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Arcot

Jumper

Sep 14th, 2022
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Python 2.90 KB | None | 0 0
  1. import pygame
  2. import random
  3.  
  4. GRAVITY = 1
  5. PLAYER_VELOCITY = 5
  6. JUMP_POWER = 20
  7. HEIGHT = 901
  8. WIDTH = 500
  9. backgroundColour = (0,215,62)
  10. platformColour = (0,255,0)
  11. # self.image = substitute for actual image
  12. class Platform(pygame.sprite.Sprite):
  13.     def __init__(self, y,pl = 100):
  14.         super().__init__()
  15.         platheight = 10
  16.         platlength = pl
  17.         self.image = pygame.Surface((platlength,platheight))
  18.         self.image.fill(platformColour)
  19.         self.rect = self.image.get_rect()  # <-- makes rectangle
  20.         self.rect.left = (random.randrange(0,WIDTH - platlength))
  21.         self.rect.centery = y
  22.  
  23. class player(pygame.sprite.Sprite):
  24.     def __init__(self):
  25.         super().__init__()
  26.  
  27.         self.image = pygame.Surface((50, 90))
  28.         self.image.fill((130, 230, 99))
  29.         self.rect = self.image.get_rect()
  30.         self.rect.center = (485,550)
  31.         self.dx = 0
  32.         self.dy = 0
  33.         self.in_air = True
  34.         self.gravity = GRAVITY
  35.  
  36.     def update(self):
  37.         self.dx = 0
  38.         keys = pygame.key.get_pressed()
  39.         if keys [pygame.K_a]:
  40.             self.dx = -PLAYER_VELOCITY
  41.         if keys [pygame.K_d]:
  42.             self.dx = PLAYER_VELOCITY
  43.         if keys [pygame.K_SPACE] and not self.in_air:
  44.             self.jump()
  45.         self.dy += self.gravity
  46.         self.rect.move_ip(self.dx,self.dy)
  47.  
  48.     def jump(self):
  49.         keys = pygame.key.get_pressed() #makes the key function
  50.         if keys [pygame.K_SPACE]:
  51.             self.dy = -JUMP_POWER
  52.             self.in_air = True
  53.             self.gravity = GRAVITY          
  54.  
  55.        
  56.  
  57.  
  58. pygame.init()
  59. window = pygame.display.set_mode((WIDTH,HEIGHT)) #makes window
  60. run = True
  61. clock = pygame.time.Clock() # <-- makes a clock
  62. elements = pygame.sprite.Group() #group where all objects are stored
  63. platforms = pygame.sprite.Group()
  64. for x in range(5): #value of x will be 0 1 2 3 4 5
  65.     p = Platform((x+1)*150)
  66.     elements.add(p)
  67.     platforms.add(p)
  68. base = Platform(HEIGHT-20, WIDTH - 1)
  69. elements.add(base) #adds base to element group
  70. platforms.add(base) #adds to platforms
  71. layer = player()
  72. elements.add(layer)
  73. while run:
  74.     window.fill(backgroundColour)
  75.     clock.tick(60) # <-- sets FPS to 60
  76.     for event in pygame.event.get(): # <-- gives you all events
  77.         if event.type == pygame.QUIT: # <-- if the event is that you close the program
  78.             run = False # <--shuts down windowplatforms, F
  79.     plat = pygame.sprite.spritecollideany(layer, platforms)
  80.     if plat and layer.dy > 0 and layer.rect.centery <= plat.rect.top:
  81.         layer.in_air = False
  82.         layer.gravity = 0 # accleration
  83.         layer.dy = 0 # velocity
  84.         layer.rect.bottom = plat.rect.top
  85.     else:
  86.         layer.gravity = GRAVITY
  87.     elements.update() # updates all objects in element group
  88.     elements.draw(window) #places objects from elements group into window
  89.     pygame.display.update()
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