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Biskut Merry

Member Since 18 Sep 2012
Offline Last Active Oct 31 2012 05:07 AM

Posts I've Made

In Topic: Python Editor

11 October 2012 - 01:27 AM

Ninja IDE also good and its free

In Topic: 2d platforming game using pygame

25 September 2012 - 05:42 PM

thanks for your reply Goran Milovanovic & slicksk8te.
i already know python, but just basic and still learning. i also been learning pygame
for 3weeks now. i still not comfortable with it but making a good progress with it day by day.
just wanna have some fun while learning python / pygame,i would like to try to create
a simple platform / tile-system in 2d.

i want to know in general, how do people setup the game screen, especially the background,
starting on how they create the map for each level, load it with the sprite, mark it / flag each
sprite ( is it a wall or not, etc). this is the only thing i want to know for the this time. i need to know
the basic how in general, the concept behind this platforming tile-based game.

thanks again, and hope you can give me some idea ;)

In Topic: Beginner - How to make walkable/not walkable wall

18 September 2012 - 09:44 AM


thanks for your quick reply. i manage to solve this problem. but i dont know is it the right way of doing this for tile based game.
any way this is my new code. i just draw a rectangle before i draw the tile map, then i use the rectangle for collision detection. is it correct?

# -*- coding: utf-8 *-*
import pygame
from pygame import *
import map1
import os
DEFAULT_SCREENSIZE = [512, 448] #16 X 14 grid with 32px X 32px cell
screen = pygame.display.set_mode(DEFAULT_SCREENSIZE)
display.set_caption('Tile Based')
# -------------------------------- map source for background -------------------------------------
SOURCE = pygame.image.load('images/TileA4.png')
p = pygame.Rect(288, 0, 32, 32) #area of source image containing pavement
g = pygame.Rect(416, 0, 32, 32) #area of source image containing grass
s = pygame.Rect(288, 160, 32, 32) #area of source image containing sand/dirt
b = pygame.Rect(288, 320, 32, 32) #area of source image containing bush
w = pygame.Rect(96, 0, 32, 32) #area containing brick wall
t = pygame.Rect(288, 320, 32, 32) #area of source image containing grass
MAP = [[w,w,w,w,w,w,w,w,w,w,w,w,w,w,w,w],\
# ------------------------------------ function to render tile --------------------------------------
class Wall(pygame.sprite.Sprite):
    def __init__(self,height,width,x,y):
	 # Make a blue wall, of the size specified in the parameters
	    self.image = pygame.Surface([width, height])
	 # Make our top-left corner the passed-in location.
	    self.rect = self.image.get_rect()
	    self.rect.topleft = (x, y)
# ------------------------------------ end function to render tile --------------------------------
# ---------------------------------------- bird class ------------------------------------------------
class Bird(pygame.sprite.Sprite):
    def __init__(self, startpos=(48, 208)):
	    pygame.sprite.Sprite.__init__(self, self.groups)
	    self.image = pygame.image.load(os.path.join('images', 'babytux.png'))
	    self.image = self.image.convert_alpha()
	    self.rect = self.image.get_rect()
	    self.startpos = startpos
	    self.dx = self.startpos[0]
	    self.dy = self.startpos[1]
	    self.move = True
	    self.rect.center = (self.dx, self.dy)
	    self.old_x = self.rect.centerx
	    self.old_y = self.rect.centery
    def moves(self, dx, dy, wall):
	    self.wall = wall
	    self.old_x =self.dx
	    self.old_y = self.dy
	    self.dx += dx
	    self.dy +=dy
	    self.rect.center = (self.dx, self.dy)
	    collide = pygame.sprite.spritecollide(self,self.wall,False)
	    if collide:
		    self.rect.center = (self.old_x, self.old_y)
		    self.dx = self.old_x
		    self.dy = self.old_y
		    print 'collide'
    def RenderTiles(self):
	    for y in range(len(MAP)):
		    for x in range(len(MAP[y])):
			    location = (x*32, y*32)
			    screen.blit(SOURCE, location, MAP[y][x])
    def update(self, second):
	    self.seconds = seconds
	    self.rect.center = (self.dx, self.dy)
# ------------------------------- end class bird ------------------------------------------------
FPS = 60
clock = pygame.time.Clock()
play = True
background = pygame.Surface(screen.get_size())
screen.blit(background, (0,0))
birdgroup = pygame.sprite.Group()
Bird.groups = birdgroup
b = Bird()
# ----------------------------------------------------------------------------------------------------------------
# Make the walls. (height, width, x_pos, y_pos)
for y in range(len(MAP)):
    for x in range(len(MAP[y])):
	    location = (x*32, y*32)
	    #print  MAP[y][x].topleft
	    tl = MAP[y][x].topleft[0]
	    if tl == 96:

wallSprites = pygame.sprite.Group(wall_list)
# ----------------------------------------------------------------------------------------------------------------

# main loop start
while play:
    miliseconds = clock.tick(FPS)
    seconds = miliseconds/1000
    for e in event.get():
	    if e.type == QUIT:
		    play = False
	    if e.type == KEYDOWN:
		    if e.key == K_ESCAPE:
			    play = False
		    if e.key == K_UP:
			    b.moves(0, -32, wallSprites)
		    if e.key == K_DOWN:
			    b.moves(0, 32, wallSprites)
		    if e.key == K_RIGHT:
			    b.moves(32, 0, wallSprites)
		    if e.key == K_LEFT:
			    b.moves(-32, 0, wallSprites)
    birdgroup.clear(screen, background)