewport = self.screen.get_rect()
self.level = pg.Surface((1000,1000)).convert()
self.level_rect = self.level.get_rect()
self.win_text,self.win_rect = self.make_text()
self.obstacles = self.make_obstacles()
def make_text(self):
"""Renders a text object. Text is only rendered once."""
font = pg.font.Font(None, 100)
message = "You win. Celebrate."
text = font.render(message, True, (100,100,175))
rect = text.get_rect(centerx=self.level_rect.centerx, y=100)
return text, rect
def make_obstacles(self):
"""Adds some arbitrarily placed obstacles to a sprite.Group."""
walls = [Block(pg.Color("chocolate"), (0,980,1000,20)),
Block(pg.Color("chocolate"), (0,0,20,1000)),
Block(pg.Color("chocolate"), (980,0,20,1000))]
static = [Block(pg.Color("darkgreen"), (250,780,200,100)),
Block(pg.Color("darkgreen"), (600,880,200,100)),
Block(pg.Color("darkgreen"), (20,360,880,40)),
Block(pg.Color("darkgreen"), (950,400,30,20)),
Block(pg.Color("darkgreen"), (20,630,50,20)),
Block(pg.Color("darkgreen"), (80,530,50,20)),
Block(pg.Color("darkgreen"), (130,470,200,215)),
Block(pg.Color("darkgreen"), (20,760,30,20)),
Block(pg.Color("darkgreen"), (400,740,30,40))]
moving = [MovingBlock(pg.Color("olivedrab"), (20,740,75,20), 325, 0),
MovingBlock(pg.Color("olivedrab"), (600,500,100,20), 880, 0),
MovingBlock(pg.Color("olivedrab"),
(420,430,100,20), 550, 1, speed=3, delay=200),
MovingBlock(pg.Color("olivedrab"),
(450,700,50,20), 930, 1, start=930),
MovingBlock(pg.Color("olivedrab"),
(500,700,50,20), 730, 0, start=730),
MovingBlock(pg.Color("olivedrab"),
(780,700,50,20), 895, 0, speed=-1)]
return pg.sprite.Group(walls, static, moving)
def update_viewport(self):
"""
The viewport will stay centered on the player unless the player
approaches the edge of the map.
"""
self.viewport.center = self.player.rect.center
self.viewport.clamp_ip(self.level_rect)
def event_loop(self):
"""We can always quit, and the player can sometimes jump."""
for event in pg.event.get():
if event.type == pg.QUIT or self.keys[pg.K_ESCAPE]:
self.done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump(self.obstacles)
elif event.type == pg.KEYUP:
if event.key == pg.K_SPACE:
self.player.jump_cut()
def update(self):
"""Update the player, obstacles, and current viewport."""
self.keys = pg.key.get_pressed()
self.player.pre_update(self.obstacles)
self.obstacles.update(self.player, self.obstacles)
self.player.update(self.obstacles, self.keys)
self.update_viewport()
def draw(self):
"""
Draw all necessary objects to the level surface, and then draw
the viewport section of the level to the display surface.
"""
self.level.fill(pg.Color("lightblue"))
self.obstacles.draw(self.level)
self.level.blit(self.win_text, self.win_rect)
self.player.draw(self.level)
self.screen.blit(self.level, (0,0), self.viewport)
def display_fps(self):
"""Show the programs FPS in the window handle."""
caption = "{} - FPS: {:.2f}".format(CAPTION, self.clock.get_fps())
pg.display.set_caption(caption)
def main_loop(self):
"""As simple as it gets."""
while not self.done:
self.event_loop()
self.update()
self.draw()
pg.display.update()
self.clock.tick(self.fps)
self.display_fps()
if __name__ == "__main__":
os.environ['SDL_VIDEO_CENTERED'] = '1'
pg.init()
pg.display.set_caption(CAPTION)
pg.display.set_mode(SCREEN_SIZE)
run_it = Control()
run_it.main_loop()
pg.quit()
sys.exit()