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Aku Lalala

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  1. Ninja IDE also good and its free [url="http://ninja-ide.org"]http://ninja-ide.org[/url]
  2. 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 ;)
  3. hi all, i am new to this forum and also in game programming world. i'm trying to create a 2d platforming game using pygame, but don't know how to do it. i don't know how to properly create the map for each level, then load the sprite images based on the map. i couldn't find any tutorials on how to do it. hope someone here can help me explain the concepts or point me somewhere on the net where i can learn the concept of doing this kind of thing using pygame. i still learning pygame, build up a solid base in pygame but at the same time would like to know how do people create those kind of map thing's in their game. i couldn't find it anywhere on the net, try to understand from other people's code from the game i downloaded but couldn't get the idea, maybe the code is to advanced for me. it would be very nice if i can get help from here. thanks :-)
  4. hi, 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? [CODE] # -*- 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 pygame.init() #pygame.key.set_repeat(1000,1000) 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],\ [w,t,t,t,w,t,t,t,w,t,w,t,w,t,t,w],\ [w,t,w,t,w,t,w,t,t,t,w,t,w,t,t,w],\ [w,t,w,t,w,t,w,t,w,t,w,t,w,t,t,w],\ [w,t,w,t,w,t,w,t,w,t,t,t,t,t,w,w],\ [w,t,w,t,t,t,w,t,w,t,w,t,t,w,t,w],\ [w,g,w,w,w,w,w,w,w,w,w,w,w,t,g,w],\ [w,t,w,t,t,t,w,t,w,t,t,t,t,t,w,w],\ [w,t,w,t,w,t,w,t,t,t,w,w,w,t,w,w],\ [w,t,w,t,w,t,w,t,w,t,t,t,t,t,t,w],\ [w,t,w,t,w,t,t,t,w,t,w,t,w,t,t,w],\ [w,t,w,t,w,w,w,t,w,t,t,w,t,w,t,w],\ [w,t,t,t,w,w,w,t,w,w,t,t,t,t,t,w],\ [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): pygame.sprite.Sprite.__init__(self) # Make a blue wall, of the size specified in the parameters self.image = pygame.Surface([width, height]) self.image.fill((0,0,255)) # 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) self.RenderTiles() # ------------------------------- 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) wall_list=[] 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: wall_list.append(Wall(32,32,x*32,y*32)) 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) birdgroup.update(seconds) birdgroup.draw(screen) pygame.display.flip() pygame.quit() [/CODE]
  5. hi all, i'm just a newbie here and in pygame. i could'nt find any simple/easy tutorial of making walkable/not walkable wall. here's my example code. i manage to create the background map using the tile-sprite image, based on tutorial from [url="http://arvinbadiola.wordpress.com/2012/01/22/rendering-background-image-using-pygame-in-python-2-7/"]i.am.arvin[/url]. i also add a bird as the player, but my problem now is i dont know how to make the wall (in the background) walkable/not walkable. hope someone can give idea how can this be done [CODE] # -*- 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 pygame.init() 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],\ [w,t,t,t,w,t,t,t,w,t,w,t,w,t,t,w],\ [w,t,w,t,w,t,w,t,t,t,w,t,w,t,t,w],\ [w,t,w,t,w,t,w,t,w,t,w,t,w,t,t,w],\ [w,t,w,t,w,t,w,t,w,t,t,t,t,t,w,w],\ [w,t,w,t,t,t,w,t,w,t,w,t,t,w,t,w],\ [w,g,w,w,w,w,w,w,w,w,w,w,w,t,g,w],\ [w,t,w,t,t,t,w,t,w,t,t,t,t,t,w,w],\ [w,t,w,t,w,t,w,t,t,t,w,w,w,t,w,w],\ [w,t,w,t,w,t,w,t,w,t,t,t,t,t,t,w],\ [w,t,w,t,w,t,t,t,w,t,w,t,w,t,t,w],\ [w,t,w,t,w,w,w,t,w,t,t,w,t,w,t,w],\ [w,t,t,t,w,w,w,t,w,w,t,t,t,t,t,w],\ [w,w,w,w,w,w,w,w,w,w,w,w,w,w,w,w]] # ------------------------------------ function to render tile -------------------------------------- def RenderTiles(): 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]) # ------------------------------------ end function to render tile -------------------------------- # ---------------------------------------- bird class ------------------------------------------------ class Bird(pygame.sprite.Sprite): def __init__(self, startpos=(32, 192)): 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.rect.width/2, self.dy+self.rect.height/2) def moves(self, dx, dy): if self.dx + dx <= 10 or self.dy + dy <= 10 or\ self.dx + dx >= 480 or self.dy + dy >= 416: self.move = False else: self.move = True if self.move: self.dx += dx self.dy += dy def update(self, second): self.seconds = seconds self.rect.center = (self.dx+self.rect.width/2, self.dy+self.rect.height/2) RenderTiles() # ------------------------------- 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() # 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) if e.key == K_DOWN: b.moves(0, 32) if e.key == K_RIGHT: b.moves(32, 0) if e.key == K_LEFT: b.moves(-32, 0) birdgroup.clear(screen, background) birdgroup.update(seconds) birdgroup.draw(screen) pygame.display.flip() pygame.quit() [/CODE]